Title    : Floating Quake Entities
Filename : QFLTR002.ZIP
Version  : 2
Date     : 10 / MAY / 1997
Author   : Alan Kivlin (aka Virtuoso)

This is version 2 (my first effort had quite a few bugs, one being that the
floating was machine speed dependant!) of a quick hack at getting entities to
float in water/lava/slime. To see the effect do IMPULSE 99 to throw some gibs.

Gibs, heads, dead bodies and backpacks all float in the water.

I've testing this 'till I was falling asleep so if there are any more bugs
then I guess... I'll fix them in version 3 :)

This effect is on "Inside QC's" wishlist and was NOT my idea (heh I have to
say that although floating would happen in real life, it is maybe taking gore
a little bit far ;).

I have not included the source code for now as it will be available as a 
QuakeC tutorial, available soon from "Inside QC" (www.frag.com/qchq/iqc).

Help|About
==========

I am currently working on a QuakeC Bot which currently goes by the name of
QCBot mainly due to it NOT having a name yet ;)

I have released a demo (.DEM files) as well as info for other bot makers
which you can get from ftp.cdrom.com /pub/idgames2/quakec/bots/qcbot002.zip

The bot has pretty good movement as I've managed to make it move almost
(heh 99%) like a real player. It also doesn't make any splash sounds or the
monster landing thud - this is done using pure QuakeC code - no additional
sound files etc whatsoever, oh yeh and it also goes on the Quake Rankings
Screen (that means that it show its name/frags on the scorecard like a real
player does).

One final thing about the bot info, I've recently got a 486 :( for multiplayer
testing and can you believe I forgot to mention that when a player enters the
game, he must be sent all the update name/frags etc msgs for each bot in the
game - oh and heh whats the point of saying <= 15 (for 0-15, 16 players) if 
"maxplayers" (why can't maxplayers be got via cvar?) is set to 8! I've worked
out a way to get the number of client numbers available, see me on IRC and 
I'll be happy to pass along the information.

Currently I have no email address but since I seem to spend more and more time
on the internet, I've decided I'd better take the plunge again and get one.

Oh yeah speaking of bots - I got a copy of the latest ZeusBot - this bot
is really really really amazingly good!!! I can't believe the work thats been
done since its first incarnation, its now at the top of my list of best bot
release (a little bit of info for the author of ZeusBot (one of my cats is 
called Zeus!) - Quake only moves a real player, a maximum of 10% of 
sv_maxspeed every frame (unless his velocity is higher than sv_maxspeed, say 
he was hit by a rocket or summit), so if sv_maxspeed is 320 then the maximum 
distance a player can move is thus 32 - heh think about that and I'm sure
you'll work out how to get very very smooth bots).

Quake Rules The Cosmos!

Copyright Notice
================

QUAKE(r) is a registered trademark of Id Software, Inc. QUAKE(r), the
stylized reproduction of the QUAKE(r) trademark, including, without
limitation, the Q in QUAKE(r), and the images depicted in QUAKE(r) are the
copyrighted property of Id Software, Inc.

This patch is Copyright (C) 1997 by Alan Kivlin.

