Title:			New Union
Filename:			nunion10.zip
version:			1.0
Date:				14/7/97
Author:			Gary McMillin (JumpA)
Email:			jumpa@netcon.net.au
Credits\Thanks:		Please see below...

Type of mod
---------------------------------------
Quake C:	Yup
Sound:	Yup
Graphics:	Yup

Format of Quake C
---------------------------------------
unified diff:	huh?
context diff:	muh?
.QC:			Not yet. When I'm happy with it.
progs.dat:		Yup

Description
---------------------------------------
7 of the already available custom quake monsters, plus 
the previously unreleased "Carrion Fish" and a tougher grunt
who fires super shotgun and rockets.
No custom maps required, no complete 
replacements of any of quake's original monsters.
Just fire up quake and you're up against them all.
Plus as an added bonus, the method I used to do this
makes every game a little different. Are those Demons 
around that corner still Demons? Is that waterhole still just 
full of fish? Or is the more dangerous Carrion in there?
Also, there's a chasecam\ycam derivative and a clusterbomb
type weapon called "the Lobber".

This is basically a _SINGLE PLAYER_ mod, so don't expect miracles
to happen if you try DMing with it.
There are some bugs in this version, but nothing incredibly bad.
I'll fix them soon, but for now, if I didn't release this, it'd
never see the light of day.

Cast & Credits
---------------------------------------
Willy The Spider	 
	by Ken D. Turner, extra code & sounds by Stan C.

Manga Babe
	by Ludovic Texier

Bazooka Babe
	by Bubbah

SnakeMan
	model/coding by Bubbah, skin by Christopher Bolin, AI by Coyote

Blarg
	by Bubbah

Drone
	by Jacob Fenwick, Robin Ball (model) & Jim Dodge (Quake C base)
	flagtk.wav from CTF(I think).

Goblin
	by Jim Rowley

CarrionFish
	by Gary McMillin (That's me :)

KillerGrunt
	by Gary McMillin

ChaseCam\Ycam	
	Targetter code based on Rob Albin's ChaseCam, Camera code based on 
	Harvey Lee's Ycam, cam movement based on IQC tute by Shockman.

The Lobber
	by Gary McMillin

If I left anyone out, I'm sorry! Let me know.
**Please see individual monster's .txt file for more info**

Impulse Commands
impulse 20	-Toggle cam on\off
impulse 21	-Move cam up
impulse 22	-Move cam down
impulse 23	-Move cam right
impulse 24	-Move cam left
impulse 25	-Move cam forward
impulse 26	-Move cam back
impulse 27	-Toggle targetter on\spotlight\off

impulse 7	-Toggle RocketLauncher & Lobber

Bind these commands to any key, either at the console (~) or in a .cfg or .rc file
eg. <bind "C" "impulse 20">
Without the <> symbols of course.


History/Conception
---------------------------------------
V.0.01		-had  4 monsters & 1 crusty .bsp... Not much there, since it needed
		custom maps & there were none built for it.

It dawned on me recently that I could make the monsters do what they do in this mod,
so I wrote a simple piece of qc code and got the spider doin' his thang.
I then added more monsters and reskinned the fish, played with some code and added
him too. Shortly after that, Serpent Lord's "Free Models" page came to my attention, as
did Guard|an's Sentry model.

UAQ (UnAsked questions)
---------------------------------------
WHY ISN'T THE CYBERDEMON HERE?
	Good questoin. The omission of the Cyberdemon is because I cannot find
	a version of it that doesn't have the infected file "cybdie.wav" (I can hear you guys panicing).
	This file is in the cyberdemon's .pak file and will not be scanned by a virus detection
	program until you unpack it.
	If anyone has an uninfected Cyberdemon, please send it to me (just make
	sure that it's not infected first!).
	I love the Cyberdemon, but I do not love viruses.

AND THE RAPTOR?
	Ain't he part of a TC?

OTHER MONSTERS?
	Either I havn't seen them, they didn't come with souce code, or I didn't 
	like them enough to include them (highly doubful, since so far I've included
	almost every monster I could) or I just haven't gotten around to it yet.

.QC FILES?
	I WILL release these eventually, so that everyone can do this, but right
	now I am adding things and perfecting others, so when I'm happy with
	the result, I'll release them. They will be heavily commented so that
	anyone can do this. 

ISN'T THE LOBBER JUST A CLUSTERBOMB?
	Well, yeah. But it needed a more original name...


Future Plans
---------------------------------------
-More monsters, other mods that improve the single player experience.
-Better game balance (all important & not present in this version)
-MultiSkins
-Cerberus, a fire breathing dog (needs a model... see "monster makers" section).
-More of my own monsters, but they'll remain simple reskinned quake monsters
	unless I can get models for them.
-I'm working on some qc for Guard|an's sentry model & if I like the way it
	comes out, I'll include it in the next version.

-A monster may be removed if I get enough requests for it to be.

Suggestions? Email me.

Map Authors
---------------------------------------
I'm not expecting any, but if you wish to use only the new monsters
by themselves, you can simply use their classnames, which are:
monster_blarg
monster_bazooka
monster_carrionfish
monster_drone
monster_goblin
monster_kgrunt
monster_manga
monster_snakeman
monster_spider

Please let me know if you do use New Union.

