** NOTICE FOR FTP ADMIN: This version of ACHE can replace all previous
versions that exist in the quakec/server directory. **

ACHE - Dark Tribal Warfare
AUTHOR - Athos Konkoran Kryn
EMAIL - do269851@wcupa.edu
ALT EMAIL - nihilsum@ccil.org

CONTENTS - just do a text search to go to the section you want
        INTRO - the introduction
        CREDIT - giving credit to those whose code i either copied or
                modified or i was inspired by
        RULES - a description of any general changes in a specific mode
                of play
        COMMANDS - the list of console commands 
        WEAPONS - a run down of all the weapons available in ACHE and any
                pertinent stats they have
        AMMO - a list of the ammo and the amount they hold
        ARMOR - the armor within ACHE and their stats
        HEALTH - stats and description for the health packs
        POWERUPS - a description of the powerups and their stats
        SPECIAL - these are special skills and items within ACHE that
                everyone has by default
        RUNES - info on the runes
        HOW TO BIT - a how to guide on how to do the bits
        GENERAL RULE BITS - a list and description of the general rule bits
        ITEM TOGGLE BITS - a list and description of the item toggle bits
        DEATHMATCH BITS - a list and description of the deathmatch bits
        COOP BITS - a list and description of the coop bits
        TEAMPLAY BITS - a list and description of the teamplay bits

 - INTROduction - Welcome to ACHE.  THE server side patch for normal QUAKE.
                Make sure you read through this document thoroughly before
                you jump into the action, it has lots of info and options
                that you may want to enable.  This patch is constantly
                growing and improving so feel free to send any comments/
                suggestions/feedback/bug reports or just a cool joke you
                heard.  I hope you have fun with ACHE!
                -athos
 - CREDIT where credit is due
         ID SOFTWARE - for making QUAKE
         Jeff Epler - for the awesome chasecam coding and laser sight and
                spotlight 
         Dave "Zoid" Kirsch - my rune coding is based off his original work
         Razor Entertainment - the nail sparks are from their deathmatch
                addon: DeathMatch Essentials
         Patrick Martin - for the axecellent CRANKED monster coding
         Quake Info Pool by Maddes - lots of bug fixes that i was not 
                aware of, go visit his site.  http://www.egoshooters.com/qip/
         SteQve - his patch; 'ServObit' for Quake2 inspired the extended
                obituaries.  i also got a lot of the funnier obituaries 
                from his code base =)
         David "Dark Grue" Hesprich - for server logging code in his server
                patch: QuakerMods
         Nihilism Unlimited - for some of the leet particle codes used in
                ACHE that were taken from the source for their QUAKE
                conversion: Zerstrer
         Michael "McBain" Peckman - for previous weapon command        
         Jesse "Sen" Thomas - third gib sound
         OKAY...i THINK that is it, if for some reason you see your
                modification in my patch, PLEASE email me and tell me.  i
                will credit you in the next release...with an apology too =)
         and of course, how could i forget?...my playtesters..these guys
                helped me discover a lot of the bugs in ACHE and had plenty
                of neat ideas and suggestions as it was coming up through the
                versions
                 Adam Boyle 
                 Peter Boyle 
                 Jason Eastman 
                 Nate Green  
                 Andrew Olsen  
                 Ryan Skelley 
                 Ryan Frampton 
 - RULES and regulations in ACHE
         single player - single player mode is as before.  you start with
                the canister rifle.  the monsters have been tweaked _a lot_
                via the CRANKED source code...so watch yourself and prepare
                for some surprises
         deathmatch - there are some notable changes here.  you will start
                with a randomly chosen weapon, either the canister rifle, the
                nailgun or the laser cannon and some of the corresponding
                ammo.  in deathmatch twelve runes of magic will make their
                appearance.  these runes are talked about later in the text
                file
         coop - the default coop mode is changed around a bit.  the weapons
                and the keys will not stay after pickup.  the keys will be
                thrown from the carriers body after death, so you will have
                to track down where you died after you respawn to get the key
                back.  also, when you die you will drop the weapon you were
                using, but you can not drop the axe or magnetic grappling
                hook.  on respawn you keep all the weapons you were carrying
                and a certain amount of ammo based on the weapons you have in
                your inventory.  you are also given max health and a flak
                vest.  this makes coop a bit more challenging and fun than
                the original mode in normal QUAKE
         teamplay - teamplay is a lot stricter than the normal QUAKE
                version.  how teammates score and affect each other is
                dictated by the server.  two to four legal teams can be
                assigned by the server as well.
         ctf - the default ctf is a little tweaked.  you can capture the
                enemy flag no matter if your flag is at base or not.  and
                touching your dropped flag will not return the flag to base,
                you will have to defend it where it is until it automatically
                returns in one minute.  these two alternate rules can be set
                back to the vanilla ctf rules via the teamplay variable.
                currently, only keys are used for the flags and no custom
                sounds are used, but this will be adjustable in later
                versions.  it recommened that you do not set more than the two
                default teams with the "teamplay" variable when enabling ctf.
                ACHE ctf is compatible with all normal ctf maps
         "noexit" variable - this affects how players may exit a level,
                if at all.  you can set this variable up to work with the
                timelimit and the fraglimit.  see 'how to bit' for details
                in how to configure this variable
                 penalty - penalty for not meeting the requirements.  if
                        only 1 or 2 is put in for "noexit", trying to exit
                        will always incur the penalty.  if both 1 and 2 are
                        figured in the 'death penalty' is used
                  1 bit - death penalty - trying to exit without meeting the
                        requirements will cause you to die
                  2 bit - no penalty - trying to exit without meeting the
                        requirements will not do anything
                 requirements - these variables work in conjunction with the
                        timelimit and the fraglimit
                  4 bit - fraglimit requirement - if you meet the fraglimit
                        you will be allowed to exit the level.  notice that
                        surpassing the fraglimit will not automatically cause
                        the level to change with this set.  if the fraglimit
                        is 0 or a negative number this is disabled.  there
                        will be a global notification when someone meets the
                        frag requirement, if the fraglimit is changed again
                        another global notification will remind everyone that
                        the level is not exitable again.  note, you must have
                        a frag score that meets the fraglimit in order to
                        exit, having less will incur the penalty
                  8 bit - timelimit requirement - as with the fraglimit
                        requirement, after the timelimit is met, anyone will
                        be able to exit.  again, as with the fraglimit
                        requirement, the level will not automatically change.
                        if the timelimit is 0 or a negative number this is
                        disabled.  there will be a global notification when
                        the timelimit is met.  if the timelimit changes so
                        that the current time is less, everyone will be
                        reminded that the level is not exitable again
         "samelevel" variable - this affects what level you will go to after
                you exit.  setting this to one will cause the same level to
                repeat itself over and over.  setting this to a number above
                one will start the custom map cycle which always results in
                at least three different maps in a row.  the value of
                "samelevel" is the number of maps to cycle through.  in order
                for this to work you need to alias the "changelevel" commands
                for each map.  for example;

