Title : QuakeWorld Mission Pack 1: Scourge of Armagon Server Patch
	** this is for QW 2.01 servers ONLY **

Filename  : hipqw-20.zip
Date      : 8-30-97
Version   : 2.0 Release Candidate 1

Credits	  : ID Software for Quake
	    John Carmack for QuakeWorld
	    Ritual Entertainment for Quake Mission Pack 1: Scourge of Armagon
	    Jim Dose' and Mark Dochtermann for some leet QuakeC
	    Chris "Oskilla" Little <chrislit@uclink4.berkeley.edu>
		for the original 1.50/1.64 Conversion of which I had to change
		so very little 
	    Zoid & Morbid who slave away far too hard for undeserving-
		no-life-quake-junkies-who-really-should-find-something-more
		constructive-to-spend-massive-amounts-of-time-on (of which
		I am one hehe) by continuing to work on our beloved Quakeworld.
		 
		

Conversion: Scott Lampert
Email     : <fortunato@heavymetal.org>

*  Type of Mod  *

Quake C  : yes
Sound    : not included -- buy the pack
MDL      : not included -- buy the pack
Maps	 : not included -- buy the pack

*  Format of Quake C  *

unified diff  : no
context diff  : no
.qc files     : yes
qwprogs.dat   : yes


*  Description of Mod  *

	This is quite simply a merger of the original Hipnotic (or Ritual now)
Mission Pack 1 QW conversion done by Chris Little, Jim Dose' and Mark 
Dochtermann into the new QuakeWorld 2.01 qwprogs.dat.  ALL CREDIT for all the
fancy features belongs entirely to Chris Little, Jim Dose' and Mark Dochtermann
as all I did was iron out some very minor difficulties in merging the old code
with the new qw code.  

	The result of this merger is that you get all the fancy features of the
new QuakeWorld Servers (localinfo map ordering, colored Quad & 666 in GL, etc)
with all the awesome fun of Mission Pack 1.  It has not been extensively beta
tested as of now, but the inital results looked good so I figured I would
release it.  As I had no involvement with the original conversion I can't
guarantee that I'll be able to or have the ability to work on any bugs that
crop up or already exist in the old code. Caveat Emptor.

<GRATUITOUS SERVER PLUG>
	If you wanna help test this out, we've been running a MP1 server
for a few months at 208.131.128.9.  Drop by and frag a few. :)
</GRATUITOUS SERVER PLUG>
 
	Included here is the original text from Chris' last release which is
still available on his web page at <http://www.planetquake.com/qcsource/>.
Enjoy,
				-Scott "Fortunato" Lampert
				<fortunato@heavymetal.org>			


-------------------[ ORIGINAL TEXT STARTS HERE ]--------------------------
Very simply this is a merger of the QW and Ritual QuakeC sources.
Now people can start setting up QW servers with the Ritual pack.

It's got rotating brushes, bobbing water, the laser cannon, the
hammer <evil grin>, and all the rest.

If you don't have Ritual's pack yet, get it.  Get it now.

NOTE: This patch was NOT made by Ritual.  It just uses their code.
      They may release their QW version of their patch, in which case
      this will become obsolete.  If something is wrong with this patch
      don't whine at Ritual as it is probably my fault. :)


*  How to Install the Modification  *

Beginning with QW 1.50, dynamic download of maps was disabled.  Download of
art, sounds, etc. is still possible though.  Before doing anything, please
put the line "allow_download 0" in your server.cfg file.  If nothing else
it will prevent leeches from lagging your server out.

Now put this qwprogs.dat into the c:\quake\hipnotic directory.

You may (or may not) wish to add all the QW skins to a c:\quake\hipnotic
directory.

Now just run qwsv +gamedir hipnotic +setmaster xxx.xxx.xxx.xxx:xxxxx and your server
will be up.  Of course, you may want to edit the server.cfg further, but you can
consult others for help with that.

A new serverinfokey has been added: "hip".  Add the following values to the value
of "hip" to set these features.  ("hip" is a bitwise key.)

add 1 to turn footsteps on, by default they are off
add 2 to turn the bulletholes in walls on, by default they are off


*  Problems  *

Well, firstly, remember that the version number says Release Candidate (read beta).
I've been running a server with this patch for a while, but I'd hardly say it's
undergone rigorous testing.  The QW and Ritual source codes from which I
worked are most likely flawless.  My merger of the two may have bugs.

