Title     : Custom Entities
Filename  : ce52.zip
Version   : 5.2
Date      : 7/3/97
Author    : General WarT' (aka Carl Glave)
Email     : gnrlwart@telefragged.com
Home      : wartrench.telefragged.com
Build time: oy, way too long.
Kudos to  : The Hipnotic Guys for not only making a kickin' fun
            add-on, "Scourge of Armagon", but also for making it such
            a surprisingly feature rich one too. Also to the Rogue
            guys, for being evil enough to make such "wonderfull" new
            traps. >)

Type of Mod
-----------
Quake C    : yup
Sound      : you betcha
MDL        : uh hu
Brush type : yea sure

Format of QuakeC (if a Quake C Mod)
-----------------------------------
unified diff  : nope
context diff  : nope
.qc files     : yup
progs.dat     : uh huh

New qc files
------------
custents.qc		// where the cool Custents features are held
custdefs.qc		// the globals for the Custents code
arrows.qc		// code for arrows (used in the shooting traps)
hipsubs.qc		// Hipnotic subroutines
hipcount.qc		// Hipnotic counter
hiptraps.qc		// Hipnotic hazards
hiprubbl.qc		// Hipnotic rubble stuff
hip_brk.qc		// Hipnotic breakable walls
hip_expl.qc		// Hipnotic explosions
hip_part.qc		// Hipnotic particle field
hip_push.qc		// Hipnotic pushable walls
hiprot.qc		// Hipnotic rotating code
hipclock.qc		// Hipnotic clock
hipmisc.qc		// Hipnotic sound stuff
hipspawn.qc		// Hipnotic dynamic spawning
hiptrig.qc		// Hipnotic triggers
hipquake.qc		// Hipnotic Earthquakes
hipwater.qc		// Hipnotic bobbing water
buzzsaw.qc		// Rogue buzzsaw trap
rogquake.qc		// Rogue earth quake
elevatr.qc		// Rogue elevator
pendulum.qc		// Rogue pendulum
rogmisc.qc		// Rogue misc stuff
lightnin.qc		// Rogue relay lightning
rogplats.qc		// Rogue new platforms

Modified qc files
-----------------
progs.src		// Added lines to compile in the new source code files.
client.qc		// Added stuff for earthquakes and gravity changing.
misc.qc		// Replaced the old shooting sraps with Hipnotic's.
plats.qc		// Added code for features and smoother trains.
triggers.qc		// Added code to limit number of triggerings.
ai.qc			// Added code for internal path linking

Text files
----------
Custents.txt	// hellOOo. That's this file. :P
History.txt		// Modification descriptions from previous versions.
Gravity.txt		// Description of how to make all effecting gravity work
			   in your own patches.
Entsdefs.txt	// Technical descriptions of how all the entities work.


The Latest Haps with Custents
-----------------------------
Sorry I took so long getting around to this, but I've been really busy on
Quake: The Apocalypse. I've found a hole (actually I made one ;) in my
Apocalyptic schedule and got to finally do this. :P Anyway, on to what's new.

I've fixed the trap shooting traps. Someone had notified me that the rocket
shooters that Hip had made didn't work, and well, he was right. Worry not
though, I've taken care of the rockets and also the lava balls. I then added
more trap shooter projectiles. There are now also grenades and arrows. You
can also specify the firing velocity of the projectiles, mostly usefull for
the lava balls, grenade, and arrows which are effected by gravity.

The probably even bigger news is that I've added all the addable map stuff from
Rogue's Mission Pack #2: Dissolution of Eternity. Here's the ones that I've added:
- Rogue earthquake (Hip's quake is still here to, so you can choose which to use)
- Lantern light
- candle light
- elevator and elevator buttons
- new plat entity
- relay lightning
- buzzsaw trap
- pendulum trap

There was actually more addable stuff, but there was already the same sort of
stuff in here, and I didn't want to confuse anyone with things like two different
rubble things... especially myself. :P

Last, and certainly not least, I've done some work on the train paths themselves.
They are now linked together much differently than before. Now, they allow any
sort of path you could possibly want for a smooth train. Before they would only
work on looped paths, but no more. :) I've also added a trigger_change_path entity
that allows you to change a train path. It automatically repairs the broken path
link when changing the path, so the smooth trains will work perfectly with a
changed path. A demo of this and also the cloning are in the traintst map.

How to Install the Modification
-------------------------------

   First, do the usual thing with the progs.dat file, or include
the qc files in with your favorite patch's code and compile it in. If you do
the second, Add the new files and the additions to modified files. These
files are listed at the begining of this file. All code in the modified qc
files are set off with "// ###" at the begining and end to simplify finding
it for inclusion with other patches.


Author Information
------------------

   To be honest, I don't really play Quake that much, I'm always too
busy making stuff for it. I can't help it, it's just so fun. All of
latestest releases of my work can be attained at my web site, The
Trench of Mantal Warfare
http://wartrench.telefragged.com
Current projects include Custents(duh), Quake: The Apocalypse, and
Magna War(Cool racing war TC), and also going to start doing some work
on the Quake PRG project who's home is at http://dragonfire.net/~BlackWind.


Mushy stuff AKA.Special Thanks
------------------------------
   Steve Funky-dude-hu(he claims it's actually Fukuda) Maintainer of Quake Lab,
for mental support that he's beem giving me. I'v been doing some stuff for
Apocalypse with him as you read above. Sorry to tell you this, but since all
super special stuff that will be in it are deemed classified and confidential,
I won't be added the stuff I creat for it to Custents till after Apocalypse is
released. After then however...
   A nice hardy thanks to Halotron for pointing out the big problem with the
trap shooters from before. Got me to add the grenades and arrows too, that
cool or what? :)
   Thanks to Jan Martin Mathiassen (TGR) for giving me the basic idea for the
healing entity. He finally came up with a good idea. ;) JK.
   I'd just like to take a small time out to thank Ged (Scott Manganello)
for the inspiration for some of these new features and entities.If he
wouldn't have had the patience to yammer back and fourth with me, I
probably woundn't have though of some of the new entities. He get's
lonly some times, so go check out his page. It's quite cool in a very
RPGesque way. Nice new word for ya there. :)
http://dragonfire.net/~BlackWind
   I'd like to give a quick thanks to Jimmy McKinney for pointing out the
little glitches that made me release v3.1 to fix. Gee, thanks alot ;P
   What can I say but THANK YOU HIPNOTIC! I've spent so much wasted time
trying to get those brushes to rotate, now I don't have to anymore :D BTW,
if you don't have Scourge of Armagon, get it. Get it now. You'll thank me for
proding you to get it. :)


Copyright and Distribution Permissions (legal yakity shmakity)
--------------------------------------

The stuff included in this release (not counting the Hipnotic and
Rogue stuff) is Copyright 1997, Carl Glave.
The original QuakeC source is Copyright 1996, id software.
The mosh ambient sound is from the gool 'ol guys at Quake Command.
The original esclator map was by Garry Cook.
Hipnotic's stuff in here is, of course, Copyright 1997 Hipnotic Interactive.
Rogue's stuff in here is, also of course, Copyright 1997 Rogue Entertainment.

Actura Software may have total and free access to this modification...
after an upfront $1,000,000 fee is payed in full(plus tax).

Authors MAY use these modifications as a basis for other NON COMERCIAL
works provided that the original author, Carl Glaveis given express credit.

Authors MAY NOT use these modifications as a basis for other COMERCIALLY
available work without express permission from the original author, 
Carl Glave. Permission may be granted on terms.

You may distribute this Quake modification in any electronic format as
long as all the files in this archive remain intact and unmodified and
are distributed together.