
Legion of Doom v0.10 (beta 1)
by "I Cause Lags!" aka legion (legion@nether.net)



File List:

lod1.zip        -contains pak0.pak which has the progs.dat and all
                necessary *.mdl and *.wav files.  Also contains
                credits.txt which lists all the authors of the various
                patches as well as all the text files that accompanied
                their patches.  The credits.txt may not be complete.  If
                it is incomplete, please read the individual text files.
                If it is still incomplete, let me know.  The pak0.pak
                file also contains 8 maps designed to be used with the
                eliminator bots.  None of the maps were designed by me.
                Two of which came with the eliminator bot patch itself.

lod2.zip        -contains all the maps that can use the 15 new monsters.
                This file is OPTIONAL.  The pak0.pak file of lod1.zip
                contains support for the 15 new monsters.  It also contains
                credits.txt which lists all the authors of the various
                patches as well as all the text files that accompanied
                their patches.  The maps are contained in pak1.pak.

lod3.zip        -contains the source code for lod, credits.txt and the
                text files of the individual patches.

* INSTALLATION *

Unzip lod1.zip into a new directory.

To execute this patch, type

               quake -game <directory>

                        where <directory> is the name of the
                        directory that contains the contents of lod1.zip.

To check:

        In this <directory>, you should find pak0.pak.  To Linux users,
        make sure pak0.pak is in ALL LOWER CASE.  To all Quake users,
        when you type "-game <directory>" make sure it is in ALL
        LOWER CASE.

This is all you need to play deathmatch games with the bots/players.  To play
the new monsters, you will need maps that support them.  Lod2.zip contains
pak1.pak that has these maps.  Simply unzip lod2.zip into the SAME directory
as pak0.pak.

Dear Quake Enthusiasts,

When I played my first modified Quake game, I was intrigued.  When I finally
downloaded one of my own and played it, I was fascinated even more.
Unfortunately, the things that I liked in one patch may not be present in
another or that the patch may contain weapons that clearly makes the game
boring.  Some of us may have seen patches with "nuke" weapons in which one
shot can do 2000 points worth of damage.  What is the point?

Andy Brennan's Ultimate Weapon Mod v1.1 also gave me inspiration.  I didn't
like the way I had to cycle through the weapons every time, though. For
instance, suppose I selected the a weapon by hitting impulse 6 three times.
Then I switched to a rocket launcher to hit someone from a distance.  If
I wanted to returned to my previous weapon, I will have to hit impulse 6
three more times.  A "quick fix" would to add a previous weapon impulse
but suppose I wanted to use a specific weapon for impulse 6, then a specific
weapon for impulse 7 then a specific weapon for impulse 5.  What then?  You
would be stuck cycling through all those weapons.

So I decided to create a combination patch which combines many features of
many, many patches written by many, many authors.  The goal of this combo
patch is to simultaneously enhance both single player and multiplayer games.
I've added support for 15 new monsters as well as 17 new weapons, one of
which has two "modes" of operation.  A grappling hook and the airfist have
also been added as well as a decoy.


Features:

15 new monsters.

These are the following:

        1       rookie (a grunt)
        2       corporal (a grunt)
        3       sergeant (a grunt)
        4       snakeman
        5       terminator
        6       battlelord
        7       overlord
        8       manga babe
        9       bazooka babe
        10      goblin
        11      blarg
        12      raptor
        13      cyberdemon
        14      willy the spider
        15      dragon

Support for rain and thunder have been added.  The original Quake soldiers
have been modified so that they now can have nailguns, grenade launchers or
super shotguns.  The soldiers also have new skins.  The enforcers have new
skins and Ogre now behave "differently".  I let you figure it out.

QuakeBots and Deathmatch settings:

        CujoBot v1.4 have been added.  To use Cujo, use impulse 60 in
        single player games or pick up the lowest ranking armor in
        deathmatch games.

        BG Bot v1.6 and Eliminator Bot v1.4 have also been added.  These
        bots are DEATHMATCH bots.


        Deathmatch 4 will allow you to play against four BG Bots.
        Deathmatch 5 will allow you to play against four Eliminator Bots.
        Deathmatch 7 will allow you to play against three BG Bots and
        one modified BG Bot.  This setting is for people who want to
        practice running away from an opponent.
        Deathmatch 8 will allow you to play against 1 BG Bots, 1 modified
        BG Bot, and two modified Eliminator Bots.  This is for people
        who like to lose.

        Deathmatch 11 is identical to 7 except you are allowed to use
        QNItems to store powerups.

        Deathmatch 12 is identical to 8 except you are allowed to use
        QNItems to store powerups.

        Deathmatch 666 is a real stupid setting which is almost identical
        to 7.