Another problem arises with differences between quake.exe 1.07 and QWCL 1.55.
Older versions of the quake executable were not really set up to handle some
of Ritual's map enhancements.  Hopefully the next version of QWCL will remedy
this situation.

For the most part, everything works great.  But, people tend to get stuck on
some buttons and the way brush rotation affects things is kooky and/or crashy.
start.bsp seems to have an especially large number of problems.

Overall, this server patch should provide hours of Ritual fun without trouble.
If you find any problems, mail me at the address above.

Just try to keep people from ripping Ritual off by d/l'ing
the pack.  They did some great work here and deserve their money.

---------------[END ORIGINAL TEXT]------------------------



*  Version History  *

2.0RC1	Merged old versions into the new 2.01 QW quakec sources
	Bumped the release number up to 2.0RC1 (Release candidate 1)

RC2     Variable gravity works.

	Sped impulse checking by only doing impulse code if you've actually done
	one.

	FINALLY fixed the exploding walls so that their explosions appear in all
	their lag inducing glory.  (For real this time.  Heh.)

	Finally fixed those darned standing corpses.  And some attack and pain
	frames too, in the process.			

	Fixed particle fields a bit, though they'll all be red since blood is the
	only particle effect in QW I think.  (This fix copied from CustEnts by
	General WarT aka Carl Glave.)
	
	Fixed the particle fields more.  They tended to quadruple pings and
	not even appear at all.

	Got rid of a bunch of . fields and some globals that were unnecessary.

	Got rid of all the spawning and horn of conjuring code.  In case you
	hadn't noticed, there are no monster AIs, so even if there were a horn
	in a DM level, there wouldn't be a monster to spawn. So it's gone.
	
	Tweaked the weapon pickup rankings yet again.  Last time, apparently I
	made it so you never selected the Ritual weapons automatically upon
	pickup.  Now the Proximity Gun and Grenade Launcher are equivalent and
	the Laser Cannon and Super Nailgun are equivalent as far as the client's
	b_switch and w_switch variables are concerned.  The Mjolnir is always
	selected when you pick it up.  Rank respective to other weapons remains
	the same.

	Some new lag decreasers were implemented.  (I got to play my first game
	of HipQW via modem and developed a LOT of empathy!)  All of these changes
	are at the suggestion & endorsement of other players but may be changed
	by the time of th final release. --

		Bulletholes in walls remain for half as long and the maximum
		number of bulletholes was decreased from 10 to 6.  Might help.

		Bulletholes now have to be turned ON to appear, see above for
		instructions.
		
		Proximity mines think just a bit less frequently, the maximum
		number of proximity mines in the world was decreased from 15
		to 10, and the lifetime of an untriggered proximity bomb was
		decreased by about 1/3.

	Also did miscellaneous optimization tweaks that ought to be done to the
	regualar DM QC as well, but that's not my responsibility.

RC1.1   Fixed megahealth failing to rot, thanks to Douglas Hart.
	Fixed miscellaneous bugs, mostly relating to explosions not appearing.

RC1     Minor bugs/code clean ups

0.95    Misc. QW 1.50 compatability fixes.  Made footsteps toggleable from server.

0.94    QW 1.50 happened.

0.93	Fixed the weapon ranking system again.  I'd like to make a RFC on the
	ranks/ranking system I used here.  I think it's right this time.

	Made some efforts make the lag gun a little less powerful. (ie I tried
	to decrease the number of packets sent out as a result of firing the
	laser cannon.)  I decreased the number of beams per shot to 1 but
	increased each beam's damage by 1/2.  I also increased the power per
	beam to compensate.

0.92	Fixed the weapon ranking system again.  I'd like to make a RFC on the
	ranks/ranking system I used here.

0.91	Removed use of the playham.mdl model since it tended to make things a
	big funky in QW.  (ie. A person with the hammer selected has the base
	player skin essentially with the base colors.  Thus a person who selects
	the hammer would be VERY noticeable since their skin would change before
	your eyes.)

	Fixed the error that allowed you to select any weapon except the GL and Prox
	Mine Launcher, whether you had it or not, so long as you had enough ammo.

	Fixed the error in the weapon ranking procedure that never made it never
	choose a full powered hammer as the best weapon.

	Made it so that the footsteps play by default.  Comments welcome on this
	decision but keep in mind that the default method for selecting whether
	they are on or not (ie crosshairs 2) won't work in QWSV.

0.9	Initial release
