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


*************************************************
SEE readme.txt file for recent additions to HWQWE
*************************************************


#0. INTRO
    -----

Take it easy, you don't need to read all this stuff. Give a quick glance at the #1 
and #2 sections, call some friends, calmly launch a server on your local network 
and GET DOWN LIKE A SEX MACHINE. 


#1. THE GAME
    --------

1.1. What is Holy Wars
     -----------------

Holy Wars is a deathmatch/teamplay mod for a minimum of 3 players. It's very simple 
to install, learn and use, although it provides a completely different kind of 
deathmatch. Holy Wars can be a refreshing diversion after some hours of CTF, or 
TF, or <insert your favourite heavyweigth mod here>. This mod is strongly oriented 
towards mayhem and carnage, rather than subtle strategy and tactical reasoning. 
Who needs strategy, btw? GORE! WE WANT MORE GORE! Holy Wars includes some custom 
sounds'n'stuff and it's download is small.

1.2. The rules
     ---------

A Holy Wars level contains a luminous, blue entity called the Halo. 
If a player gets the Halo, he'll become a Saint and receive some armour, health and weapons. 
The Halo will follow the Saint around. Normally, players can frag each other happily, 
but won't score frags for doing so. The Saint is the only player in the game who scores 
frags by killing other "normal" players. Sinners may also score frags, if they frag
a Heretic. If normal teamplay mode is enabled, players defend they're team's Saint. If
the game rules are Sinners VS Saint, the players should avoid killing each other and 
concentrate on the Saint, their common enemy. 
If a player kills the Saint, the Halo will fall on the ground for everybody to take. 
After 30 seconds, an abandoned Halo will teleport to its starting position. The idea 
is that everybody must try to kill the Saint and steal the Halo.If a fallen Halo is 
unreachable because it fell into lava or in some other unhealthy place, you'd better 
hurry to the base to be there when it reappears. That's all. The result will hopefully 
be total carnage. 


1.3. Score system
     ------------

If you're a Sinner: 

 0  points for killing another Sinner; 
 3  points for killing the Saint; 
 3 point for killing heretics
 2  points for getting the Halo and becoming the Saint.
  
If you're the Saint: 

 1 point for killing sinners. 
 4 points for killing heretics.

If you're a Heretic:
 
 you won't score points or be able to pick up items
 until you're redeemed (eg, killing the saint)


When a player is sanctified, he/she will receive an amount of armour and 
health proportional to the number of enemies into the game (minus the number 
of friends if teamplay is on). At the end of a game, statistics for every 
player will be printed on the console. You can scroll the text using the 
PageUp and PageDown keys. These statistics have proven able to break 
long-lasting friendships.


#2. INSTALLATION AND BASIC USE
    --------------------------

2.1. Installation
     ------------

You must have the registered version of Quake to install Holy Wars. If you have the
Macintosh version, you downloaded an installer... just run the installer from your 
download directory and select your Quake folder as the install location. To install 
the windows patch, just make a "holywars" directory under your QUAKE directory and unzip 
the hwqwe.zip file in it (remember to keep all subdirectories). If you're 
starting up a qw server, take the "qw" directory from your installed holywars 
directory and place it in the same path as the qw server app -- if you're a 
mac user, just be sure to keep the qw folder in your quake folder, separate 
from the holywars folder. The server.cfg file is pre-configured. You may customize it
to your own settings, though sinners vs saint teamplay with heretic rules is recommended.

2.2. Maps
     ----

Custom maps were removed for the HWQWE v12 release to save archive space.


#3. ADVANCED USE
    ------------

3.1. Holy Wars environment settings
     ------------------------------

PLEASE NOTE: Because this is for QuakeWorld, I disabled many of the client-side
options-- we have "allow_download" in quakeworld, and the optimizations in qw
allow for less laggy conditions [numb]. However, I left the "lag option" avail-
able for LAN servers, or folks running very fast servers.


3.2. Adding skins
     ------------

Holy Wars doesn't supply new skins for the players in this version. But if you come up 
with something, drop me a note at the email address above. Also, the code isn't written 
to recognize it yet, so, what I've done as an alternative is to use team colors to make 
the saint/sinner/heretic distinctions (Sinners VS Saint mode only).


3.3. Holy Wars impulses
     ------------------

Here is the list of new impulses (none of which is needed for playing - this means 
that you can safely ignore these if you're not curious), and the aliases to which 
the new impulses are bound. You can use these easy mnemonic aliases on the console 
instead of the impulses. To change the aliases, edit the HOLYWARS.CFG file. 

