The Age of Elementals
---------------------

I am not stingy with source. This is a beta release, so I do not want to
make the source public until it is stable. Basically, I forsee one of two
things occurring:

1) people use this, give me feedback, I improve it, I make an actual release.
In this case, I would release all of the source as well.

2) no one notices it, or no one downloads it, or no one uses it, or everyone
hates it. In this case, I'll release the beta code as is and hope someone
better than I can make it work.

Currently, the game forces teamplay 2 if no teamplay is set. If teamplay is
set, then it does not change it.

Currently, the game forces deathmatch 1 if no deathmatch is set. If
deathmatch is already set, it does not change it (why do people LOVE
deathmatch 2 so much? I just don't see it working with this game)

The code is designed to work easily with existing levels. If custom levels
are made, I would like to enhance the code to work with those levels without
sacrificing functionality in existing levels. Of course, this all may change
with the advent of Quakeworld. I don't even know if this patch will work
with Quakeworld, but I hope so.

The code for the catalyst and the runes was relatively simple. The only
real hack here is for the air and earth attributes. The air is a fun hack
because it confuses Quake by thinking the player is in the water when they
are really in the air. I hate the FLY mode, so I tried this instead. I
haven't noticed anything quirky happening except when this mode was forced
while on the ground (it screws up all the internal flags). Strange things
also happen when entering/exiting flymode while a) underwater b) jumping
out of water. I'll have to look into these things further.

KNOWN BUG: When entering any liquid, including slime and lava, the game does
not see that the player is in the liquid if they are flying. So much for the
water and lava runes, huh? I'm working on this one, any help will be greatly
appreciated.

The earth rune is not so much of a hack as it is resource intensive.
It basically links to the player think routines (where most of the rule
checking, water movement is done, anyway). There is a lot of code checking
to ensure it doesn't conflict with powerups, and to correctly toggle the
modes if a pre-existing mode is there. I dunno, guess you'll have to wait
for the source to see.

I would never, ever force a keyboard mapping on someone. I do, however, stuff
an alias into the console for FLYMODE which binds to IMPULSE 13. This will
toggle fly mode when the AIR attribute is active. I stuff HOWTO to get the
URL for help. Hey, some users are idiots.

I would appreciate any constructive criticism, bug lists, whatever.
You can e-mail comments to nikodemos@mindspring.com.

Enjoy!

