Title    : Reality Bytes
Filename : reality.zip
Version  : 1.4
Date     : June 1, 1998
Author   : Sean Callan
Contact  : sabotage@teleport.com (comments are appreciated)
           www.teleport.com/~sabotage/games/reality.html


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
 .pak file     : yes



Description of the Modification
-------------------------------

 I made this mod to add new depth and realism to the game (hence the title).
 I hope the many new things included in this mod make deathmatch more fun
 and single player games more immersive.  Enjoy.

 This mod adds many new weapons, accessories, effects, and monster behaviors
 to Quake.  It also fixes a couple of bugs that were left in the game when
 it was released.


  - - = = { Weapons } = = - -

  CHAINSAW:  You now have a chainsaw in place of your axe.  The player model
  even shows you carrying and using the chainsaw.  Use the Chasecam or play
  deathmatch to see it in action!  Take care of those pesky Zombies at close
  range with one rip, or go head-to-head with the Ogre in a chainsaw duel!
  * impulse 1 - select chainsaw


  SHOTGUN & SUPER SHOTGUN:  If you have both shotguns hitting "2" will
  select the super shotgun first, then the regular shotgun.  Nothing else
  has been changed.
  * impulse 2 - select super shotgun, then regular shotgun


  AIRFIST:  The AirFist is a compressed air weapon that sends almost
  anything it is aimed at flying.  In other words you can blow stuff around,
  including items, players, monsters, and projectiles.  You can also use a
  blast aimed at the ground to propel yourself upward.  Be warned, the
  self-recharging compressor requires time to recharge after a series of
  rapid bursts.  "QuickAirFist" firing has been added.  You start the game
  equipped with the AirFist.
  * impulse 3 - select AirFist
  * +quickair - select AirFist, begin firing, then return to previous weapon


  BLAZEGUN:  The regular nailgun is now replaced with the fire launching
  Blazegun.  When fired the flames can catch monsters, other players, or
  even you on fire.  If you're on fire find water, acid, or armor fast!  The
  Blazegun can be fired under water, but nothing much happens.  The Blazegun
  uses nails as ammo.
  * impulse 4 - select Blazegun


  ROCKET LAUNCHER:  "QuickRocket" firing has been added.  Nothing else has
  been changed.
  * +quickroc - select RL, begin firing, then return to previous weapon


  WEAPON CYCLING:  Because I have added the quickfire options for the
  AirFist and rocket launcher I thought it would be nice if you could skip
  them in the weapon cycle.  In reality.cfg you will find six impulses that
  will allow you to cycle through the weapons but skip the AirFist, rocket
  launcher, or both.


  - - = = { Accessories } = = - -

  SWINGING HOOK:  The swinging hook is a rotating iron shaft with claws
  thrown by a chain and used for grasping, drawing and holding.  It can be
  used for getting out of tight spots, getting to unreachable places and
  even tagging your enemy.  This hook uses true-to-life swing physics and
  doesn't mess with weapon use while you're using it.  Hitting the jump key
  while you're suspended in the air by the hook will release it.
  * +hook - launch/release the hook (if held down you will be pulled up)
  * +hookup - climb the chain
  * +hookdown - slide down the chain


  CHASECAM:  The Chasecam allows you to play Quake from a third person
  perspective (looking over your player's shoulder).  In reality.cfg there
  are a series of impulses that allow you to change the position of the
  Chasecam behind your player.  The Chasecam temporarily disables itself
  while you're in water.
  * impulse 30 - toggle Chasecam


  LASER TARGETOR:  This patch allows a laser sight mounted on all weapons
  except the chainsaw and will paint a red cross on the intended target.
  The laser will turn blue on enemies, other players, secret walls,
  switches, and exploding objects.  The targetor is very useful if you play
  in Chasecam mode.
  * impulse 31 - toggle laser targetor


  RED CROSSHAIR:  The old, blocky white crosshair is replaced with a slim
  red crosshair that is less distracting and looks better.


  - - = = { Effects } = = - -

  VISIBLE WEAPONS:  Now you can see what weapon a player has ready.  This
  uses models, not skins!  Use the Chasecam to check out your own weapon.