                samelevel 3  // three maps to cycle through
                alias map1 "changelevel dm3"  // first map in list is dm3
                alias map2 "changelevel e2m1" // second map in list is e2m1
                alias map3 "changelevel dapak5" // third map in list is dapak5

                you can have up to 512 maps in the cycle, more than this will
                cause the variables to go awry resulting in unpredictable
                effects.  this cycle will always cause at least three maps in
                a row to be different as well.  making a config file works
                best.  see "maps.cfg" in the zip that came with this document
                for an example
 - console COMMANDS
         general commands
                help_server - toggles the help screens.  automatically bound
                        to 'F1' for all clients
                bind_keys - binds keys to aliased commands
         weapon selection
                impulse 1 selects the axe
                impulse 2 selects the magnetic grappling hook
                impulse 3 selects the canister rifle/precision rifle
                impulse 4 selects the super shotgun/sawed off shotgun
                impulse 5 selects the nailgun/pulverizer
                impulse 6 selects the perforator/armor piercer
                impulse 7 selects the grenade launcher/demon eggs pressing
                        impulse 7 again will toggle between primed grenades,
                        trigger grenades, proximity mines and impact grenades
                impulse 8 selects the rocket launcher/dragon fire
                impulse 9 selects the laser cannon/smart gun.  automatically
                        bound to '9' for all clients
                impulse 10 selects the lightning gun/riot cannon.
                        automatically bound to '0' for all clients
                impulse 11 cycles forwards through the weapons
                impulse 12 cycles backwards through the weapons
                impulse 13 selects your previously selected weapon
         chasecam functions
                cam - toggles the chasecam
                camdown - changes cam view down
                camup - changes cam view up
                camin - changes cam view closer to you
                camout - changes cam view farther away from you
         skills and abilities
                dropweap - drops your weapon
                droppack - drops a backpack with some ammo
                droparmor - drops your armor
                ltarget - toggles the laser sight in deathmatch and in coop
                        this will toggle the laser sight then the spotlight
                        and back to nothing in single player
                det - detonates all of your trigger grenades within the
                        effective radius.  you have to have fired some of
                        your own and actually have the grenade launcher for
                        this to work
                runequery - queries what runes you have            
                xstatus - queries your experience level, experience and
                        next experience
         cheats - these all will work only in single player
                armor - gives you a suit of armor and max health
                hate - gives you 30 seconds of hate armor 
                shade - gives you 30 seconds of ring of shadows 
                judge - gives you 30 seconds of judge spear 
                lead - gives you 30 seconds of lead suit
                runes - gives you all the runes of magic...this cheat is nutz
                keys - gives you all keys
                ammo - gives you all the weapons and max ammo
                upgrade - upgrades your current weapon
                uparmor - upgrades your current armor
 - WEAPONS - all weapons respawn every 30 seconds in deathmatch, every 180
                seconds in coop if respawning items is enabled
         axe - you always start with this weapon.  you can swing this axe
                one of four ways. the method is chosen randomly, with an
                equal chance of each
          -stats- ammo = the axe is not expended through use
                  damage = depends on strike type