IMPULSE 42        Gives the position of the player on the console. Only 
                  works in DEATHMATCH 0, used for map-modifying purposes. 
                  See the "Adapting existing maps" section. Aliased to POS. 

IMPULSE 60        Gives the statistics during the game (the "Halo possession" 
                  statistic is only updated when a Saint dies). Aliased to 
                  STATS. 

IMPULSE 250       Gives basic instructions for Holy Wars on the console. 
                  Aliased to INSTRUCTIONS. 

IMPULSE 251       Gives the server settings for Holy Wars on the console. 
                  Aliased to SERVERSETTINGS. 

See ADMIN.QC for admin impulses (be sure and set a password too).
ADMIN password, by default, is 22, 33, 44. You may bind that to a key:

alias   admin   "impule 22; wait; impulse 33; wait; impulse 44"
bind    "a"      admin


3.4. Enhanced Teamplay
    -----------------

This patch includes version 0.95 of The Complete Enhanced Teamplay by John Spickes. 
This excellent patch allows you to customize your team games in novel and interesting 
ways. Read the file TEAM.TXT for info. 


3.5. Using other maps
     ----------------

Holy Wars also directly supports HIPDM1, the Hipnotic deathmatch map from Mission 
Pack #1. Holy Wars will automatically take away all the new Hipnotic weapons and 
powerups from the map and substitute them with mundane Quake stuff (I'm 
sorry about this, but keeping the new stuff in would require a completely 
different version of the progs.dat just on purpose). To use this map, 
you'll need a pack processor (like Xpak, which you can find at 
ftp://ftp.cdrom.com/pub/quake/utils/bsp_pak_tools/xpak041.zip) to extract 
it from Hipnotic's *.pak file (and copy it into HOLYWARS/MAPS). 


3.6. Adapting existing maps
     ----------------------

This is more stable than relying on the dynamic halo spawning code, and
it's fairly easy to adapt existing maps for use with Holy Wars. 
To do this you must be able to use a map entity extractor (like Mapent), 
and QBSP (with the "-onlyents" switch) to put the entities back in. Here 
are the addresses where you can find the files: 
ftp://ftp.cdrom.com/pub/quake/utils/level_edit/bsp_builders/mapent.zip 
ftp://ftp.cdrom.com/pub/quake/utils/level_edit/bsp_builders/qbsp_dos.zip 
To adapt a map, you must add a new entity to it: 

{ 
"classname" "item_holywars_halo" 
"origin" "x y z" 
}

Where x, y and z are the three coordinates of the Halo's base. To find a good 
position for the Halo, you can launch the map in single player 
("DEATHMATCH 0"), and use "IMPULSE 42" - this will print the current position 
of the player on the console. Use "FLY" or "NOCLIP" to move around freely and 
find a good spot. When you've patched the map, put it under QUAKE/HOLYWARS/MAPS. 
Each client should have a copy of the map, but the copies on the clients don't 
need to be patched. 

IMPULSE 42 won't work in deathmatch. This little feature can be used for 
whatever it's worth - I once used it to find good spots for deathmatch 
cameras in a level. 

#4. DISTRIBUTION NOTES
    ------------------

4.1. Source availability  and technical notes
     ----------------------------------------

I decided to include the source code, even if it's embarrassingly messy. Please, 
understand - this project was born as a series of thrown-together stuff, and I 
don't have the time to clean the code as I'm busy working on HW for Quake 2.
You can easily modify the teamplay and deathmatch default values by editing 
the hwqw.cfg file. This configuration file is auto-started when you 
you launch a Holy Wars QW server. 

4.2. Copyright and Distribution Permissions
     --------------------------------------

Quake is copyright by id Software. 
The Enhanced Teamplay Patch is copyrighted by John Spickes aka Guru 
(jspickes@eng.umd.edu). 

Adriano Lorenzini and Walter Sammarchi are copyrighted by themselves. 
The rest of this patch is copyrighted by Paolo "Nusco" Perrotta (nusco@planetquake.com).
You can do what you want with this patch, excluded:
 
1) strip out this copyright notice from it; 
2) make money from it in any form without asking for the author's permission 
   first. 

"In any form" means: "No, you cannot pick up this stuff and put it on a 
commercial CD. If you ask me, I could give you the permission to do so - if 
you don't have the permission, you can't". 
Any non-commercial use is allowed and welcome. You can redistribute this 
patch at your own leisure. Letting me know of any use of this patch 
(appearances on web pages or in compilations, modifications, etc.) would 
be polite, but is not required. If you use any part of the HW source inside 
your own project, then you must make available the source of your project to 
others.
The strange language that I used to write this document is my own version 
of English, and it's copyright of myself. I don't make any implicit or explicit 
guarantees about this patch: you're using it at your own risk. I bet it won't 
explode, BTW. 

