                           Quake Project1 v1.6
                           -------------------

                      User's manual for version 1.6

                                I have to warn you that in this
                                manual you may encounter words and
                                punctuation non-existent in english
                                language (so called erors and
                                mitsypings). The same can be said
                                about the game itself - you may find
                                some effects and phenomena not
                                mentioned in this manual (so called
                                bugs that became features). I hope
                                both issues will improve with time.


Table of contents:
----------
1. Introduction to Project1
2. Weapons
   2.1. BFG
   2.2. Sniper Rifle
   2.3. Throwing Axe
   2.4. Hook
   2.5. Other weapons
   2.6. Artifacts
3. Backpack
4. Skins
5. Gameplay modifications
   5.1. Deathmatch 3
   5.2. Deathmatch 69
   5.3. Teamplay 2
6. Other features
   6.1. Game administration
   6.2. Scripts record/playback
   6.3. Observer
7. Other changes
8. Just a bit more...


1. Introduction to Project1
---------------------------
   I haven't tried to create total conversion - flight simulator or
RPG, my goal was to give you most realistic experience with a lot of
variety while staying within realms of DOOM-like games and to make
it somehow similar in spirit to the original DOOM.

2. Weapons
----------
   Three new types of weapons were added: BFG, Sniper Rifle and
Throwing Axe.  Almost all other weapons were changed to some degree.

2.1. BFG
--------
   Right now there are no Quake levels written for the Project1, so
you can find the BFG on the level only if game administrator put it
there. BFG uses 20 cells per shot, algorithm is the same as in DOOM.
When you pick up the BFG, special sound plays from the F.Coppola's
film "Apocalypse Now".

2.2. Sniper Rifle
-----------------
   Just like the BFG, Sniper Rifle could be put on the level by the
game administrator. I'm still looking for the most interesting
algorithm for the Sniper Rifle, therefore some changes are possible
in the future. Right now Sniper Rifle inflicts quite a lot of damage
depending on the aiming time.

   damage = 10% + 70% * aiming_time_seconds;

   Sniper Rifle damage ignores the target's armor. If you aim longer
than 0.2 second you start to move 10 times slower until you shoot.
This weapon has a long reloading time - 2.5 seconds.

   It shoots nails, has 5 of them on pick-up. Has a laser sight for
precise aiming and optical sight (zooming). Autozooming can be
switched on/off with "impulse 136" command, it's on by default.

   If the game is started with special parameter for "sniper games"
then all players spawn with Sniper Rifles instead of Shotguns and
have 16 nails.

2.3. Throwing Axe
-----------------
   Player respawns with one Throwing Axe. On direct hit Axe inflicts
80% of damage. After each rebound hit power decreases. The Axe can
stick in the wall if it hits with the blade. It never sticks if it
hit a door, moving platform or button. When the last Throwing Axe is
thrown player automatically switches to normal Axe that can't be
thrown. If the Throwing Axe sticks in the wall, it works as a mine:
it hurts if you touch it on the run. You can pick such Axe if your
speed is less than 200.

2.4. Hook
---------
   The Hook sticks to the walls and draws the player to itself. If
the Hook hits another player it draws both players together. Speed
vectors of the Hook and player add up. You throw the Hook with your
left hand, therefore while using it you can fight only with Axe,
Throwing Axe or Sniper Rifle.

   If the player has the Quad Damage, his Hook inflicts double damage
regardless of the artifact state (on/off).

   alias +hook "impulse 98"    // throw the hook and hold on it
   alias -hook "impulse 97"    // let go
   bind  MOUSE2 +hook          // - the most convenient way to use it

   To enable Hook - run the game with temp1=128, for example:
 quake -game PROJECT1 +temp1 128

2.5. Other weapons
------------------
   Axe. Damage increased from 20% to 33%. It can hack off pieces of
meat - extremely bloody effect. If the victim has no armor the Axe
inflicts double damage.

   Shotgun. Damage increased.

   Super Shotgun. Damage greatly increased. Reload time increased
too, added reloading sound from DOOM.

   Nailgun. The main purpose of this weapon is blowing up the
player's backpacks.

   Super Nailgun. Damage increased.

   Grenade Launcher. No change.

   Rocket Launcher. The rockets slowed down, damage increased from
100-120% to 120-160%.

   Lightning. No Change.

   Nails from both SNG and NG ricochet from wall in a random manner.
After each rebound their damage value decreases. Nails owner receives
only half of their damage.

   Weapon autoswitching completely removed. Now you have to switch
weapons manually every time (after getting a new weapon or ammo and
after shooting the last ammo of some type). When some ammo comes to
an end instead of shooting your weapon clicks with empty magazine.
You have to switch it manually at this point. The only weapon that
you will switch to automatically when ALL types of ammo are finished
is Axe.

