
[ QWar2 ]
[ Beta 02.5 ]

[ Full Documentation ]

[ Table of Contents ]

[ Chapter 1 ]
        [1.1]   What is QWar2?
        [1.2]   What's the purpose of this textfile?
        [1.3]   How do I install QWar2?
        [1.4]   Where can I find a QWar2 server?
        [1.5]   How can I contact the developers?

[ Chapter 2 ]
        [2.1]   Navigating the client interface
        [2.2]   Navigating the game interface
                [2.2.1] Spawning monsters
                [2.2.2] Selecting monsters
                [2.2.3] Ordering monsters
                [2.2.4] Navigation and grouping
        [2.3]   Default key bindings - QWAR2.CFG

[ Chapter 3 ]
        [3.1]   Known issues
                [3.1.1] Client issues
                [3.1.2] Server issues
        [3.2]   Planned features

[ Chapter 4 ]
        [4.1]   Setting up a QWar2 server
        [4.2]   Console variable reference

[ Chapter 5 ]
        [5.1]   Creating maps for QWar2
        [5.2]   Entity usage
        [5.3]   Important notes for mappers on existing mapentities
        [5.4]   QWar2 pointentities - reference
        [5.5]   QWar2 brushentities - reference

[ Chapter 6 ]
        [6.1]   Development team
        [6.2]   Version history
        [6.3]   Legal notice

[                                                       ]


[ Chapter 1 ]

        [ 1.1 ] What is QWar2?
QWar2 is the first ever Real Time Strategy mod for Quake II - command a small
army of evil Strogg against the enemy. Your objective - capture and control
vital energy supplies to spawn more powerful monsters, and eventually destroy
your enemy's Power Core.

And now it's being developed still further - to incorporate improved monster AI, 
new resource management systems, construction units, larger and more extensive 
maps, and much more!

        [ 1.2 ] What's the purpose of this textfile?
This textfile is full documentation for QWar2. It contains complete instructions
on how to use the QWar2 client interface, and a complete reference on all QWar2
commands, server variables and new map entities. It also contains important
information for those who want to customise their QWar2 servers. and mappers 
creating QWar2 levels. For most new players, just reading README.TXT will be 
enough. They can then learn the new commands from other, more experienced 
players, or find out about them themselves. It is not necessary to read and 
understand all of this documentation. However, if you want to improve your 
strategies by using QWar2's interface and commands to their fullest, want 
to run a QWar2 server, or want to create QWar2 levels, then read on!

        [ 1.3 ] How do I install QWar2?
Extract the contents of the zipfile to \quake2\qwar2.
Then run Quake II with the command line:
        quake2 +set basedir C:\QUAKE2 +set cddir D:\install\data +set game qwar2
Where C:\QUAKE2 is where you have Quake II installed, and D: is the letter of
your CD-ROM drive.
To play the id CTF maps in QWar2, merely copy the file ctf/pak0.pak to
qwar2/pak1.pak. NOTE: When playing, you should use the command "pwrcoreface"
as soon as you start a game; the maps do not include angle information for the
Power Core start points (flag entities)

        [ 1.4 ] Where can I find a QWar2 server?
QWar2 has not been designed for 'net servers - it's 2-player only. That 
doesn't mean that it won't run on them - indeed, it would be quite feasible 
to run one. Whatever QWar2 servers there are will be listed on our website.
Alternatively, arrange a battle with a friend, or something. I'm currently
compiling an ICQ list of QWar2 players - mail me if you're interested...

        [ 1.5 ] How can I contact the developers?
Read section 6.1 at the end of the textfile - this contains our names and mail
addresses. Or, go to our website at http://www.planetquake.com/shadowgate.


[ Chapter 2 ]

        [ 2.1 ] Navigating the client interface
When you join, you will be presented with the main menu. To navigate a menu, 
just use the same keys as you use to choose your inventory items (usually
[ and ]), and press inventory use to select the option.  Choose "Join", pick
a colour, and you'll enter the game. If you want to watch, just choose "Observe"
from the main menu.

        [ 2.2 ] Navigating the game interface
When you teleport into battle, your H.U.D will change from observer status to
ingame status. It is important that you know the function of each display, as
they are critical to your success.