  MORE BLOOD:  Self explanatory.  This makes a larger spray of blood appear
  when someone gets shot.


  EJECTING SHOTGUN SHELLS:  This makes shotgun shells eject from both of
  your shotguns, and from the grunt's shotgun.  Two shotgun shells eject
  when you shoot the double barrel.


  FOOTSTEPS:  Now you can hear your footsteps.  It adds a new element to
  deathmatch (you can hear people running through the halls), and it makes
  single player games more realistic.


  SOLID CORPSES:  Self explanatory.  This makes the corpses of the monsters
  solid and gibbable after they die.


  REALISTIC NAILS:  Nails now live on after they hit the walls.  Some of
  them deflect and bounce all over the place, creating sparks.  Some stick
  in the walls for a time before falling to the ground and disappearing.


  WALL DAMAGE:  When you shoot the walls or floor they take damage, with
  chunks of metal and stone flying off.


  TELEPORTING PROJECTILES:  Now rockets, grenades, nails, pipe bombs,
  blazegun flames, shotgun shells, gibs, backpacks, etc. can pass through
  teleporters.


  REALISTIC FALLING DAMAGE:  The damage you take when you fall now depends
  on how far you fell.


  LIGHTNING DAMAGE:  When you shoot lightning into water (assuming you're
  not in it) anyone who is in the water will take a small amount of damage.


  REALISTIC KICKBACK:  All weapons now give a realistic kickback when they
  are fired.  The amount of kickback has been customized for each weapon, so
  firing the double-barrel shotgun will have more effect than firing the
  normal shotgun.


  - - = = { Monster Behavior } = = - -

  GRUNT:  The Grunts may be armed with extra weapons and some may have extra
  health.  Below are the odds of starting with enhancements.

    * 1 in 2 have more than the standard 30 health.
    * 5 in 6 have at least one grenade.  Whenever a Grunt decides to attack
      he may throw a grenade at you.  Grunts don't throw grenades on Easy.
    * 1 in 4 have a double-barrel shotgun.  Don't get close to these guys.
      When you kill him the shotgun will be in his backpack along with extra
      shells.
    * 1 in 10 have a nailgun plus 30 to 60 nails.  If you encounter a Grunt
      armed with a nailgun kill him fast or run!  He uses his nailgun like a
      fully automatic assault rifle.  The good news is if he drops a
      backpack his nailgun will usually be in it.

  A Grunt will use the nailgun first if he has nails.  Once he runs out of
  nails he will use the shotgun.  When a Grunt dies any extra unused ammo
  will be in his backpack.


  ROTTWEILER:  Man's best friend can now eat Zombies for lunch.


  OGRE:  The Ogre will now try to start his chainsaw randomly while walking
  and when he first attacks you with it.  Ogres can now kill Zombies with
  their chainsaws.  This ugly dude has also been enhanced to lob grenades at
  you with great accuracy.  In higher skill levels he can lead grenades at
  you with fairly good accuracy.


  ENFORCER:  The Enforcers have improved blasters that fire bolts that
  travel much faster than before.  These tough guys also have increased
  resistance to pain.  The Enforcers have a couple of extra combat skills:

    * When the Enforcer attacks, there is a 5% chance per skill level that
      he will rapidly shoot six blaster bolts instead of two.
    * In the hard skill level or harder, the Enforcer will lead his shots at
      an opponent.


  ZOMBIE:  The gibs that the Zombies throw at you can now explode like
  grenades on contact.  There is a 5% chance per skill level that the gibs
  will explode.  Zombies can now be killed when they are on the ground.


  SCRAG:  These floating monsters can sometimes teleport at will.  If a
  Scrag gets angry at a Zombie it will telefrag it by teleporting the Zombie
  inside the Scrag itself.


  FIEND:  This killing machine has improved jumping abilities.  It can leap
  at you from greater distances and/or from above or below.  The Fiend can
  also gib Zombies.


