Title    : PAINX - SPECIAL EDITION
Filename : PAINX200.ZIP
Version  : 2.00 - 1.66 (PAK0.PAK) + 0.34 (PAK1.PAK)
Date     : 7 NOVEMBER 97
Author   : TOM K. STATHOPOULOS -- BORGUS ON INTERNET
Email    : T-STATHOPOULOS@NWU.EDU
Credits  : LISTED AT THE END OF THIS DOCUMENT


Type of Mod
-----------
 Quake C  : yes
 Sound    : yes
 MDL      : yes


Format of QuakeC
----------------
 unified diff  : no
 context diff  : no
 .qc files     : no
 progs.dat     : yes


System Requirements
-------------------
 - Quake v1.08 or greater 
 - 8 megs RAM minimum, 16 megs optimal
 - 16 megs HD space minimum


----------------------------------
PAIN - SPECIAL EDITION
COMBO PATCH V 2.00
DECEMBER 1996 - NOVEMBER 1997
----------------------------------


------------
INTRODUCTION
------------

In the world of Quake, only the biggest, fastest and most powerful guns
survive an almost never ending power struggle for domination. To improve
their chances of success, several clans have discovered a way in which
they can travel through the slipgate to different dimensions and steal
information and technology in the form of devastating weapons that would
be used in these clan clashes. In an effort to tip the scales in their
favor, weapons native to the Quake World have been enhanced and modified
with stolen alien technology. Several weapons never seen before in the world
of Quake also have been introduced to the battle. Runes were stolen from
ancient civilizations that seemed to grant the bearer unforetold powers.

This never ending quest for information and technology has sealed the fate
of all who participate in these wars. Weapons, armor, and runes are now
the means of mass destruction and take advantage of the many ways in which
one can die. Let the deathmatch begin!


------------
GENERAL INFO
------------

This is my attempt at making Quake the game I would have liked it to be. I
give full credit to id software which outdoes itself again by releasing the
source code which allows thousands of creative minds to collaborate and
produce patches ranging from weapon mods to reaperbots which in effect create
a totally new experience. Keep up the good work!
 
I spent time collecting some of my favorite patches, modifying and adding
my own source code so that they all work together. Easier said than done.
Much of the source code had to be overhauled so that it all would compile
correctly into progs.dat. I give full credit to each and every author for
their original work. Thanks for making this a great patch, and also, more 
important, thanks for your ingenuity!

I would like to take a moment and give credit to the original version of
PAIN and its author, Jamie Wood (Jack the Stripper), which provided the
backbone upon which this modification patch is based on. Thank you for
such a wonderful add on! If you like this patch please visit Jamie's web
page listed at the end of this document. I would also like to thank all
other contributing authors listed at the end of this document whose original
work and creativity made this patch possible. A very special thanks to my
good friend David Y. Cho who put up with me and my painful freak patch.


Enjoy!

Tom K. Stathopoulos


------------------------
MORE GENERAL INFORMATION
------------------------

PAINX V2.00 
-----------

All player models now incorporate the weapon that you are using at the time.
Deathmatch is especially enhanced with this feature. You can not only see
the weapon your opponent is carrying, but also pick it up after he drops it
right in front of you upon his death. It is truly amazing to see your enemy
running away with a bfg in hand, or crouching under your rocket while holding
his railgun steady and aimed at your chest. The player models, 1 per weapon,
are awesome. They work in deathmatch or single player, so when in single
player mode, activate the chasecam and check them out.

This was extremely time consuming for myself, let alone the Razor Team. I
modified their models by making each weapon a bit bigger, and created
new player models which incorporate the new weapons included in this patch.
I also created a player freezed model while standing and crouching which
looks amazing. Check it out!

I have redesigned most player weapon animations to include hands when it is
appropriate. This just adds to the sense of realism and immersion within
Quake. Especially the shotguns, which have full attack and reload sequences.
It looks awesome and I am very proud. Each new weapon has a view perspective
model and a pickup model which at times I had to create or modify. Nothing
was neglected.


Configuration
-------------

I prefer to use the following configuration:

1) Full screen display with the head up display activated. This contains 
   all necessary information including health, ammo, weapons, armor and
   effectively wipes out that huge waste of space at the bottom of the 
   screen, freeing up 20% more display.
   