Left to right:
- Energy: This is what you consume when you spawn a monster. It starts at a
  server-defined value, and decreases when you spawn monsters. To get more
  energy, order your monsters to pick up the packs of cells scattered throughout
  the level.
- Power Core health: Usually starts at 300, and decreases when your Power Core
  is damaged. If this happens, your screen will pulse red, and you will get
  a warning message onscreen. When this number reaches zero, you lose the game.
- Team Colour: The Q2 symbol shows whether you are Red team or Blue team.
- Number of monsters: This keeps you informed about how many monsters are
  currently under your control. You may not own more than a server-defined
  number of monsters, default 25.

Targetted monster stats:
- If your cursor is over a monster, this display will show it's owner, icon,
  health, and (if it's yours) it's group number and psych state.

                [ 2.2.1 ] Spawning monsters
To spawn a monster, select your Power Core and hit invuse (<enter>). Or, use the
command "core_menu" ("p"). A menu will appear; select a monster using the 
menu select keys and press invuse to spawn it. A pillar of light will appear 
in front of your Power Core, and slowly enlarge. After a time, there will be 
a flash of light, and your chosen monster will appear, ready to kill!

                [ 2.2.2 ] Selecting monsters
Select a monster by pressing <attack> when your crosshair is over it (from now
on this action is referred to as "clicking"). A small arrow will begin to 
hover over it's head. To select more than one monster at a time, hold down
+USE (<alt>) and click on many monsters. Or, use the commands "selallscreen" 
("=") and "selallnear" ("\") to select all monsters on your screen, 
and all monsters nearby, respectively. Deselect all selected monsters with 
command "deselect" (<space>). Note that your crosshair changes depending 
on what you are looking at - arrow, lit arrow, and crosshair.

                [ 2.2.3 ] Ordering monsters

        [ Building Commands ]
QuickSpawn:     Command "quickspawn <s>", where <s> is a valid monster name.
                Immidiately starts that monster spawning at the Power Core.
Core Menu:      Command "core_menu" ("p"). Brings up the Power Core's
                spawn menu.

        [ Basic Commands ]
Move:           Click on where you want the monster to move to. Note that the 
                A.I is still under development, so you may have to move 
                monsters in straight lines, and lead them around obstacles.
Formation
Toggle:         By default, all monsters will try to move to the same target.
                Use command "formation" ("v") to toggle on and off movement
                in formation: selected monsters will try to keep their position
                relative to the move target.
Attack:         Click on the target enemy unit, or, in the case of the Medic, 
                the target corpse.
Guard:          Command "guard" ("g"). Monster will attack any enemy that
                comes into view, and act depending on their psych state.

        [ Advanced Commands ]
Drag-Move:      Click where you want the monster to move to, then drag your
                cursor to another position and release the mouse button. A
                green laser will flash between the two points; when the monster
                arrives at the first point it will turn to face along the beam.
Patrol:         As per Move, but hold down "+use" ("alt"). This will
                make the monsters walk instead of run; it's more accurate
                than Move.
Special:        Use this and the selected monsters will perform their special 
                actions upon the targetted place/monster:
                        - Medic: Will heal targetted monster.
                        - Mutant: Will do it's large jump towards the 
                          targetted point.
                        - Technician: Will heal targetted Power Core.
Face:           Command "face" ("f"). Monster will immediately face
                the the target point.
Jump:           Command "jump" ("j"). Monster will jump forward and up.
                Large units jump less than smaller ones, and flying units do
                not jump at all.
Self-destruct:  Command "selfdestruct". All selected monsters are killed.
Psych State:    Command "psych <s>". Sets the psych state of the selected monsters,
                where <s> is one of the following:
                          normal      - Reverts to Normal psych state
                          control     - Changes to Direct Control psych state
                          percept     - Changes to Percept psych state
                          stand ground- Changes to Stand Ground psych state
                          rage        - Changes to Rage psych state
                          cycle       - Cycle through the above list
Mastering the use of psych states is essential if you want to control your
monsters guarding and moving reactions to any great extent:

Normal  [Four-headed arrow]     - No psych state is active.
Control [Arrow -> target]       - Monster will ignore all enemies (even on
                                  guard) and concentrate on carrying out your
                                  orders.
Percept [Eye -> arrow]          - Monster will duck/dodge more often, but 
                                  fire less.
StdGrnd [Arrow -> horiz. line]  - Monster will not move (even to engage enemy)
                                  but won't run-move.
Rage    [Red crosshairs]        - *This may cause unexplained crashes!*
                                  Monster will attempt to engage enemies at
                                  close quarters, and will autonomously acquire
                                  targets on all orders.

