** Note, this replaces rlq104.zip and rlq104.txt ***
Title    : Real Life Quake
Filename : rlq105.zip
Version  : 1.05
Date     : 2/12/98
Author   : James Eavis (Crusader^SI)
Email    : crusader_si@hotmail.com

NOTE     : v1.04 was going to be the last version for Quake 1, but
           after the untimely (apparent) demise of Quake Innovations / QTeam
           I can find no support to help me move this over to QuakeWorld
           (offers gladly welcomed...).
           Therefore I shall keep on improving it using the tried and tested
           platform of Quake 1 (using v1.08 of the Quake engine at time of
           writing).

credits  :
           (NOTE: these e-mail addresses are taken from the relevant readme
           files and NOT guaranteed to work at all.)

           New weapon models and code based on work by: Minh Le (Gooseman)
                e-mail: gooseman@smartt.com

           Flashlight based on code by: Unknown

           Floater Code by: Alan Kivlin
                e-mail: alan.kivin@cyberiacafe.co.uk

           Crouching Code and Model based on the work of:
                        Glen Murphy AKA FrenZon

           Chasecam code by: Rob Albin
                e-mail: albinatr@apci.net

           Flash Grenades based on original work by:
                /Pangloss
                weblook@mmv.se                

           All other stuff must presumably be by me.

Build Time: About 8 months actual work now.
            I Have been working on this since the end of 1996 on and off.

Build Machine: Intel P90 originally with 8Mb RAM,
               now with 24Mb RAM (time to upgrade I know..)
               *news just in* I'm getting a new system! hurray!
               (P II 450, 256 Mb RAM, 14.4Gb HDD etc. etc. *grin*)

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


Format of QuakeC (if a Quake C Mod)
-----------------------------------
unified diff  : no
context diff  : no
.qc files     : no
progs.dat     : yes


System Requirements:
-------------------------------
Uses approximately 2.5Mb of hard disk space
Registered version of Quake 1
I run it on a P90 and it has worked well with 8Mb of RAM so...
pretty much any PC.


Description of the Modification
-------------------------------
Taking elements from "Real Life" to enhance Quake, this modification includes
more realistic weaponry, hit location whereby shots do differing damage
depending on where on the target's body they hit, floating corpses and body
parts, as you collect more equipment, you get progressively slower, a
flashlight and a laser sight, and probably more that I've forgotten to mention.
Now with recoil to make life interesting when firing automatic weapons etc.

Hit location
-------------------------------
The most important part of this modification is the hit location, and it
changes the way Quake is played quite considerably.  No longer can you burst
into a room with guns blazing and be *sure* you will survive because you have
good armour.  A couple of shots to your head, and you are as dead as anyone
else.  Jumping out of the way is no guarantee either, as being shot in the
legs will cause you to move slower and slower until you can't move any more.
Once you have been crippled like this, you will slowly regain your movement,
until you are at 50% speed, after that you have to find health packs.  And
strafing out of the way is not as safe, because being shot in your arms can
alter your accuracy dramatically.

Real Life Quake is a different game to Quake.


Commands include:
-------------------------------
COMMAND                 EXPLANATION
Impulse 6               Select / DeSelect Flash Grenades and Grenade Launcher
Impulse 14              Reload Current weapon voluntarily (if reloadable)
Impulse 15              Cycle through DEBUG modes.
Impulse 16              Print Arms/Legs Damage Readout.
Impulse 17              Flashlight on / off toggle (needs cells)

Impulse 20              Level Orderring on / off
                        Level Orderring looks for a level named 0.bsp, and so
                        on up to and including a level called x.bsp, where x
                        is the value of the console variable Temp1 at the
                        time this function is activated. To set Temp1, just
                        bring up the console and type:
                        Temp1 = 10
                        if you wanted to end the cycle of levels on 10.bsp
                        When it reaches %Temp1%.bsp it will loop back to
                        0.bsp

Impulse 22              HitReport on / off, reports player to player hits.
                        (eg. "Crusader shot Xencat in the head" etc.)
Impulse 23              Recoil on / off, recoil when firing for all players

Impulse 24 / 25         Inventory Next Item / Inventory Previous Item.
Impulse 26              Inventory: Drop Current Item.
Impulse 27              Inventory: Show Current Item.

Impulse 28              Previous Player Skin
Impulse 29              Next Player Skin

Impulse 30              ChaseCam on / off toggle
Impulse 31              Laser Sight on / off toggle (where available)
Impulse 34              ChaseCam zoom in
Impulse 35              ChaseCam zoom out

Impulse 62 / 63         crouch / standup (I suggest using +crouch and -crouch
                        aliases)


Future Features
---------------
Weapon Jams. maybe. not sure if this will add anything to the game yet.
Body parts mapped to creatures other than the humanoid ones.
Graphics without glitches in them, so things look nice :)
Possibly enhanced damage on some hit locations.