Monster Makers\Skinners
---------------------------------------
I've tried modelling myself and I really bite at it, so...

Have a monster that I don't? Well, if you do, send it to me and I'll
be more than happy to include it. Just be sure to include working code.
Please remember that I may modiy certain parts of your code to balance 
better with the game (right now, I have barely touched the individual
monsters, except for the Sentry)

If you have a cool model but no code, send it and maybe I can get
it working, but include a description of what your monster's attacks 
will be and what you want it to do.
In the latter, I wouldn't expect miracles since I'm no crack QC 
type (For an example, check out the cfish and sentry). Most of what I've done is very simple.
Of course, you'll get a copy of the standalone code, so your monster can
be used by himself.

Cerberus -
	I need a two headed dog model, with firebreathing, biting and (optional)
	jumping animation. 
	Of course he also needs stand, walk, pain, death and run animation.
	Failing that, a cool dog skin, suitable for a firey-hell-dog would also be good.

CarrionFish -
	A new fish model is also wanted for the Carrion Fish, he's just a fish that
	spits homing slime-balls.

The Lobber -
	Needs a good skin. Mine is ultra crappy. If crap was cool, it'd be THE coolest
	skin ever made!

Any help would be greatly appreciated & fully credited.


Technical Details
---------------------------------------
Compilation: 		FastQcc
New Models(approx):	28
New Sprites:		1\2
New Sounds(approx):	41

Installation:
---------------------------------------
Oh, god. Don't you know how to do this yet?? Have a look at "nunion10.txt".

Performance/Bugs
---------------------------------------
If you are having trouble running this mod in windows95, it may be because you 
don't have enough memory. There are alot of new models & sounds that need to 
be precached, so you may want to try raising the amount of memory allocated to 
quake by windows95, like so:
quake -game <newdir> -winmem 12
	or
winquake -game <newdir> -heapsize 12000
This allows quake to use 12 MB of memory, instead of the default 8.

Bugs:		If you find any, let me know.

Known Bugs:	1. Some monsters get stuck in walls. This is OK, since it will not
		crash the game, but it's kinda annoying. I will just have to play with
		bounding box sizes, and choose better monsters to associate with
		the new ones in future. Occasionally, shooting them knocks them
		loose.

		2. It's too damn HARD! OK, so if you're a quake god (like the guy
		who's driving John Carmack's Ferrarri now :) it's probably not, but I 
		will try to balance this thing out a little better once I'm happy with 
		all the other code. But for now, if you can't handle normal skill 3, avoid
		it like the plague :)

		3. Some small problems with the chasecam, I'll fix these later. Right now, they're
		not a huge priority, except if you guys hate it(the cCam bugs) enough.

		4. Not a bug, but I know the cfish's spit hit sprite really sucks. Anyone got any
		ideas?

		5. Another "not a bug". The Lobber will occasionally cause a packet overflow.
		I've reduced the freqeuncy of this, but it doesn't happen all that often.
		There's also a little slowdown, due to all those particles fyin' around(I think)
		This will be fixed soon.

Before emailing about how much you hate new union, read this:
	Message: NEW UNION SUCKS!
	Possible Response: Suck the pus, wanker.

	Message: YOU SUCK!
	Possible Response: So do you.

	Message: New Union sucks because <insert problem here>
	Possible Response: Well, OK, fair enough. I'll think about it.
	Maybe I'll make some changes.

	The moral is: Give a reason and be constructive, or don't bother.

Author Info
---------------------------------------
Me? <blush> well, I'm 23, I live in a crusty old house in central victoria, australia.
I've been a gamer ever since I first laid eyes on an <ahem> Atari2600, and since 
then have graduated to PC games. Quake is probably my favorite because id 
allows people to do things with it that no other company will (yet).
I've been playing quake since two days after the reg'd version was released in 
australia and I played shareware quake for a while before that, though I had no
modem back then. Beta testing the ZeusBot and Cujo got me interested in
QC and led me to this, so I must also thank Nelno. Thanks dude!
DM name: unliving
E-mail: jumpa@netcon.net.au
Let me know if you like this...

Availability
---------------------------------------
Get the latest version from:
ftp.cdrom.com/pub/idgames2/quakec/monsters/
You've got it anyway, so I think you know where to go.

More info/news:
http://www.bendigo.net.au/~jumpa/nunion/nu.html
(I don't have the space to store New Union here, so the .zip files will always be 
released on cdrom.com first.)


Copyright and distribution permissions
---------------------------------------
QUAKE is a registered trademark of Id Software, Inc. QUAKE, the
stylized reproduction of the QUAKE trademark, including, without
limitation, the Q in QUAKE, and the images depicted in QUAKE are
the copyrighted property of Id Software, Inc.

Authors MAY NOT use this modification as a base for other publically
available quake c modifications YET (If it absolutely can't wait, please email me).
This modification MAY NOT be sold by anyone and will always remain FREE.
If you recieve any kind of payment for this modification, then you have only yourself
to blame if, when you die, you find a big red pitchfork up your butt, instead of a halo
on your head :)
All custom monsters remain property of their respective creators.
This mod may be freely distributed as long as all text files are included and unchaged.










	