4.3. Availability
     ------------

The official Holy Wars web page (including news and updated versions) is at: 
	http://www.planetquake.com/holywars/ 
  *OR* check here:
	http://numb.quakeintosh.com/users/gerrybabe/holywars


4.4. Known bugs:
     -----------

They're not bugs: they're miracles. 

The only miracle that I know of is that the Halo can fly out of the level after 
the Saint dies. This happens rarely, and doesn't ruin the game at all - and BTW, 
it looks like it's a limit of the game engine, not my mod. The Halo will reappear 
at the base after the usual 30 seconds. 


4.5. Credits:
     --------
The installer for this product was created using Installer VISE from MindVision Software. 
For more information on Installer VISE, contact: 

                      MindVision Software 
                      7201 North 7th Street 
                      Lincoln, NE 68521-8913 

                      Voice: (402) 477-3269 
                      Fax: (402) 477-1395 
                      E-mail: mindvision@mindvision.com 
                      http://www.mindvision.com 
                      
Maddes, Quake info Pool: http://www.egoshooters.com/qip/home.htm
Robert Field for taking the time to answer my questions: frog@powerup.com.au
Adriano "Escher" Lorenzini (a.lorenzini@iol.it) makes maps that kick ass. Walter Sammarchi 
(pec1063@iperbole.bologna.it) did the sounds. 
John Spickes (jspickes@eng.umd.edu). He did The Complete Enhanced Teamplay 
patch, which is included in HW. 
id and Hipnotic did you-know-what. 
And to all the friends, betatesters and people helping, commenting and giving 
suggestions; ESPECIALLY the team at Macquake Infinity, most notably, the Honorable
Chupacabras who installed and maintained the endless dialy updates to our beta
server: Thanks, guys. 


4.6. Version History:
     ----------------

* 1.3 QW Edition (11/26/99)

-> ripped out the remote admin module
-> cleaned up the code a tad
     
* 1.2 QW Edition RE-RELEASE (7/13/99)

-> re-relase
-> halo spawning is more like the quake 2 version

* 1.2 QW Edition (3/15/99)
-> bugs tracked and fixed
-> scoring updated to Q2 HW scoring style
-> deathmatch 5 rules added
-> dynamic halo spawning improved
-> removed camper detection
-> Of course, the source code is included.

* 1.0 QW Edition (11/13/98) 
-> It's for QuakeWorld ONLY!!
-> Improved TEAMPLAY and DEATHMATCH
-> Added heretic rules
-> Dynamic halo spawning for unsupported maps
-> Added DM enhancements (DropWeapon, Underwater 
   lightning radius protection and ammo-explode, player's drop backpack on suicide)
-> Camper Detection
-> Added ADMIN.QC - more friendly interface than the default qw console
-> The halo is now invisible when it's owner is holding Ring of Shadows
-> Several BUG fixes supplied by the Quake Info Pool (they do great work)
-> Source code included. 

* 1.5 Special Edition (26/01/98) 
-> 5 maps from Escher included!
-> Source code included. 

* 1.4 (11/04/97) 
-> All the stuff from 1.3 internal that the world didn't have a chance to 
   see before.
-> Built-in support for some new maps. 

* 1.3internal (07/18/97 - never distributed) 
-> Client-side support: new sounds and models. 
-> Support for skins. 
-> No-lag option for Internet servers. 
-> Minor stuff. 

* 1.2 (06/04/1997) 
-> Statistics at the end of the game and with IMPULSE 60. 
-> Support for all of id's maps. 
-> The Halo is now teleported with the owner, to avoid the previous 
   impossibility to recognize the Saint soon after a teleportation. 
-> The Halo shines blue particles when it's free, to improve visibility 
   (exp. on GLQuake). 
-> Deleted unnecessary messages ("You have taken some ammo" and other such 
   useless stuff). 
-> "What to do" message at respawning. 
-> Random respawn spots. 
-> Optimized Halo movement function (now almost twice as fast, useful on 
   slow systems). 
-> Other very minor things and bug fixes. 

* 1.01 (05/19/1997) 
-> Corrected a bug that generated "Unknown entities" when starting certain 
   maps. 

* 1.0 (05/15/1997) 
-> First publicly distributed version with a lot of changes. 

* 1.0b (02/22/1997, unreleased) 
-> First semi-working version for betatesters. 