2) Chasecam view activated with height set at 0 and distance set at 120.
   This allows for an interesting 3D perspective in all directions. Of
   course, this is more practical in single player mode although I have
   found deathmatches to be just as fun when not playing seriously. You
   can check out your player and the current weapon you are holding!

3) In COOP or DEATHMATCH, try the online map editor. The map editor allows
   you to place objects in this patch not found in maps and to remove objects that seem
   a bit excessive or get in the way. If you don't feel like adding in all
   those weapons, armor, and items just play DEATHMATCH 4. All weapons,
   armor, items will be included and randomly respawned in different spots.

5) Take a look at PAINX200.CFG & AUTOEXEC.CFG files and alter the bindings
   as necessary. Included in this package is v1.66 and v2.00! You can play
   v1.66 by removing PAK1.PAK from the same directory. However, v2.00 is
   dependent on v1.66 for crucial data and will not run without it!


--------------
WEAPONS
--------------

impulse 101 - weapon class C
impulse 102 - weapon class B
impulse 103 - weapon class A
impulse 123 - cycle weapon class

Weapon classes: green (class C), yellow (class B), red (class A) armor.
Weapons:
	#X - where # is weapon number and X is weapon class
	    
	1C - mace 
	     - Short range fighting.
	1B - mace 
	     - Medium range fighting.
	1A - grappling hook
             - Long range weapon, grinds enemies to bits.
             - Allows you to hang from ceilings and  walls, even enemies.
             - Allows you to change weapons and fire while hanging.	       grappling hook.
             - To release and drop, press fire.
	    

        2C - axe
             - Now does more damage, making it a viable weapon in deathmatch.
	2B - throwing axes
             - These can be picked up, saved, and thrown.
	2A - flaming throwing axes
             - Ignites monsters, players, corpses.
             - Fire extinguished by jumping in water or teleport.
	    

        3C - shotgun
	     - Now does more damage with modified timing, much like Doom.
	3B - super-shotgun
	     - Now does more damage with modified timing, much like Doom.
	3A - flare gun
             - Provides a source of light to areas of extreme darkness.
             - Will mark players, monsters or walls for homing missiles.
	    

        4C - laser
             - Like the shotgun, does more damage and uses cells.
	4B - super-laser
             - Like the super-shotgun, does more damage and uses cells.
	4A - rapid-fire laser
             - Like the super nailgun, does more damage and uses cells.
	    

        5C - nailgun
	     - No changes here.
	5B - super-nailgun
             - No changes here.
	5A - nailbomb
	     - Explodes on contact to shred an opponent and do mega damage.
             

        6C - grenade launcher
             - No changes here except explosions now include shrapnel.
	6B - proximity mines
             - Designed to stick to walls or players, detonates when in range.
             - Takes 3 seconds to arm, then waits for an unsuspecting enemy.
	     - If enemy in range, auto-detonates to do mega damage.
             - Disarm by firing a nail, grenade, or rocket past it.
	6A - cluster bomb
	     - Designed to fire a single grenade from which multiple grenades 
	       spawn to form a cluster of grenades.
             - Deadly shower of explosions meant to injure or kill many.


        7C - rocket launcher
             - Designed to provide a rapid, deadly attack.
             - Slowed down to simulate rockets in Doom, now can be dodged.
             - Fast rocket speed.
	7B - drill rockets
             - Designed to bury itself inside an opponent on contact, then
               grind and shred them up prior to exploding within them.
	     - Medium rocket speed.   
	7A - homing missiles
	     - Designed to chase players, monsters, and flares until dead or 
               out of range. Cannot home in on undead!
             - Homing frequency sound acknowledges lock on target.
             - Slow rocket speed.


        8C - lightning gun
             - Lightning will electrocute players, monsters, etc. as usual.
             - Will do some radius damage when it hits the water, so go ahead
               and fry those swimmers.
	8B - flamethrower
	     - Ignite players and monsters. Extinguish flames by jumping in
	       water or teleport.
	8A - freeze ray
	     - Fires an icicle that will freeze an enemy on contact for 10 
               seconds. Watch for that cool ice trail left behind!
	     - Damage is twice normal when frozen. Enemy will thaw if hurt 
	       significantly.
	     - Frozen stuff looks like ice with cool chunks of ice as gibs.


