Ultimate Quake
by Michael Gummelt
aka Chang-Khan
aka Talon
gummelt@pegasus.montclair.edu
Third release, November 2, 1996
v1.032 release November 4, 1996
For use with Quake v1.01-v1.06

NOTE: If you have a problem reading this, try changing the font to Times New Roman 12, and
expand the right margin to at least 6.5''.  If you're using MS-DOS edit, good luck.  I'm
assuming everyone out there has windows of some sort, and if you have anything that can
read Word 6.0 documents, read the UltQuake.doc file instead, it's much cooler.

Contents:
Introduction
Miscellaneous Enhancements
Other Notes
Weapons
Magic & Spells
Races
Classes
Special Abilities
MultiSkins 
Keyboard Commands
Installation
Starting a Game
HELP!!!
Credits
Update Report
Deathmatch Strategies and Fixes
Known Bugs/Future Plans

NOTE:  This document has been updated since version 1.01 (1st release).  Anything new
has been indicated by three asterixes (***) at the beginning and three carots (^^^) at the end of 
the section.  For the latest changes, see the Update Report section.

Introduction
	Welcome to Ultimate Quake (apologies to Id, I hope they didn't plan on using that title- if 
so, PLEASE DON'T SUE ME!!!).  Okay, now that the legal crap is done:
	This is my first Quake project.  I've done Aliens Doom 3: Aliens vs. Predator, Marines 
Doom, and Insane Weapons 1, 2 and 3, all of which were total conversions.  When Duke 3D 
came out I was thoroughly impressed with all the new features as well as the nice little things- 
the details.  When Quake came out, I was impressed with the look and feel, but extremely 
disappointed in the lack of details (no ducking, no rotating sectors, no colored light, no bubbles 
while swimming, no swimming animation, no bloody footprints, nothing but the player went 
through teleporters, no way to fly, no inventory, no cool little gadgets, no really creative 
weapons, etc.)  Ultimate Quake is an attempt to enhance the gameplay in Quake and to add some 
new weapons/weapon modes as well as a magic system and a race/class system.  What you see 
here is the product of several weeks' work.  I started by combining patches I found at 
ftp.cdrom.com, but soon found that others had already begun to release combo and compilation 
patches.  I wanted to do something more since it seemed that many of these patches were of more 
academic interest than really practical.  I downloaded combinations by Godel, Das, and Skar and 
took a look at how they were put together.  Since I am not a programmer of any kind, I had a lot 
to learn.  After screwing around a bit and doing a lot of cutting and pasting, I started to learn 
what I was doing.  In the end, I pretty much tore up all the patches I had and started from scratch.
***
	I had a big problem with space, however.  For some reason, which was recently resolved 
for me by that brilliant cool guy Walter Lord and his ADVQCC compiler, QCC seems to have a 
size limit on it's number of globals/functions/statements or whatever (talk to the Lord about the 
technical details).  
	The main problem I have now that I can't solve is that Quake only passes certain 
information between servers.  In other words, when a person leaves one level and starts another, 
only things like ammo, health, armor, etc. are carried over.  However, with my Races and Classes 
added in, there are many new stats and variable that need to be carried over.  This isn't a big 
problem for most of the races and classes since the values are set and don't change, but for the 
Mutant class, who's stats are randomized, this sucks.  They end up losing their stats at the 
beginning of every new level.  That makes it so that mutants are only really good for one level at 
a time or deathmatch.  If anyone can help me figure out how to pass more values (parms) from 
one level to the next, please let me know!  Again, since I'm not a programmer by trade (actually, 
I'm a filmmaker), I didn't know if this is something easily fixable.  If it is fixable, I'd appreciate 
a C programmer out there who might be reading this and let me know just how.  
Since the size limit was fixed for me, my code has become a bit less ineffecient 9size 
wise), but a lot easier to read.  Previously, I'd had to compress the Hell out of the code by 
combining many different routines that were similar and have them perform differently 
depending on what information was passed to the function (for instance, the launch_spike 
function is used by the nail gun, super nailgun, Hell Knight, Scrag, and spike traps as well as the 
"reflective shield" spell.)  As a result, some of the code is more efficient (in terms of size, I'm not 
sure about speed), but much less modular, and impossible to cut and paste into another 
compilation.  I had taken a couple routines from other people's patches, but much of the code is 
original.  Anyone who's work who still appears here in it's original form or modified is listed in 
the credits at the end of this file.
	I would appreciate any bug reports or suggestions or help (especially concerning the 
parm transfer between levels!).  My e-mail address is:
	gummelt@pegasus.montclair.edu

ENJOY!
Michael Gummelt
^^^

Miscellaneous Enhancements
	Here is a list of some changes that don't merit an entire section of their own:

Running- When running, you can hear your footsteps.
Ducking- You can now duck down to hide behind things and crawl around.  When crawling, 
	your run slower and your footsteps are not audible.  I'd like to get some better
	poses for the crawling, as it is now, he looks like he's breakdancing!   Doesn't allow you 
to get into smaller areas (I don't know why- something about the bounding box size being 
set), but it DOES make you a smaller target.
Falling- Falling now follows a more realistic physical model.  When you fall, you accelerate 
	until you reach a terminal velocity (if you reach that velocity, you're pretty much 
	dogmeat).  When you impact, you take damage depending on how fast you were falling 
	and your mass.  Your mass can be increased by the Increase Mass spell, or eliminated by 
	the Levitation spell.  If you duck just before you impact, you can absorb some of the 
	damage (kind of like rolling with it).  Also, falling in deep water absorbs the shock of the 
	fall (but not shallow water).  
*** I got a few complaints about this so I toned it down a bit and even made difficulty 
levels "Easy" and "Normal" not have any damage from falls.  This is good for 
Deathmatch too if you want DM without fall damage.^^^
Pushing- You can push any corpse, exploding box, head, charmed monster that you control, or 
	anyone who's been turned to stone.  Corpses and heads can be stacked.
Kicking- You can kick stuff that you're touching.  This does a small amount of damage, less to 
	monsters under your control, and none to heads (so you can kick them around all you 
	want).
***
Clawing- A TigerMan, Predator or Mutants with claws can claw instead of kick something.  A 
TigerMan will automatically claw if it hits someone while jumping.  Also, TigerMen can
get some health by clawing and eating dead bodies.
^^^
Jumping- You can jump on top of monsters, players, corpses, and heads.  You can also walk
	on top of them and jump off of them.
Corpses and Heads- are now solid and can be pushed, shot, kicked, gibbed, jumped on,
	walked on, stacked, etc.  They also float if in water and bob and drift.  They will
	eventually decompose after a short time.  They can activate buttons and pressure
	plates as well (kick a head at a button you can't reach, or push a corpse onto a
	pressure plate that looks like a trap.)
*** This now works for player bodies/heads too!^^^
Feigning- This is a cool patch I found that allows you to lie down and play dead.  It even throws 
	an empty backpack.  You cannot move or cast spells or fire a gun while feigning.  You 
	can look around, but when you do, your body turns- so don't move if someone's looking!
	***I think I may have fixed it so doing this while playing a frag-limited DM will not
	add a frag if the other guy is within one frag of the limit (thus ending the game 
prematurely).  I haven't tested it yet, however.^^^
Melee Wounds- Now when a wound is received in melee battle (that is, from an axe, sword, 
	chainsaw, or claws), that would will occasionally continue to bleed.  If the bloodloss 
	drops the monster or player's health to zero, they will die.  Health boxes and healing 
	spells close these wounds.  A side effect I didn't plan is that a charmed monster who 
	bleeds to death may turn on you just before it dies- maybe it comes to it's senses or 
	something, anyway, it's kind of cool.  I've capped this so that you don't bleed too
	profusely.
Bubbles- All monsters and the player will bubble when under water.  The only exception
	is that players who are being affected by an Amphibian spell or Fish Out of Water
	spell will not make bubbles.  Bubbles also will not go through solid stuff as they
	previously would.
Backpacks- You can throw a partial or full backpack ("Y" throws a full one, "U" throws
	a small one).  If an Ogre walks over your backpack, he will only take the rockets
	and the backpack will remain if there is other ammo in it.  In co-op and teamplay, this 
	can be a nice way to trade stuff and help allies.  In deathmatch, maybe using this can 
	persuade a player who's tagged you with a pipe bomb to spare your miserable hide, but 
	don't bet on it.  I say use the Tele-Eye if you have one set, use a Protection From 	
	Explosions spell, or, as a last resort, blow him away and take the punishment when his 
	pipe bomb explodes as he dies (see the weapons and spells sections to see what I'm 
	babbling about).
Teleports and Wind Tunnels- Most anything will go through wind tunnels and teleporters now.
	(Sometimes, rockets may go too fast to go through).
Monsters- Here is a list of changes to monsters:
	Ogres, Grunts and Enforcer's backpacks now reflect how much ammo they have used
		in attacking them.  This means they may throw an empty backpack.
	When Ogres run out of ammo, they will use the chainsaw until they pick up more
		rockets (which they can do- either from ammo boxes or backpacks).  This
		is a good way to give a charmed or summoned ogre more ammo if you
		use the throw partial/full backpack function.
	Demons and Ogres will sometimes chop up a corpse if it blocks their way.
	All monsters will try to float to the top if they fall in water.
 	The Ogre's aim is much better and accounts for height differences.