                  strike type        damage      recovery
                  one handed swipe - 55 damage - fastest
                  one handed swing - 60 damage - normal
                  two handed swing - 65 damage - slower
                  over head swing  - 70 damage - slowest
         magnetic grappling hook - you always start with this weapon unless
                it is disabled.  the 'hook' is actually a spike that vibrates
                at a magnetic frequency that the grapple is sensitive to.
                when the spike sticks to a wall, the gun, along with its
                wielder, will be pulled towards it.  after the spike hits a
                surface, keep hold of the fire key and you will be pulled
                towards it.  if you manage to get stuck while attached to the
                edge of a wall and need a little boost, hold down jump with
                the hook selected, you will try to pull yourself over the
                wall.  if you select a different weapon after firing the
                hook, the hook will remain attached and pull you in.  this
                allows you to sniper from high distances and hard to reach
                places.  to detach from the surface while you do not have the
                hook selected do one of two things.  selecting the hook again
                via the impluse command will detach you.  pressing the jump
                key will also detach you.  hitting jump is easier since you
                do not have to switch weapons to do it
          -stats- ammo = 1, but the 1 hook is reused after retracting it
                  damage = 10 and the hook will retract
         canister rifle - your basic piece.  this is an advanced military
                version of your run of the mill shotgun
          -stats- ammo = 1 shell
                  damage = 5 to 40 depending on range to target and accuracy
         super shotgun - a close range weapon that delivers heavy hitting
                power if you can get close enough to your target
          -stats- ammo = 2 shells
                  damage = 5 to 90 depending on range to target and accuracy
         nailgun - two barrels hose out nails to pierce your victims. this
                gun shoots at a faster rate and its nails have a faster
                velocity than the perforator
          -stats- ammo = 1 nail
                  damage = 10 
         perforator - four barrels shoot out nails that are stronger than 
                the ones the nailgun shoots.  however, the nails have a
                slower velocity and the peforator shoots at a slower rate
                than the nailgun
          -stats- ammo = 1 nail
                  damage = 15
         grenade launcher - this gun has four different grenades it can
                fire.  primed grenades will explode on impact with a target
                or after 2.5 seconds.  trigger grenades will explode after
                you hit the detonation button via the 'det' command and you
                are within range of the grenade.  proximity mines will arm
                after 3 seconds and will explode if someone comes close
                enough so that the grenade will hurt it, this includes the
                grenade's owner.  the trigger grenades and the proximity
                mines will explode after 30 seconds if they are not
                detonated.  additionally, you can only have 10 trigger
                grenades and 10 proximity mines in use at any one time.
                the fourth, impact grenades, will detonate on impact with
                anything
          -stats- primed grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
                  trigger grenades
                  ammo = 1 rocket
                  damage = 110 point blast radius 
                  proximity mines
                  ammo = 1 rocket
                  damage = 90 point blast radius 
                  impact grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
         rocket launcher - a heavy weapon that launches rockets.  this gun
                has a 1 second refire rate, so pick your shots carefully
          -stats- ammo = 1 rocket
                  damage = 20 for direct hit plus 100 point blast radius
         laser cannon - a light weight rifle that uses your cell ammo.
                the cannon shoots bolts of energy at a nice refire rate
          -stats- ammo = 2 cells
                  damage = 30
         lightning gun - an unstable heavy weapon.  try shooting into water
                from land to 'juice' your opponents.  those 200 units near 
                the bolt in the water will take the normal 15 damage.  being
                in the water with the gun and shooting will still cause a
                messy explosion, but only those actually in the water will 
                be affected, the gun has to be completely submerged as well 
          -stats- ammo = 1 cell per 1/10 of a second
                  damage = 15 per 1 cell burst
         the weapon upgrades - if you happen to come across a weapon of a
                type you already have and you pick it up, provided you have
                full ammo for the corresponding weapon, you will receive an
                upgraded version of that weapon.  this upgrade will take some
                ammo, however.  the amount taken is equal to a large box of
                the corresponding ammo type for that weapon
         canister rifle > precision rifle - with some tweaking around with
                the standard canister rifle you can turn your standard shell
                ammo into a single high velocity projectile.  this projectile
                will strike on a single point.  it has a hell of a refire
                rate as well, so pick and choose your shots carefully
          -stats- ammo = 2 shells
                  damage = 100
         super shotgun > sawed off shotgun - if you hack off the front part
                of the super shotgun you will get a more powerful shot but
                with a wider spread
          -stats- ammo = 2 shells
                  damage = 5 to 110 depending on range to target and accuracy
         nailgun > pulverizer - the normal nailgun can now split one round
                into two separate smaller rounds with a little less punching
                power but for an overall more effective attack
          -stats- ammo = 1 nail
                  damage = 7 per nail shard, 14 total if both hit 
         perforator > armor piercer - the perforator is now fitted with a
                vibrating frequency generator that makes your rounds punch
                through an opponents armor, making your opponent's armor less
                effective.  these 'vibro-spikes' are even deadlier against
                unarmored foes
          -stats- ammo = 1 nail
                  damage = negates half of opponents armor resistance then
                        deals 14 damage.  does 18 if opponent is unarmored
         grenade launcher > demon eggs - now each of the grenades you fire
                contains the soul of a demon hatchling.  when your opponent
                is hit with this projectile or its explosion the soul of the
                demon enters its body and slowly sucks its health away 2 at a
                time for 10 seconds making 20 damage total.  this health the
                demon steals away is in turn given to you, you can not go
                over your max health with this, however.  note, you are
                immune to your own demon eggs, but not the initial explosion
          -stats- primed demon eggs
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 80 point blast radius 
                  trigger demon eggs
                  ammo = 1 rocket
                  damage = 100 point blast radius 
                  proximity demon eggs
                  ammo = 1 rocket
                  damage = 80 point blast radius 
                  impact demon eggs
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 80 point blast radius 
         rocket launcher > dragon fire - the rockets you fire now have a
                payload of burning plasma instead of the usual vanilla.  on
                impact a cloud of this plasma will persist for awhile
                damaging all within its radius at a constant rate. this cloud
                can go through walls too, but is only one fourth as effective
          -stats- ammo = 1 rocket
                  damage = 20 for direct hit.  80 damage stretched over 2.5
                        seconds for the plasma
         laser cannon > smart gun - the laser cannon is attached with a
                arcane device that infuses each energy bolt with the essence
                of a wraith that seeks out any living targets within its
                sight, excluding the wielder.  these bolts travel slower than
                the laser cannon's and they will disperse after 5 seconds if
                they do not hit a target
          -stats- ammo = 2 cells
                  damage = 18
         lightning gun > riot cannon - the normal lightning gun now has an
                attachment that allows you to shoot controlled bursts from
                it.  holding down attack will charge up the riot at 1 cell
                per 1/10 of a second.  up to 15 cells can be charged up with
                this.  letting go will expel the charge from the gun.  you
                will not discharge in the water while charging the riot up,
                but if you shoot it, you stand a chance of killing yourself
                ( and those around you ;)).  'juicing' your opponents will
                cause the damage you have charged up to go to everyone in a
                200 unit radius from the bolt in the water
          -stats- ammo = 1 cell per 1/10 of a second...15 cells max
                  damage = 10 damage per cell in charge (10 - 150)
 - AMMO - all ammo respawns every 20 seconds in deathmatch, every 120 seconds
                in coop if respawning items is enabled.  1% chance of any
                pack being the "gift of satan", this maxes out your ammo of
                that type
         box of shells - these hold 10 shells, large ones hold 20
         box of nails - these hold 20 nails, large ones hold 40