        9X - plasmagun
             - Fires glowing blue bursts of energy that are guaranteed to
               wreak havoc on even the most heavily-armored enemy.
             - Go ahead, fill a room till your blind and frag 'em all.
        9X - bfg9500
             - The baddest gun of them all is back now with a new model that
               you have to see to believe! Get ready to melt a room full of
               opponents, sit back and collect all the frags.
             - Fires glowing green ball of energy that is geared toward the
               utter destruction of your enemy.
        9X - gatling gun
             - It's time to mow down your opponents with this awesome and
               well known recreation of the chaingun.
             - Watch the gibs and trails of blood fly as bullet-ridden bodies
               are forced back until they drop like a sack of potatoes.
        9X - gravity well
             - Remember the movie, "The Arrival"?  Well drop this baby in a
               room full of unsuspecting enemies and learn what it feels like
               to have a black hole open up in the middle of your living room.
        9X - pac- 1000
             - Instantaneous nuclear fusion with the press of a button. Your
               opponents will fry and die as they try to escape this mushroom
               cloud of fire.
        9X - seeker falcon
             - Intelligent, faithful companion that will actively seek and
               and destroy your enemies.
             - The falcon lives until you die, kills until you die.
        9X - railgun
             - Remember the movie, "Eraser"? This gun will allow you to do
               just that to your opponents.
             - Modified code to include new railgun projectile with cool
               particulate trail effects! Death now comes in several flavors.
             - Fire a blast into someones chest and watch them fly back
               until they hit a wall, or gib along the process.
             - Don't let that wall or door stop you! These are electromagetic
               waves we're dealing with. Fire right through and blast a line
               of enemies at one time.
             - Try crouching up close to an enemy then fire your railgun at
               an angle up and watch them be propelled up in the air, until
               they finally gib high above you!
        9X - hell skulls
             - This represents my own sick creation, with inspiration from
               a very loved and overplayed arcade game, 1 & 2 that is.
             - Hurl endless numbers of souls at your enemies and watch these
               screetching hell skulls ignite and wipe out rooms of enemies
               with the greatest of ease!
             - Souls represent fallen warriors of Quake World trapped within
               the confines of hell. They break loose at your summoning and
               seek revenge on those still participating in the war!
             - Truly a weapon worthy of hell itself.


        XX - airfist
             - An awesome defensive weapon that will send you and your
               opponents flying, now fun as an offensive weapon too.
             - Designed to allow a most experienced user to reach unreachable
               heights and cross over treacherous obstacles by aiming down.
             - Hint: activate airgun just prior to hitting ground after fall,
               to absorb damage from impact thus preserving your health.
             - Modified code a bit to improve it as an offensive weapon by
               not only adding damage of the airfist on an opponent directly
               but also fall damage after they are blasted up into the air!
               

-------------------------
MISCELLANEOUS
-------------------------

impulse 20  - Toggle auto-flare, protects against homing missiles
 
impulse 30  - Viewpoint Toggle
impulse 31  - Laser Targeter Toggle
impulse 32  - Decrease Height of Chasecam
impulse 33  - Increase Height of Chasecam
impulse 34  - Decrease Distance of Chasecam
impulse 35  - Increase Distance of Chasecam
impulse 36  - Last Monster/Player Chasecam View
impulse 37  - Next Monster/Player Chasecam View

impulse 40  - Toggle Crouch

impulse 50  - Head Up Display

impulse 200 - Multi-Skin Up
impulse 201 - Multi-Skin Down

impulse 13  - Drop Weapons
impulse 14  - Drop Ammo
impulse 15  - Drop Armor

impulse 16  - Activate Switch, Door

impulse 17  - Select Plasmagun, BFG-9500, Gatling Gun, Gravity Well,
              Seeker Falcon, PAC-1000, Railgun, Hell Skulls

impulse 18  - Select Airgun

impulse 25  - Enter Edit Mode, Exit Edit Mode
impulse 26  - Place Weapon
impulse 27  - Place Armor
impulse 28  - Remove Weapon
impulse 29  - Place Jetpack


