
			* Quake Plus 1.7 *

Title    : Quake Plus 1.7
Filename : QPlus17.zip
Version  : 1.70
Date     : 7.12.1996
Author   : Werner Spahl "The reason of my life is to make me crazy!"
Email    : a1619195@smail1.rrz.uni-koeln.de
Credits  : special thanks to all whose code I analyzed or incooperated 
           in this patch and to id for this awfully incomplete game!

Type of Mod
-----------
QuakeC   : yes
Sound    : no	(so any client can play a Quake Plus server)
MDL      : no	(so any client can play a Quake Plus server)

Format of QuakeC
----------------
Unified diff: no
.txt files: no
Context diff: no
.qc files: yes (most modifications are marked with "ws")
progs.dat: yes
.pak file: no

Description of the Modification
-------------------------------
Quake Plus is a combination of different Quake enhancements making the 
game more realistic by utilizing a "use" key to activate, get or drop! 
Lots of other features are included, with only few impulse keys needed
to access them. Too powerful weapons and powerups or complicated level
and experience systems are avoided and a reasonable teammode is set up
without using special console commands. Altogether a much more perfect
and consistent space marine scenario is achieved: 

Control modifications
---------------------
* pressing "use" while touching buttons or doors activates them
  (you wanted the good old use key back, now you got it)

* pressing "use" while touching items picks them up or moves them
  (no more wasting of health or ammo by accidently getting it)

* pressing "use" while touching players and monsters moves them 
  (regards to AsmodeusB alias Shawn Kohlsmith)

* pressing "use" while dead enters local observer mode
  (just puts you invisible at the ceiling to avoid cheating)

* just multiple pressing "use" drops
  - the Silver Key when carried and the Axe is active
  - the Gold Key when carried and the Shotgun is active
  - a backpack with health and armor when the Axe is active
  - a backpack with ammo when the Shotgun is active
  - the active weapon and some ammo in any other case
  (regards to Steve Bond, John Guthrie and AsmodeusB)

* pressing "news" prints server and impulse information
  (regards to Scott)

* pressing "light" turns flashlight with self illumination on
  (regards to Jeff Epler and Stan Smith)

* pressing "sound" turns motion tracker and HUD compass on
  (regards to Francesco Ferrara and Alon Albert)

* pressing "duck" fakes ducking with automatic stand up on attack
  (but no crawling under things, regards to Michael Gummelt)

* pressing "map" fakes mapping by turning high above chase camera on
  (regards to Rob Albin)

* powerups can be turned on and off and taken to the next level
  - "camo" activates the Camouflage Field (former Ring of Shadows)
  - "suit" activates the Antigravity Spacesuit (fly with up/down)
  - "holo" activates the Hologram Projector (enemys are deceived)
  - "tele" activates the Teleport Device (press again to teleport)
  (regards to Sean Dunn, Perecli Manole, KTGOW and Michael Gummelt)

World modifications
-------------------
* players drop keys and backpacks with all other items on death
  (regards to AsmodeusB alias Shawn Kohlsmith)

* grunts, ogres and enforcers drop random ammo on death
  (regards to AsmodeusB Shawn alias Kohlsmith)

* objects are solid and shootable and don't bleed anymore
  (regards to Foobar)

* corpses and crucified zombies are solid and gibbable
  (regards to Walter Lord, Jason Carter and Jeff Eppler)

* player and monster heads are now solid and gibbable
  (regards to AsmodeusB alias Shawn Kohlsmith)

* players and monsters fall damage depends on height
  (regards to Chris "Wrath")

* player can jump from corpses or any other objects
  (regards to Walter Lord)

* player now has audible footstep when moving
  (regards to Brett "Vuh" Wagner)

* player speed depends on health and weight
  (regards to Cameron Newham)

* players and monsters may bleed some time after been hit
  (regards to Michael Gummelt)

* monsters are aware of water, slime and lava
  (regards to Kyle R. Hofmann and Michael Gummelt)

* ogres now use the additional pull frames
  (regards to Dave Weiden)

* all objects go through teleporters
  (especially useful for weapons)

Weapon modifications
--------------------
* hitting dogs or grunts with the Axe turns them friendly
  (regards to Jeff Eppler and Sto)

* hitting zombies with the Axe will eventually kill them
  (regards to Jeff Eppler)

* the Supernailgun is replaced by a Plasmagun
  (using overheated nails to create the plasma)

* grenades act as illuminated proximity mines and can be shot
  (regards to Jonathan Avraham and PVP)