        In deathmatch 666, *ALL* players except the bots start out with
        all their weapons.  In addition, they also glow very brightly.
        Why?  Because there are many anti-camping whiners in newsgroups
        who complain constantly of people who "hide" in the dark and that
        there are "campers" who get cheap kills by fragging newly respawned
        players.  The number 666 comes from the fact that all newly
        respawned players start out with 10 seconds of invulnerability as
        well as 20 seconds of invisibility.  In deathmatch 666, there is
        no reason to camp near weapons since everyone has those weapons
        already.  The Quad, invulnerability, and invisibility powerups
        no longer lasts 30 seconds each.  I let you figure out how long
        it lasts now.

        In *ALL* deathmatch games, all newly respawned players have 4
        seconds of invulnerability and 7 seconds of invisibility.  This
        is to give these new players a chance.  In Deathmatch 666, the
        amount of time was increased to make 666 setting even more
        stupid. 

        Bots can not have their own Cujo, currently.  Modified Cujo so
        now the dog will attack the bots.  Modified the BG bots so now they
        can attack your Cujo.

        YOU CAN NOT USE YOUR NEW WEAPONS in the above deathmatch games
        except for deathmatch 666.  The bots can't use them so why should
        you?  The Buster Cannon is too tough of a weapon, even against the
        "specialized" bots.

        Deathmatch 6 is an AXE only deathmatch.  However, there are no
        bots.  The bots can't use the axe nor were they modified to use
        only the axe.
        

TO USE THE BOTS:

To initate deathmatch games, just press "~" key to bring down the console.
Type "deathmatch 7" without the quotes, then enter.  Type "map start" (or
you can use another map) then enter to load up the start map in deathmatch
mode.  The bots will spawn automatically.  There must be at least one real
human player in the game to spawn the bots.

Camera:

        I've added Kasuha's DeathMatch Camera v1.6.  It allows you to watch
        players/bots from a third-person perspective.  Only one camera
        can be active at a time.  To activate the camera, use impulse 74.
        To view specific players, use impulse 1xx where xx is the number
        corresponding to a player.  For instance, impulse 101 will allow
        you to watch the player #1, impulse 102 allows you to watch player
        #2 and so on and so forth.  This impulse will only work if the
        camera has been activated.  Once you activated the camera, you
        can no longer play the game. I use it to watch the bots.

Misc:

        Grappling hook is activated/deactivated by impulse 73.

        Impulse 50/51 cycles through the skins.  There are only 12.

        Decoys:
                Impulse 75 to fire a decoy
                Impulse 76 to activate the decoy
                Impulse 77 to terminate the decoy
                Impulse 78 to turn it off

        KasCamera is activated by impulse 74.  Once activated (only one
        at a time), you can no longer play the game.  You will have to
        reconnect to play.  Thus, you can not cheat with this camera by
        watching your opponent before respawning.

        Bots:

                Impulse 60 toggles Cujo in single-player games.
                Impulse 61 teleports Cujo to your location.
                Impulse 62 toggles Cujo's collar light.
                Impulse 63 gives you status of Cujo if Cujo is within
                           your view.
                Impulse 64 toggles Cujo's attack status.
                Impulse 65 tells Cujo to kill anything in sight.
                Impulse 66 toggles Cujo's stay/roam functions.
                Impulse 67 toggles Cujo's view (lets you see what Cujo sees).

                Impulse 52 creates a BG Bot.  (Won't work if four bots
                are already in a deathmatch game).

                Impulse 80 creates an Eliminator Bot.

        Observer Mode:

                Impulse 81 is reserved for Observer Mode.  Code is in
                the game but no impulse is used to activate it yet. I
                haven't gotten around to modifying it so players can't
                cheat or abuse it.

        God Mode:
                Impulse 82 is the god mode flag.  I used it to check
                up on the bots.  If your copy allows you to use God
                mode than I must have compiled the wrong copy.


        QNItems:

                Impulse 83 to use Quad if you have one.
                Impulse 85 to use Ring of Shadows if you have one.
                Impulse 86 to use BioSuit if you have one.

                You shouldn't be able to store invulnerabilities but
                I haven't been playing around with QNItems to check
                it so there maybe some bugs.  If you did store
                invulnerabilities, impulse 84 is used to activate it.

                QNItems is only available for deathmatch settings greater
                than 10.  

        FragReports:
                Impulse 87 activates the FragReport.

