Title of Program and Version    : Coop Quake 2 0.9 beta
Suggested Category (optional)   : Quake 2 DLL mod
Quake 2 version			: 3.10
Uploader Email Address          : dalvis@aztec.asu.edu
Distributable on CDROM (yes/no) : yes
Description -  Quake 2 Coop/Deathmatch patch
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This is my first real attempt at a Quake type patch, so here's what
it does:

	1.	Coop Multiplayer mode
	2.	Deathmatch/Coop Multiplayer mode
	3.	Death messages
	4.	Turrets
	5.	Message of the Day
	6.	Teamplay
	7.	Cluster Servers
	8.	Player Scanner

Basically I started off to find a way to make a cooperative type mode
for Quake 2, and decided that I liked some of the other stuff people
had been doing, so I added them in.  This is kind of late in coming,
especially since the point pack is just around the corner, but what
the heck, here it is.
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Detailed Description:

In order to create a patch that allows both coop and deathmatch modes,
I had to change the deathmatch variable since the EXE requires deathmatch
to be 1 inorder to do a multiplayer game.  So the new variables are:

	coop - Turns Coop mode on/off

	deathmatch2 - Turns Deathmatch mode on/off
		Note: both deathmatch2 and coop can be on at the same time for
			deathmatch with monsters type game (think Doom).

	grappling_hook - activates the swinging grappling hook

	inven_persist - Make inventories persistant, or you keep your stuff after dying

	teamplay - Here is what the bits are suppose to do:
		1 - No health damage
		2 - No Armor Damage
		4 - No Damage period
		8 - Half health damage
		16 - Half Armor Damage
		32 - Half Damage
		64 - No Self Damage
		128 - Full damage - overrides 1-4 and 64

	team - This is a user variable, set it to the team name that matches your friends.

	coopexit - When on, everyone must be near the exit to leave the level.

	scanner - When on allows the use of the player scanner.

	fullscore - In Coop mode, it keeps your score from level to level.
			Great for seeing who can kill more monsters.

	clusterserver - activates the cluster server code.  You MUST set dedicated to 1 or
			bad things will happen.  This can only be set at the command line.

New Commands:

	cmd coop_help - This will display the status of the coop settings.

	cmd zoom - use zoom 1 to zoom in upto 4 times, and zoom 0 to zoom out.
			This is automatically aliased to zoom_in and zoom_out.

	cmd scanner - Turns the scanner on and off.

	cmd aliases - Will resend commands to create the aliases.

	cmd hook - Controls the grappling hook.  Use the aliases +hook, +grow, and +shrink
		instead.

With all the variables out, basically just start a server up with the options above, the
new teamplay options are activated either by setting the DMFLAG, using identical team
variable or in Coop mode, all players are on the same team.  
As for the grappling hook, exec hook.cfg, then bind keys to +hook, +grow, and +shrink.
The turrets work like normal, bind a key to +use.

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Known bugs:


1.	No level persistance.  Although you keep your inventory, the levels reset when
	you return to them.  This will have to be fixed by Id with their point pack,
	or use a cluster server.

2.	I don't know if this should be concidered a bug or a feature, but when inven_persist
	is on, leaving and then rejoining the server, the server saves your inventory.

3.	This is a strange one: Upon first coming on to a new level, the player can pass
	through the first laser they encounter without damage.  However, it will damage on
	any subsequent passes through.

4.	This will be obsolete in a few weeks thanks to the point pack.  After that I may
	do an updated version, we will see.  After the point pack is out, don't bother me
	about this version of the patch.

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Future ideas:

	1.  Find a way to make the play drop their inventory.  I tried this, but
		got error with running out of edicts.  Any suggestions?

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Version info:
	0.9	Major clean up time.  Fixed the ini file code, added
			some debugging to check for proper loading.
		Cleaned out deadwood code, pulled new code into separate files.
		Made more environmental death messages, and moved the monster
			messages into the ini file.
		Added in cluster server v0.3 codebase
		Added player scanner
		Fixed fov command, added zoom command.
		Added fullscore var.
		Fixed cmd help to cycle through displays.
		Fixed Coop Spawn point problem!  Now goes to the correct
			location every time.
		Fixed some of the deathmessages to work properly.
		Adjusted the defaults, will now default to coop mode.
		Changed compilers, now I use MSVC 5.  That fixed numerous
			bugs that I could not fix before.

	0.85	Fixed coop bugs: Players beyond the second would 
			not be seen by monsters, added player trails.  
		Added new DMFLAGS: Allow exit and Unlimited Ammo.
		Added Monster kill scores for Coop.
		Added Teamplay features:
			Model and Skin teams via the DMFLAGS var
			TEAM userinfo variable
			Teamplay variable
		Stopped still picking up ammo with Unlimited ammo
		Added monster kill scores
		Tweaked Coop start spot location routine
		Play-tested extensively with 3 players this time.
		Added Coop Exit patch
		Removed target_secret, target_goal, and target_help
			when in deathmatch mode.

	0.8	Public First release.

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Notes:  

1.	Deathmatch/Coop games are lots of fun, they are kind of like 
	Quake 2 Coop, but with no plot to follow since all the obsticals 
	are removed.

2.	I inserted a small chunk of code into the g_teamplay.c that is
	unnessisary, but fun.  There are some monster models converted
	to player models by orochi36@hotmail.com.  I thought it would be
	fun to be able to blend in with the monsters when playing with
	a friend to surprise them.  If you download the files from
	http://www.alphalink.com.au/~ronnie and find the variable in the
	code to activate it, then have fun. :)

3.	Also, please excuse my spelling.

4.	The cluster code is still in an alpha state, I have had a few little
	problems with it, but don't complain to me if it does not work.  I am
	already working with the author on it, as best I can.

5.	This will be the last release before the point pack.  After that, all
	bets are off on what I do with this.

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Source Code

All the source is included with this patch and you are welcome to change/add things to it,
I created this because I was looking for a coop patch with source code, but so far there
have not been any patches like that released yet.  All I ask if for credit when my code is
used.

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Now, credit where credit is due, I integrated the following patches into my code:

SWINGING GRAPPLING HOOK for Quake2		- Grappling Hook
by: Perecli Manole AKA Bort

LA QuakeII v0.4					- Turret code, MOTD code
[LA]-Seek300, AKA [LA]-NotGOD, AKA Brian Nelson

Orange 2 					- Death messages
jet@poboxes.com

Tsunami 0.0.4beta				- Although I didn't use any code,
hentai@intelegenesis.com			  I did use some of the ideas present
						  in this Coop mod.

Coop Exit					- Coop exit code idea
chilton@scci-ad.com

Quake Devels					- The fov fix and zoom command,
http://www.planetquake.com/qdevels		  Also the player scanner.
						  And the respective authors of the tutorials