***
Other Notes:
Here are some things that I forgot to put in the last Doc file:
1.  When playing in Windows, you MUST use the
	-winmem option, try anywhere from "-winmem 10"
	to "-winmem 20".
2.  Play on Nightmare level!  It makes it more fair
	since you have more kick-ass weapons and
	lots of powerful spells (plus, you get more
	experience points for playing on a harder
	level, thus your mana goes up faster, thus
	you get higher level spells sooner).
3.  Certain levels cannot be played- namely, those
	with the episode 1 and 4 end-bosses on them.
	I think there was maybe one or two other
	levels that wouldn't load, but I don't know
	which or why.
4.  Doors will open when anything of substance that's
	moving passes near them, that means that they
	will open for players, monsters, and projectiles
	(grenades, rockets, axes, etc..., but not flames,
	lasers, or lightning).
5. Apparently, the extra skins require a minimum of
	only 12MB of RAM, not 16 like I previously
	said.
6. This works with both v1.01 and v1.06 of Quake.
^^^

Weapons
	The changes to the weapons used to be more drastic, but they weren't really useful.  So 
I've trimmed it down to the weapon mods that I used most while playtesting.  Here they are.  All 
the alternate modes can be accessed by pressing the weapon's number repeatedly (see the 
keyboard commands section for more details).


Axe- Now has a melee mode and throwing mode.  The melee mode is the same as the original 
	axe, except that it can cause melee wounds (see the miscellaneous Enhancements 
	section).  The throwing axe is a modification of a great patch I found.  In it, you could 
	throw an axe and when it hit, it would fall to the floor.  You could get as many as 100 of 
	these axes.  In my patch, the axe glows and is on fire.  When it hits, it knocks the target 
	backward, and sets them on fire.  After hitting, the axe returns to you.  If it can't find 
	you, it falls to the ground.  If you can't find it, but you're within sight of it, it will glow 
	and hum and you'll get a message telling you it's beckoning you.  Also, you only get one 
	axe.  When you throw it, you can't use the axe and it switches to the shotgun.  However, 
	if you pick up another players, you can throw 2 before you switch to the shotgun.  
	Conversely, if another player finds yours, it's gone for good.  Occasionally, you won't be 
	able to find the axe but you'll keep getting the "beckoning" messages.  In this case, after 
	33 messages, the axe magically returns to you.
Shotgun- It has a secondary mode which functions mainly as a sniping rifle.  In this mode, you 
	can peg someone from a great distance with accuracy and quite a bit of damage.  This 
	works very well with the F11 zoom-in mode.  Be warned, though, that the crosshair is a 
	little off.  The true aim would be a little below and to the right of the crosshair.  (If you 
	don't know already, you turn on the crosshair by typing "crosshair 1" at the console or 
	putting the same command in your autoexec.cfg file).  Each shot requires 4 shells and 
	there is a noticeable reload time.
Super Shotgun- no change, this is a well-balanced weapon as is.
***
FlameThrower- Quite a nasty toy, one of the only things that can get through a reflective shield.
	Find a friend and fry him!  In weapon position 4, uses shells as ammo.   If you're on fire 
and you touch something flammable (like another player)- it will catch on fire too!
^^^
Fireball Launcher- This is the other 4th weapon.  It uses 2 shells per shot and has a fairly short 
	reload time.  This weapon fires a flaming ball of lava at your enemy.  If it misses, it sits 
	on the ground and eventually explodes.  If it hits them, it sets them on fire for a short 
	while and may kill them.  You get this weapon when you pick up the rocket launcher.
Nailgun/SuperNailgun- These are both in weapon position 5 now.  You simply toggle between 
	them.  I haven't yet figured out how to move the nailgun picture on the status bar to the 
	weapon 5 position, but I plan to have the status bar picture toggle with the weapon.
Grenade Launcher- There are now two different types of grenades, regular ones and pipe bombs.  
	Pipe bombs are like those in Duke Nukem 3D.  You throw it then set it off with the "[" 
	key.  The "]" key will disarm the pipe bomb.  If you hit someone with a pipebomb 
	directly, it will stick to them and you can set it off or disarm it as you please.  You can 
	pick up a disarmed pipebomb.  If, however, the pipe bomb you disarmed was on 	
	someone, the pipe bomb will disappear and reappear in your ammo inventory.  Note also 
	that disarming a pipe bomb will disarm the nearest pipe bomb only, but detonating them 
	will detonate all your pipe bombs at once.  When you die, all your pipebombs go off.
	***Note that pipebombs can tag a player even if he has reflective shield on!^^^
Rocket Launcher- There are four modes for the rocket launcher.  The first default mode is the 
	normal mode.  The next mode is a rapid fire mode.  This will fire a maximum of 10 
	rockets in rapid succession.  These will spread in a random manner, some of which may 
	home in on a target.  Each of these rockets does about one fifth the damage of a normal 
	rocket.  After firing 10, there is a two second reload time.  The third mode is spread 
	mode.  This will fire five non-tracking rockets that spread in a random fashion all at one 
	time.  Each one of these rockets does about one fifth the damage of a normal rocket.  The 
	final mode is a homing rocket mode.  The homing rocket will lock in on a target and 
	track in until it detonates.  If it doesn't hit a living target, it will attach to a wall and wait 
	for a target to appear.  When one does, it will disengage from the wall and home in on 
	that target.  Note also that if it's target dies before it gets there, the rocket will home in 
	on the next target or attach to the wall/floor and wait for a target to appear.  If you don't 
	want the rocket to sit around, you can detonate it with the same key as the pipe bomb 
	detonation.  So when you set of pipe bombs, you'll set off the rockets, and vice versa.  
	Each of these rockets does the same damage as a regular rocket but costs 10 rockets in 
	ammo and has a noticeable reload time.  
***  Homing rockets now will stop tracking if it's target leaves it's line of sight or 
becomes invisible.  You can now go to the Homing Rocket Launcher directly with the "9" 
key.  
Plasma Cannon- For the Predator, the Homing Rockets have been replaced with a Plasma 
Cannon.  These bolts are very fast and track the enemy. They do NOT latch onto walls or 
anything else for that matter, they just blow up.  The standard Plasma Cannon has a laser
sight that requires you to lock onto a target before firing.  When you are locked on, you
will receive a message saying that you have a positive lock, and even if your sight drifts
off the target, it will remember the target for 3 seconds or until you target another viable
enemy.  If you fire without a lock, the shot will just go straight and you'll be wasting
10 perfectly good rockets.  As a Predator, the only thing you should be wasting is your
enemies!  Now, the Assassin class Predator gets a souped-up version of the Plasma
Cannon.  This version is equipped with an OFTA system (On the Fly Target Acquisition).
This means you don't have a laser sight, you just fire and it will automatically find and
home in on any target it can find while in flight (like a much faster, much more accurate
homing rocket). ^^^
Thunderbolt/Laser Rifle- The Thunderbolt is the same, the only difference is the fact that when 
	you fire into the water (as long as you're not IN the water), it will do damage to anyone 
	in the water depending on how close they are to the point of the lightning's impact on the 
	water.  The Laser Rifle is a great addition I found by Shyft.  I basically changed it so that 
	it fires more rapidly, but that's about it (aside from condensing the code).  It's a great 
	little rapid fire weapon, a good alternative to the Thunderbolt.

NOTE: I suggest you print out the next three sections for reference...