   Added my own (alternative) weapons layout on the new impulses. You
can use it instead of standard or combine them in some way.

   impulse 102 - BFG/Lightning
   impulse 103 - SSG/SG/SR
   impulse 104 - SNG/NG
   impulse 105 - RL/GL
   impulse 106 - T_Axe/Axe


2.6. Artifacts
--------------
   All artifacts (Quad Damage, Pentagram of Protection and Ring of
Shadows) don't switch on when you get them. You can switch them
on/off when you need them with impulse 133. Total working time of any
artifact is 20 seconds, it adds up if you get another artifact of the
same type. If you have less than 4 seconds left you can't switch
artifact off. On switching artifact on/off plays the laugh of Billy
The Kid from the film "Young Guns". Artifact can't be switched on for
less than 2 seconds.

   If the player has the Quad Damage his Axe and Throwing Axe has
quadruple damage regardless of the artifact state. Throwing Axe with
Quad Damage are glowing.

   Player with switched on artifact Ring of Shadows can't be killed
with secondary rays of BFG - only with direct hit. Secondary rays
show his location but don't hurt him.

   New artifact added - Navigation Helmet. Useful on the big and/or
unfamiliar levels and in the one-on-one games. It shows positions of
other players even if the player can't see them. Players who are
nearer than 512 units are shown as blue dots and those who are
between 512 and 1024 units - as yellow dots. This artifact uses 1
cell every 2 seconds. If you have no cells left the Helmet
automatically switches off and can be switched back on only when you
collect some cells. When you pick it up you can hear the Wagner
melody "Valkyries' Flight" from the F.Coppola's film "Apocalypse
Now".

   Helmet respawns only after its owner's death. Administrator can
limit the number of players wearing Helmets simultaneously by putting
on the level only as much Helmets as necessary.


3. Backpack
-----------
   All backpacks can be blown up inflicting damage that depends on
the amount of rockets inside. If the explosion occurs under the water
its damage also depends on the amount of cells. Backpacks have some
"pseudohealth" that decreases from hits and falls.

   You have to remember: all backpacks can explode, including the one
you have on your own back. If this happens but you survive you'll
lose all your ammo (it just blows up) except Throwing Axes (have you
ever seen a blowing Axe? ;). Probability of explosion depends on the
attacker position. If his shot lands on your breastplate it has a lot
armor to pierce before hitting your backpack, therefore probability
of explosion in this case is 10 times lower than if he shoots at your
back. It also depends on the attacker's weapon. This probability for
the NailGun is about 3 times higher than for SNG and Lightning to
make it more attractive weapon.

   Players can throw backpacks using "impulse 134". If you play in
teamplay mode thrown backpack contains the current weapon and half of
the ammo for it. If the current weapon is Shotgun - backpack contains
one half of your rockets, if the current weapon is Axe - backpack
contains one half of all your ammo.

   If you play "pure" deathmatch, thrown backpack always contains one
half of your rockets. If your have less than 20 rockets, 10 rockets
go to backpack, if you have less than 10 - all of them get thrown.

   Backpacks that fall in lava explode after 5 seconds - it's hot out
there!


4. Skins
--------
   Players can choose their skin textures using "impulse 200/201". In
addition each texture has its own impulse (from 220 to 235). If you
add to your configuration file the following line:

   alias initskin "impulse 227",

the SKELETON skin would be automatically selected when you join the
game.

   Textures are kept in the files /PROJECT1/PROGS/player.mdl и
h_player.mdl. You can edit them with any utility but don't change
their number, only replace them.


5. Gameplay modifications
-------------------------

5.1. Deathmatch 3
-----------------
   If you use deathmatch 3, all weapons stay on the level and you can
get it only once per life (as with olddeathmatch in DOOM). All other
items respawn as with altdeath.

5.2. Deathmatch 69
------------------
   With deathmatch 69 if you already have a weapon and try to get it
again you take only ammo and the empty weapon falls to the ground to
be taken later by someone without it. After that it will respawn a
bit later with ammo again. Of course, it you see a respawned weapon
with ammo and you don't have it you can take it all - both weapon and
ammo. All other items respawn as with altdeath.

5.3. Teamplay 2
---------------
   Teamplay 1 doesn't allow you to kill your teammates. Teamplay 2
eliminates this problem - you can kill them but you loose a frag if
you do it.