         box of rockets - these hold 5 rockets, large ones hold 10
         box of cells - these hold 20 cells, large ones hold 40
 - ARMOR - all armor respawns every 30 seconds in deathmatch, every 180
                seconds in coop if respawning items is enabled
         flak vest - the armor you start out with.  this is a light suit
                of armor with no particular weak or strong points, besides
                its low integrity
          -stats- integrity = 50
                  resistance = 50% 
         field armor - the field armor is designed with a reinforced casing
                that gives it a longer life span than most armors.  this
                reinforcement allows it to absorb artillery damage well.
                this armor is vulnerable to artillery that is designed to
                penetrate armor however
          -stats- integrity = 160
                  resistance = 56%
                  strength = resists artillery damage at 70%
                  weakness = resists piercing damage at 42%
         full body armor - the full body armor is constructed from high
                resistant polymers allowing it to resist the impact of
                piercing artillery, such as from the nailgun.  this shell of
                resistant polymer is vulnerable to explosive damage though
          -stats- integrity = 150
                  resistance = 60%
                  strength = resists piercing damage at 75%
                  weakness = resists explosive damage at 45%
         turtle shell armor - this armor is constructed with heavy metal
                alloys that allow it to absorb concussive/explosive damage
                well.  the damage it takes from cell/energy weapons is
                increased because of the materials the suit is constructed
                with
          -stats- integrity = 140
                  resistance = 64%
                  strength = resists explosive damage at 80%
                  weakness = resists energy damage at 48%
         the armor upgrades - if you happen to come across a armor of the
                type you already have and you pick it up...provided your
                armor is at max and you have at least enough ammo in your
                current weapon to equate a large box of ammo, you will 
                receive an upgraded version of that armor.  The flak vest can
                not be upgraded
         field armor > symbiotic shell - this is a living carapace that
                fuses with its wearer.  if it is damaged, the symbiote will
                drain health from the wearer slowly, 1 every second.  this
                health is used to repair itself, for every 1 health it drains
                it gains back 2 integrity.  the shell will discontinue
                draining health from its wearer if it senses its owner is
                near death; critical health or worse.  the symbiotic shell
                also enhances the motor capabilities of its wearer.  the
                chitonous fibers of the shell can flex and relax in unison
                with the wearer's muscles increasing running speed by 25%.
                swimming speed when treading water, since more muscles are
                involved is increased 50%.  swimming speed when fully
                submerged is increased 75% since even more of the armor's
                strength can be applied towards propelling itself and its
                wearer
          -stats- integrity = 181, if less than 181 drains 1 health every 1
                          second and gains back 2 integrity.  regen will stop
                          if owner has critical health or less
                  resistance = 56%
                  strength = resists artillery damage at 70%
                  weakness = resists piercing damage at 42%
                  special = enhanced motor capabilities
         full body armor > jump suit - this is a suit of power armor fitted
                with jump jets, hence the name.  hitting the jump button and
                holding it down will engage the jump jets.  when lifting off
                the ground you must first jump, release, then jump and hold
                again.  letting go of jump will disengage the jets.  the
                armored boots have a failsafe that will turn the jets off
                when touching down.  the jump suit also has reconstructive
                nanites that will regenerate its integrity 1 every 2 seconds
                up to 170, if it has taken damage
          -stats- integrity = 170, if less than 170 regens 1 integrity every
                        2 seconds
                  resistance = 60%
                  strength = resists piercing damage at 75%
                  weakness = resists explosive damage at 45%
                  special = jump jets
         turtle shell armor > blood armor - the blood armor is an infernal
                substance that fuses with the wearer's body and grants
                several arcane abilities to the wearer.  the essence of the
                blood armor is vampiric and it can pull the blood of living
                creatures through fresh wounds.  this is so strong it can
                suck the blood right through the air.  this blood is used to
                repair itself.  1/4 of the health damage you do to enemies
                is used in this manner.  the blood armor can also put itself
                and its wearer partially into the nether realm.  this takes
                the blood armor four seconds of concentration and any movement
                or action by the wearer will distract it.  once in this state
                the armor and its wearer will be completely invisible.  any
                movement or action at this point will rip the armor and its
                wearer from the nether realm.  be wary though, you can still
                be damaged while partially in this realm
          -stats- integrity = 159, 1/4 of health damage off enemies is used
                        to repair itself at a 1 to 1 ratio
                  resistance = 64%
                  strength = resists explosive damage at 80%
                  weakness = resists energy damage at 48%
                  special = partial teleportation to the nether realm
 - HEALTH - all health items respawn every 20 seconds in deathmatch, every
                120 seconds in coop if respawning items is on.  1% chance of
                any box being the "touch of satan", which maxes out your
                health
         damaged med kit - this will restore 15 health on pickup
         med kit - this will restore 25 health on pickup
 - POWERUPS - all powerups respawn every 3 minutes in deathmatch, every 18
                minutes in coop if respawning items is on
         judge spear - the judge spear is a high powered auto cannon capable
                of wiping out a large amount of enemies in one sweep.  the
                judge spear deals out its justice with two barrels of
                destructive power.  when one picks up the judge spear it will
                replace the axe for the thirty second duration it has.  you
                will be outfitted with the judge spear immediately on pickup.
                the judge spear has its own ammo supply, which is effectively 
		unlimited, up until the point the judge's energy source winds 
		down, at this point the judge spear is useless, you will have 
		to go find another one
          -stats- ammo = unlimited or until 30 seconds run out
                  damage = 5 to 20 depending on range to target and accuracy
         ring of shadows - this is a ring infused with the infernal essence
                of a shade.  on pickup you are rendered ethereal and are
                difficult to see for 30 seconds
          -stats- duration = 30 seconds
                  power = invisibility 
         hate armor - this powerful artifact causes reverses the effect of
                damage on your armor.  all damage that comes off of armor is
                now added to it instead.  the hate armor can only take a suit
                up to its normal maximum integrity and no higher, for the
                exception of the flak vest which can be pushed up to an
                integrity of 180 with this artifact.  obviously, if you have
                no armor, this artifact will do nothing
          -stats- duration = 30 seconds
                  special = damage that is normally subtracted from armor is
                        now added instead.  flak vest can go 180 integrity
                        with this
         lead suit - the lead suit is a full environmental suit that fits
                over whatever armor you are currently outfitted with.  the
                lead suit is fully insulated and has its own personal air
                supply, this will keep the wearer alive in pools of
                radioactive water and even more dangerous lava and, of
                course, from drowning.  the suit also has a shock absorbing
                exoskeleton, preventing damage from falls as well
          -stats- duration = 30 second power supply
                  special = negates 100% of lava and slime damage
                            negates 100% of falling impact damage
                            air supply, prevents drowning
         megahealth - this is a pack full of stimulants that will boost your
                health up 100 points.  the megahealth can not boost your
                health above 150 plus your maximum health rating.  this limit
                is called your overdrive.  you will lose this overdrive 
		health after five seconds, it will rot down to your normal
		max health limit
 - SPECIAL abilities
         drop weapon - this will drop your current weapon, without any
                ammo, however.  you can not drop the axe or the magnetic
                grappling hook.  this skill is disabled in games where
                the weapons stay after pickup
                  command = 'dropweap'
         drop backpack - this will toss some ammo in a backpack in front
                of you.  the ammo inside will depend on the weapon you are
                carrying.  if you have less than the indicated amount you
                will throw the rest of that ammo type you have