Magic & Spells
Magic
	The magic system I implemented works on a mana/experience points system.  Each spell 
you cast requires that you have a certain amount of mana.  There are ten spell levels, and five 
spells per level (for a total of 50 spells).  Each spell requires a higher amount of mana that the 
previous spell (there are some exceptions, these are noted in the spell descriptions in the 
following section).  That amount of mana is deducted from your mana when you cast the spell.  
Your mana constantly regenerates at a rate of 1 mana point a second.  Your maximum mana is 
related to how many experience points you've accumulated.  You get experience points for every 
time you damage or kill an enemy.  You also get a bonus for gibbing the enemy.  Each of these 
values depends on the difficulty level you're playing, the higher the skill level, the more 
experience points you'll get for each hit, kill and gib.  If you're playing on the lowest level, you 
get NO experience points (which means no magic).  You also get an experience point bonus for 
finding secrets.
	You can at any time show what spell you have selected, the spell level and number, the 
amount of mana it needs, how much mana you have, and how many experience points you have 
by pressing the "\" key (again, see the keyboard commands section).
	You cycle through the spells with the "-" and "=" keys (plus and minus on the main 
keyboard area), and cast the selected spell with ENTER.
	The effects of the spells are normally temporary with the exception of spells of this 
nature: healing/armor, summoning/charming/resurrecting, dispelling, mass increasing, and 
suffocation.  (Also, the Dog's Day spell is permanent on monsters, but lasts 2 minutes on 
players).
	For the charm and flesh to stone spells, there are three classes of creatures that each level 
of the spell will effect.  These are:
Animal- rotfish, rottweilers, spawn and fiends.
Person- grunts, enforcers, knights, hell knights and players.
Monsters- This class includes the previous two classes as well as ogres, scrags, zombies, vore 
and shamblers.
	There are also mass versions of this spell that will work on all classes.  Note that the mass 
versions of these spells will work on as many creatures that are in your line of sight, depending 
on your mana level and the hitpoints of the effected targets.  Keep in mind, though, that you 
cannot have more than 10 monsters under your control at once (either through charming, 
summoning, or resurrecting).
	You start off with no experience points or mana, unless you're playing Deathmatch.  In 
that case, you start off with 900000 experience and full (900) mana.

Spells
	These are the spells by level and number:

Level 1
1.  Heal Light Wounds- Gives the caster about 25 points of health, to a maximum of 50 health 
points.  Also closes any bleeding melee wounds.
2.  Ironskin- Hardens your skin.  Equivalent to having about 100-class armor.
3.  Resist Fire- Makes you resistant to all fire and lava.
4.  Illumination- Will light up any target.  If it hits a moving creature, that creature will be lit.
5.  Flesh to Stone (animal)- Turns the flesh of any creature from the animal class to stone.

Level 2
1.  Dispel Magic- Will dispel any magic effects on yourself.
2.  Summon Scrags- Will summon one or two scrags to do your bidding.  Each scrag requires 80 
points of mana.
3.  Protection Against Explosions- Will protect the caster against any explosions (grenades, 
rockets, exploding boxes).
4.  Charm Animal- Will turn any animal to your will.
5.  Flesh to Stone (person)- Will the flesh of any creature from the person class to stone.
	This turns player to stone for 10 seconds only, so kill them fast!

Level 3
1.  Heal Serious Wounds- Gives about 50 health to a maximum of 100 health, and it closes 
any bleeding melee wounds.
2.  Levitation- Allows you to move freely to the air for thirty seconds.
3.  Doppleganger- This creates a magical illusion of yourself that you can leave behind.  You 
can see through it's eyes, make it feign death, and even explode.  If monsters see a 
Doppleganger and not you, they will attack the Doppleganger.  It will automatically 
explode then you die.  When one of these is active, your mana will not increase.  You 
cannot have a Doppleganger and a Tele-Eye active at the same time.
4.  Give Lifeforce- Use this on a charmed or summoned monster, or another player if you're 
in team play or co-op mode.  It will close their melee wounds and bring their health to 
your level.  As a result, you lose 10 points of health.
5.  Reflective Shield (target)- Will endow the target with a magical shield that will reflect or 
repel any projectile back at the creature who fired it.  Reflects bullets, nails, rockets, 
lasers, lightning and wizard and hell knight magical attacks.  Repels (meaning they 
bounce off, but in no particular direction) grenades, fireballs, zombie gibs, etc.  This 
is also a good spell to cast on allies or summoned/charmed creatures.

Level 4
1.  Spell of Shadows-  Like the Ring of Shadows, renders you invisible for 90 seconds, except 
for a pair of eyes.
***
2.  Enchant Axe- Allows you to use your axe as a flaming throwing axe that comes back to
	you.  After using this spell once, it changes to Loony Tunes.  This spell will drop an
	anvil wherever the spell hits, including on a monster or another player.  Due to the
	parm limit I mentioned above, you have to enchant your axe again after starting a new
	level.
^^^
3.  Quad Damage-  Quadruples the damage your actions do.
4.  Mind Shove- Telekinetically pushes your opponent away from you with great force.
5.  Irresistible Attraction- Telekinetically pulls your opponent towards you.

Level 5
1.  Amphibian- This spell allows you to breathe normally underwater for 10 minutes.
2.  Summon Ogre- Calls forth from the Doomed Dimension an Ogre to do your bidding.
3.  Dog's Day- Turns your enemy into a rottweiler.  Is permanent for monsters, but only 
lasts 2 minutes on a player.
4.  Charm Person- Bends any person's will to your own.
5.  Increase Mass-  Stops flying and swimming monsters from leaving the ground.  Makes 
players run slower and hit harder when he falls.  Will also make it harder for him to 
swim upwards and he will not be able to jump as high (if at all).

Level 6
1.  Heal Grievous Wounds- Gives the caster about 100 points of health, to a maximum of 
200.  Also closes any bleeding melee wounds.
2.  Reflective Shield (self)- Endows the caster with a reflective shield.
3.  Protection From Magic- This makes the caster unable to be hit by magical spells.
4.  Fish Out of Water- Renders the target unable to breathe unless underwater.
5.  Flesh to Stone (monster)- Will turn any creature's flesh to stone.

Level 7
1.  Tele-Eyes- Places a set of magic floating eyes that you can look through at any time.  
You can also teleport back to their position once.  But if they're killed, you die.  You 
cannot have Tele-Eyes and a Doppleganger active at the same time.
2.  Summon Fiend- Calls forth a fiend to do your bidding.
3.  Invisible Death Barrier- Cast it and step away quickly- the spot you were standing in 
will become deadly to anything that passes through it.
4.  Feeblemind- Renders the target incapable of casting any magic (also stops scrags and 
hell knights from launching magical attacks).
5.  Charm Monster- Will convert any creature to your will.

Level 8
1.  Summon Vore- Will call forth a Vore to slay your foes.
2.  Medusa's Gaze- Will turn any creature's flesh to stone that can see you.
3.  Path of the Archvile- For thirty seconds, any dead monster you walk over will come back 
to life and be under your control.
4.  Suffocation- Renders the target player unable to breathe.
5.  Wrath of the Archvile- Like to insidious Archvile of lore, this attack sets your enemy 
afire and blasts him up into the air.  A second, more devastating explosion may tear 
them apart (depending on their hitpoints).

Level 9
1.  Summon Shambler- Will bring forth a Shambler to smash your enemies.
2.  Power Word, Kill- With this spell, you utter the sacred word and all enemies in your 
sight will be destroyed (depending on your mana and their hitpoints).
3.  Mass Charm- Will charm every creature within sight (maximum of ten, also depending 
on your mana and their hitpoints).
4.  Meteor Storm- Casts five highly deadly fireballs at your target.
5.  Lightning Summoning- Will call down lightning on your enemies.  You will glow with 
holy light for as long as the spell lasts.

***
Level 10
1.  Unlock Door-  Target a Door in your crosshair and cast this spell.  It will open any door 
that requires a key.
2.  Dispel Magic (target)- Like your own Dispel Magic, this removes all magical effects from
	your enemy.
3.  Ambush- This spell takes all your mana but teleports you to a position right next to your 
enemy.  It may not work if your enemy is not close or is invisible or is surrounded by a 
solid area (you don't want to teleport into a wall!)
4.  Firefly Swarm-  This spell summons a swarm of fireflies that finds your enemy, picks him
	up, and brings him to you, then sticks him on the ceiling.  Beware, though, he can still
	fire.
5.  Impotence-  This spell makes the target player unable to fire or cast spells for a period of
	10 seconds.

