Title    : Bazooka Quake
Filename : bazooka.zip
Version  : 1.4
Date     : 3/13/2000
Author   : Nolan Irving a.k.a. "a madman"
Email    : nirving@umr.edu


Type of Mod
-----------
Quake C  : Yes
Sound    : No
MDL      : New skins


Playability
-----------
Single-player : Yes.  The enemies aren't any brighter, but they're better armed.
Co-op         : Sure.
Deathmatch    : That's what it was made for.


Format of QuakeC
----------------
unified diff  : No
context diff  : No
.qc files     : Available on request
progs.dat     : Yes


Construction
----------------
Base          : SKINS:  Modified from iD and the Rogue mission pack
                QUAKEC:  Most of it is the original code, but the new 
		weapons are mine.

Build Time    : 2 days, then occasional debugging for a few weeks

Editor(s) used: SKINS: QuArK 5.7, Paint Shop Pro 5
		QUAKEC: DOS Edit, PROQCC 1.6

Known Bugs/Issues :
	Enemies fly further with an indirect hit than a dead-on shot.  I'm investigating it
	The fire sound from the napalm lingers.  I think I just need a new sound for it

Changes :
	1.4	At long last, added weapon dropping.  Changed the appearance of all ammo
		boxes to rockets, and fixed a small ammo display bug

	1.3	added impact damage.  Now knocking things around (with, say, a blast missile)
		will damage them if they run into a wall too hard

	1.2	monsters are now well armed
		fixed napalm bug
		added a lot more death messages

	1.1	fixed single-player backpack bug.
		removed useless ammo.  Now everthing gives you a few rockets instead of shells,
		nails, or cells.
		fixed monster damage velocity... now you can teach them to fly with the
		blast rockets!  Also added weight... shamblers get knocked around a lot
		less than, say, zombies.

	1.0 	fixed obituary messages
		fixed backpack bug
		increased speed of most projectiles, made a few more powerful		

	0.9	first release


Description
----------------

	Standard Quake deathmatch gets old pretty quickly, so I'm usually looking for something to spice it up a bit.  I didn't want to make a "superweapon" patch, though; I wanted to make new weapons that would take some skill to use.  I still wanted to throw a lot of ammo around and blow stuff up, though.  Thus, Bazooka Quake.
	All the weapons have been modified, and most of them are significantly weaker than the old weapons.  Either that or the Quake guy is significantly tougher than he used to be, but I'll leave it up to you to decide.  You start out with an machine gun that boasts unlimited ammunition and a bazooka with 20 rockets.  The other 6 weapons are blast rockets, rapid-fire missiles, drunk missiles, incendiary rockets, the TOW missile, and a laser guided missile.  However, you can only have one of these six at a time.  If you pick up a new one, your old gun is removed.
	The beginning weapons are fairly weak.  The bazooka does a mere 50 points of damage on a direct hit, and the MP5 takes several seconds to down even an unarmored foe.  The blast missiles travel a bit faster and do the same amount of damage as the bazooka, but they also knock people all over the place.  Next is the rapid-fire launcher.  It fires weak rockets that normally do less than 20 damage, but at 300 rounds per minute it still takes its toll.  The drunk missile shoots a cluster of 5 missiles that do 50 damage apiece, but immediate start swerving around.  It's not a long-distance weapon, but it kills quickly.  The incendiary rockets explode and release a lovely bouquet of napalm to fry anyone stupid enough to walk through it.  TOW missiles begin slowly, but pick up speed fairly quickly and have the highest top speed.  It takes practice to be able to hit a moving target with them, but at over 100 damage per hit it's worth the effort.  Finally, the laser-guided missiles replace the Thunderbolt.  Just aim the mouse and the missile tracks the laser pointer toward its destination.  The LG missiles are nearly as powerful at the TOW, but require skill to use correctly.
	Oh, and in single-player some of the monsters found the new guns lying around and decided to give them a try.  If they consistantly smack you around just type "temp1 1" at the console to return them to their normal punching-bag selves.
	Enjoy, and happy fragging...


How to Install
-------------------------------

* Create a subdirectory called BAZOOKA in the QUAKE directory.

* Place the pak0.pak into that subdirectory.

* Change to the QUAKE directory and type 'Quake -game bazooka'


Credits
-------

* iD, of course
* Rogue, for a great mission pack and 2 "borrowed" textures
* Rise of the Triad, for the bazooka swapping concept
* Fatneck, for getting me started with this QuakeC thing
* My brother, for supplying much of the sarcasm behind the death messages


Copyright and Distribution Permissions
--------------------------------------

Use this, decompile this, give it to your friends, use code in your own mod,
but I don't want to see it sold without my permission.  If you use anything
out of it I'd like some credit for it, and wouldn't mind an email telling me
you're doing it.

The skins on the TOW missile launcher and Incendiary launcher (c) Rogue 
Entertainment.  Hopefully they don't mind too much.


Disclaimer
----------

Use this mod at your own risk.  It shouldn't blow up your computer, etc etc,
but if it does I'll laugh at you and you'll curse my name and stop playing
Quake mods.  Either way, it's not officially my fault.


Availability
------------

You have it, don't you?
If for some reason you don't, however, check
http://www.umr.edu/~nirving/quake