                weapon carried s=shells n=nails r=rockets c=cells
                axe            10s 20n 5r 20c
                mg hook        10s 20n 5r 20c
                canister rifle 20s
                super shotgun  20s
                nailgun        40n
                perforator     40n
                g launcher     10r
                r launcher     10r
                laser cannon   40c
                lightning gun  40c
                  command = 'droppack'
         drop armor - this will drop the armor you are currently wearing 
                in front of you 
                  command = 'droparmor'
         laser sight and spotlight - a standard issue laser sight comes with
                your gear.  use this to pinpoint your target.  if you are
                playing in single player you can toggle the spotlight on as
                well, this will illuminate your target.  this is useful if
                you are using the chasecam and want a more accurate crosshair
                  command = 'lsight'
         chase cam - this nifty little option lets you view your body from
                outside, giving the game more of third person kind of feel.
                this is toggled via the 'cam' command and there are several
                other commands that adjust the height and distance of the
                camera.  this is a bit disorienting in deathmatch, but is fun
                in monster deathmatch or coop 
                  command = 'cam' to toggle.  see the commands section for
                        more commands to manipulate the camera
 - the RUNES of magic - in deathmatch twelve runes of magic will make an
                appearance.  in coop and single player there is a small
                chance of a rune making an appearance in the level.  only
                one will appear if it does and it will be in a random place,
                like in deathmatch.  grabbing one will outfit you with its
                magic.  the rune will stay with you until you either die or
                the level changes.  these can only be carried one at a time
                as well.  to find out what rune you are carrying you can do a
                rune query via the 'runequery' command
         earth/resistance - all the _health_ damage you take is divided by
                two
        --earth magic rune model---
         black/strength - all damage you deal out with your _weapons_ is
                multiplied by two, however, your weapons will need twice the
                usual ammo to fire
        --black magic rune model---
         hell/haste - you will fire twice as fast with all of your weapons
        --hell magic rune model---
         elder/regeneration - you will regenerate the damage you receive in
                combat up to your maximum health rating plus 40.  if you have
                the wraith magic rune too, this extra max health rating is
                increased by 40 again for a total of max health plus 80.
                this rune does not eliminate the megahealth rot, however.
                the rate at which you regenerate depends on your current
                health rating