Races:
Human- The humans were the first to be brought into the Quake World, and thus are the most
	experienced.  They start with 100,000 experience points and gain experience faster than
	the other races.  The other monsters may be faster, stronger, or more intelligent, but
	humans are the only ones who can mix magic and fighting to be a Warlock or Paladin.
	They can be any class.
TigerMan- TigerMen are fierce fighters, evolved from a secretive hidden race of intelligent cats.
The TigerMen can jump extremely high and run fast.  They are strong and resilient.  
However, the TigerMen are not a very scholarly or spiritual race, so the magic they can 
learn is limited.  TigerMen also have claws that they can use with skill (use the kick key, 
also the TigerMan will claw automatically if you jump and hit something).  TigerMen are 
carnivorous and will get some health points if they eat a dead body.  TigerMen also 
always land on their feet and never take damage from a fall.  Cats are covered in fur and 
thus burn twice as fast as any other race.  Cats also hate water and can only hold their 
breath underwater for 6 seconds.  There are two Clans of TigerMen.  The TigerMen used 
to be made of several Clans, but each one is so hostile and terratorial, that only the Clans 
Chang-Khan and Talon remain.  The Chang-Khan are Tiger Descendants while the Talon 
are Panther Descendants.  Both have the same skills and abilities, but they hate each other 
with a passion.
Elf- The Elves are a wood-dwelling race that are agile and fast, but not quite as resilient as 
Humans.  They have perfect accuracy from being trained in ranged weapons since 
childhood and start with Elven armor.  They are a very intelligent race and are good with 
magic.
Dark Elf- These Elves split off from the Wood Elves countless ages ago.  They now live 
underground and in other dark and concealed areas.  They are less hardy than their fair-
skinned cousins, but are extremely well-educated in the ways of magic.  They can use 
magic more quickly and efficiently.  Their skin is dark and their hair is white.  They do 
not have any armor, but never have to wait to cast another spell as long as they have 
enough mana.  Dark Elves are also totally resistant to any transmutating spell (specifically 
the Flesh to Stone, Dog's Day, Fish Out of Water, Suffocation, and Impotence spells).
(I need a skin or two for these guys.)
Draconian- These lizard-men live in hot dry areas and sometimes even in volcanoes.  They are
	totally resistant to fire.  They are somewhat slow, but are fairly strong and resilient.  They 
are decent at learning magic.
Bossk- These are an amphibious people who can breathe under water for up to 5 minutes (they 
do not bubble).  They're clumsy on land, but very fast and agile under water.  Water also 
has a healing effect on them.  They also are not effected by electricity in their vicinity 
when in water, unless they get hit directly by it or try to use the lightning gun under water.
Predator- These perfect hunters from deep space are truly an intimidating and dangerous enemy.  
They are very stong and resilient, and relatively fast.  They can learn almost no magic, 
however, and few ever have a desire to.  They are equipped with a cloaking device that 
they can activate at any time.  The cloak is somewhat fragile, however, and can 
malfunction if they are hit or they go into water.  Their cloak also sometimes deactivates 
when they attack.  They also have a plasma cannon and start the level with one, but with 
no ammo for it.  (See the Weapons section for info on the Plasma Cannon- under Rocket 
Launcher).  They are also armed with a highly explosive device that they can activate as 
they die.  The blast radius of this weapon is substantial and can destroy anyone nearby.
Predators also have claws and bleed green.
T-800- The T-800 series Terminator is literally a killing machine.  They come fully equipped 
with every weapon in the Quake aresenal, and a small amount of ammo.  They are not
alive and therefore cannot cast spells.  The only two classes they can choose from are
warrior and assassin.  They do not bleed or breathe.  They take twice damage from 
lightning, and when in water, they begin to get electrocuted.  However, if someone else is 
in the water with them, that electricity may harm them as well (unless they're a Bossk).
The T-800 is not especially fast or a high jumper, but they can take more damage than
any other race, and they HURT you, BAD.  T-800's take less damage from falls, but take 
more damage from electricity.
Klingon- The Klingons are a true warrior class.  They live to do battle.  They are strong and 
resilient, and can even learn magic or harness the Force.  They occaisionally go into a 
bloodlust-induced battle rage (go berzerk).  This is similar to getting Quad Damage, but 
for a shorter amount of time, and it takes 10 points of health.  The Klingons are such 
excellent specimens of survival, however, that their immune system works at such an
astounding rate, fixing the body, that they are constantly regenerating health (1 point
per second).  Klingons should always behave with honor.


Classes:
Warrior-  This class is an excellent fighter, they get bonuses on normal (non-magical) attacks, 
and attack faster.  They are generally heartier and are less intelligent.
Warlock-  Only humans may be this mixed class between a Warrior and Mage.  They have some 
advantage in normal attacks and magical attacks.  This is very much like the normal 
Quake player.
Mage-  This class has the strongest use of spells, especially attacking spells.  They are less hearty
	and resilient than an average person since they've devoted so much time to their studies.
	They are also less proficient with weapons.
Paladin-  Another mixed class, these humans are like Warlocks except that they're more 
defensively oriented.  They take « damage from magical attacks and occaisionally
reflect spells back on their user.  They take less damage from normal attacks as well.
However, they get no bonus to magical attacks or normal attacks.
Assassin-  Assassins are a special class of trained stealth killers.  They never make any noise, 
whether running, crawling, jumping, switching weapons or picking up items.  They
are extremely proficient with weapons and can fire fast and do a lot of damage each shot.
They are faster and lighter than most, and can jump high, but are less resilient as a result.
Mutant-  Mutants are an interesting class.  Choosing this class will randomize plusses and 
minuses to your current stats as well as bestow you with 2 special abilities beyond what
you already have and one weakness in addition to what you already have.   See the 
Special Abilities and Weaknesses section for more specifics.  There is one really 
annoying bug in the game that prevents mutants from keepin their stats and specials
when going from one level to the next, so they're really only useful on one level or
in DeathMatch.
Jedi and Dark Jedi-  The Jedi use the powers of the mystical "Force" to manipulate the world 
around them.	This special class allows for certain special abilities (I plan to put in a 
lightsaber that only Jedi's get and which at a certain experience level, you can throw- but 
I need a new MODEL!!!!  Someone get crackin'!!!).  They can jump straight up as high 
as they want, and gain certain special Jedi powers with every 50,000 experience points 
they achieve.  See the Jedis Only part of the Keyboard Commands for the specific
details on these abilities.  They resemble the spells of the same name (the reflection only 
lasts 10 seconds on a Jedi, and 3 seconds on a Dark Jedi).  Jedi can also sense when 
another Jedi is near, or if their enemy is near.  Dark Jedis learn their powers at an
 accelerated rate and their powers tend to be more destructive in nature rather than 
defensive or healing.  A Dark Jedi also pays the toll for power and loses 5 points off his 
maximum health every time he gains a new jedi power (10 powers in total).
^^^

Special Abilities/Weaknesses:


	The following is a list of the special abilities and weakness your character may acquire 
either as an integral part of that race or class, or if you're a mutant.   You can view what special 
abilities and weaknesses your chracter has by pressing "F" and using the console (scroll up and 
down with the PGUP and PGDN keys).  You'll see that some special abilities and weaknesses 
are better or worse than other, but that's how the DNA crumbles you FREAK!

Special Abilities:

Resist Transmutation- Stops others fromusing spells on you that changes your actual 
physical form (see the Dark Elf description for a list of which specific spells this 
intercepts).
WaterBreather-  This means you can breathe under water for 5 minutes before having to 
surface for air.
Fire Resistant- This means that you are completely resistant to fire and lava.
Slime Resistant- This means that you are entirely resistant to slime.
Magic Resistant- You are not affected by spells 50% of the time.
Health Regeneration- You regenerate 1 point of health a second.
Claws- You can claw someone using the key normally used for kick (the default key is 
the END key- see the Keyboard Commands section.)
FeatherFall- This means you can fall as far as you want without taking damage.
Berzerker- This means you will occaisionally go berzerk (short-term Quad Damage),. 
And lose 10 health points every time you do so.  You will not go berzerk if you 
are below « your nominal health.
Energy Absorb- You will absorb all of the energy of an attack by lightning or lasers and 
use it towards your health, up to 2 times your nominal health.
Invisibility- You can turn invisible at will (you can always cast the "Spell of Shadows" 
spell).

Weaknesses:
No Spells- Means that you cannot cast ANY spells.
Slow- Means that you are very slow.
Weak Heart- Means that there is a slim chance that you might just have a heart attack 
and die.
Encumbered- You can carry only « the ammo a normal person can.
Fire Vulnerable- You take twice the damage from fire a normal person would.

