/////-----------------------------------------------------------/////

        //////// 
        // darKMajick Deathmatch Enhancements //
                                        ////////

<< Version: >>  << 2.0 Updated Release >>
Author:         Nightbringer                     /// Brendan McArdle
Email/contact:  brendan.mcardle@clear.net.nz ICQ#5030858
Website:        /// Shadowgate ///
                http://www.geocities.com/TimesSquare/Battlefield/2313
Graphics:       Nightbringer
                Daniel "ACE" Rivers
Ideas/Testing:  Tom "Mephistopheles" Hallet-Hook /// hllthook@ihug.co.nz ICQ#5590662
                Thomas "Asylem Escapee" Leys     /// thomas@technman.co.nz ICQ#2022327
                Nick "The Reaper" Hay            /// wendyh@ihug.co.nz ICQ#5552987
                Daniel "ACE" Rivers              /// d-av@iname.com ICQ#1095787
Distri. Date:   6/6/6
Distri. File:   dkmjk20.zip OR darkmajk.zip

Type: QuakeC:   yes (with source)
      Graphics  yes (mdls and a new console bg)
      Levels:   no  (not yet, anyway)
      Sound:    yes
Use:  1Player:  yes (overkill! overkill!)
      DM:       of course
      Co-op:    yes, but hard on the monsters

Other Mods:     QWar Alpha 0.014, Pyromania, the Mass Driver

// Acknowledgement //
This entire mod was based on the Fiend's Pentagram by Josh Spickes, John 
Spickes and Allan Seger.

/////-----------------------------------------------------------/////

        // NEW STUFF //
-WrAIth AI is _MUCH IMPROVED_! Includes roampathing and combatpathing,
 better combat AI and better weapons usage - they will kill you baaad...
 See WRAITH.TXT for info. It's still not even half as good the ZeusBot or
 the Reaper, but it's actually playable! Whee!
-Check out the Cataclysm - now upgraded to the best mininuke ever!
-Upgraded the vortex to have really, _really_ cool gfx and slightly more
 powerful. Gib-i-licious!
-Added the Monofilament Wire - string this over a corridor to razor any
 unfortunate that passes through it into chunky little gobbets >:)
-The AutoCannon has been replaced with the Explosive Shell option for
 the double shotgun (heh, heh...) - try it with command line option
 -particles 10000 for best results.
-Added the Railgun - not really much variance in playability, but it's fun
 the way people's flesh gets ripped off their bones with it!
-Instant sniper rifle like in TeamFortress.
-Sniper rifle aiming - shoot peoples heads off, hit 'em in the legs and
 slow 'em down or just blow them into little bloody kibbles.
-Added temp1 server variable - in use now are Night Mode (no lights, use
 spotlight, headlight and lolight_on), wrAIth spawning, jetpack and The Hook
 toggles.
-Upgraded the LasCannon's graphics and tweaked it's params.
-Lotsa vmodels have been upgraded and now look passably cool.
-Almost all weapons have been improved in some way, and tweaked for best
 playability.
-Bouncy dead bodies work for monsters too.
-Fixed loadsa little bugs - too many to list here.
-Added DARKMAJK.CFG to init aliases and do startup splash screen.
-Tweaked weapons params.
-Redid the txtfiles (duhh...)

        // INSTALLATION //
If you have a previous version of darKMajick, please install OVER it, and
dont worry about redundant files - all important stuff is in the pakfile.
Make a dir under your quake directory called dark or something, e.g
C:\QUAKE\DARK
Unzip the zipfile into here - dont worry about directories and stuff, theyre
all in the pakfile.
Now, go back to the quake directory and run quake, e.g
QUAKE -GAME DARK
And it should work - you should be presented with the (new) darKMajick console
background, and quake should load and run as per usual.

To access these weapons, merely press the appropriate weapon select key
more than once. Check out the end of this txtfile if youre the kind of person 
who likes reading about stuff more than using it - but its worth looking at 
for tips on using the new weapons and features. Look at WRAITH.TXT for info 
on the wrAIth DM bot. If you want to setup a net server, or control a LAN
game, look at SERVER.TXT for temp1 server variable info.