                [ 2.2.4 ] Navigation and grouping
Your camera position is in noclip, and you will have absolutely no physical
effect on the battle whatsoever. Rockets, blaster bolts, and bullets will pass
straight through you; monsters will ignore you, and walk over/through you.

A set of hotkeys has been developed specially for navigating around the level, 
the use of which will enable you to react quicker in battle situations:

Return:         Command "return" ("r"). Your camera will immediately return
                to your Power Core.
Goto:           Command "goto" ("h"). Your camera will jump to the first
                selected monster it can find.
MonsterCam:     Command "monstercam" ("m"). Your camera will attach to the
                head of the targetted (not selected!) monster; you may turn
                to face any direction but may not move. While in this state,
                pressing "m" again will deactivate MonsterCam, and command
                "selallnear" ("\") will reselect the MonsterCam'd monster.
Set Waypoint:   Command "cam_waypoint <n>" where <n> is from 1 to 5, with
                +USE held. Your current camera angles and position will be saved,
                and may be recalled later during the game.
Goto Waypoint:  Command "cam_waypoint <n>" where <n> is from 1 to 5. Your
                camera will immidiately goto the selected camera waypoint.
                If you haven't set it yet, it will default to your Power Core.
Goto Attacked:  Command "goto_attack". Your camera will jump to the last monster
                that complained that it was under attack.
Cycle:          Command "mcycle". Cycles to the next monster.

With the use of grouping, Goto becomes a very powerful tool indeed:

Create Group:   Command "group <n>" where <n> is 0 to 9 (keys 1 to 9), with
                +USE (<alt>) held. All selected monsters will be added to group
                <n>. If <n> is 0, all selected monsters will be ungrouped.
Select Group:   Command "group <n>" where <n> is 1 to 9 (keys 1 to 9). All
                monsters will be deselected, then all monsters in group <n>
                will be selected.

You can set up pincer movements or ambushes, each squad of monsters in a different
group, and use Goto to move quickly between them. And to defend against attacks
on multiple fronts, camera waypoints are an invaluable tool.

        [ 2.3 ] Default key bindings - QWAR2.CFG
ALT - Orders modifier +USE
R - Return to your Power Core
P - Bring up the Power Core spawn menu
ENTER - Spawn selected monster
J - Make selected monsters jump
V - Formation mode on/off
F - Selected monsters face in targetted direction
= - Select all monsters visible
SPACE - Deselect all monsters
\ - Select all monsters nearby/Select MonsterCam'd monster
G - Guard
H - Goto selected monster
M - MonsterCam on/off (works while observing too!)
1-9 - Select group 1-9 when pressed. Set group 1-9 when pressed with ALT held.
F1 - Call up the scoreboard
TAB - Call up the ingame menu
N - Monster cycle
S - Activate selected monster's Special command (if any)
F2-F6 - Goto camera waypoints 1-5. Set cam waypoint 1-5 when ALT held.
Ins - Apply Normal psych state to selected monsters
Home - Apply Control psych state to selected monsters
PgUp - Apply Percept psych state to selected monsters
Del - Apply Stand Ground psych state to selected monsters
End - Apply Rage psych state to selected monsters
PgDn - Cycle through psych states


[ Chapter 3 ]

        [ 3.1 ] Known issues

                [ 3.1.1 ] Client issues
- Menus might possibly overflow a client.

                [ 3.1.2 ] Server issues
- If your server crashes unexpectedly, please tell me about it! But please,
  either try to reproduce the crash, then tell me what causes it, or tell me
  what was going on at the time.
- There is a stability problem with the Rage psych state. Please avoid using
  it, unless you _like_ crashes =)
- When changing maps on a dedicated server, use the "gamemap" command and
  not the "map" command to avoid the "Error getting # of console events"
  problems.

        [ 3.2 ] Planned features
- 02 is now as done as we've got time to make it. In 03 we will revise and
  expand almost all of the basic QWar2 features. Check our website for more info...

[ Chapter 4 ]

        [ 4.1 ] Setting up a QWar2 server
As I mentioned in the intro, setting up a QWar2 net server may not be such a
good idea, owing to the two-player nature of the game. This is being addressed;
we hope to have up to 4 players per side in 03.

Note: QWar2 has only been partially tested on internet servers. While every 
attempt has been made to make it internet-friendly, as a serverop you will
need most of the processing power of a fairly fast computer to run a full-on
>20 monster game; and client connections can degrade enormously during large battles.