I eventually want to make more special abilities and weaknesses to make mutations more 
random and interesting.   Wait for the next release!
^^^

MultiSkins
	First of all, you'd better have 12 MB or more RAM to use these.  If not, you can still play 
Ultimate Quake, just without the extra skins.  Just delete the player.mdl and h_player.mdl files 
from the "progs" subdirectory of the directory you install this in.
	I'm not sure who originally came up with this idea, many people concurrently, I'm sure.  
The ones I've put together were culled from several different ones, I tried to pick ones that fit 
into the theme and the feel of the game as well as possible (that means no Homer Simpson or 
obviously drawn skin textures).
	I have included 24 skins with my patch (and a 25th used for the Flesh to Stone spell).  
You change them by using "<" and ">".  You will get a message telling you the number of the 
skin you have selected.  It doesn't tell you the name due to the severe size limitation I mentioned 
in the Introduction (believe me, I couldn't squeeze another letter in there!)
	If you want to see the skin, you can set a Doppleganger (hologram) or Tele-Eye and use
it to look at yourself (see the Spells section).  Also, when you set a Doppleganger, it will have
the same skin you had when you set it (great strategic possibilities).
	Here's a list of the skins by number:
	(The only ones I made are #'s 1,2, 10,20, and 25)
Skin#	Name			Description
1.	Gummelt Quake	Regular Quake guy, but with a new face (mine).
2. 	Jaworski		A friend of mine I just had to put in.
3.	Draconian		A lizard with green skin and red eyes, pretty cool.
4.	Knight in Shining
		Armor		For the player that has no need to hide.
5.	Spawn			The comic book character.
6. 	Terminator		Just that- a great skin.  I'd like to see an endoskeleton, though!
7. 	Punisher		Another nice skin- fits in well.
8. 	Ninja			Great for hiding in dark spots.
9.	Biosuit		This is the biosuit skin texture.  When you pick up the biosuit,
				you will automatically switch to this skin, then back to your old 	
				one when the suit runs out.
10. 	Talon			One of the two races of TigerMen, the two races hate each other.
11.	Predator		Just what it says- another great skin.  You can change the skin
				Color of the Predator like you would the normal Quake skin pants
				and shirt.
12.	Judge Dredd		It sounds corny, but it's actually a great-looking skin.  Whoever
				digitized it did a great job!
13.	Valkyrie		A very well done female warrior skin.
14.	Henry Rollins		Well, that's what the text file says.  Looks cool, though.
15.	Bossk			From Star Wars, a great looking skin (just not very 			
				inconspicuous!)
16.	Dead Player		Just that- the regular Quake Dude all jacked up.
17.	Xena			The Warrior Princess herself!  Check out her battle cry and 
jumping prowess!
18.	Zombie		The Quake monster zombie skin.
19.	Skeleton		A nice looking skin that works even though it's got a slight
				Halloween costume feel to it.
20.	Chang-Khan		The other TigerMan race.!
21.	Duke Nukem		Duke it out between Mr. Quake an Duke (for you Duke Lovers out 
there, like me!)
22.	Boba Fett		Another Star Wars skin, again extremely nicely done.
23. 	Dark Storm Trooper	A storm trooper, but with more of a light gray armor than white- 
				looks more realistic, doesn't stick out as much.
24.	Han Solo		Yet another Star Wars skin, but it fits in pretty well.
25.	Stoned			This is the skin you get when you're turned to stone.  It's just a
				gray-scale version of the original Quake Dude.  You can't select
				this skin to play with.
	If anyone out there has extra skins, this is what I'm looking for: a Klingon in battle dress, 
Darth Vader, Luke Skywalker, and any Drow you might have.
	There were some other skins that looked nice but didn't quite fit in (like Captain Picard).   
I also would like to eventually make all 25 skins for the gibbed player's head so that it will look 
like the guy it came from.  As it is now, it sometimes reverts back to the old Quake guy's head, 
and sometimes it keeps the right skin.
	The one other modification I'd like to make it to have the skin you've selected appear on 
the Multiplayer Setup screen so you can see what it looks like as you cycle through the colors.  
As it is, you can only do this while actually in the game using Tele-Eyes or a Doppleganger.


***
Keyboard Commands
	You can change these as you like either through your options menu in Quake and/or in 
your config.cfg file.  I recommend this setup since it feels most natural.  I also use the 
mouse/keyboard combination since my friend destroyed my Suncom 2000 EFX gamepad (the 
best gamepad ever made, by the way, fully keyboard programmable, with 4 programming presets, 
ten times better than the GRiP system).  But you don't need me telling you how to play!  Just take 
a look at this and change it if it doesn't work for you.

IMPULSES AND KEYS:
IMPULSE	KEY	ACTION
1		1	Toggle Axe/Throwaxe
2		2	Toggle Shotgun/Snipergun
3		3	Super Shotgun
4		4	Toggle Flamethrower/Fireballgun
5		5	Toggle Nailgun/Super nailgun
6		6	Toggle Grenade/Pipebombs
7		7	Cycle Rockets/Rapid/Spread/Homing
8		8	Toggle Laser/Lightning Guns
9		None	Gives all weapons, 900000 experience
			and 900 mana.
10		None	(temporarily deactivated)-Cycle weapon
11		?	?
20        	n         Drop Full Backpack
21        	m         Drop 1/2 Backpack
22		SHIFT	Toggle Duck/Stand
30		H	Deactivate doppleganger
31		J	Switch to remote camera (doppleganger
				or tele-eyes)
32		K	Detonate Doppleganger
33		L	Make Doppleganger feign death
40		/	Teleport self to tele-eyes
50		-	Cycle spell backwards
51		= (+)	Cycle spell forwards
52	ENTER	Cast spell
53		\	Show spell,mana,experience points
60        	9          By popular demand: a shortcut to Homing rockets!
62        	;           Detonate all pipebombs and homing rockets
63       		'           Deactivate nearest pipebomb
70        	[          	Cycle Spell Level backwards
71        	 ]         	Cycle Spell Level forwards
111 BACKSPACE 	Cycle through race/class.  
112   	HOME		Select displayed race/class/skin
113       	F         	View all stats on console (use "~" and PGUP/PGDN
				review them)
114       	S         	Reset all stats/race/class/skin.
120	        END	Kick/Claw (Claw for Tigers, Predators or Mutants with claws only)
140		, (<)	Cycle skin backwards
142		. (>)	Cycle skin forwards
150		ALT	Feign death
???        	G         Message Mode (type message, used to be "t")

Jedi/Dark Jedi ONLY:
JEDI				DARK JEDI
170     Q       	Resist Fire                     	Hold Anyone
171     W       	Dispel Magic (other)            	Quad Damage
172     E       	Protect From Explosions        Suffocate
173     R       	Pull                            		Pull
174     T       	Push                            		Push
175     Y       	Render Impotent                 	Meteor Storm
176     U       	Invisible                       	Death Barrier
177     I       	Reflect(self)                   	Reflect(self)
178     O       	Heal Grieveous                  	Lightning
179     P       	Ambush                          	WordKill

NOTE: If you're a Jedi, you're going to have to memorize these keys, so I suggest printing this 
section out.

Installation
	As easy as can be.  Just make a directory with a name of your choice in your Quake 
directory.  Then put the Uqv3all1.zip, Uqv3all2.zip, and Uqv3all3.zip files in that directory and 
unzip it using pkunzip with the -d option (or just use WinZip with the "Use Directory Names" 
option on).  It should make the directories progs and sound.  The SOUND directory will have 
subdirectories named "Jaworski", "Magic", "Tiger", "Predator", and "Weapons".
	Unfortunately, these .zip files are pretty large since I had to include all the monster 
models and the player model with 25 skins.  If there was a way to just put the skins into the .zip 
and apply them to the models during installation, I'd do it, but I don't know of any such utility 
just yet.
	If you just want to update your previous version of Ultimate Quake, get the Uqv3up1.zip 
and Uqv3up2.zip files and unzip them as you would with the other files.  Just let it overwrite any 
files it wants to.
	When you start the game, type "quake -game xxxx", "xxxx" being the name of the 
directory you unzipped this stuff in.  That's all!  Be sure to check out the Keyboard Commands.  
	Remember!  If you're running in Windows or a DOS window in windows, you will most
likely have to use the -winmem option (e.g.: "-winmem 10", maybe even 12 or 20!).



Starting A Game:
	When starting a game of Ultimate Quake, you must first choose your race, class, and skin.  
You will notice that you cannot move or fire until you do so.  In a multiplayer game, there is a 
bug that I plan to fix that makes a client come into the game as the same race/class/skin as the 
server.  This means the server must wait until ALL client participants have entered the game 
before selecting their race/class/skin or the client will come in as a clone as the server!  This is a 
relatively easy bug to fix, the only reason I haven't fixed it is because it makes the server have to 
wait, thus evening out the odds a bit- it stops him/her from having the advantage of entering a 
level first.