        // DEATHMATCH INFO //
Only real problems are that everyone who plays needs the mod (not just server)
and (sometimes) the cataclysm and flamewall give 'packet overflow' msgs.
Most things have been pretty well playtested, so nothings too psychotically
lethal - though dms with this are on the whole faster and nastier than with
the standard weps (hehehe).

        // KNOWN BUGS //
-wrAIths suck quite a bit, although not as much as they used to.
-Dont stand with your left side up against a wall while using the missile pod :)
-Some death messages are a little weird if you do things like flame someone,
 die, and then they burn to death.
-Some stuff _has_ been known to crash servers with 'No free edicts', but we 
 play 3player heaps and it has never crashed once. Allow shitloads of players
 at your own risk :)

        // QUAKEC INFO //
Editors used: dos edit.com, neopaint, quakeME, worldcraft 1.5b shareware,
              qME demo version, corel photo-paint, win95 media player(!),
              qART shareware, pakexplorer, grep, SB16 wave editor, QuArK
Compilers used: qccdos, proqcc and later fastqcc (this rocks! get it now!)
Build time: ??? + ??? :)
Does anyone read this stuff anyway? This is the second revision of darKMajick,
and I have cleaned up alot of useless and/or crap code, and replaced other 
people's code with my own. I am now proud to say that, apart from the most 
excellent Fiend's Pentagram mod, all code in darKMajick has been written by 
me - not bad for a 14 year old, ne? Any suggestions or comments on darKMajick? 
Email me at the above address and I will try to answer soon afterwards if 
my !damned! modem isnt dead again. Use any of this stuff in compilations or 
TCs if you want - as per the Copyrights/Permissions at the end of this
txtfile.  I haven't polished up this code much, but some of the newer stuff 
is the introduction of deathtypes (took me this long to get around to doing 
it, and QW has them already! Duhh...) and the use of classname "timer"s - 
like flames etc... .netname is used to distinguish between different types of
timers, cause they are all .classnamed as "timers" so I can use find() to
check on them. If I get bored I might re-release this again, this time with
_full_ code optimisation and _all_ the little tiny bugs fixed, but thats only 
if Quake II editing needs a real computer (ie something bigger than a 120 with
16mb) - check out Shadowgate for more info on my upcoming Quake II project...