* rockets act as homing missiles which flare when they miss
  (regards to Vhold and Steve Bond)

* the Thunderbolt is replaced by a Flamethrower
  (regards to Steve Bond)

* nails and rockets don't look different depending on weapon
  (to use the other mdls for wallmarks and teleport devices)
 
* bullets mark walls, nails stick out and plasma bolts explode
  (marks and nails just stay for a short time though)

* all weapons have increased kick and backkick effects
  (regards to Casey Robinson)

Multiplayer modifications
-------------------------
* color changes are only possible while the player is dead
  (regards to Shawn Schultz and John Spickes)

* teammode is without friendly fire and needs team starting spots 
  (which must have a .team property set to the team and should 
   be of classname "info_player_teamplay". Players with wrong 
   team color can't spawn. Regards to Kyle R. Hofmann) 

* frags counts are given according to the kind of kill
  - axe kills give +3 frags
  - shotgun, nailgun and grenade kills give +2 frags
  - super weapons, rocket and lightning kills give +1 frag
  - telefrags give 0 frags
  - suicide accidents cost -1 frags
  - suicide commands cost -2 frags
  - teammate kills cost -3 frags (with autodeath below -10 frags)
  (regards to Thomas Kozera, Josh Spickes and Allen Seger)

How to Install the Modification
-------------------------------
Create a subdirectory named  QPlus in your registered Quake directory, 
copy the progs.dat file into it and start it with:  Quake -game QPlus.
Or compile the qc files yourself. Don't forget to bind keys to: 

- "use"   impulse 20		- "camo" impulse 25
- "news"  impulse 21		- "suit" impulse 26
- "light" impulse 22		- "holo" impulse 27
- "sound" impulse 23		- "tele" impulse 28
- "duck"  impulse 24		- "map"  impulse 29

Technical Details
-----------------
I can't test my patch on a network or with sound because of ids messy
GUS classic support, so any comments and bug reports are welcome!

Known problems (help wanted):
- you can get stuck in retracting buttons (use noclip)
- sometimes you drop out of the map after death (cool :)
- objects disappear when dropped into walls or other objects
- the second episode crashes with ED_Alloc: no free edicts (?)

Infos needed (how to):
- restore both colors after unallowed trying to switch teams
- make kick work on monsters and objects
- remove head tilt in observer mode
- read keys like +movedown etc.

Version history:
1.7: - added fake ducking
     - added fake mapping
     - added random bleeding
     - decreased weight effect
     - removed fish drowning bug 
1.6: - changed impulses and HUD compass
     - changed supernailgun into a plasmagun
     - added ogre frames and monsters attacking hologram
     - added team starting spots and removed friendly fire
     - removed axe and shotgun backpack drop bug
1.5: - added compass to tracker
     - added walking over health and ammo
     - added jumping from corpses and objects
     - modified "use" dropping of backpack to drop models
     - modified death dropping to drop all weapons and key models
1.4: - added local observer mode
     - removed nails in thin air bug
     - removed monsters not drowning bugs
     - added server news and object teleporting
     - added height fall damage of players and monsters
1.3: - removed head leaving map bug
     - increased flamethrower range
     - modified zombies to be killable with the axe
     - added player speed depending on health and weight
     - added weapon backkick and flashlight waking monster
1.2: - added new frag count
     - added water aware monsters
     - added bullet marks and nail sticking
     - changed thunderbolt into a flamethrower
     - changed nails and rockets to look always the same  
1.1: - removed player gibbing bug
     - added solid and gibbable player corpses
     - added flashlight, motion tracker and audible footsteps
     - modified powerups to add spacesuit, hologram and teleport
     - modified powerups to be turned on/off and taken to next level 
1.0: - removed seperate get and drop keys
     - added dropping of keys, health and armor
     - added solid and destroyable objects and heads
     - added kicking and generating of friendly grunts
     - modified death backpack drop of players and monsters
0.9: - first version featuring use, get, drop and solid monsters

Author Information
------------------
I'm the author of the Theme Doom Patch, featuring among a lot of other
stuff: fellow marines, civilians and  Alien vs Predator vs Terminator!
I also wrote the Duke Nukem 3D Footsteps Get Open Patch, the Quake Use
Patch, the Quake Wallmarks Patch, the Quake Speed Patch, the Quake HUD
Patch and the Quake Multivoice Patch!

Copyright and Distribution Permissions
--------------------------------------
Authors MAY use these modifications as a basis for other publically 
available work.

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.

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

ftp.cdrom.com://pub/idgames2/quakec/compilations/