Known bugs
-------------------------------
Quite a few.

DO NOT USE WINQUAKE.  It doesn't work at all well.

Hit locations go weird sometimes because of the angle of your shot, for
instance having to shoot way above someone's head to hit them in the "head"
when up close / below them.

Also has a bug where, if your target has it's origin anywhere on a 0 line, ie.
it's x, y or z co-ordinate is 0, then hit locations register as body hits.

Can't play e2m1 because of too many edicts to be allocated.  It *might* just
be my machine (and the ones at university).

In Deathmatch, occasional packet overflow as too many bullets/casings are
sent to clients.

Occasional "tried to sprint to non-client" message, not sure why, think its
because its not doing a classname check for "player" all the time (even
though the code is there...)

Found a new one that crashes to console if a lightbomb explodes *after*
hitting someone. Only happened once, though, and I've not been able to
reproduce it.


How to Install the Modification
-------------------------------
Make a directory called RLQ or whatever you want, within your Quake directory,
such that if you had installed Quake to c:\Quake , your directory would be at
c:\Quake\RLQ  

unzip the rlqxxx.zip in your new directory, where xxx is the latest version
number (eg. rlq100.zip for version 1.00 etc.)

edit autoexec.cfg in the RLQ directory to bind your keys how you like them,
using the list above to decide on the function of each key.

run Quake -game RLQ (or whatever you named the directory you unzipped to) from
your Quake directory, and enjoy :)


Technical Details
-----------------
Real Life Quake is a simple enough concept, to include those parts of
real-life that will enhance the Quake experience.  The hit location code is a
lengthy set of if elseifs, and the actual location of the collision between
projectile and the target's bounding box uses a function checking for the
bounding box as it traverses a limited section of the flightpath of the
projectile.


Author Information
------------------
This is the first public release of my Quake work, more could follow.
I am a student at Oxford Brookes University, UK, studying Computing.

Having had my ventures with other like-minded Quake 1 and 2 production teams
dashed for various reasons in recent months, this is most likely going to be
the only demonstration of my work available for a *long* time...  It has
become a labour of love to get this project to completion, and though there
are still some major hurdles to clear, and already the world is waiting
expectantly for Quake Arena (Quake 3), I am proud of the work I have done
here to show what the Quake engine, or rather, the Quake *game* is capable of.
It only took a few ideas implemented to see one game become another
(Quake -> RLQ), and I hope this might inspire people to go out and do
something *creative*.

A quick hello to CyberDoggy and Jabin, of QI/QTeam for their support and
feedback at a time (what seems a long time ago now) when it looked like RLQ
might take off.

Also, a big hello to all the playtesters of the SI, not least Xencat who I
shall never forget (forgive ? ;) for pushing me away from my PC while he
got sunk into many deep "testing" sessions, leaving me to just take notes
of what needed fixing and then whine incessantly that I wanted a chance to
actually *fix* them...  So also to Nobby and MadProf, our companions
throughout long testing sessions in stuffy computer rooms being shouted
at by other users for making too much noise...

A final greeting (in no particular order) to Lin^, WolfBoy, echo, SuperGirl, Oxide,
JennyWren, Sanchia, Wendal, Heather, `Shiralee, WyldTyme, ^Ophelia, DarkJedi,
All the users of the (in)famous Bullet III talker, Mirage, Kaneda^, Elfin,
Ramona^, Catt, Lilly, KingShill, JamesS, MaraJade, Em, Obsidian and anyone I've
forgotten, inclusively for all their support and encouragement, and finally to
Mortitia, who I hope is having an easier time of things by now!


Copyright and Distribution Permissions
--------------------------------------
The modifications included in this archive are Copyright 1998, James Eavis.
The original QuakeC source is Copyright 1996, id software.

Authors MAY NOT use these modifications as a basis for other publicly or
commercially available work.  Contact me first please.

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.

Do the new generation even know who Actura are/were ? Screw Actura anyway!

Availability
------------
This modification is available from the following places:

Main RLQ Site
http://js.ne.mediaone.net/~knight/rlq/rlq105.zip

(when babylon/respite gets back online)
http://www.respite.org/~crusader/rlq/rlq105.zip
http://www.babylon.org/~crusader/rlq/rlq105.zip

Possibly also at:
www.cdrom.com/idgames2/quakec/compilations/rlq105.zip