1.	You cycle through the races first with the BACKSPACE key (or whatever key you wish 
to assign to this impulse in the config.cfg file).  When you see the race you'd like, press the 
HOME key (or, again, whatever key is appropriate if you change the keyboard configuration).  
Notice that some races will automatically set your skin for you at this point since there is only 
one skin available to that race (This will happen for the Draconian, Bossk, Predator, and T-800 
races.  In future versions, there will be Dark Elf and Klingon skins, as well as more than one skin 
per race).  If your skin is preset by the race you choose, you can skip step 3.
2.	Now use the same method to choose your class.  You may notice that certain races have 
more of a selection than others (Humans have the most, T-800's have the least). (NOTE: You'll 
get a message saying "SV_Friction set to 7".  This is necessary to keep the faster races/classes 
from sliding all over the place uncontrollably.  Don't mind this message, and don't change the 
friction to another value, I tested several values, and this was the most balanced.  However, if 
you end up with a very very fast person, setting sv_friction to 10 will help, just bring down the 
console and type "sv_friction 10" (without quotes)).
3.	If your skin was not preset by your race (i.e.: you chose a Human, TigerMan, Elf, Dark 
Elf, or Klingon), you must now choose you skin.  You do so by cycling through the possible 
skins list with the "<" and ">" keys.  You'll notice that the TigerMan only has two skins to 
choose from, these represent the two TigerMan Clans.  The other races allow you to choose from 
a wider range of skins.  As of now, only one of these skins has any special traits (Jaworski- he 
talks a lot), but eventually, each skin will have certain characteristics (i.e.: Boba Fett will start 
with a jetpack and a blaster, etc.)

	You are now ready to play!  Keep in mind the multiplayer bug concerning the server 
having to wait for all clients and the bug that prevents a mutant class from being able to be used 
across levels (they respawn and save/load fine, but lose everything when going from one level to 
the next).  Try experimenting with different combinations of races and classes.  You'll find ones 
that are excellent fighters, but useless with magic, or others that are too fast or too slow, or just to 
damn weak.  You'll also find that the best combination in Single Play is not likely to be the best 
combination for DeathMatch.  You may even use different combinations against different 
enemies in DM!  Experiment!  Have fun!  And watch for the next, even more exciting release!	


HELP!!!
Okay, here's what I need to help make the next release of Ultimate Quake
perfect:

1.  Someone to come up with a way to transfer more parms (values for the
        player's stuff and stats) between levels (servers, that is).  This
        would make choosing a mutant practical in single player and would
        help in other areas as well...
2.  Someone to figure out why some levels still lock up when trying to
        play them!!!
3.  A lightsaber model (both the weapon in hand, and a player model with
        a lighsaber instead of an axe- should be easy to modify).  Also,
        I plan to make high-level jedis be able to throw their saber, so
        I'd need a model of the lightsaber for throwing as well.
4.  Models of:  A chakram (a frisbie type thing, but the kind that's just
        a ring, not a full disc), a Predator throwing disc, and a female
	player!  Better yet, a 3D Modeling program that's compatible with
	Quake (or Meddle16).
5. SKINS!!!
     Darth Vader
     Luke Skywalker
     Klingon in battle uniform (or Worf, I guess).
     Elfs/Dark Elfs
     More women?
     Any other cool ones.
6.  And, of course, keep your great suggestions and wishlists coming!
^^^

Credits
	First, I'd like to thank Jeff Epler <jepler@inetnebr.com> for his howpatch.txt file at 
ftp.cdrom.com, without it, I never would have gotten started or even known the first step on how 
to patch, much less even where to find the files I'd need.  I used qccdos and  meddle15 (I got 
QuakeME, it looks great, but I couldn't get it to look at a model with more than one skin- crash 
city).

Meddle 1.5
	by brian martin
	brian@phyast.pitt.edu
	http://www.phyast.pitt.edu/~brian
	also look at http://www.phyast.pitt.edu/~brian/meddle
QuakeME
Author : Rene Post (renep@xs4all.nl)
qccdos
	By John Carmack (I'm not sure who did the DOS conversion, if not John)
***
ADVQCC
	By Walter Lord (lord@brodart.com)  This is the awesome individual who
	solved the code size limit I was having!  YEAH!!!
QUAKE GRAFIXER V1.0
by Jonas P.  (joXonoX@berlin.snafu.de)  This nifty little program allowed me
	to remove the fullbrights from some of my skins, but for some reason there are
	still some fullbrights in there!  And, unfortunately it took out some of the
	fullbrights that SHOULD be there too (Gun lights, Firing flash)
^^^
	Here are some people who's patches I used, modified or was inspired by:
NezuCam by: Nezu
	I took a couple routines from this and modified it so you can now look through the
	eyes of the Doppleganger and Tele-Eye.
Fiegn by: Isaac Lauer (email: gwydion@psu.edu)
	Nice code, if a little iineffecient (which Isaac admitted was on purpose to make it more
	modular).
HoloGram and shotgun shells by: Perecli Manole AKA Bort	
	The shotgun shells code is unmodified, but I made the hologram capable of feigning
	(mixing in Isaac Lauer's code), being used as a camera (using Nezu's code), exploding, 
	and being attacked by monsters (both my code).
Laser Gun by: Shyft
	Pretty much completely unchanged.  I just made it fire faster.  I'm not sure, but I think
	Skar made the weapon texture/model.
pipebombs, gibbable corpses, kick and backpack throwing AsmodeusB (tazq@sos.on.ca)
	The pipebombs I modified so you could pick them up after you deactivate them.  The 
corpses I went wild with so that they moved more naturally when pushed, and will float 
in water and drift and bob.  You can also walk on top of them and jump off them.  I also 
made the heads take no damage from kicks so you can play around with them.  And the 
corpses and heads now decompose after a short while.  The kick I modified for more 
distance and less damage against monsters under your control.  I liked the idea of 
backpack throwing, so I wrote my own code into the Drop Backpack and 
backpack_touch routines, but still, I got the basic idea from Asmo.
flare gun (used in illumination spell) by: Steve Bond
	Basically, I cannibalized his code to use in the illumination spell.
become fiend (inspired the Dog's day spell) Auth:  John & Josh Spickes
	This is great stuff, really impressive.  I had it in my patch until the last minute, but took 
it out because it didn't seem very practical.  But it did inspire me to write my own code 
for the Dog's Day spell code, which is lots of fun.  There are still a good amount of lines 
from their code in my Dog's Day code.
teleport/wind tunnel by David Wiedenmann.
	This was a great idea, something I loved in Duke that Quake foolishly left out.  Code is
	very simple, and unchanged.
***
Flamethrower (fire and touch), Homing rocket launcher model and predator lock-on sound by 
Steve Bond (wedge@nuc.net)
	A nice add-on.  I replaced much of the look and behaviour of his patch, but kept
	the basic idea.  I'd like to make it so they start real fires that spread and burn out
	(like I did in Aliens Doom 3), but that might cause a major slowdown. working
	on this one.
^^^
Multiskins- these come from so many different sources, that I have no idea who did what.  The 
only ones I've done are Me (skin 1), Jaworski (skin 2), Talon (skin 10), Chang-Khan 
(skin 20), and the Flesh to Stone skin (skin 25).

	Note that sometimes I'm getting these names from text files that came with other 
compilations, so if they're wrong for some reason- don't blame me!!!

Michael Gummelt
gummelt@pegasus.montclair.edu

***
Update Report:

FIXES/NEW FEATURES FROM 1.03 to 1.032

1. FlameThrower crash - stupid mistake- a last-minute change.
2. Bossk water speed- slowed it down some.
3. Dark Jedi/Jedi level advancement- fine tuned it, made the Dark Jedi gain
     extra powers faster, but also lose 5 health off his max health with each
     new power he learns.
4. Spell and Spell Level cycling would top out at 8- fixed this, before (unless
     in DM), you'd never be able to get to spells above level 8!
5. Terminators never gib now.
6. Bossk and TigerMan waterbreathing limits were reverting to normal- fixed this.
7. Made damage from falls more lenient.
8. Tried to fix homing rockets so they don't float around their target without
     exploding sometimes.
9. Ambush spell should now locate the nearest living thing in the absense of
     a preset enemy (or player if in DM).  If this works well, I'll do
     the same for the Firefly Swarm spell.
10. Spawn skin. (Replaces Quake Knight)
11. Valkyrie skin. (Replaces Hell Knight)
12. Xena skin (Replaces Camouflage, by myself - still unfinished) she has a minimum
     jump height of 100 and a special sound effect all her own... ;)
13. Sounds for the two female skins.
14. New sounds for lasergun- from Star Wars- makes laser battles more interesting.