  DEATH KNIGHT:  For some reason id decided not to use the extra frames the
  Death Knight has.  Now the Death Knight has three extra attack options for
  his long range attack.  He also gains a new melee attack that can gib
  Zombies and any other weaklings.  The Death Knight is more resistant to
  pain.

    Missile attacks: 
    * He can create a vertical spray of flares (an overhead swing with the
      sword).  Probability:  20%.
    * He can aim all six flares straight at you (points his sword at you).
      These flares travel faster than those in the flare spreads in Hard and
      Nightmare.  Probability:  20%.
    * He can do his regular horizontal spread of flares.  Probability:
      Easy=60%, Normal=55%, Hard=50%, and Nightmare=45%.
    * He can cast a lightning bolt at you (points his sword at you).  This
      lightning bolt has over twice the range of the Shambler's and it takes
      up to 40 health.  Probability:  Easy=0%, Normal=5%, Hard=10%, and
      Nightmare=15%.
    * Flares travel faster in higher skill levels.

    Other sword attacks:
    * The Death Knight uses a second charge motion that is faster than his
      other charge.
    * In addition to the normal melee attacks the Death Knight uses, he can
      do an overhead smash on his opponent.  It can inflict between 15-90
      points of damage.  Probability:  5% chance per skill level.


  SHAMBLER:  Now the Shambler can create a powerful explosion centered where
  his target is at.  If he decides to create an explosion a fireball will
  appear between his claws instead of static.  If you are in his line-of-
  sight when the fireball disappears you're toast unless someone else is
  between you and the Shambler.  Damage taken can range from 50-110.
  Probability:  Easy=0%, Normal=5%, Hard=10%, Nightmare=15%.


  VORE:  These evil creatures have the power of invisibility.  On Normal
  skill or higher a Vore can wait for you while completely invisible.  While
  moving the invisibility blinks so that it's visible one moment, then
  cloaked the next.  A Vore will uncloak when it lobs a missile at you.
  Vores stay invisible for longer periods of time at higher skill levels.

    * Its spikes produce mind-altering gas when they explode.  The gas
      causes players to become disoriented briefly.  It also causes most
      monsters to attack players and other monsters instead of the Vore that
      lobbed the projectile.

    * In addition to its homing missiles the Vore can also lob fireballs
      like Chthon.  The fireballs do NOT home in on you, but they fly faster
      and pack the same power as one of your grenades.  Probability:
      Easy=0%, Normal=5%, Hard=10%, Nightmare=15%.


  - - = = { Bug Fixes } = = - -

  BLEEDING:  Now shootable doors and triggers don't bleed when hit.


  FISH COUNT:  This fixes a small bug where the fish were being counted
  twice when the game counted the total number of monsters in a level.  This
  made it impossible to get 100% kills on levels with fish in them.


  LIGHTNING DISCHARGE:  Now when someone discharges their lightning in water
  only those players actually in the water will be affected.  It used to be
  that all players within a certain radius were affected, even if you
  weren't in the water.


  SHUB-NIGGURATH KILL:  Killing Shub-Niggurath now registers as killed
  monster.


  STATUE MONSTERS:  This fix eliminates the rare occasions where a monster
  is just a statue (it's there and you can kill it, but it doesn't move).


  TELEPORTING:  Now teleporting onto an invincible player works correctly,
  actually killing you.


  KILL REPORTING:  Player kills are now reported correctly all the time.
  Before if you shot at someone and then switched weapons before that shot
  killed them the kill would have been reported with the wrong weapon.


  DISCHARGING INTO WATER/SLIME/LAVA:  The obituaries have been customized
  so it reports what liquid you discharged into, instead of defaulting to
  water every time.



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

 Unzip reality.zip into your Quake directory.  If you use PKUnzip use the
 "-d" extension.  This will create a directory within your Quake directory
 called "reality".  If you use WinZip make sure the "Use folder names"
 option is checked.

 

How to use the Modification
---------------------------

 After you have installed the mod you have to edit the "reality.cfg" file
 that is in the mod's directory.  To do this open reality.cfg with whatever
 text editor you are most comfortable with and change the key bindings to
 suit your preferences.  There are instructions inside the file to help you.