                rating                 calculation   rate
                less than critical  -  max - 50   -  8 a second
                less than max       -  max        -  6 a second
                less than plusmax   -  max + *    -  4 a second
                * - +40 if you have elder magic rune, +80 if you have the
                    wraith magic rune too
        --elder magic rune model---
         goth/vengeance - this rune is the counterpart to the gema magic
                rune.  if another creature/player kills you they will die in
                a bloody spray of gibs.  you are given credit for this kill
                too
        --silver rune key model---
         gema/reincarnation - you will be able to reincarnate yourself once.
                if you die you will be sent to another respawn spot with all
                of your items and equipment intact.  those killing you will
                not receive credit and if you kill yourself you will not be
                penalized.  you will lose all the runes you were carrying
                when you reincarnate
        --gold rune key model---
         dragon/greed - you will regenerate your ammo up to your maximums.
                each ammo type regenerates at different rates

                type       rate
                shells  -  2 a second
                nails   -  4 a second
                rockets -  1 a second
                cells   -  4 a second
        --silver key card model---
         golem/armor regen - your armor now regenerates and the maximum
                integrity of your armor is increased as well.  if you have no
                armor you will regenerate a fresh suit of flak vest armor.
                the armor will regenerate at 10, 8 or 6 points a second,
                dependent on your armor's current integrity.  effects of
                individual armors that regenerate it still use the old max,
                the new max is what is regenerated by the rune

                integrity= up to *half max - up to *norm max - up to *new max
                rate       10                8                 6
                * check chart below

                armor worn          half max - norm max - new max 
                flak vest           90         180        204
                field armor         80         160        181
                full body armor     75         150        170
                turtle shell armor  70         140        159
                symbiotic shell     90         181        202
                jump suit           85         170        190
                blood armor         79         159        178
        --gold key card model---
         wraith/soul steal - you can now steal the health from the living
                creatures you attack.  one half of the _health_ damage you do
                to creatures is given back to you as health.  you may go over
                your normal maximum health rating with this soul steal.  the
                new maximum is your normal max plus 40.  if you have the
                elder magic rune too, this modifier is increased to 80
        --silver spiked key model---
         darkness/retribution - those attacking you will suffer the
                consequences!  double the  _health_ damage you receive from
                other creatures is given back to them as damage.  you will
                receive credit for kills caused by the retribution
        --gold spiked key model---
         demon's heart - this powerful and ancient artifact allows you to 
		hold the power of two runes.  guard its power jealously
        --vore's head model--
         rune of ruin/destruction - this vile artifact has the power to
                destroy other runes and/or your equipment.  if you pick up
                this rune while carrying other runes, they will be destroyed
                rendering you runeless.  if you have no other runes all of
                your equipment except your axe and grappling hook will
                crumble to dust!  this rune may look like any of the other
                runes in the game so look out, there may be some clues as to
                whether or not a rune is the rune of ruin though...
        --random pick of the other rune models--
 - HOW TO BIT - bitting is not as hard as it seems, all you need is some
                pencil and paper and maybe a calculator.  first, write down
                all the bits you want in your game.  once you have written
                down all the bit numbers for your game add them up.  next, go
                into quake and type in this number for the corresponding
                variable at the console underneath the bit description.
                after you do this start a new game via the "map" function,
                "changelevel" function or the "restart" function.  better yet
                put all the bit values and their corresponding variables in
                a config file and just 'exec' from the console
 - GENERAL RULE BITS - the general rule bits are options that enhance or
                modify all game modes, take a look at what is available and
                try some of them out.  this bit number is typed in for the
                "temp1" variable.  some of these rules were designed as to
                deter 'cheesing' the items. i.e. shooting once over an ammo
                pack and making the whole thing disappear...shooting a rocket
                near by so that is damages you and picking up the armor
                leaving nothing behind...picking up a weapon you already have
                over and over again
         weapon options 
          1 bit - disable magnetic grappling hook
          2 bit - disable autoswitching = you will never auto switch to a new
                weapon on pickup or a new upgrade on upgrading/picking up a
                new dropped upgrade
          1024 bit - alt weapon pickup = you will only pickup a weapon if
                one; you do not have the weapon, two; you are upgrading it,
		three; you are picking up a dropped upgrade and have a 
		mundane weapon, the mundane weapon will be dropped in front
		of you though.  those who already have the weapon or upgrade 
		and are not upgrading their weapon will not be able to pickup 
		the weapon
         ammo options
          4 bit - alt ammo pickup = now when you pick up ammo you will not
                waste what is left.  if there is ammo left over after pickup,
                it will go back into the box
         armor options
          8 bit - alt armor pickup = when picking a suit of armor that is
                better than the one you have on, you will automatically drop
                the armor you have on, instead of the old suit just
                disappearing
         health options
          16 bit - alt health pickup = now when you pick up health you will
                not waste what is left.  if there is health left over after
                pickup, it will go back into the box
         powerup options 
          32 bit - alt powerup pickup = on picking up a powerup you already
                have, instead of the time resetting to 30, 30 seconds will be
                added to whatever time you had remaining
         backpack options
          64 bit - alt backpack pickup = now you will not waste what is left
                in a backpack when you pick it up.  whatever you do not need
                is left inside the backpack
         misc options
          128 bit - no pickup text = text that is associated with items will
                not be displayed
         game options - each of these bits will drastically affect the game,
                be sure and read over each carefully before selecting the bit
          256 bit - experience mode = this is a unique form of gameplay
                that enhances all modes.  you will start at level 1 at
                startup.  at any point while in experience mode you can
                query your current level, your current experience and your
                next experience via the 'xstatus' command

                level    experience required
                1    -   0
                2    -   250
                3    -   500
                ...      double of previous requirement

                the experience required for each level is initially 250 for
                level 2, but after that the next experience doubles.  it is
                500 for level 3, 1000 for level 4 and so on.
                you gain experience from killing things and finding secrets.