6. Other features
-----------------

6.1. Game administration
------------------------
   When you start a server but before the game starts you can edit
the level. Any player with 0 frags can use this function (with
"impulse 212") but only once. Any subsequent attempts to become
administrator result in immediate gibbing. Administrator can put and
remove any items on the level. Choose the item to put with "impulse
200/201" (the same as for MultiSkin). You can see the name of the
item on the screen. Selected item can be placed on the level with
"impulse 134" (the same as for throwing a backpack).  Items removal
mode can be switched with "impulse 135" (the same as Message Mode).
It can be switched on/off as many times as you wish. While the
administration goes all the players (including those who joined the
game after administration started) are in Semi-Pause mode - they
can't move and shoot.


6.2. Scripts record/playback
----------------------------

   Level changes can be recorded and played back late.

   Record:
   -------
   + "quake.exe -listen -game PROJECT1 -condebug" - start the server
   + start any level you wish
   + impulse 212 - enter administration mode
   + impulse 214 - start recording
   + ...do any changes you wish...
   + impulse 214 - end recording
   + impulse 212 - quit administration mode
   + quit - exit Quake (don't try to play with "condebug" key, it
     slows the sever down)

   + In the /PROJECT1/ directory you will find the file
     qconsole.log, cut from it all the text between labels "SCRIPT
     START" and "SCRIPT END" and save it in the directory /ID1/ under
     the name MAPNAME.rc ON THE SERVER (MAPNAME - the name of the
     level, for example you should name a script for the level
     dm6.bmp as dm6.rc).

   Make sure that script file resides ON THE SERVER in the
   /ID1/ directory, not on the administrator's computer.

   Playback:
   ---------
   + start the server
   + run the level
   + impulse 212 - enter the administration mode
   + impulse 218 - run the script
   + ...wait while script makes its changes...
   + ...you can do some changes manually now...
   + impulse 212 - quit administration mode
   + let's go!

   Note: in you configuration file you can assign the commands for
   entering the administration mode, recording and playing back
   scripts to any convenient key, for example like this:

   bind F2 "impulse 214"
   bind F3 "impulse 218"
   bind F12 "impulse 212"

   You can automatically run a script on the server start or level
change (see values of the temp1 parameter). In this case manual
administration is unavailable.


6.3. Observer
-------------

  The player can become observer at any moment using "impulse 210".
After that he can return to the game only in the next game/level or
by disconnecting and reconnecting again. Observer is invisible and
can't affect the game in any way. It can't teleport and open doors
so for the freedom of motion he can switch on/off NOCLIP mode and FLY
mode ("impulse 210"). Don't use NOCLIP too much in the real game - it
can slow down the server or even crash it. Don't forget to bind
commands +moveup, +movedown - they are necessary for NOCLIP. Most
convenient for observing is the FLY mode. In it you can speed up
using the "fire" button.


7. Other changes
----------------
   Removed standard for Quake half-damage from your own weapons
(except nails).

   Added step sound (its frequency depends on the player's speed) and
the breath sound (its probability depends on the player's health).

   If the kill is extremely cynical (on the verge of gibbing) you
make the sound of the Billy the Kid's laugh from the film "Young
Guns".

   "Bloodiness" increased. Hits make more bloody splashes. Player,
killed underwater, slowly rises to the surface, rotating and leaving
a bloody trail. When a player steps on the corpse, fountains of blood
appear. Agony frames added to the player model.

   "Meatiness" decreased, Super Shotgun can't gib a player (as it was
in DOOM).

   Rockets, axes, nails, backpacks, BFG blasts - all of them can go
through the teleporters.

   Added a subroutine that searches for the free deathmatch start on
the player respawn (in standard Quake telefrags were possible in this
cases).

   When the player touches walls he often makes the appropriate sound
from DOOM.

   You can switch on/off messages about not important events (picking
up weapons, ammo, health) with "impulse 135". It's off by default.

   You can switch on/off Semi-Pause mode with "impulse 211". While in
this mode players can't move and shoot but can change skins, tune
mouse sensitivity, gamma correction and so on.

   Alternative rating and suicide count added. It can be seen on the
console when the level ends (when somebody exits or
timelimit/fraglimit is reached). Suicides are: death from your own
weapon and from any external factors (explosions, backpacks, slime,
lava).

   Rating counts on each frag by the totally idiotic formula (I can't
think of anything better yet):

   R = R + (ft * N) / (S - fa),

where ft - victim's frags, N - number of players, S - sum of all
frags in this game at this moment, fa - killer's frags.  Offer your
own variant?

   All the bugs that id Software fixed in Quake 1.06 also fixed here.

   Water splashes from your shots, there are bullet traces under the
water.

   Water splashed when you run knee-deep in it.

   Splashes and spray added when nails from NG and SNG hit the water.

   Bubbles that fly in the air and through solid surfaces removed.

   When you fall from the high enough place you loose health
proportionally to the fall height.