---------------------------
RUNES AND MAGIC
---------------------------

impulse 150 - use mystic rune (deathmatch only) or check rune status
	- The Mystic Rune will change its location every fifteen seconds.
	- If you acquire the Mystic Rune, you receive a random power that 
	  lasts 30 secs, some you activate, others are automatic.
	- Your rune icons will blink and you will be given a warning message 
	  once your rune powers expire.
	- If you die while carrying the Mystic Rune, it is dropped and made 
	  available for others.
	- Opponents are notifed that you have found the Mystic Rune. They
	  may hunt you down to claim your rune or run away.
	- More than one player may hold the Mystic Rune at any time.

The powers of the mystic rune are as follows:
	    
	- Necromancy
          - Summon a hellhound (dog), zombie soldier (grunt), lesser demon
            (demon), or greater demon (shambler).
	  - Depending on you health, you are allowed to summon the strongest
	    demon servant possible. 
	  - For example, health < 50 nothing, health < 65 hellhound, health 
	    < 80 zombie soldier, health < 95 lesser demon, health < 100 
	    greater demon.
	  - Summoned monsters use the same keys as a resurrected monster.
          - Upon your death, servants are freed and may not recognize you
            when you respawn thus may attack you.
          - Grants you vampiric axe and mace powers.
	    
	- Protection
	  - Take half damage.
	    
	- Strength
	  - Inflict double damage.
	    
	- Weakness
	  - Allows you to explode, gibbing self and radius damage.
          - Especially effective when running into a group of enemies.
          - Take double damage.
	  - Inflict half damage.
	    
	- Haste
	  - Allows you to attack at double speed with axe, shotgun, 
	    laser, grenades, rockets.
     
	- The Fiend
	  - Transforms you into the fiend, press jump for jumping 
	    attack, attack for claws.
	  - Take half damage.
          - Cannot pick up weapons, armor, health.

	- Regeneration
          - Regenerate 1 point of health about every half second if < 100. 

	- Disease
          - Lose 1 point of health about every half second up to 1 hit point.
          - Transmissible, infect other players by touching them.


impulse 250 - resurrect something
	- You will gain necromantic abilities from the quad damage power-up.
	- These powers last until death, or change of level and allow you to 
          resurrect dogs, soldiers, players, demons, and shamblers, costing 
	  25, 50, 80, and 100 health respectively.
	- Control your minions with impulses 55, 56, 57,  58.
        - Resurrected entities have gory undead like skins to distinguish
          them from living entities.


impulse 55  - sacrafice all undead minions
	- Gibs your minions to bits and returns some health back.


impulse 56  - order undead minions to attack opponent
	- Minions attacks the closest enemy in your line of sight.


impulse 57  - call off attack
	- Minions will stop fighting and return to you.


impulse 58  - free all undead minions
	- Release undead from your control, but does not return health back.
       

--------------------
CHEAT CODES
--------------------

impulse 9   - All ammo, weapons, weapon classes
impulse 252 - Radiation Suit
impulse 253 - Invincibility
impulse 254 - Invisibility
impulse 255 - Quad damage


---------------------
GAME MODES
---------------------

DEATHMATCH 1 - All weapons, armor, items respawn
DEATHMATCH 2 - All weapons stay, nothing else respawns
DEATHMATCH 3 - All weapons stay, armor and items respawn
DEATHMATCH 4 - All weapons, armor, items respawn randomly

COOP 1 - All weapons stay, nothing else respawns
COOP 2 - All weapons stay, armor and items respawn


------------------------
OTHER CHANGES
------------------------

Gibbing

	- All corpses, players and monsters, are solid and gibbable.
        - Crucified zombies are visible in DM and gibbable.
        - Try gibbing a player who is holding the axe. Wow, that's cool.

Blood

	- Blood is spread out more evenly, especially with the shotguns, to 
	  create a truly bloody and realistic effect.
        - Most realistic blood coding involves using models of blood
          droplets that leave a blood trail.
        - In addition to extra blood, depending on damage, gibs fly off,
          even when an enemy is still alive.

