Title:	Atmosphere
Filename:	atmos_a1.zip
version:	alpha 1
Date:		27/9/97
Author:		Gary McMillin
Email:		jumpa@telefragged.com

CREDITS
-----------------------------------------
Painkeep, TeamFortress for inspiration. No code was taken from these, but I think
they came up with the general ideas first...
Grey Ghost for asking me how to put models into custom maps :)
id Software for the killer game.

Type of mod
----------------------------------------
Quake C:	Yup
Sound:	nope, you supply 'em
Graphics:	nope, you supply those too

Format of Quake C
---------------------------------------
.QC:		Yeah, but there's not much to it right now.
progs.dat:	Yup

Description
---------------------------------------
*For mappers only!*
This is a small mod which will let you place *any* wav sound
or model in your custom level, sorta like the sounds in painkeep
or the goal models in teamfortress. Only difference with the
models is that they do nothing in the actual gameplay. 
You can make sounds play randomly, loop, be static, or full volume through the 
entire level, the sound entity is pretty versatile already.
You can animate a model's skins, make them solid or not.
The potential for creative minds is pretty big :)
I think I'll have to start a new ent for more effects, since the misc_decor
entity now has 9 key. Whew...
Keep in mind that this is only in alpha form & isn't full-featured yet,
although it does the stuff mentioned above, there's heaps more I want 
it to do before it's finished.

Examples
---------------------------------------
Here are some examples of what you can do with this mod:
Statues, lamp posts, neon signs, tv's\monitors, moving machinery,
bait for traps, rotors, get rid of the loud water, add background music,
give an audio "welcome message", vehicles (non-mobile), working 
radios/sound systems, basically any type of scenery, sounds & all.

Usage of new entities
---------------------------------------
Please read this section in full before emailing me with a problem. Make sure
that you've gotten it all right, as the two entities are quite complex.
Unless otherwise specified, all keys are required to be set.
If I stress that one of them should be set, do it or your level will suffer
the consequences.

Models:
	classname:	"misc_decor"
	keys:
			"file"	"path/filename.mdl"
			"noise"	"path/filename.wav"
			"stone"	0 or 1. 0 is SOLID_NOT, 1 is SOLID_SLIDEBOX.
			"maxskins"	The number of skins in the model. Remember that the
					first skin is 0. If your model only has one skin, set
					this to 0. Two skins will be 1... Silly ain't it?
			"maxframes" Exactly the same as maxskins, but used for .mdl animation.
					The model will go from minframes to maxframes.
			"minframes" Set this to your desired starting frame. This way you can
					use a monster model as a statue and specify which frame
					it displays or starts from. That's the general idea, anyway.
			"health"	"XXX" Set this to any number you want. If you set this,
					also set the gib_mdl key. If you don't, quake will prolly
					crash with a "mod_numforname" error or something.
			"gib_mdl"	"path/filename.mdl" only needed if you set health. This
					is the model thrown when the model is destroyed.
			"angle"	"XXX" 	NOTE: XXX is the angle set in your editor.
	Notes:
			The models don't move in any direction, they just sit
			where you put them. You may have to be quite exact...
			"noise" is not required, you can leave it alone if you
			like.
			Animated models should work. They will go through all
			their frames & loop back to the start.
			These are simply decorations. They won't do anything
			just yet.
			The skins are useful for making things like monitors
			& tv's, Or maybe a flickering neon sign.

Sounds:
	classname:	"ambient_misc_sound"
	keys:
			"noise"	"path/filename.wav"

			"attn"	0, 1, 2 or 3.
					0 is ATTN_NONE. sound is played full volume
					over the whole level.
					1 is ATTN_NORM. Normal sound. Gunshots, etc.
					2 is ATTN_IDLE. Like a monster's idle sound.
					3 is ATTN_STATIC. This is default. The sound
					will only be heard in it's surrounding area.

			"style"	0, 1 or 2.
					0 is an ambient sound. Looping sounds only.
					1 is a sound played once, upon entering the level.
					Non-looping, please :p
					2 is a sound played at random times. Non-looping
					sounds for this one.
	Notes:
			You MUST specify attenuation (attn). All sounds which are 
			unspecified will be full volume. Too many ATTN_NORM sounds
			just sound shitty.
			If your sound doesn't loop, you had better choose either style
			1 or 2. The default style is 0, which is only for looping
			sounds. Quake cannot loop just any sound, so if your sound loops,
			use 0 or your sound will play the entire time.
			
Future Enhancements
---------------------------------------
More versatility.

Perhaps a trigger type thing, so that you can trigger a model's
animation with a switch or something. Real working machinery! I
dunno about this one yet.

A health key so that models can be gibbed.

Player-triggered sounds (plays a sound occasionally when a player enters the area).

Movement-triggered sounds. Almost the same as the above, but triggered by a
moving entity, like a player or monster.

Gib-commentary. I dunno about this yet, maybe it's an idea for another mod...

A light key, maybe, so you can make your own lamps/light posts... Although,
now that I think about it, you can probably do that now, by placing lights 
near the lamp. DOH!

A new flickering light that will use a small number of frames so that
you can make a lamp flicker in unison with it. EG: Globe goes from fullbright
to black when the light flickers. I might be able to pull it off...

This list was longer, but I kept going & ended up completing alot more
than I thought I would.
Of course, if I think of anything, or get a cool idea I'll implement it.


Where to get this
---------------------------------------
http://union.telefragged.com/
http://www.cdrom.com/pub/idgames2/
ftp://ftp.cdrom.com/pub/idgames2/

Legal Shit
---------------------------------------
You all know the drill. Don't screw me & all the innocent quakers
& try to sell it. You're endangering your genitals if you do.
The source is included so you can modify it or incorporate it into
any mod for which you have the source. Let me know if you do use it.
You can distribute this freely on any electronic format, so long as
you don't charge for it.
	