Title      : Holy Wars QuakeWorld Edition
Filename   : hwqwe13.zip
Version    : 1.3 QW Edition
Date       : November 1999
Author     : Gerard "numb" Ryan       // Paolo "Nusco" Perrotta
Email      : numb@macqakeinfinity.com // nusco@planetquake.com 
WWW page   : http://www.planetquake.com/holywars/
*OR*       : http://numb.maquakeinfinity.com
Credits    : Look near the end of this file.

Type of Mod
-----------  
Quake C  : yes
Sound    : yes 
MDL      : yes 
 
Format of QuakeC
----------------
unified diff    : no
context diff    : no
.qc files       : yes
qwprogs.dat     : yep



A. RECENT NEWS
   -----------

Cleaned up the source and removed the admin module. Re-enabled client-side 
settings.  The archive contains both server and client files. Server setup is 
relatively simple, if you wish to host the game on your machine. Drag the 'qw' 
folder from the holywars/server path, and place it in the path of your qwsv 
executable. The server.cfg file is preconfigured. To add your server name to 
the MOTD, use the localinfo key 'site': localinfo site "My Server", which will 
be read as: "Welcome to My Server..."
 

B. A BIT ABOUT THE BITFIELDS
   --------------------------
   
   1. SAMELEVEL
   
       samelevel 0 -- maps progress normally
       samelevel 1 -- same map
       samelevel 2 -- NOEXIT
       samelevel 4 -- NOEXIT - die if you try 
  
   2. DEATHMATCH
   
       deathmatch 1 -- need I bother?
       deathmatch 2 -- weapons stay / no item respawn
       deathmatch 3 -- weapons stay / items respawn as normal
       deathmatch 4 -- start LARGE  / full weapons/armor/health/ammo
       deathmatch 5 -- start LARGE
       
       NOTE: drop weapons disabled in any deathmatch mode above deathmatch 1;

   3. TEAMPLAY

       teamplay 0      -- Nusco hates teamplay, but I'm more tolerant =)
       teamplay 1      -- No health damage from friendly fire 
       teamplay 2      -- No armor damage from friendly fire 
       teamplay 4      -- Attacker takes damage from hitting teammates
       teamplay 8      -- One frag penalty for killing teammate
       teamplay 16     -- Die when you kill a teammate.
       teamplay 32     -- Allow only defined team colors
       teamplay 64     -- Don't allow players to switch teams
       teamplay 128    -- Allow only team changes to a team with less players
       teamplay 256    -- Enforce team shirt color
       teamplay 512    -- Allow player to drop backpacks and weapons
       teamplay 1024   -- Boot players that have less than TEAM_FRAG_FLOOR frags
       teamplay 2048   -- Kill players who try to leave with too few frags
       teamplay 4096   -- Inform players if they repeatedly shoot a teammate
       teamplay 8192   -- Total frags for each team will be printed periodically
       teamplay 16384  -- Sinners VS Saint (recommended HWQWE teamplay)
       teamplay 32768  -- Heretic-Penalty (see below)  

       Use common sense to determine where flag conflicts may occur:
       you may not choose Sinners VS Saint and locked teams; also note that
       some options may prove to be redundant: friendly-fire notice and
       heretic penalty essentially use portions of the same code.
       
       Add bitfields to customize your settings. 
       For example, if you wanted to play Team Scoring, Frag Penalty, and 
       Locked Teams, you would sum the bitfield values and enter the total
       as the value for your teamplay setting; eg:

                   32 - team colors
                   64 - locked teams
              + 32768 - heretic rules
              -------
       teamplay 32854

   4. NOEXIT
    
      see samelevel
     

C. HERETIC RULES
   -------------

Heretic rules are as follows: if the bitfield for heretic penalty is set 
(teamplay 32768), then a running count for sinner/sinner frags is stored. 
The variable "maxheresy" counts players and sets the maximum heresy 
points that can be accumulated before a sinner is made a heretic. 
Maxheresy is initialized and updated as players log on. If there are 
fewer than 5 players logged on, maxheresy defaults to 4. If there 
are more than 11 players, maxheresy defaults to 10. 

If repeated shots on the same target are detected, the attacker accrues 
minor heresy points (0.2). If the shots persist, and result in a kill, 
the sinner is officially warned and the heresy point is calculated by 
determining how close and what relationship The Saint had with the event. 
For example, if the attacker steals a target from The Saint, attacker is 
penalized slightly more than if the kill was just in the Saint's general
vicinity. If the attacker gibs that target, the points aquired are still 
higher. If the attacker was looking in the Saint's direction, it may be 
assumed that the attack was accidental (the target got caught in a cross-
fire) and a minimum penalty of 0.25 points is handed out. Otherwise, if 
the Saint was nowhere near the incident, then it is treated as gratuitous 
sinner/sinner killing and the maximum amount of points are handed down.

Upon the maxheresy incident of heresy, the sinner is killed, respawns as a 
heretic, and is unable to pick ALL items-- including the halo. The only way
way a heretic can be redeemed is to kill the saint. A heretic that shoots 
at another Heretic inflicts no damage upon its target, in fact, the damage 
is reflected upon the inflictor. Being a heretic means being FRAGMEAT.


D. DYNAMIC HALO SPAWNING
   ---------------------
   
A halo will be spawned on unsupported maps (see below). The only problem with 
this is that the halo will look for info_player_deathmatch spots-- so
spawning/respawning players may become 'sainted' too easily. This will keep 
server operation and maintenance to a minimum initially, but it is recommended 
to follow the instructions in section 3.6 of the holywars.txt file to hardcode 
the halo's spawn position. 


E. SERVERINFO KEYS - servers only
   ------------------------------

There are 6 new serverinfo keys added: dw, ex, lg, lag, random, client. 

0 = OFF, 1 = ON

'dw' is drop weapon - only available in deathmatch 1
'ex' is ammo explode - from the QDM mod; player's rockets explode
'lg' is underwater lightning radius protection
'lag' is for LAN servers only 
'rnd' is for randomized items: powerups = 1, all items = 2
'client' client-side files are necessary: 1 = pak req'd, 0 = server-side