                creature                experience earned
                finding a secret -      50
                rotfish          -      10
                rottweiler       -      10
                grunt            -      20
                mark two grunt   -      30
                mark three grunt -      40
                enforcer         -      30
                knight           -      20
                scrag            -      30
                scrag lord       -      40
                zombie           -      30
                ogre             -      40
                ogre captain     -      50
                ogre general     -      60
                fiend            -      60
                spawn            -      50
                hell spawn       -      60
                death knight     -      60
                vore             -      70
                shambler         -      70
                chthon           -     500
                player           -     100


                in addition to the base experience earned, this number is
                then modified by several factors, such as how you killed the
                enemy and what special items your enemy had, except for the 
		award for finding a secret.  all of these bonuses are 
		cumulative

                condition       experience modifier
                -the enemy-          
                has judge spear     - +10
                has lead suit       - +10
                has ring of shadows - +10
                has hate armor      - +10
                has a rune          - +10
                has a second rune   - +10 **via the demon's heart**
		-other mods-
                you gib enemy       - double experience award
                skill level         - killing monsters in higher skill levels
                                      gives you a bonus equal to the skill
                                      level times 5

                what does level affect you might ask, it affects how much
                ammo you can carry and your max, critical and overdrive
                health limits.  it also affects how much damage you must
                receive to be gibbed.  critical health is what you are bumped
                to at level changes and it is used by several other game
                effects.  the overdrive health is the megahealth max

                s = shells n = nails r = rockets c = cells h = health

                level  max s max n max r max c crit h max h over h
                1    - 50    100   25    100   30     80    230
                2    - 55    110   25    110   35     82    232
                3    - 60    120   30    120   40     84    234
                ...  - +5 s; +10 n; +5 r for 2 levels; +10 c; +5 h
                max  - 250   250   250   250   100    120   270

                50 max shells to start, +5 every level after
                        250 is the absolute max shells
                100 max nails to start, +10 every level after
                        250 is the absolute max nails
                25 max rockets to start, +5 every 2 levels after
                        250 is the absolute max rockets
                100 max cells to start, +10 every level after
                        250 is the absolute max cells
                30 crit health to start, +5 every level after
                        100 is the absolute max critical health
                80 max health to start, +2 every level after
                        120 is the absolute max max health
                230 overdrive health to start, +5 every level after
                        300 is the absolute max overdrive health
          512 bit - server log = this is really only useful for dedicated
                servers and then only when you run your server with the
                "-condebug" command, so that it creates a log file.  this
                will log the time along with the event.  events currently
                logged are client first login, login, logoff, player exit
                level, fraglimit end level, timelimit end level, player exit
                from intermission, client login exit from intermision, server
                autoexit from intermission, server map loading, player
                suicides, player kills versus player, player deaths, team
                assignment/membership at level start/changes, rune
                aquisition, flag captures, flag returns, flag auto-returns
                and flag drop on death
 - ITEM TOGGLE BITS - these bits affect what items are available for
                usage in the different modes.  disabling the mundane form of
                a specific item will the cause that weapon to go into
                'instant upgrade' mode.  which means that the upgrade will
                always be aquired on pickup.  disabling just the upgrade
                part of the item will cause the item to be unupgradable.
                disabling both parts of the item will cause ACHE to choose
                another item out of a sorted list of items that are not
                disabled to replace it.  disabling all the weapons completely
                will cause no weapons to spawn.  disabling all the armors
                completely will cause fresh flak vests to appear in their
                places.  this variable is typed in for the "sv_aim" variable.
                note; see 'general rule bits' for info on disabling the hook
         mundane weapon toggles
          1 bit - disable canister rifle
          2 bit - disable super shotgun
          4 bit - disable nailgun
          8 bit - disable perforator
          16 bit - disable grenade launcher
          32 bit - disable rocket launcher
          64 bit - disable laser cannon
          128 bit - disable lightning gun
         upgrade weapon toggles
          256 bit - disable precision rifle
          512 bit - disable sawed off shotgun
          1024 bit - disable pulverizer
          2048 bit - disable armor piercer
          4096 bit - disable demon eggs
          8192 bit - disable dragon fire
          16384 bit - disable smart gun
          32768 bit - disable riot cannon
         grenade toggles - these affect the availability of the two special
                grenades available to the grenade launcher/demon eggs
          65536 bit - disable trigger grenades
          131072 bit - disable proximity mines
         mundane armor toggles
          262144 bit - disable field armor
          524288 bit - disable full body armor
          1048576 bit - disable turtle shell armor
         upgrade armor toggles
          2097152 bit - disable symbiotic shell
          4194304 bit - disable jump suit
          8388608 bit - disable blood armor
 - DEATHMATCH BITS - this bit number is typed in for the "deathmatch"
                variable
          1 bit - normal deathmatch = make sure you have at least this in
                your bit equation, by itself this makes a normal deathmatch
                game
         weapon options
          2 bit - weapon stay = the weapons will stay after pickup, like in
                classic deathmatch
          4 bit - random respawn = the weapons will randomly respawn
          8 bit - no weapons = weapons will not spawn in the level
         ammo options
          16 bit - random respawn = the ammo will randomly respawn
          32 bit - no ammo = ammo will not spawn in the level
         armor options
          64 bit - random respawn = the armor will randomly respawn 
          128 bit - no armor = armor will not spawn in the level
         health options
          256 bit - no health = health will not spawn in the level
         powerup options
          512 bit - random respawn = the powerups will randomly respawn            
          1024 bit - no powerups = powerups will not spawn in the level
         trap options
          2048 bit - no traps = there are no traps in the level.
                specifically lavaballs, spike and laser shooters and barrels
         game options - these affect the deathmatch game a lot.  all of
                these work by themselves or can be used in any combination
          4096 bit - free gear mode = this mode of play will start players
                out with all the normal weapons and a fair amount of ammo of
                each type.  they are given a flak vest too.  disabling weapon
                spawning in deathmatch will cause players to start with all
                the upgrades.  disabling armor spawning in deathmatch will
                cause players to start with a random suit of upgrade armor or
                a random suit of mundane armor if the upgraded suits are
                disabled, if all the armors are disabled a flak vest will be
                given.  if ammo spawning is disabled players will start with
                max ammo.  using the toggle variable with this mode is
                encourgaed for you can dictate exactly what each player
                starts with; see "sniper.cfg" for a good example of this
          8192 bit - monster deathmatch = now the monsters from single
                and coop games will get in on the action.  this will only
                work in levels where monsters appear in single/coop games.
                the competition is for points.  killing more powerful
                monsters will get you more, less powerful ones, less.  being
                killed by a monster will cause you to lose a number of frags
                depending on the weakness of the creature.  weak enemies like
                dogs and fish will cause your score to really drop, large
                enemies however do not cause such a stiff penalty.  the skill
                level set will cause more or less enemies to spawn.  skill 0
                has next to none, skill 3 is pure madness

