===================
GooseServer  v0.82
=================
	
	A new compilation 
	for quake network 
	servers -

	By Jacob Jaeggli 
	alias GooseMan

 

	Q: Why didn't you just stay with the old good compilation?
	A: The Multiskin that came with Drop Dead Quake I don't like, so 
	   I will use Multiskin 1.1  and modify it a little for
	   team play.

	This probably won't take as long as the original Good 
	compilation, because I commented all my code, unlike the 
	code I was working with before.
	
=======================
Things in this version	
=====================
	
	Bort 2.1 Grapling Hook
	Chase Cam v 2.1
	Demo-Charge (using v 2 model)
	Ejecting SG and SSG Shells
	Feign Death .9 (Modified)
	Flares
	Flame Thrower
	JTeamplay .92
	Kicking 2
	Laser Sight 1.0
	Step Sounds .5
	Team Skins (My Own Code)
	Teleporting Weapons	
	

	Things I will add when they show up - 

	AirCraft for Quake!!!
	Jeeps for Quake!!!
	Stinger Missile Launcher
	
	
	- Any suggestions? E-Mail me at JJAEGGLI@IASTATE.EDU .  If you
	- find some really cool QuakeC code that you don't think I've
	- seen or is not on my list, put it in the incoming directory.

	- If you use this modification on a TCP/IP server that has
	- been registered on a server list, please put "GS:" or 
	- "Goose:" as a prefix or suffix for the server name so that 
	- players can determine which patch to use.

==============
New Impulses
===========

	IMPULSE 6	Toggles between Grenade Launcher and Flame 
			Thrower
	IMPULSE 20	Toss Backpack (when enabled)
	IMPULSE 21	Toss Weapon (when enabled)
	IMPULSE 25	Displays current Teamplay settings
	IMPULSE 26	Displays the Teamplay MODT
	IMPULSE 27	Displays curently available impulse commands
	IMPULSE 30	Chucks a flare
	IMPULSE 32	Plants a Demo Charge
	IMPULSE 33	Detonates all Demo Charges
	IMPULSE 120	Kicks. Press space and then smack into someone
	IMPULSE 110	Engages/Disengages Chase Cam
	IMPULSE 111	Toggles Chase Cam variable
	IMPULSE 112/113	Increases/Decreases Chase Cam Variable
	IMPULSE 115	Toggle Crosshair
	IMPULSE 150	Feigns death

        
	To use the Grapling Hook correctly, put these lines in your 
	AUTOEXEC.CFG file:
 	
	ALIAS +hook "impulse 98"
	ALIAS -hook "impulse 97"
	
	Put this line in your CONFIG.CFG file:

	BIND [Desired Key] +hook

	Don't forget to change the [Disered Key] to an actual key.

	Read TEAMPLAY.TXT for more information on TeamPlay parameters.
	Read CHASECAM.TXT for more information on the ChaseCam.	
	
	I have included my own CONFIG.CFG and AUTOEXEC.CFG files 
	because I thought that they did a good job of placing the
	commands in a reasonable position.  Do not forget to change
	them if you do not like the way my keys are set up.
	
====================
Clan and Team Skins
==================

	The skins are assigned to the standard teamplay colors.  Five
	different skins are included: the normal skin, and four team
	skins.  The skins are correspond to the team color of the 
	player as defined in the TEAMPLAY.QC file.  Any team not using
	one of the four default team colors will be assigned the 
	standard quake texture.  
	
	  So if you want to add	your own team, or play for a specific 
	number of players, change the variables defined at the begining 
	of the TEAMPLAY.QC file to the appropriate number of teams and
	colors.  Using your model editor (QuakeMe 2.3), change import 
	the skin into the appropriate skin slot. Put the PLAYER.MDL 
	file into the GOOSERV/PROGS directory.  The next time you 
	play quake, your team mates and foes should have the 
	appropriate skins.  Also, be sure everyone has the curent 
	.MDL file.

	  I have left the PLAYER.MDL file external from the pak0.pak
	file so that it is easier to modify and distribute team skins
	for a specific game.


====
Log
==

	Wed, Sept 11 	4:44 PM

	Just got some new code.  I am going to use the v .92 teamplay
	as the base for the new code.  Havn't done anything yet 
	except write this text file.

		6:14 PM

	Went to dinner, got back, finished adding the v .92 teamplay,
	added step sounds, will do SG shells next, but I've got to 
	study first. Btw, I'm doing easy stuff first so I may get a
	lot done at first and then it may be a while before the next
	thing comes out.