OTHER FIXES/NEW FEATURES FROM VERSION 1.02 to 1.03:
Here are the other miscellaneous changes/fixes since the second release:

1.  Put the rotfish, spawn, Shub Niggurath and Chtonn back
	in.
2.  Make the throwing axe an object to be picked up or
	make a spell that enchants your axe to make it
	throwable.  that way you don't start off with
	such a cool weapon.
3. Stop homing rockets (and summoned monsters?) from
	tracking/attacking non-player fireballs.
4. Make dead bodies keep the skins of their owners.
5. Set others on fire by touching them if you're on fire.
6. Put super damage sound back in.
7. Add text to the skin selection, telling you what you
        are.
8. Make sure the Invisible barrier gives kill/frag credit
        to it's owner.
9. Magical Ambush- teleport silently behind your enemy.
10. Nails stick in someone andbounce/ricochet off walls.
11. Impotence spell, can't fire or cast magic for 30 sec.
12. Fix biosuit making you crawl really slowly.
13. Make Bossk not bubble and swim faster under water, breath
        for 5 min, not zapped (FIX:unless direct hit).
14. Make Draconian resistance to fire permanent.
15. Fix "-attack" loop when respawn.
16. When a client joins a server that has already chosen it's
        stats, the client's stats are copied from the server's.
17. Add a change class option, lose 1/2 experience points.
18. Allow experience bonus to intel for spells.
19. Allow non-fighters to gain hitplus with experience.
20. Made homing rockets follow a more curved path, this makes
        them take corners pretty well!  Also, both the homing
        rockets and plasma bolts stop tracking someone if
        they can't see them or they turn invisible.  
21. Fixed weapon switch if out of ammo on current weapon.        
22. Make the Homing Rocket Launcher Weapon #9, and try to
	find a new model for it (and the fireball/flamer).
23. Stop homing missiles from tracking any non-living thing
        that's close to the attacker (not monsters, though).
24. Lightning Summoning only 30 sec.
25. Invisibility only 60 sec.
26. Allow only 1 lightning summoning spell at a time.
27. Fixed cycleweapons code.
28. Jedis have certain special abilities that are like instant
        spells (but don't last), I've set them up as
        macros (seperate impulses) on the keyboard so they'll
        be easily accessible.  You'll get higher level jedi
        special abilities as your experience goes up.
29. AGGHHH!  To many to list!  Just play and find out for
	yourself, dammit!

FIXES/NEW FEATURES FROM VERSION 1.01 to 1.02:
Here are the changes/fixes since the first release:

1.  Fixed the bug that made the game crash when you 
	killed a crucified zombie.
2.  Temporarily eliminated the cycle weapon command
	since it caused a crash.  Working on a more
	efficient routine.
3.  Added a flame thrower using a couple routines I
	extracted from Steve Bond's (wedge@nuc.net)
	Flamethrower patch.  I used about 1/3 of his
	code and recycled some of mine to make a
	flamethrower that's much different than his,
	and hopefully realistic.
4.  Made the falling impact more forgiving.
5.  Made the game allow summoning of monsters in DM.
6.  Made fireball gun use shells as ammo (like the
	new flamethrower).  Also, both of these weapons
	come with the grenade launcher, since the rocket
	launcher is so good already.
7.  Stopped sniper gun from going through firing frames
	even though you were out of ammo and didn't fire.
8.  Made full backpack throw deplete you ammo and
	leave you only with your current weapon
	and ammo (previously didn't take anything- oops!)
9.  Make protection from explosions spell work for
	direct hits as well.
10. Made Easy and Normal difficulty levels have no damage
         from falling.




Deathmatch

Strategies:
Okay, after playing hours and hours of Deathmatch, here are
some of my favorite (evil) strategies:

1.   Turn the bastard into a dog!  Sometimes It's more fun to play
	with your foe than to kill him outright.  But be careful,
	Dogs can still cast spells and I'm usually able to kill
	people even after being turned into a Dog with only
	25 health.  Note that Dispel Magic does not reverse
	this spell.
2.   When your enemy is next to lava, use the Mind Shove to push
	him over.  Or if you're on the opposite side of a pit
	of lava, use Irresistable Attraction to pull him into
	it.  I don't think you get the frag credit, but he
	at least loses a frag!
3.   Use teleeyes!  They're great for getting out of an ambush
	and they're great for a surprise attack (set some up,
	hide somewhere, look through them.  When your enemy
	gets close, teleport there and nail him, there may even
	be a way to telefrag him!)  A good idea is to put your
	tele-eyes where a Super Health appears- both as help for
	yourself when escaping a hairy situation, and as bait for
	your enemy.
4.   Dopplegangers- you'd be surprised how well this works.
	Set one up, and hide.  When your enemy attacks it,
	use "L" to make it feign death.  When he gets close
	enough to pick up the dropped backpack, use "K" to
	blow up your Doppleganger and hopefully blow your
	opponent to bits!
5.   When your enemy summons a monster, charm it and watch
	him meet his maker!
6.   If you know your enemy's in the water- zap it!  Chances
	are, you'll do some damage (Lightning is your friend).
7.   Find a nice dark area with a good view, switch to sniping
	mode, and have fun with your friends life!  Chances
	are, he'll never know what hit 'em!  As a added bonus,
	use Quad Damage and snipe- you should be able to
	gib him with one well-placed shot.
8.   If an enemy has a reflective shield on, there are only
	a few ways to counter that (at least until I get
	that "Dispel Magic (target)" spell in).  Either
	attack him with the flamethrower, get him with a
	radius explosion (like a grenade or Invisible Death
	Barrier), or use Power Word, Kill.
9.   When an Invisible Death Barrier is set, it's there for
	two whole minutes (even if the caster dies).  The
	best way through one is to use the Protection from
	Explosions spell, but it only lasts 30 seconds!
10.  When someone is using lightning summoning, put on
	a reflective shield and watch his spell backfire!
	Suddenly YOU'LL be chasing HIM (or HER).  Lots
	of fun!
11.  Summon a monster and cast reflective shield on him,
	then watch your unwitting enemy kill himself before
	he realizes what you've done (no-one expects a
	summoned monster to have a reflective shield).
12.  Set up a trap in the water (or have your lightning
	gun ready) and cast "Fish Out of Water" on him and
	watch him go right for your trap!  Lots of fun,
	not the most effective way to kill them, but
	very sadistic.
13.  If your enemy sets up lots of homing rockets (which I
assure you he will do once he finds out how much
it will jack your shit up), you have a few options.
Protection from Explosions, Reflective Shield, and
Spell of Shadows (or Predator cloak).  If you use
Reflective Shield, be sure to use Protection from 
Explosions with it, or the rocket could blow up 
right next to you after bouncing off and kill you
anyway!
14.  If your enemy sets you on fire, either look for the
nearest water or runup to your enemy so he catches on 
too!  Of course, if you're a Draconian, you have
nothing to fear from fire.
15.  Ambush is good, but more often then not, you can screw
yourself up when you do this.  Be sure to be ready to
nail your enemy as soon as you show up!  One thing I've
done is set up some Tele-Eyes, then use Ambush.  So if
I get into some trouble, I can get out of there right quick.
Using a flamethrower when you appear is a good idea
because it will keep killing him after you're gone.  Be
careful, though, if he touches you while he's on fire, you'll
catch on fire too!  But, if you set up some Tele-Eyes in
the water... :)
16.  Have a Quad Damage spell selected and ready and have your
snipergun ready, then hunt down your enemy.  When you
find him, cast the spell and nail him- chances are, he'll
go down in one well-aimed shot!  Of course, if he's got
a reflective shield on, you could be commiting suicide!
17.  Firefly Swarm is a good spell if you don't feel like finding your
enemy, but be careful, because he can nail you from above
just as easily as he can nail you from below.  So be ready to
cast some other debilitating spell on him when he shows up
(Like Flesh to Stone, or Impotence).

Deathmatch Fixes:
And, finally, I've been able to test my patch out in DeathMatch
(And there are some awesome levels out there- I loved KYSENTY3,
DESO, and DEMKEEP!!!).  So, here are the resulantant fixes I
made to make Deathmatch more fun:
1.   Made it possible to summon monsters in Deathmatch.
2.   Stopped spell effects from carrying over from one life
     to the next (like suffocation, Dog's Day, etc)- and the
     same for bleeding, etc.
3.   Made sure players start with 900000 experience points
     and 900 mana in deathmatch.
4.   Fixed Levitation spell which made a player unable to be
     detected by monsters and unable to drop below 100 health.
     (weirdest bug I've ever seen- just because the FL_SWIM
     flag was constantly set- might be useful later...)
5.   Made the reflective shield spell not reflect certain spells
     (like Power Word, Kill).
6.   Enabled Deathmatch Play without Falling Damage- just choose
     a difficulty level of Easy or Normal and there is no damage
     from falling (I actually prefer the realism, but a lot of
     people found it aggravating).
7.   Stopped Lightning Summoning from being able to attack the
     other player without the spell caster being within his line
     of sight.


Known Bugs/Future Plans:
What I did NOT do, but have planned once I get past the
size problem (as well as other small bugs I plan to
fix, size problem or not):
(Note: a "?" indicates I have tried to make this mod,
but not sure if it's working perfectly or not,
and a "~" indicates that this mod is implemented,
but not complete yet.)