        //////
        // Descriptions //
                   ///////

    //-- Weapons --//
/ Axe /
Chainsaw:       The reason why the axe is so crap is that its got too long a 
                swing time. Heres a nasty close combat weapon that remedies 
                this, and lets you keep deathmatches up close and personal...
/ Shotgun /
Boltgun:        A big meaty machine gun that swallows a hell of a lot of shells
UPGRADED!       but rips people into little tiny bloody pieces. Useful when 
                there arent enough weapons to go around.
/ Super Shotgun /
Explosive Shells:A new version of the super shotgun that fires bursts of high
NEW WEAPON!     explosive pellets. Just try it, ok? Fun at close range.
/ Nailgun /
BlenderGun:     Fun one this. It fires nails, except when they hit people they
                stick inside 'em and rotate, turning their insides into thin
                reddish soup and spewing blood everywhere. If they die, they will
                explode into lots of chunky kibble instead of just falling over.
/ Super Nailgun /
Flamer:         This spews forth a huge conical blast of flame, using up nails
UPGRADED!       in the process. The flames will stick to people and burn,
                doing damage before burning out. Doesnt work underwater,
                though (duhh). Now has new cool model and sounds.
Railgun:        Fires a pulse of electromagnetic energy (yeah, it uses nails -
NEW WEAPON!     it's got a little matter-energy converter inside :) that will
                flay any living thing to the bone. Nice GFX but ok weapon.
/ Grenade Launcher /
Napalm:         A pyromaniacs delight! Throws a big fireball that trails flame
                behind it - even a near miss can be enough to make your target
                burst into flames! Takes two grenades.
Laser Mine:     A cool idea from Duke3d - you can only use this when youre
UPGRADED!       facing a wall - when you fire you attach a laser mine to the
                wall which activates after two seconds and sends out a red
                laser beam. If anyone breaks this beam, the laser mine explodes!
                Takes 5 grenades and times out after awhile.
ProxMine:       Drops a mine on the ground behind you that arms after two
                seconds, rises into the air and starts to spin. After that, it
                will explode if anyone comes close (quite often gibbing them),
                if someone shoots it with an explosive weapon, or by timing
                out after about two minutes. A favourite tactic of an unnamed 
                quaker was to put these things _inside_ health packs, ammo etc.
                Dont try this, because if a ProxMine touches an item, it will
                EXPLODE!
BouncyMines:    Takes 5 grenades and explodes into five grenades that, after a
UPGRADED!       time, start to bounce and ricochet wildly off walls, floor,
                ceiling etc. and explode randomly, or when they hit someone.
RC Grenade:     Like the pipebombs in Duke3D - these simply bounce off people,
                and dont explode by timer. Instead, impulse 52 detonates all
                your pipebombs - perfect for ambushes!
Vortex Grenade: After timeout, this nasty device pops up into the air then
NEW UPGRADED    implodes and turns into a crackling warp-corridor into a dark
  VERSION!      nightmare dimension, sucking all within its grasp ever
                closer... Anyway, if anyone touches it, they will suffer the
                effects of a human being sucked through a molecule-sized hole
                all at once - messy. Takes 5 grenades. 
Point Defence
System:         Takes five grenades, then pops up after timeout and fires
UPGRADED!       nails at nasty people nearby. Explodes after a bit, or if
                someone shoots it enough.
Cataclysm
Device:         The worlds smallest nuke!!! Throws a contained energy packet
NEW UPGRADED    (ie lavaball) that costs 10 grenades, and explodes into a
  VERSION!      _really_ big circular shockwave. Run away quickly...
                A note on usage: like a real explosive, its shockwave
                is more lethal when compressed into a small corridor than
                in a large open area. This is really cool - check it out!
/ Rocket Launcher /
TwinFire Rocket:This throws minimissiles at a ludicrously high rate of fire.
UPGRADED!       Dont get caught on the wrong end of this. Chews up
                ammo, though, and has ammo clips - one clip holds 8 rockets,
                and you will have to pause between clips to reload.
Sniper Rifle:   Ever wanted to sit on one side of a cavern, zoom in on your
NEW UPGRADED    unsuspecting target, squeeze the trigger and laugh your head
  VERSION!      off as he loses his? Well, now you can! The Sniper Rifle fires
                one shot that does a huge amount of damage if it hits someone.
                Also, it makes no noise because of its silencer. Note, though,
                that it takes rockets (one per shot) and it takes ages to
                reload. Use the "S" key to zoom in - a lot more useable than
                F11. A new feature is the ability to shoot people's heads off,
                hit them in the legs and slow them down, or just kill them dead!
FlameWall:      Barbeque, anyone? This nasty little device (in the form of a
UPGRADED!       rocket) is number 2 mass destruction weapon today. When the 
                rocket is fired, it creates a 'wall of flame' effect in front 
                of you - and all the fires are explosions! Step well back when
                chucking one of these, and dont use in confined spaces! Takes
                10 rockets. If it impacts something without using up all its
                warheads, it will scatter them over the impact area like napalm.
AutoHoming
Missile:        Fires a missile (using 3) that will home in on the nearest
                enemy in its 180degree front arc of sight. Goes slower than
                a standard rocket but packs the same punch. NOTE: players can
                actually run slightly faster than these, so if you see 
                somebody fire one at you RUN AWAY VERY QUICKLY.
Missile Pod:    A shoulder-mounted missile battery that saturates the target 
UPGRADED!       area with your choice of high explosive or plasma missiles! 
                Switch ammo types using impulse 50. Unfortunately, the 
                minimissiles have slightly temperamental guidance systems, 
                making this a bad choice of weapon to use at long range. Uses
                up eight missiles when fired. 
/ Thunderbolt /
Jetpack:        When used, takes cells but propels you into the air on a huge 
UPGRADED!       pillar of flame. Not very useful, really, but good for quick
                escapes. Better is the 'jump pack', accessable by using
                impulse 50. This pushes you forward as well as up - great for
                leaping over barriers, whipping out your flamer and 
                slaughtering everybody. NOTE: You cant use this in coop or 
                single player - it really ruins the levels.
Lascannon:      Fires a huge bolt of pure energy, using six cells, but 
UPGRADED!       guaranteed to blast anything it touches into randomized plasma.
                High reload, but still worth using when youve got a 
                megahealthed, 200-armoured player in your sights...
Monofilament
Wire Generator: This will fire two tiny generators into walls and sets up a
NEW WEAPON!     monomolecular-thick 'wire' field between them - anyone running
                through it will then be neatly divided in two >:) However, if
                they spot the generators, targetting either one with an
                explosive weapon will destroy the field and the other generator.
                To use, fire one generator at an object, then fire the other to
                a wall in DIRECT LINE OF SIGHT with the first. When the field is
                in place, the generators will activate and you will lose twelve
                cells. The generators timeout after two minutes and the wire
                will break if enough people walk through it.

