REALQUAKE: WAR Version 0.5 (c) 1997 Riot Software.
Manual
by Glen 'FrenZon' Murphy.

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I. START
=======================================================================
*I.A Introduction*
	Welcome to REALquake (Which will be refered to as RQ), riot
software's contribution to the vast array of Partial Conversions for 
Quake.

*I.B Features*
	Less emphasis on Direct fire weapons, most fire projectiles. 
	Ability to crouch.
	Ability to lie prone.
	New weapons.
	Vastly Improved weapon effects
		Some weapons create sparks when they hit a wall.
		Most weapons cause giblets to fly out of the back of
		targets.
		Explosion now has a polyagonal model and creates
		a shockwave.
		Giblets fly out of opponents properly when hit by an
		explosion (ie, away from the centre of the blast.)
		Railgun creates a radial burst where it hits.
	Civilians who run around the levels, who you have to protect.
	More emphasis on sneakiness, running makes a footstep noise,
		giving away your position in deathmatch.
	Improved AI for monsters
		Grunts now fire spikes and lead their target.
		Enforcers also lead their target.
		Ogres adjust their aim depending on distance, and lead
			 their target.
	Proper (flickery) invisibility.
	Less emphasis on item collecting, most weapons are balanced.
	Chasecamera.
	Laser sight.
	Flashlight.
	Motion detectors.
	Grappling hook.
	No quad or 666.
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II. INSTALLATION, RUNNING and KNOWN BUGS
=======================================================================

*II.A INSTALLATION*

Step 1.	Create a directory under your quake directory called 'real'
	
Step 2. Unzip the .zip file into this directory, you will need a 
	copy of WinZip or Pkunzip to do this.

Step 3. That's it.

*II.B RUNNING*

Run quake with the extension '-game real'
ie. 	Type 'quake -game real'
	or
	'winquake -game real' 	if you use winquake
	or
	'GLquake -game real'	if you have GLquake (lucky bastard.)

*II.C KNOWN BUGS*

-The civilians change the monster counter.
 (please don't tell me it's the total_monster thing at the start
  of walk_monster, cos it's not.)

-The chasecam goes through walls.

-Areas with lots of crates (such as E2M1) have the potential to
 cause a packet overflow, which is annoying.

-If two or more civilians spawn at the same spot, they float in 
 the air and look silly, it's better than having them tele-frag
 each other, which could cause automatic failure of the mission.


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III. PLAYING
=======================================================================
RQ has been designed so that you can begin playing as soon as it's
installed, however, if you want to get the most out of RQ, it is
advised that you learn the following commands:

*III.A The commands*

III.A.A Player positions
_______________________________________________________________________
+crouch - crouch.
+prone - go prone.

When prone or crouched, the player takes less damage from explosions
and isn't pushed around so much when damaged. Being prone is more
effective than being crouched at this, but it takes longer to dive to
the floor.
Also, being prone increases the accuracy of the sniper rifle and
pistol, but you cannot fire any other weapons.

III.A.B Grapple hook
_______________________________________________________________________
+hook - launch grapple hook.
+shrink - shrink chain.
+grow - grow chain.

The swinging grapple hook, very useful, but also VERY loud.


III.A.C Misc
_______________________________________________________________________
chasecam - This activates the chasecamera.

laser - lasersight.
flashlight - Turn on flashlight, only works when lasersight is on.

These are very useful, however, they tell your opponent where you
are aiming, because they can also see the red cross of the lasersight.

motion - throw a motion detector

Activates after 10 seconds, tells you if anything is moving in the
immediate vicinity.

checkciv - Checks whether you've failed the mission, see III.C

skin1 
skin2 
These change the player's skin. The 2nd skin doesn't have a shirt or
pants colour.
_______________________________________________________________________

To use these commands, bind a key to them. Do this by going to the
console (~) and typing:
bind <key> <command>
where <key> is the key you wish to use, and <command> is the command
eg
bind f +crouch, would make it so that when you press 'f' the player
crouches.

SPECIAL NOTE: The commands that begin with a '+' are only active when
the key is held down, so the player would be crouched for as long
as the key is held. Many people dislike this, if you wish to use
crouch and prone as 'toggles' use 'impulse 12' for crouch and 
'impulse 14' for prone.

*III.B THE WEAPONS.*

RAILGUN.
	Alright, so I can't be stuffed coding it to go through walls
        but it looks cool (Hmmm, not quite). So there. As for the 
	physics, the military er...found a way to create a portable 
	railgun that doesn't need 750kA, but it isn't that accurate 
	yet.
BAZOOKA
   	Pretty much the same as the RL. longer reload time. more 
	damage.
GRENADE LAUNCHER.
        Pretty normal, bounces off anything.
	The longer you hold the fire button, the further they go.

ASSAULT CANNON.
        Eats ammo like all shit, Red mists your enemies. cool fun.
SUB MACHINE GUN
        Geez, what does this do?, good damage, reasonable ammo-suck.