New weapons:

        Activated by Impulse 1:
                Poisonous Axe                   (ammo: none)
                Airfist                         (ammo: none)

        Activated by Impulse 2:
                Throwing Axe                    (ammo: axe)

        Activated by Impulse 3:
                Laser                           (ammo: cells)
                Multiple Missile Pod            (ammo: rockets)

        Activated by Impulse 4:
                Blaze Gun                       (ammo: nails)
                Plasma Gun                      (ammo: plasma)

        Activated by Impulse 5:
                BFG 9000                        (ammo: cells)
                Phaser Pump                     (ammo: cells)

        Activated by Impulse 6:
                Cluster Bombs                   (ammo: rockets)
                Human Grenades (mini-nukes)     (ammo: rockets)
                Gas Grenades                    (ammo: rockets)
                Stinger Grenades                (ammo: rockets, cells)

        Activated by Impulse 7:
                Homing Missiles                 (ammo: rockets)
                Guided Missiles                 (ammo: rockets)
                Gas Rockets                     (ammo: rockets)

        Activated by Impulse 8:
                Buster Cannon (normal mode)     (ammo: cells)
                Buster Cannon (maximum mode)    (ammo: cells)


Maps:
        babel                   (CyberDemon)

        bazooka                 (bazooka babe)

        blarg                   (blarg)

        corporal                (corporal monsters, can be used in
                                 deathmatch)

        deso                    (map for eliminator bot, can be used in
                                 deathmatch)

        dragon                  (dragon)


        gstart                  (deathmatch map)

        grunt, grunts,          (Overlord, Battlelord, Terminator,
        grunts1, fun, test       Bazooka Babe, Snakeman)

        manga                   (Manga Babe)

        nunion                  (goblin, spider)

        plasmaex                (lightning trigger, new plasma gun)

        raptor                  (raptor)

        snaker                  (snakeman)

        
The progs.dat is about 1 MB or more than twice the size of the original
progs.dat.  And it takes about 29 seconds to compile using ProQCC v1.52
with a Dell Dimension P200 with 32 MB of ram.  As a result, I am not sure
if this patch will work on a machine with just 8 megabytes of ram.  In fact,
I have a pretty good feeling that it won't.


Planned features for beta 2:

        Better Documentation (maybe)
        New Models for some of the current weapons.
        Would like to add ZeusBot but I need source code.
        More Monsters (need source code for these)
        Fix up Observer Mode.
        Finish the code to set the maximum number of decoys you can
                send out.  I've only started it but never got around
                to completing it.

        Play around with QNItems some more and possible may it part
                of all deathmatch games.

        New Weapons:
                CrossBow
                FreezeThrower
                Phase Cannon
                Bouncers
                Proximity Mine (need to find a good one that won't
                                slow down the game)
                Flaming Axe

        Misc. Items:
                Demo Charges
                Flares
                Motion Detectors (need to find a good one that won't
                                  slow down the game)
                Feign Death
                Fake exploding backpacks

        Deathmatch settings:
                Axes Only to include bots, too.
                Monsters
                HeadHunt

        Single-Player:
                Axe-of-Command
                ShamBot (single-player only QuakeBot)

        Others:
                Vehicles (but I need source code for these)

        Low Priority Changes:
                Let bots have their own Cujo.
        

When will I start on Beta 2? When people are finished reporting the bugs
found in beta 1 and when I am interested again.  Maybe around July/August
of 1997 (if I have the time).


*Known Bugs*

* "MOVETYPE_PUSH with a non bsp model" on corporal, grunt, grunts, and
grunts1 maps.  This error may appear in other maps but I have not seen
them, yet.  This error first appeared after I added Cujo bot.  I already
had BG Bot in the patch as well as all 15 new monsters.  Do not know how
to fix this bug.  This is for SINGLE-PLAYER games.  Corporal map, for
instance, works great for deathmatch games.

* FragReport will not count kills made by BGBot against players (and possibly
other bots, too).  FragReport DOES count kills made by players and Eliminator
bots.  Kills made by Cujo is *NOT* counted.  This is not a bug.  Cujo did
the killing for you so why should his/her work count?

* Quirks *

Do not hold down your "fire key" (the key you used to fire your weapons) when
using the throwing axe or multiple missile pod.  To fire these weapons
quickly, you need to hit the key fast.  Players who are lagged may suffer
from this.

* Credits *

Please read the credits file which lists the contributions made by various
people.  I've also included the text files for their patches.  Hopefully,
the list of text files is complete.  If not, don't hesitate to tell me.
E-Mail: legion@nether.net (when it is up, sometimes it is down) or
legion@gaianet.net.  There are additional text files in pak1.pak.

* Permissions *

Authors may use these modifications as a basis for other publicly available
work.  The work MUST BE FREE!  No exceptions!

You may distribute these Quake modifications in any electronic format (except
on a CD-ROM) as long as *ALL* the accompanying text files remain and
unmodified.


* Programming Notes *

Please read the comments made in weapons.qc, impulse1.qc and class1.qc for
information on adding new weapons, etc.  The source code is contained in
lod3.zip file.