                creature           frag bonus  frag penalty  respawn
                rotfish          -       1        50         30 sec
                rottweiler       -       1        50         30 sec
                grunt            -       2        25         1 min 30 sec
                mark two grunt   -       3        15         1 min 30 sec
                mark three grunt -       4        12         1 min 30 sec
                enforcer         -       3        15         1 min 30 sec
                knight           -       2        25         1 min
                scrag            -       3        15         1 min 15 sec
                scrag lord       -       4        12         1 min 15 sec
                zombie           -       3        15         1 min 15 sec
                zom bomb         -       4        12         1 min 15 sec
                ogre             -       4        12         2 min 30 sec
                ogre captain     -       5        10         2 min 30 sec
                ogre general     -       6         8         2 min 30 sec
                fiend            -       6         8         3 min 
                spawn            -       5        10         2 min 45 sec
                hell spawn       -       6         8         2 min 45 sec
                death knight     -       6         8         3 min
                vore             -       7         5         3 min 30 sec
                shambler         -       7         5         3 min 30 sec
          16384 bit - disable runes = this disables the runes of magic
          32768 bit - disable monster deathmatch scoring = this disables the
                frags for monsters in monster deathmatch which creates a game
                focused on killing other players but with the monsters in the
                mix.  getting killed by a monster will cause you to lose one
                frag but you will not get any frags for killing monsters
 - COOP BITS - this bit number is typed in for the "coop" variable
          1 bit - normal coop = make sure you have at least this in your coop
                bit equation.  by itself it makes a normal coop game
         weapon options
          2 bit - weapon stay = the weapons will stay after pickup, like in
                classic deathmatch
          4 bit - item respawn = all items respawn, but at six times the
                usual deathmatch rate
         key options
          8 bit - key stay = the keys will stay after pickup
         friendly fire options
          16 bit - player protect = players can not hurt each other
          32 bit - death penalty = you will die if you kill a player
         game options
          64 bit - respawning monsters = all monsters respawn after a certain
                time.  this time is triple the usual 'monster deathmatch'
                rate, see 'monster deathmatch' above for times
 - TEAMPLAY BITS - this bit number is typed in for the "teamplay" variable
          1 bit - normal teamplay = make sure you have at least this in your
                teamplay bit equation.  by itself it makes a normal teamplay
                game with two teams, red (color 4) and blue (color 13).
                shirt color is kept the same as the pants color in game so
                as to disuade 'cross-dressing'.  those logging on the server
		that do not have legal colors will be assigned the team with
                the least members.  they can change teams once aboard though.
                changing teams will kill you, reseting your inventory and
                your frag count is reset to 0
         friendly fire options
          2 bit - armor protect = no damage will be taken off of your
                teammates' armor
          4 bit - health protect = no damage will be taken off of your
                teammates' health
          8 bit - mirror damage = the same damage you do to your teammates
                will be given to you
          16 bit - death penalty = you will die if you kill a teammate
         scoring options
          32 bit - frag penalty = you will lose a frag if you kill a 
                teammate
          64 bit - team frags = all frags on one team are compiled in game
                so that all members share the same score
         team selection options
          128 bit - assigned teams = when a player connects they are
                automatically assigned the team with the least members
          256 bit - locked teams = you can not change your assigned/chosen
                team once you have logged on the server
         team options = note, red (color 4) and blue (color 13) teams are 
		on by default
          512 bit - enable green team (color 3)
          1024 bit - enable yellow team (color 12)
         ctf options
          2048 bit - enable capture the flag with two teams
          4096 bit - flag must be at base for a capture
          8192 bit - touching team's dropped flag will return flag