 After the key bindings have been set up run Quake with the "-game reality"
 extension.

  Example:  quake -game reality

 I would also recommend using the winmem extension to give Quake more
 memory.  My mod requires a lot of memory and it will crash if the memory
 isn't high enough.  Using "-winmem 12" gives Quake 12 megabytes of memory
 and usually takes care of any memory problems.

  Example:  quake -game reality -winmem 12

 If you use WinQuake you have to use the heapsize extension and then give
 the amount of memory in KB instead of MB.

  Example:  winquake -game reality -heapsize 12000



Credits
-------

 Thanks to id for creating one of the most customizable and fun games out
 there.

 This mod is almost entirely based on other peoples' work.  I took all the
 patches I thought would work best together and that would contribute to my
 overall goal and combined them into one mod.  There is no way this mod
 could have been made without their work.  The following people have
 contributed in some way to this mod:

   - Chainsaw, by Alexander Vinnikov
   - AirFist, by the Evolve team:  Christopher Bolin: Concept and Artwork
                                   Stephen F. Karl: Model
                                   Shane W. Powell: QuakeC
                                   Matt Houser: QuakeC
                                   Mark Lewis: Sounds
                                   (stephenk@agility.co.nz)
                                   (www.deltix.com/evolve)
   - Blazegun, by Jonathan E. Wright (nelno@resurrection.com)
   - Swinging Hook, by Perecli Manole (Perecli@ix.netcom.com)
   - Chasecam II, by Rob Albin (albinatr@apci.net)
   - Laser Sight, by Scott Ramsay (sramsay@smart.net)
   - Blood, by Zander Collier (narcotic@concentric.net)
   - Shell Eject, by Steve Bond (wedge@valvesoftware.com)
                     Robert Duff (robduff@cco.caltech.edu)
   - Footstep Mod, by Brett Wagner (brettw@compumedia.com)
   - Gibbin3, by Jason Carter (killer3d@mindspring.com)
                 Jeff Epler (jepler@inetnebr.com)
   - Cspike10, by Charlie Zimmerman (czimmerm@cyberenet.net)
   - TeleWeapon Patch, by Ronald E. Mercer (rmercer1@mindspring.com)
   - GruntReLoad, by Matt Barnett (mbarnett@dial.pipex.com)
   - Xsoldier, by Bill Turner (shyft@fwb.gulf.net)
   - Bloodfix, by CeeJay (d96411@tron.lyngbyes.dk)
   - Fish bug fix, by Karel Suhajda (bizerba@serverpha.czcom.cz)
   - Cranked, by Patrick Martin (cmarti39@icon.net)
   - DeathMatch Essentials, by RAzOR Entertainment (razor.stomped.com)
   - Red Crosshair, by Dr Banzai (banzai@v-wave.com)
   - Bug fixes, by Carl Lloyd-Parker (Carl.Lloyd-Parker@bigfoot.com)



Development
-----------

v1.4:  Added numerous bug fixes.

       Added the nail sparks, wall damage, and red crosshair.

       Removed the sniper rifle, proximity mines, motion detector, and HUD.

v1.3:  Added the DeathMatch Essentials mod, which lets you see what weapon a
       player is carrying.

       Removed the pipe bombs and portable teleporter.

       Numerous small changes for smoother, cleaner gameplay.

v1.2:  Added the Cranked mod, which enhances nearly all the monsters
       abilities.

       Added an updated version of the swinging hook which fixed several
       bugs.

       Added a new model for the sniper rifle.

v1.1:  Fixed a bug where nails would stick into a door and remain hanging
       there when the door opened.

       Added a realistic kick-back effect to all weapons.

v1.0:  My first public release.



Bugs and the like
-----------------

 None that I know of (jinx).



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

 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 and no fees other than the costs
 of distribution are charged.



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

 Mail me if you want it.  Other than that, you can find it at:

 http://www.teleport.com/~sabotage/games/reality.html

   or

 ftp://ftp.cdrom.com/pub/quake/quakec/compilations/