Check server.cfg for a sample server config; all cvars are init'd to sensible
values for a medium sized 2-player game.

        [ 4.2 ] Console variable reference
monsterlimit:   Maximum amount of monsters any player may have at one time.
                Default 20.
startenergy:    Amount of energy that all players start off with. Default 250.
cell_energy:    How much energy a pack of cells will give a player whose 
                monster collects it. Default 50.
cell_respawn:   How long it takes for a pack of cells to respawn. Set to 0
                to stop cellpacks respawning during the game. Default 30.
cell_active:    Set to 0 to disable cellpacks entirely. Default 1.
timelimit:      After this many minutes elapses, the map is cycled using nextmap.
buildtime:      All monster spawn times are multiplied by this factor. Default
                is 1, and it cannot go lower that 0.
qwflags:        A general cvar to set certain global toggles (just like dmflags)
                Add all wanted flags together, and set the qwflags cvar to the
                total.
                QWF_FFIRE +1    : Friendly Fire disabled - monsters cannot
                                  hurt others on the same team.
                QWF_WEPCELL +2  : All weapons will become cellpacks instead of
                                  being removed
                QWF_AMMOCELL +4 : All ammo will become cellpacks instead of 
                                  being removed
techlevel:      THIS IS TEMPORARILY BROKEN!
                This is the "tech level" of the game; for those of you unfamiliar
                with Command & Conquer, it restricts the choice of monsters a
                player may spawn:
                        5: All monsters may be spawned
                        4: 3, plus Technician, Mutant, and Icarus
                        3: 2, plus Gunner, Bitch, and Brain
                        2: 1, plus Berserker and Enforcer
                        1: Blaster Guard, Shotgun Guard, MGun Guard, Flyer 
                Default is 5, may take values between 1 and 5.


[ Chapter 5 ]

        [ 5.1 ] Creating maps for QWar2
Making a QWar2 map is somewhat akin to making a normal Quake II map (except
of course it's larger :). Apart for the two new spawnpoints, there are no new
entities or keys to use.

        [ 5.2 ] Entity usage
- Place an info_player_red in the Red base, and an info_player_blue in the 
  Blue base.
- Place info_player_deathmatches where you want observers to spawn in.
- You may want to use misc_qwar2_banners around the two bases - set spawnflag
  1 to change the banner's colour from red to blue.

        [ 5.3 ] Important notes for mappers on existing mapentities
These are IMPORTANT! Your maps will quite likely suffer obscure problems if you
don't read these...
- Players can't trigger anything ('cause of noclip =)
- Monsters _cannot_ trigger buttons. Sorry, this a Q2 engine limitation, I am
  trying to code around it, but at present it would be best if you put a 
  trigger_multiple targetting the button and larger than the button itself.
- Func_explosives have a bunch of new cool features, accessed via spawnflags:
        SF_BIG_CHUNKS   8   : This makes large flat plates of debris appear 
                              upon destruction, along with the standard
                              small pieces. They're aligned along the "angle"
                              of the entity
        SF_GLASS        16  : This plays a breaking glass sound when the
                              ent is destroyed, as well as making all the
                              debris translucent.
        SF_STRUCTURAL   32  : This is perhaps the coolest flag of all. Selecting
                              it will make the ent not disappear when destroyed;
                              instead it will become affected by gravity, and spin
                              and bounce around for awhile before exploding.
                              NOTE: For this to work properly you will need to
                              add an origin brush into the entity, just like for
                              rotating doors/objects.
        SF_GN_TRAILS    64  : This makes about 60% of the debris from the explosion
                              have smoke trails.
        SF_TARGET_EXPL  128 : If you give the ent a targetname, it will be destroyed
                              by being used; _as well as_ by being shot.

        [ 5.4 ] QWar2 pointentities - reference
- info_player_red; info_player blue:
        key "angle"
        This is a Power Core spawnpoint for team Red or Blue respectively.

- misc_qwar2_banner:
        spawnflag 1, targetname
        Like a misc_banner (origin at bottom), except setting spawnflag 1 will
        make it a pleasant blue colour. Use around the Power Core rooms. When
        used, it will alter colour to the player whose monster triggered
        it's use.

- trigger_energy:
        key "count", targetname
        When used (e.g by a button), this entity will give the player whose
        monster activated it a cellpack's worth of energy, multiplied by
        it's "count" key.