    //-- Impulses/Aliases --//
50:  Weapon Variable 1 - alters weapon behaviour (use for Missile Pod,
     Jetpack).
52:  Detonate all your RC Grenades.
53:  Toggle laser sight between off, dot and targetter.
54:  Toggle headlamp on/off.
55:  Toggle spotlight on/off.
56:  DO NOT USE! Used internally by jetpack code.
57:  DO NOT USE! Used internally by jetpack code.
+jetpack: Bind a key to this to use the jetpack.
lolight_on: Activate Low Light amplification.
lolight_off: Deactivate Low Light amplification.
200: Go forward through the player skin list. <--\   These only work if you
201: Go back through the player skin list.    <--+-- have a multiskin PLAYER.MDL
202: Return your skin to the default (0).     <--/   in the DARK/PROGS directory

    //-- General --//
You fiend!:     The Pentagram of Protection, when grabbed, now turns you into
                a fiend! Your weapons are fiend slash (CTRL/fire) and fiend 
                jump (SPACE/whatever jump is). Jumping is probably the best 
                way of getting around - looking up and jumping (pressing fire 
                as well helps) can get you into places that annoying humans 
                cant follow. Watch out for Quad-Fiends. Not nice. This is one 
                piece of excellent coding I cant claim credit for - see above.
Necromania:     Dead player bodies in deathmatches are solid - you can chop 
                them up with the axe, rip into them with the Perforator, or 
                hit them with a rocket and watch the kibbles fly! In relation
                to this, bouncy bodies have been implemented so when you kill
                someone with a rocket, they go flying to land in a crumpled
                heap near the opposite wall. Fun!
I C U...:       Impulse 53 will toggle the new, accuracy-increasing laser 
                sight. Great with the sniper rifle! It comes in two types - 
                laser dot (just like a normal laser sight) and holo-targetter, 
                which changes colour when its over a target. However, it tends
                to be pretty visible and people will notice you more if you
                use it (heh, heh...).
Let there be
light...:       Use impulse 54 to toggle your headlamp on and off -
                this lights up your surroundings, but makes you more
                visible to other players.
And let there 
be more light:  Use impulse 55 to toggle your spotlight on and off - this
                only works with the laser sight active.
Drip, drip:     Now, when youre low on health, youll start to bleed. This
                intensifies as your health level drops, and youll eventually
                start trailing gibs. Good for picking up easy kills.                
Multiskin:      A rudimentary multiskin function is in place, allowing you to
                go forwards and backwards through the skin list, and return to
                the standard skin 0 (impulses 200, 201, and 202).
Heh, heh, heh..:There are some other extra features here, but you can find
                out about 'em for yourself :)


        // THANKS TO //
id software, for the most flexible and cool game Ive ever seen.
Alpha the wrAIth, for being a patient target while I tested the sniper rifle.

