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		N  A  P  A  L  M
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	 1. Introduction
	 2. He's on Fire!
	 3. Weapons in Flame Mode
	 4. Server Information
	 5. Revision History

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	 1. Introduction
========================================================

Welcome to Napalm for Quake2.  Napalm is a mod in which
all the weapons have two modes of operation:  standard
mode and flame mode.  Each weapons' flame mode produces
a fire-based attack which can not only damage targets,
but also can ignite them.

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	 2. He's on Fire!
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If a player or monster catches on fire, the entity will
lose anywhere from six to fifteen health per second.
The fire will burn for twenty seconds in deathmatch,
thirty seconds otherwise.  If a fire "ignites" a target
already on fire, then the time before the fire burns
out is reset.  All frags (and anger) go to the entity
who ignited the target most recently.  Some monsters,
such as tanks or bosses, cannot burn.

The following will extinguish the fire:
* The entity immerses in liquid at least waist deep.
   Crouching can help if the liquid is too shallow.
* The player picks up adrenaline or megahealth.
* The player activates an invulnerability.
* Health box has a percent chance equal to its power
   of extinguishing the fire.  If the fire is not
   extinguished, then it will speed up the time when
   the fire burns out by a number of seconds equal
   to the health box value.

Some items offer resistance to fire:
* An environment suit greatly reduces the chances of
   catching on fire and offers partial immunity to
   indirect fire damage (a.k.a. splash damage).
* Active power armor negates the chance of igniting.
   It does not stop all damage though, and it will
   not extinguish any existing fires.

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	 3. Weapons in Flame Mode
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BLASTER
This shoots a small fireball instead of a blaster bolt.
The fireball dissolves into steam if it touches water.
Otherwise, it will create a small explosion when it
impacts.  The damage from the fireball is normally
minor, but those injured have a chance of igniting.
Also, another fireball can drop from the explosion.

SHOTGUN
This shoots six beams of explosive energy.  The beams
cannot penetrate water, and do the same damage as a
fireball.  The beams are in essence, instant-strike
fireballs.  The cumulative effect from multiple beams
is devastating.

SUPER SHOTGUN
This shoots incendiary pellets.  Incendiary pellets
not only inflict the same damage as normal pellets,
but also can ignite those shot.  Incendiary pellets
are not affected by water.

MACHINEGUN
This shoots fireballs like the blaster, except the
rate of fire is on par with the hyperblaster, and
the fireballs spread out.

CHAINGUN
Shoots incendiary rounds.  They inflict the same
damage as normal rounds and can ignite on contact.

GRENADES/GRENADE LAUNCHER
When a grenade explodes, a cloud of fire will erupt
and drop some flames.  The cloud and flames are
damaging and can ignite, making these modified
grenades more powerful and dangerous to use than
normal grenades.

ROCKET LAUNCHER
Rockets produce the same pyrotechnics as grenades.

HYPERBLASTER
This becomes a flamethrower.  A stream of fire bursts
forth to ignite targets.  It is very damaging but the
range is relatively short.  In single-player, the
flamethrower can shoot continuously.  In other
play modes, the flamethrower can only shoot in
bursts no longer than a half second.

RAILGUN
This shoots large fireballs called meteors.  A direct
hit from a meteor is guaranteed to set the target on
fire and inflict medium to heavy damage.  Splash damage
from a meteor is moderate.  The meteors' greatest power
comes from the firestorm, which appears shortly after
a meteor impact.  The firestorm rains down fire for
about four seconds.  Anyone who tries to cross the
firestorm is likely to be pelted by multiple flames.
In single-player, the player can produce up to two
firestorms at a time.  In other modes of play, only
one firestorm per player is allowed.

BFG10K
This becomes an antimatter gun.  When used, the
gun warms up like the BFG, then an invisible beam
is fired.  Impact is immediate.  Anyone struck
by the beam takes 500 damage.  In addition, a
large radius effect is produced.  Everyone within
a 2000 radius sees a bright flash.  Those within
a 500 radius take up to 200 damage.  Finally,
those within a 120 radius are set on fire and
may take more damage from the flaming cloud
that erupts at ground zero of the blast.

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	 4. Server Information
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RESPAWN INVULNERABILITY
------------------------
Each time a player respawns in DM, the player is
protected by free invulnerability for about three
seconds.  This means attackers cannot camp near
spawn points and get easy frags.