Death

	- Added patch that modifies items dropped when a player is killed.
        - The player will actually drop the weapon he is carrying, allowing
          others to pick it up!
        - Used ammo is included in backpacks, used armor and mystic runes
          are also dropped and made available for other players to pick up.

Speed

	- Added patch to change the player's speed depending on current
	  health condition and carried weight, so wounded and overloaded
	  players slow down significantly.
        - If you are overloaded with weapons and armor, try dropping a few
          or just use your grappling hook or jetpack to get around quicker.

Drop

        - Players can toss their weapons, ammo,  or used armor in the
          direction they are facing, in the air, over walls, to players. 
        - Tossed items can then be picked up later by them or another player.
        - When a player is killed, their weapon will fall out of their hands
          and be available for others to pick up

Use

	- Added patch to allow for a "use" key in Quake for activating doors
	  and buttons, so gameplay will be more realistic, much like Doom.
        - Also, shooting at doors and buttons will activate them up close
          or from a distance with some good aiming.

Running

	- Added patch which adds footsteps that are heard by yourself and
	  others while running.
        - Added patch which adds splashing sounds to each footstep while in
          water.
        - Modified code so that when you jump up and land, you hear your
          own footsteps also.

Falling

	- Falling and damage now follow a more realistic physical model. 
	- When you fall, you accelerate based on your mass and velocity
	  until you reach a terminal velocity. If you reach that velocity,
	  you're pretty much dogmeat.
	- Damage is calculated depending on how fast you were falling and
	  your mass.
	- If you duck or jump just before your impact, you can absorb some 
	  of the damage (kind of like rolling with it).


Teleporting/Projectiles

	- Monsters and projectiles can teleport and follow you through a 
	  teleporter so beware.
	- Projectiles can hit owner if both enter teleport together somehow.


Skins Mode

        - Skins are supported in this release however you will have to
          supply your own. I know, it's very painful.
        - To add skins, you will have to extract all the player files from
          the pak file and using your favorite editor, cut and paste all of
          your skins into each and every player file in the same exact order.
        

Editing Mode

       - All maps are compatible with this patch. However, they may not have
	 all the armor, weapons, and accessories that make this patch great.
       - I have created an online editing tool that allows you to add and
         remove armor and weapons (1 - 9X) in single or deathmatch play to
	 your favorite maps. This feature is rather simple to use.
       - Impulse 25 enables editing mode and gives you all weapons, all
         armor, all weapon classes. Enter this impulse again while in editing
         mode to exit editing mode, which effectively kills and respawns you.
       - Impulse 26 places your current weapon (1 - 9) at the spot you are
	 standing in. It should respawn within 30 secs. This includes Axes
         up to Plasmagun, BFG-9500, Gatling Gun, Gravity Well, Seeker Falcon,
         PAC-1000, Railgun, Hell Skulls respectively.
       - Impulse 27 places your current armor at the spot you are standing
	 in. This is accomplished by toggling the weaponclass feature. If
	 current weaponclass is "C" then current armor is Green, "B" is
	 Yellow, and "A" is Red.
       - Impulse 28 removes closest weapon from map, for those maps that are
	 overloaded with weapons.
       - Impulse 29 places a jetpack at the spot you are standing. It should
	 respawn in 30 secs.
       - When you are finished editing, promptly kill yourself, respawn, and
	 enjoy your new map! -- TKS :)
       - Note: the original map is not permanently altered. 
		

Misc Grafix

        - PAIN logo symbol added to the console screen.
	- Colorful comments for cheat codes and on start up.
	- Grappling hook and axe have axe graphic in ammo box.
        - Axe and lasergun icons added to the weapon bar with plasmagun, bfg,
          airfist pending.
        - Revised models and skins for shotgun, supershotgun, lasergun
          pac-1000.
        - Created new model for airfist that you can pick up during a
          deathmatch or coop.
        - Created new model and skin for the jetpack.
        - Modified existing models for use in this patch.
        - Created player freeze models for both standing and crouching.
        - Added hands to weapon animations for added realism, augmented the
          firing and reloading sequences of many weapons, especially shotguns
        - Shotguns eject empty cells, spikes ricochet off walls with sparks.
        - Created railgun projectile, skins, and its particle trail.
        - Hell skulls represent my own personal interpretation of an idea
          originally conceived by Ed Boon and John Tobias of Midway. The
          pickup model, player view model, and animations here are designed
          by myself, Quake C programmed by myself.