(immediates:)
?91. Fix GOD mode?
~70. Remove fullbrite pixels from skins. (Thanks to:
        QUAKE GRAFIXER V1.0, (c) 1996 by Jonas P.
        (joXonoX@berlin.snafu.de)!).  Some skins still
        have some fullbrights in it, and some are
        missing important fullbright areas (gun lights,
        gunflares, eyes, etc.)
100. Add more parms for Mutant level-changes (ok for
        saving and Dmatch). Use them as parameters in functions
        during level change (8 max, have to do a few at a time),
        or "add" them up into one parm?  Or combine the
        stats into one value for changelevels (might work
        for the specials & weakness, but not modified
        stats)or???
101. A way to save a mutant configuration and use it again
        (i.e., transfer between games, or between DM,coop,
         teamplay, or single play)?
102. Make a monster detect you even if invisible when you
        touch one of them or pick up something that they
        can see.
103. Add all special abilities & weaknesses to "show stats
        display".
104. FIX:A server has to wait for all client to come in before
        choosing stats, else the client is a clone of the server.
~105. Add Klingon Race (need skin!!!) and jedi class (jedi
        is in there, no skins yet, and can superjump
        (almost vertical fly).  I'd also like to have a 
	lightsaber and a "force" effect that allows you to
	sense when your enemy is close.
106. Add more sounds for each race/class, and some skins.
107. There are still several levels that can't be played.
        They lock up and never load, and I get no error
        message.  The one's I know of are: e3m3, e1m6,
        e4m2 and ???...
?108. Home rockets detonation not working right?
109. Make it so Zombies don't burn?  Or burn very briefly?
?110. Fix Jaworksi's sounds: in slime & lava, don't have him
        repeat so quickly, and decrease frequency of random
        quotes.
?111. Don't drop items (quad, invis, invuln) when die.
?112. Make heart attack and power word kill drop the target's
        damagetake to 1 and armor to 0 when killing.
113. Stop fish out of water spell from making s.o. immune
        to slime.
~114. Add to .cfg qwertyuiop for jedi spells, remap q,r,y,u,o & p?
?115. Predator uncloaks when firing.
116. Stop fire from going out when go through teleporter,
        stop bright flag and onfire from staying on when not
        on fire.  Also add check to Player Touch to see if the
        other is one fire & you're not, if so, set self on fire.
117. Homing Rockets don't explode after latching once or after
        losing it's target (death)?  Go through them?  Sometimes
        they don't track at all!  (waterbreathe?  Bossk?)  Can't
detonate them either, maybe make them explode if they're
	even close to their target?
118. Home rockets don't switch when out of ammo.
119. Skin didn't change when change class (after reset).
120. When turning a player to stone, they can still turn.
	Occaisionally the spell may not work even if it
	turns them grey.  After the spell wears off, the
	person pretty much crawls along, way too slow.
	Generally, it's fucked up, I'm working on it.
121. Dispel magic still screws up the items status.
122. Check to see if waterbreathers get the same immunity
	to lightning in water as the Bossk (they shouldn't).
124. Replace slowness mutant weakness with another?
?125. Stop disarmed pipebombs from respawning in DM.
126. Miscellaneous stack overflows...
?131. Stop Pred cloak from making a spell delay time.
132. Make a Predator cloak time.
135. Check attack speed advantages for diff classes/races and
	for each weapons.
?136. Make all monsters/players jump in air when hit by lightning.
?137. If feigned, don't make the fake frag stop a frag-limit game.
?138. Reflected homing rockets shouldn't home.
139. Fix backpack throws.

(secondary:)
~2.  Add an antigravity spell (makes your enemies float
	in air- make an easy target).
3.  Make some dead grunts/enforcers come back to life
	as zombies (random, only in Nightmare?)
4.  Raise enemies' HP in Nightmare mode?
7.  Make a 10-second total invulnerablility spell?
8.  Make a globe of obliteration spell- it's a defensive 
	sphere around the caster that will make anything
	that comes within a certain radius of the player
	disappear (other players will just take damage).
9.  Make ammo, backpacks and other objects shootable,
        pushable, solid	stuff.
10. Make a much more involved backpack throw so you can
	put anything you want to in one.  (Or inventory system
	in which you can select an item and use or drop it)
11. Make a "use" key?
12. make a Vampiric Touch spell- when you touch another
	living thing, it saps it's health and gives it
	to you.
13. Make a Blade Barrier spell? (did this already, works
	really well but	causes a big slowdown).
15. Possibly make a napalm grenade- combines code from
	grenade and flamethrower.
16. Fine tune the Doppleganger and Tele-eyes code (some
	minor bugs, I think).
17. Fix crash when too many pipebombs(and home rockets?)
	go off at the same time.
18. Get better ducking/crawling frames for model, and make
	it so you can fire from a ducking/crwaling position.
19. Try to make levels designed so you can only go under/in
	something when ducking.
20. Remove every "if (other==self.owner)" check since this
	seems to be built in to collisions.
~23. Add a choose class- different characters with different
	stats, etc.
24. Grappling hook?  Rappelling?
25. Inventory?
?26. Make flamethrower and throwaxe less dangerous.
?27. Add a dispel magic spell that works on enemies.
28. Bots?
29. Fine tune frag credit.
?30. Fix crash when two people at close range with reflective
	shields shoot each other.
31. Fix occaisional "Out of Edicts" hard crash.
~32. Fine tune the way the Homing Rockets work- maybe make
	them so that they can only latch on once, after that,
	they blow up if they hit the wall?  (Avoids floating
	or stuck homing rockets).  Also make them explode
	when in close range to an enemy homing rocket and
	make them vulnerable to radius explosions.)
~34. Dead player heads will keep the same head as the skin
        that was used on the live player (not switch back
        to the standard Quake head like it sometimes does now).
35. Fix crash caused by Power Word Kill killing too many
        zombies at one time.
?36. Fix bug where summoned lightning will continuously
        attack zombies.
37. Make lightning attack it's summoner's enemy if there
        is one.
?38. Fix bug where axe will make secret doors fly back.
?41. Make reflective shield not work with magic.(Only Dog's
        Day, Meteor Storm and Lightning Summoning)
44. Fix Medusa's Gaze crash in DM (and normal play?)
?45. Fix Bug that stops you from being able to pick up more
        ammo(backpack throw? Negative ammo? DM only?).
?46. Make homing rockets track holo's, but not feigning
        players.
?49. Fix death messages, especially when enemy has changed
        weapons by the time you've died.
~50. Firefly Swarm- A flying group of fireflies that finds
        your enemy, picks him up, and brings him to you.
52. Polymorph self- turn self into a monster?
53. Transmorgify self- disguise self as an inanimate object.
54. Make an endurence quality- in bottom right window.
55. Confusion spell- screws up controls and impulses of
        target.  Makes monsters behave oddly and attack anyone.
56. Invisible barrier?  Only you and your stuff can go through.
57. Haste (self)- makes you run faster and your wait time is
        halved.  A 30 second spell.
58. Jaworskination- Turns enemy into Jaworski, 1/5 as slow
        in turning, running, and 3 times longer wait times.
59. Crucify -turn other into a crucified zombue.
60. Blind (10 sec)- turn enemy's sight black.
61. Teleport enemy- set like teleeyes, you hit the person with
        the spell and teleport them to the set position.
62. Reflect Magic (10 sec) reflects all magic back upon the
        caster.
63. Soul swap - swap every stat and value and position.
65. Add star wars blaster sound to laser gun.
66. Chameleon- take on texture of your background?
67. Climbing- lets you climb walls ("grappling feet" spell?)
68. Move spells around- make sadistic spells lower, outright
        kill spells higher.
?71. Make it so you can only have 1 axe at a time.
?73. Make sure frag modification works when killed while feigning
        and when holo removed while feigning.
74. Have certain skins have a preset colormap that you can change
        if you wish.
82. Make suffocation and fish out of water spells work on
        monsters too...
~83. Have certain skins start with certain items already.
	(Han Solo, Boba Fett, Storm Trooper = laser gun)
	(Punisher = Nailgun)
	(Predator = Invisibility)
	etc.
84. Show mana in bottom right hand window?
?86. Fix problem with players getting stuck after a frag in DM.
87.  Make Predator plasmabolts use cells?
?89. Fix bug where rockets will make secret doors fly back.
91. Make it so that monsters will detect you if invisible
        if you fire or pick up something, or touch them.
?92. Make paladins take 1/2 damage from magic and reflect
        magic 10% of the time.
?93. Stop lightning from Shamblers from causing bleeding
96. Special DM rules for exp- based on # of frags?  Keep
        exp in next respawn.
98. Occaisionally stay alive after die.
^^^