   To improve performance all the light models (lamps, torches)
REMOVED - it allows to speed up the game up to two times. It doesn't
change the light level - only models are removed. You can switch them
back on with +temp1 64.

   You can switch off some of the built-in functions of Project1
BEFORE server start using +temp1 parameter:

   quake -game PROJECT1 +temp1 n

where n =
   2    - switch back on weapons autoswitching on picking it up;
   4    - switch back on weapons autoswitching in case of low ammo;
   8    - switch off step sound;
   16   - switch off administrative functions;
   32   - switch off all additional sounds and models to make the
          game available to standard Quake users;
   64   - switch back on the light models (lamps, torches);
   128  - switch ON the Hook.
   256  - reserved.
   512  - decrease number of effects and objects in the game. Mostly
          useful for Internet games with modem clients.
   1024 - "sniper games" - players start with Sniper Rifle instead of
          regular Shotgun.
   2048 - autoplay of scripts.

(If you want to use more than one of this functions you can simply
add up their values).

8. Just a bit more...

  ... information about the keyboard layout for the Project1:

  Additional keys (impulse)

8.1) Most important for the game

  impulse 133   - switch on/off artifacts
  impulse 134   - throw backpack (place the item in administration
                  mode)
  impulse 211   - SemiPause
  alias +hook "impulse 98 "
  alias -hook  "impulse 97 "
  bind MOUSE2 +hook             - Grappling Hook


  Weapons. You can use standard for Quake impulses, my layout or
  their combination.

      Original:                          My custom:
    --------------------------         ------------------------------
      impulse 1    AXE/T_AXE
      impulse 2    SG                    impulse 102   BFG/Lightning
      impulse 3    SSG                   impulse 103   SSG/SG/Sniper Rifle
      impulse 4    NG                    impulse 104   SNG/NG
      impulse 5    SNG                   impulse 105   RL/GL
      impulse 6    GL                    impulse 106   AXE/T_AXE
      impulse 7    RL
      impulse 8    Lightning
      impulse 9    BFG


8.2) Impulses used in administration mode and for setup purposes

  impulse 13    - add weapons and ammo in the singleplay mode
  impulse 135   - switch on messages about not-so-important
                  events (in administration mode switch on/off items
                  removal mode)
  impulse 136   - switch on/off Sniper Rifle's zoom mode
  impulse 200   - Change Skin + (Choose item when Administrator)
  impulse 201   - Change Skin - (Choose item when Administrator)
  impulse 210   - Observer modes
  impulse 212   - switch on/off administration mode
  impulse 214   - record a script
  impulse 215   - a little Help
  impulse 218   - play back a script
  impulse 220-235 - skins
  impulse 254   - alternate Status Bar
  alias initskin "impulse nnn; wait; impulse 254; wait; impulse 1 "
                - where nnn 220-235 for autosetting the skin and
		  Status Bar activated in 320x200 mode.

  Thanks to everybody who helped me, whose sources I used and
of course to the id Software - the creators of Quake.

  Steven Polge                       - for Reaper Bots v0.81
  Pavel Grodek                       - for models, ideas, playtesting
                                       and english documentation.
  Kevin Bowen                        - for blood idea and code.
  AsmodeusB                          - for "corpse" code examples.
  -*Avatar*-                         - for deathmatch3 example.
  foobar                             - for explosion backpack idea.
  Dennis Noordsij                    - for MultiSkin v 1.1 code.
  Steve Wedge                        - for "Throwing Axes" code.
  William F.Harris                   - for BFG code from DMplus.
  Perecli Manole (Bort)              - for Grappling Hook v2.3 code/models.
  Val Komissarov                     - for help with English.
  Vladimir Gordeev (CptPower)        - for models and playtesting.
  Janis Jagars (Disastry)            - for help with Dragon Scripts.
  Kirill Nikolaeff (T0k)	     - for promotion on CD's.
  Mike Lonch (B0SS)                  - for playtesting.
  Wadim Nuzniy (NeedMan)             - for playtesting.
  Grigory Chygynov (GR)              - for playtesting.
  Oleg Dejkin (OD)                   - for playtesting.
  Denis Lisenko (Nark)               - for playtesting.
  Serg Kharchenkov (OverLord)        - for playtesting.
  Boys on IRC#quake                  - for consulting.
  id Software                        - for this great game.


  ftp://ftp.quake.convey.ru/pub/quake/project1/
  ftp://ftp.cdrom.com/pub/idgames2/quakec/compilations/
  proj1_16.zip - последняя веpсия

  http://www.quake.convey.ru

                                          Peter Poray-Koshits
					  ppk@pop.convey.ru
                                          Dragon__#quake (on IRC)