SERVER INFORMATION
-------------------
* MOTD (message of the day)
In DM, a message can be displayed at the start
of each level.  By default, a file 'motd.ini' is
searched for in the Napalm directory.  If the file
does not exist, no MOTD is displayed.  To change the
MOTD file referenced, go to the console and type:
file_motd <filename>.  Do not type the filename
extension -- it will only look for .ini files.
If the file does not exist, no MOTD is displayed.
Hence, you can disable the MOTD by typing the
following at the console:  file_motd "".

The MOTD will accept a maximum of 500 characters.
In addition, up to 16 lines can be displayed, and
each line can hold up to 36 characters.

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	 5. Revision History
========================================================

3/17/99
version 6.1
* Fixed friendly fire.
* Fixed MotD.
* Changed an obituary.

2/20/99
version 6.0
* Code updated and compiled for Quake2 v3.20.
* Added incendiary rounds, firestorm, and flash (nuke).
* All weapons have two modes:  normal and flame.
* Removed GODMODE restriction on flame weapons.
* Explosions are faster in net games.
* Teammates do not burn if no friendly fire is enabled.
* Removed extra (blue) skin from flame model.
* Added more obituaries.
* Added MotD.
* Other minor changes.

9/1/98
version 5.0
* Flames burning on players only have velocity in
   single-player mode (to compensate for client
   prediction).
* Modified the skins a bit.
* Fixed a few more bugs.

6/27/98
version 4.9
* Fixed fatal bug where monster is struck by an attack
   from another like monster that is idle.
* Burn radius of fireball explosions and flamethrower
   shots has increased from 70 to 80.
* Bio-suit resistance to fire has increased from 75%
   to 80%.
* Flamethrower has greater range.
* Medics put out fires when it resurrects a monster.
* Monsters do not attack tank commanders.
* Made few other tweaks.

5/12/98
version 4.7
* Fixed health bug.
* Fixed zero grenade bug.
* Made few other tweaks.

4/30/98
version 4.6
* Flames stick to entities better.

4/25/98
version 4.5
* Turret drivers are vulnerable to fire.

4/24/98
version 4.4
* Tweaked fire model and skins.

4/21/98
version 4.3
* Fire .md2 and skins are in a pak0.pak file.
* Parts of the flame skins have been redrawn.
* Normal blaster is back.  Press 1 to toggle between
   fire blaster and normal blaster.  Fire blaster is
   on by default.
* Power armor provides complete protection from
   igniting.
* Makron is immune to fire (again).

4/14/98
version 4.1
* Fixed minor bug where flamethrower shots disappear
   after hitting a shootable target.

4/12/98
version 4.0
* Fixed fatal bug where setting an entity on fire,
   leaving the level and then returning would crash
   Quake2.
* Fixed some other minor bugs.
* Rewrote and optimized some of the code.
* Fire model has fewer faces and a new scene.
* Added the flamethrower.
* Fire hyperblaster replaces the machinegun instead of
   the hyperblaster.  The flamethrower replaces the
   hyperblaster.
* Fireballs from the machinegun spread out.
* Health quenches fire more easily.
* Technicians are immune to fire.

4/1/98
version 3.0
* Fixed bug in flame cloud code.
* Dropped flames can hit their owner.
* Upgraded fire model; it has more frames and an extra
   skin.
* Firebombs produce less fire now.  This was done to
   stop message overflow.  To compensate, the flames
   from firebomb explosions are more likely to set
   entities on fire.
* Firebombs and fire hyperblaster require godmode.
   The fire blaster remains free though.
* Miscellaneous dead soldiers can burn.
* Players killed by fire continue to burn until gibbed.
* Makron is immune to fire; he now has the proper
   classname.

3/10/98
* Added Id's source code license agreement.

3/5/98
version 2.2
* Code updated and compiled for Quake2 v3.12+.
* Added obituaries for fire-related frags.

3/3/98
version 2.1
* Tweaked fire damage code.
* .dll compiled by LCC instead of BC45; .dll
    should work.

3/1/98
version 2.0a
* Tweaked fire .md2.

2/19/98
version 2.0
* Rewrote some of the code.
* Smaller, faster explosions are used.
* Quad damage increases damage and chance of burning.
* Damage is tweaked to that in Napalm for Quake1.

2/15/98:
version 1.0a
* New gamex86.dll.  Source is unchanged.

version 1.0
* First release.

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		T  H  E      E  N  D
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