SNIPER RIFLE
        You could go out for pizza and see a movie in this weapon's 
	reload time, and if you hit, you rule.
DOUBLE BARREL SHOTGUN
	YOU ASKED FOR IT, HERE IT IS. (well, nobody asked for it, but
	no game would be complete without at least one shotgun.)
NOTE: 	The when you pick up the dbshotgun, you also pickup the 
	sniper rifle, to select, keep pressing 3.	

PISTOL
        Yay. Does reasonable damage

THROWAXE
        An axe, that you throw. Does Packets of Damage
KNIFE
        Chop chop. 

The Throwaxe and knife are both weapon No 1. keep pressing 1 to cycle
through them.

*III.C THE CIVILIANS*
In single player, there are 6 civilians running around the level,
you must NOT kill them, or let them die. If too many die, you cannot
exit the level (you die if you do.)
You fail if:
On easy, all six die.
On normal, four die.
On Hard, three die.
On Nightmare, two die.
Quake'll tell you if you fail.
Use the command checkciv to see if you've killed too many.

*III.D Other Stuff*
When the player runs, he makes footstep noises. These noises can 
give away your position in deathmatch, so, if you want to be silent, 
turn auto-run off.

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IV. FREQUENTLY ASKED QUESTIONS
=======================================================================
Q. 	Can you make the civilians attack you if you hit them?
A. 	I could, but i'm not going to, because then you'd be forced to 
	kill them. They do attack enemies if hit though.

Q.	What programs did you use in the creation of this?
A.	3d studio R4, 3d studio MAX, Adobe Photoshop 3.0.5 and Adobe
	Photoshop 4, Quark, MS-DOS edit, Notepad, Qme, Meddle, 
	Pak explorer, XPAK and Fastqcc. 

Q.	Will you do a quakeworld version?
A.	Maybe, depends how successful this is.

Q.	Need any help?
A.	Yes, Maps and Demos would help. Some proper skins might be 
	nice. A nice shrink wouldn't go astray either.

Q.	I've heard of RQ: SIM, what is this?
A.	What RQ was originally meant to be, a simulation of small arms
	combat. If this is released, then it'll be after RQ: WAR.

Q.	How much time have you spent on RQ.
A.	About 40-50 hours....oh man....I've wasted my life.

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V. Credits
=======================================================================

Misc	     :	Teamfortress software, for the sniper rifle
		model and knife model.
		www.teamfortress.com
Chasecam     : 	Rob Albin (albinatr@apci.net)
		ShockMan (qfiles@quakemania.com)
Throwaxe     :  Steve `Wedge' Bond (wedge@nwlink.com) and
		John `Choryoth' Guthrie
		www.valvesoftware.com?
Grapple hook : 	QuakeC code by: Perecli "Bort" Manole 
		Perecli@ix.netcom.com	
		model and sounds taken from the Morning star 
		patch by some guy called `Mike'
		www.slip.net/~sargov/bort/
Motion detect: 	Based on code by:
		KTGOW
		ktgow@cory.eecs.berkeley.edu
Laser sight  :  Scott Ramsay
		sramsay@smart.net
Falling code :	Based on code by:
		Chris (heaven@interoz.com)
		www.sphere.org/quake
Step sound   :	RAzOR Entertainment
& chunk mdls	http://razor.stomped.com

I'm fairly sure I haven't forgotten anyone,
but if I have, please e-mail me, and tell me
off

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VI. CONTACT DETAILS
=======================================================================
E-mail		: riotsoftware@hotmail.com

Author E-mail	: frenzon@hotmail.com  
or		: dmurphy@c3.telstra-mm.net.au <- Most oft checked, so
						  send all mail here.
UIN		: 2327783
		(If you add me to your contact list, don't be offended
		if I don't do the same.)

Web Address	: http://members.tripod.com/~realquake

Postal Address  : Riot Software,
		  411 St Kilda St
		  Brighton, VIC 3186
		  Australia

    		  (so you can send me pieces of plastic with pictures
		  of the queen on them.)

Phone		: Ha, yeah. What a joke.

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VII. LEGAL STUFF
=======================================================================
This may NOT be used for commercial purposes, if a publisher wishes 
to do so, then they must contact me at the above address or phone 
number.

If, for some reason, a magazine or CD-magazine wishes to 
distribute this, then they can. tee hee.

IF ANYONE USES BIG, BOLD TYPE LIKE THIS THEY THEY HAVE TO BE SERIOUS.

Authors may NOT use this code or these models as the basis for other 
patches, unless they get my permission (which I'll probably give.)
If you insist on using parts of this for commercial purposes, then I
require a 91.37% royalty (Ha ha ha.)

If you work for Actura software, then you may not use this patch, 
you must delete this, and all accompanying files NOW.

IF YOU USE THIS PATCH WHILE PLAYING CRAPPY CD'S, I'LL GET YOU.

I will not release the source until this project is 100% complete.
If you have a question as to how I did something, feel free to 
ask me, and I'll do my best to get back to you.

If you wish to distribute this modification, then you can, so long as
this file is included.