		10:02 PM

	Got back from Joe's room trying to get the Ethernet connection
	on his computer to work.  I then tried to use the my Good I code
	to update the Good II files.  Mostly a mistake, but I kept some 
	of the changes I made, such as the flame thrower using cells,
	and no message backpack droped when you FEIGN DEATH.  Flame
	Thrower, Ejecting Shells, and Flares are locked and loaded! Like
	I said, it would go fast at the begining.


	Thr, Sept 12

		7:35 AM

	Just crusing through this project.  Added the MultiSkin 1.1 but
	I want to make some modifications (Textures, Names) and I want
	to set up the game so it will work well for team play (when 
	teamplay > 0....).  It took me 12 minutes to add the multiskins,
	so I think we're doing ok.

		1:57 PM

	I've been working on this since about 11:30 today so I have a 
	whole lot done.  It's getting much nearer to the final stages of 
	completion, though I don't think that it will really ever be
	finished.  Just keep adding more code.  The Kick sucks a little, 
	and so I toyed with the code to see if I could do something.  
	Last time I tested it, It wasn't working, but that may have 
	changed.  Fixed	Feign Death up a little so that you could jump 
	out of a Feign, and so that you couldn't shoot flares or drop 
	demo charges from a Feign.  You can still detonate charges from
	the Feign though.  I want to take out the death sounds, so that 
	you can Feign *quietly*.  The TeleWeapons Patch is up and 
	running, and it has some other cool mods built in such as 
	damaging everyone in the water slightly when someone frags 
	themselves with the ThunderBolt.

	Tue, Sept 17	7:27 PM

	Hey, I got really tired of writing because things were going 
	really slowly.  Well, I think I finally got the team skins 
	working.  I know you've heard this before, but I really think I
	have finally gotten it this time.  I took out happened all the 
	remanants of MultiSkin 1.1 and am using my own function for 
	automaticaly assigning skins by team color.  I've tried to set
	it up for both team and regular DM, but I'm not experienced 
	enough in QC to do that yet.  I'm going to play with the skins
	a little more (now that I have an external cam I can see what 
	they look like, from the back anyways) and then I'll make
	everything nice and neat in a little PAC file and ship it off
	to FTP.CDROM.COM and see what the quake world will do with it.
	I'm REALLY dissatisfied with the kick.  It might be cool, except
	that it is too unreliable and too dificult to use.  I'm waiting
	for Wedge to release his shove off....

	Thr, Sept 19	1:57 PM

	Oh well, so much for the log.


=============
Things Added
===========
	
	JTeam Teamplay v .92
	Step Sounds v .50
	Flame Thrower v 2
	Flares
	Ejecting Shot Gun Shells
	Team Skin v 1.1
	Demo Charge v 1.0 w/ v 2.0 Model
	Added Kicking v 2.0
	Added Feign Death v .90
	Teleporting Weapons v 1.1
	Chase Cam, v2.1
	Laser Cross Hair
	BORT 2.1 Grapling Hook

========
Credits
======

Arranged and modified by		Jacob Jaeggli (GooseMan)

The Complete Enhanced Teamplay v0.92	John Spickes
Newskinz for Registered Quake		John Thomson (Gib_Boy)
Demo Charges v1.0 & 2.0			Steve Bond (Wedge)
Quake Model Editor v2.3			Rene Post
Bort's QuakeC Mod v2.1			Perecli Manole (Bort)
Quake Flamethrower!			Steve Bond (Wedge)
Laser Cross Hair			Scott Ramsay
Quake Flares 1.0			Steve Bond (Wedge)
Quake C Footstep			Brett "Vuh" Wagner
TeleWeapon Patch			Ronald E. Mercer (the_DM)
Chase Cam, v2.1				Rob Albin	
Feign Death 0.9				Isaac Lauer
Multiskin 1.1				Dennis Noordsij
Winpac v1.2				Antony J H Barratt
Kicking 2				Shawn Kohlsmith (AsmodeusB)
Eject!					Steve Bond (Wedge)
Quake					id Software

And anyone else who I may have forgotten.

============
Bug Reports
==========

	If you play in non-teamplay mode on a single computer, the 
	skin information will constantly flash on the screen.  If
	you change teamplay > 0 it should go away. (Who would want
	to play a single game of quake anyways?)

	DO NOT throw a charge into a teleporter while jumping
	through it.  It will lock the game.  This probably applies
	to all other weapons.

	Have any more problems? my E-Mail address is 
	JJAEGGLI@IASTATE.EDU .  Note: I will ignore mail that say
	things like, "your patch is really [explatives]."  If you have
	a real problem, E-Mail me, otherwise... keep it to yourself.

	I have not yet tried this in a co-op game.  I think that it
	be extremely fun.  