        // VERSION HISTORY //
v1.00: First public release.
v1.20: << Not released >> Fixed bouncing monster bodies, tweaked lascannon
       reload & power. Tweaked flamer stick chance & dmg. Added flamer vmodel
       from Pyromania. Killed off some bugs.
v2.00: Added shooting-off-bits for sniper rifle. Upgraded wrAIth AI heaps.
       Upgraded lotsa vmodels. Added instant sniper rifle a la TeamFortress.
       Made Cataclysm much more usable >:). All weapons autochanging bugs
       should now be squished for good. Lots more additions/alterations -
       too many to list here. Might actually be playable now.

        // AUTHOR //
You really want to know?!? Whatever. Anyway, Brendan "Nightbringer" McArdle
(thats me) is a 15-year-old student, lives in Auckland, New Zealand, has tried
possibly every facet of Quake modification there is, and plays lots of network
games on Thomass _three_ pentiums. Is addicted to Quake, TeamFortress, Diablo
and Total Annihilation. Occasionaly wanders around the Clear NET QW and TF
servers, with a ping of 300 or so. Hates LPBs. Has no current clan affiliation.
As well as darKMajick, he has written QWar (quote:"it's too unstable to be 
playable!"), the Mass Driver (quote:"melted nails - yummy"), Pyromania 
(quote:"quote:"Burn motherf*cker, burn!" :)"), and several unpublished levels. 
Is currently thinking towards a QuakeWorld-only TC, or one of several Quake II 
ideas. Develops webpages and webpage art as well as QuakeC, models and levels. 
Has submitted stuff to Quake, the Universe and Everything, and lotsa other
Quake pages.

// Some Quotes //
"I Have Seen The Omens And They Are Dire; I Have Seen The Future - And It Is Death"
"!DAMN!"
"have a nice burn"
"i would have hit you except i didnt"
"scream if you get disconnected"
"can you find 'satanists' in the yellow pages?"
"being dead is bad for your health, but being alive is even worse ;)"
"hehehe..."
"arg! my wraith is hydrophobic!"
"hehehe many vortexes make people dead"
"aaarrgggg detpaack!!!!!"
"no, there _is_ a difference between sniping and camping - you kill people
 when youre a sniper"
"if you shoot my head off i will be forced to die!"
"the name 'crosshairs' doesnt really apply to an inaccurate demo man, ne?"
"if you hear a 'tink' nearby, it means someone is sniping at you. if your
 head falls off, it means a _wraith_ is sniping at you :)"
"!i hate !damn! spies who pretend to be you!"

        // COPYRIGHT/PERMISSIONS //
The Quake modifications included in this archive are copyright (c) 1997 
Brendan McArdle. QuakeC is copyright (c) 1996 id Software.
1) You MAY use SEGMENTS of this code in your own publically available mods,
   provided that you quote my name, email address and the version of
   darKMajick that you used, and provided that you do not receive any
   profit for this use.
2) You MAY NOT use darKMajick as a BASE for any further quake mods without
   my written permission.
3) You may not distrubute this Quake modification and claim it is your own.
4) Whenever you distribute this mod, you must distribute the UNALTERED
   darkmajk.zip OR dkmjk20.zip file containing this UNALTERED textfile.
5) If you wish to include this mod on a CD compilation or any other media
   where you are distributing this mod for profit, you must notify me and 
   obtain my written permission.
6) I am not responsible to anything that happens to your computer, you, or
   anyone or anything else during the use (or abuse) of this mod.
7) I, Brendan McArdle, reserve all rights to this mod and reserve the right to
   invoke them at any time.
8) Actura Software MAY NOT distribute this mod in ANY WAY, SHAPE OR FORM!

By using this mod you agree to ALL the above condidions.