----------
KNOWN BUGS
----------

Combining different patches from different sources was quite a chore and
getting them to work together while keeping the other patches functional
was even worse. I've done my best to rewrite the source as much as possible,
streamlining the code, as to limit the number of bugs during single player
and deathmatch. I'm sure someone somewhere will find some bug that I am not
aware of or am still in the process of fixing. Just let me know. Thanks!


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

Authors may acquire these patches & source code from the internet and use
these modifications as a basis for other publically available work.  Let me
know if you have made something interesting, maybe we can add it on to my
collection. :) 

You may distribute this Quake modification in any electronic format as long
as this description file remains intact and unmodified and is retained along
with all of the files in the archive.

If you're going to include this modification in a commercial product, such
as a collection CD, you will need to ask me first. If it sounds interesting
enough, you'll have to send me a copy of your product. Of course, prior,
contributing authors will be notified for their permission. :)


--------------------------
Credits and Special Thanks
--------------------------

Jamie Wood (JACK THE STRIPPER) - PAINC101.ZIP
Email: ghoti@erols.com
Web Site: http://nachos.net/jwood/pain/
	   
RAzOR Entertainment - DME11.ZIP
Email: cbolin@teleport.com
Web Site: RAzOR homepage - http://razor.stomped.com

James Lazarus, Henry Grantham, Christopher Bolin - GAT15B.ZIP
Email: Tritian@PlanetQuake.com, henry@zipcon.com, cbolin@teleport.com
Web Site: none

Nick "SiNGE" Bousman, Glenn "Griphis" Saaiman - PTRON10.ZIP
Email: singe@ix.netcom.com, griphis@ix.netcom.com
Web site: none

James Lazarus, Jim Dodge, Christopher Bolin - RGBV10.ZIP
Email: alazarus@ix.netcom.com, jdodge@net-link.net, cbolin@teleport.com

Team Evolve - PK111.ZIP
Email: cbolin@teleport.com
Web Site: http://www.planetquake.com/skins/painkeep

Nick "SiNGE" Bousman, Glenn "Griphis" Saaiman - SFALCON.ZIP
Email: singe@ix.netcom.com, griphis@ix.netcom.com
Web Site: http://urbanite.com/web/singe/quake/qfiles.html

Draco98 - DETHWEAP.ZIP
Email: draco98@hotmail.com
Web site: none

Harlequin - JETPACK11.ZIP
Email: dtebben@alumni.caltech.edu
Web site: None

Dave 'Zoid' Kirsch - 3WCTFC40.ZIP
Email: zoid@threewave.com
Web site: HTTP://www.threewave.com

Iikka "Fingers" Keranen - IKPLASMA12.ZIP
Email: ikeranen@raita.oulu.fi
Web Site: http://www.student.oulu.fi/~ikeranen

Jonathan E. Wright - BFG11.ZIP
Email: nelno@interpath.com
Web Site : http://www.trailerpark.com/phase1/nelno/

Evolve Team - AIRFIST1.ZIP
Email: None
Web Site: http://www.voyager.co.nz/~darkmare/index.html

Minh Le (Gooseman) - NAVYSEAL.ZIP
Email: gooseman@smartt.com
Web Site: http://www.planetquake.com

Marin Gazzari (Kandyman on IRC) - DOOMGUNS.ZIP
Email: mgazzari@netway.at
Web Site: None

Felix Zwingenberger (BadBoz) - ZOMPLAYR.ZIP
Email: felix.zwingenberger@hamburg.netsurf.de 
Web Site: http://www.worldacces.nl/~yue/mdl.htm (Bubbah's Monster Models)

Charlie Zimmerman - CSPIKE10.ZIP
Email: czimmerm@cyberenet.net
Web Site: None

Werner Spahl - DMPLUS17.ZIP
Email: a1619195@smail1.rrz.uni-koeln.de
Web Site: None           

Walter Lord - ADVQCC.EXE (REVISION)  
Email: lord@brodart.com
Web Site: None
