Title    : Q2 Weapons Project
Filename : q2weap.zip
Version  : 1.3; QuakeWorld beta 5
Date     : 2-24-2000
Authors   : Kryten, Electro
Email    : kryten@inside3d.com
Credits  : id Software for Quake, Quake2, and Quake3 Arena
	FrikaC for his rail gun and bot. (frika-c@earthling.net)


Type of Mod
-----------
Quake C  : yes
Sound    : yes
MDL      : yes
Level    : no


Format of QuakeC (if a Quake C Mod)
-----------------------------------
unified diff  : no
context diff  : no
.qc files     : no
progs.dat     : yes


Description of the Modification
-------------------------------
Ever since Quake 2 came out many have compared it to Quake. Among the things some
have pointed out are the weapons - they said the weapons could not be made in Quake.
Other things have also been pointed out, like the graphics. Well, I can prove that
the weapons can be done perfectly like Q2, using only QuakeC. I have seen other
attempts at this, and aside from FrikaC's Railgun nobody has come close.

Using FrikaC's Railgun with a large amount of modifications and code I created based
on the Quake 2 code I have put together th Quake 2 Weapons Project. Electro converted
the models and yelled at me ever day for a new version to be released.

Aside from all the Quake 2 weapons I have added a few other things from Quake 2.
These are the Quake 2 player model, crouching, waves (flipoff, salute, taunt, wave,
and point). I have also added other things like the Frikbot, and a function that uses
the players velocity to calculate where to launch a monsters projectile.


New Commands
-------------
1-0		: These keys select your weapons. neat eh?
c		: Crouching and moving down in water.

These must be typed into the console, or be bound to a key:
flipoff		: Flip someone off
salute		: Salute your CO
taunt		: Taunt someone you don't like
wave		: Wave at you friends to come over
point		: Point at some hot chic
monsters	: Give monster kill ratio (added for QW)
impulse 15	: Select Hand Grenades
impulse 100	: Add a bot or add a bot to your team in a team game
impulse 101	: Add a bot to an enemy team
impulse 102	: Remove a bot
impulse 103	: Bot Cam. Cycles through the view of all bots & players on the server (not in QW)
impulse 104	: Dump Waypoint data to console (see below) (not in QW)


How to Install the Modification
-------------------------------
Create a directory called Quake2 as a subdirectory in your Quake
directory (parallel to the ID1 directory) move all files included in this
archive to the Quake2 directory.  To play, type QUAKE -GAME Quake2 from
the Quake directory.

This modification REQUIRES Quake version 1.08 or 1.09!




Description of FrikBot
----------------------
This bot takes a unique approach. Unlike all other bots I've seen, FrikBot actually
pretends to be a player. When he fires his weapon, it's the same function that the
player uses. It is all done through his button flags. In other words, the bot fakes
all client functions, he looks like a Quake client not only to the people in the
game, but also to the Quake C. So why did I make him fake client behavior? Well with
him using all the player code, he automatically works with hundreds of mods with a
few short lines of code added or changed. This bot will play by the game rules of
nearly every mod out there. (though he doesn't always know the rules however)


About .way files
----------------
.way files are a custom form of config file that stores waypoint data. Contained in
each files is a series of commands, when executed on the server console, create
waypoints. Way files only work with the Normal Quake version. QWSV's current
limitations prevent it from accepting data in this way. 

Waypoints contained in the files can be created dynamically: Start up quake with the
parameter -condebug, wander around a map, try to avoid doing anything a bot cannot
do, for instance the FrikBot cannot rocket jump in it's current form. For a good
visualization of the waypoints you're creating, set developer to 2. Make sure you
cover the map well, when you feel confident that the waypoint map is complete, use
the waypoint dump impulse (listed above). Quit Quake, locate the qconsole.log
outputted in your frikbot/ directory, then snip out the waypoint data that was
dumped. Save the data as mapname.way (plain text) file in your maps/ directory. 

Alternatively, you can create a small mod that allows you to spawn, and link waypoints
manually. This can produce superior waypoints than the game is normally capable of,
but it is rather time consuming. I recommend placing .way files in your id1 maps
folder if you play a lot of mods based on the frikbot. The way files will then be
availble to every mod you play.

FrikBot homepage at http://www.mdqnet.net/frikbot/




Copyright and Distribution Permissions
--------------------------------------

All code, models, and sounds in this modification are copyrighted by id Software
unless is otherwise stated. Anything not copyrighted by id Software is copyrighted
by thier creators. Anything ported from Quake 2 is used under the permissions granted
by id Software. Railgun code originaly by FrikaC and is used and modified with
permission granted by FrikaC. FrikBot is also by FrikaC and is used with permission.
All original code and models are copyrighted by Kryten. Model conversion by Electro.