        [ 5.5 ] QWar2 brushentities - reference
- trigger_and
        trigger_multiple keys, spawnflags 1 2 4 8 16 32
        Just like a trigger_multiple, but with a few important differences:
                - If sf 16 is set, only blue monsters will trigger it
                - If sf 32 is set, only red monsters will trigger it
                - If it's used, it will invert state. It will only use it's
                  target when it is in it's ON state.
                - If sf 8 is set, when it is touched it will turn OFF after
                  using it's targets.
                - If sf 4 is set, it will start in the ON state.
                - If sf 1 is set, monsters may not trigger it
                - If sf 2 is set, players may trigger it
        If you've got any queries on this (or any other map entities for that
        matter), talk to Asylem Escapee (asylem@planetquake.com / ICQ 2022327)
        about it - he's the mapper, and the person who requested this mapent
        in the first place.


[ Chapter 6 ]

        [ 6.1 ]   Development team

[ Shadowgate Developments ]

[Coding]  Nightbringer                / nightbringer@planetquake.com / ICQ 5030858

[Design]  Mephistopheles              / hllthook@ihug.co.nz / ICQ 5727146
          ACE                         / drivers@ihug.co.nz / ICQ 1095787
          Asylem Escapee              / asylem@planetquake.com / ICQ 2022327
          El Nino                     / el_p_diablo@geocities.com / ICQ 5299987

[Website] http://www.planetquake.com/shadowgate

[                         ]

[Models]  ACE                         / drivers@ihug.co.nz / ICQ 1095787
          falkon2                     / falkon2@tm.net.my / ICQ 3163507

[Maps]    Asylem Escapee              / asylem@planetquake.com / ICQ 2022327
          falkon2                     / falkon2@tm.net.my / ICQ 3163507
          [ And others - check the map readme textfiles ]

[Skins]   Nightbringer                / nightbringer@planetquake.com / ICQ 5030858

[GFX]     Nightbringer                / nightbringer@planetquake.com / ICQ 5030858
          Socrates                    / 5501jaco@mail.internet.com.mx / ICQ 4165718

[Testing] [Current Beta Testers]
          Jerebaldie                  / Stein1@home.com / ICQ 3699415
          TED-Draco                   / klug@lakenet.com / ICQ 9972273
          FaTaL Solja                 / Soldier504@aol.com / ICQ 7992271
          falkon2                     / falkon2@tm.net.my / ICQ 3163507
          Akraw                       / akraw@mediaone.net / ICQ 12931894

          DarkFrog                    / spafford@balrg.net / ICQ 14867887
          Steve Nadeau                / Sturm@tiac.net
          SileNcer                    / morrislr@freewwweb.com / ICQ 8971566
          Susano                      / Chan.Meniscus.Otaku@worldnet.att.net / ICQ 1333053
          RedPyro                     / RedPyro@aol.com / ICQ 15710290
          
[Special
 Thanks]  All those quakers out there who reported bugs, sent in loads
          of design ideas and fan mail - keep on gibbin'!

          The Build 02 beta testers, who got such good results on 
          such short notice - Steve Nadeau, SileNcer, DarkFrog, Susano,
          RedPyro - you all rock! =)
          
          
        [ 6.2 ]   Version history
Beta 02.5:      - Technician can repair core using "special"
                - Icarus weapon tweaked
                - Medic resurrect and medic-healing-self fixed
                - More misc medic fixes
                - Brain regenerates power screen, and is now a lot more usable
                - Some misc. tweaks/bugfixes
Build 02:       - Uh... lots! Here's some of the more noticable changes:
                - No arenas!
                - New build menu system and QuickSpawn.
                - Revamped menu system.
                - Psych states.
                - Monster cycling.
                - Camera waypoints.
                - "Goto last attacked" command.
                - Noclip player movement.
                - Lots of monster attribute tweaks.

Build 01:       - Private beta, never released.

        [ 6.3 ]   Legal notice         
QWar2 is distributed under the Quake2 3.14 source code license agreement of
id Software. Any sale of this mod, or distribution on "tangible media" is 
prohibited by the Quake2 3.14 source code license agreement.
QWar2 contains no intentionally malicious virii or similar code.
You may not distribute this Quake2 modification and claim it is your own.
Neither I nor anyone involved with Shadowgate Developments are responsible
for anything that happens to your computer, you, or anyone or anything else
as a direct or indirect result of the use (or abuse) of this mod.
Using this mod automatically signifies agreement with both the above terms and
all applicable terms in the Quake2 3.14 source code license agreement.
