
Title    : QTank 
Filename : QTank.zip
Version  : 1.0 FINAL ?
Date     : 12-25-97
Author   : Nick "SiNGE" Bousman, Glenn "Griphis" Saaiman, Others
Email    : singe@ix.netcom.com


 Type of Mod
 ------------
 Quake C  : yes
 Sound    : yes
 MDL      : yes
 Level    : yes


 Format of Mod
 --------------
 pak0.pak file.


 Forenote:
 ----------
     Stuff we need.. More importantly than anything else... WE NEED
 INTERNET SERVERS DAMNIT!!!!! QTank IS more internet-friendly than
 QRally dontcha know. ;)

 Description:
 -------------
     What else can I say, it's TANKS... in Quake! This is meant to be a
 complete deathmatch conversion. An alternative for the normal mode of
 playing deathmatches. Levels are (supposed to be) like big arenas, and you
 run around till you get the tank item. You then get 999 health (at least the
 beta), a whole new assortment of nifty weapons, and a brand shiny-new tank.
 Then just run around and kill the other players, whether they're in tanks
 or not. You only start out with ammo for your default weapon, so be sure
 to collect ammo for your other weapons. They're much cooler. Yes, all
 tank ammo is obtained from new ammo items.
     As far as players hurting tanks goes, here's the way it SHOULD be.
 This is regardless of if it actually works yet or not. Players cannot harm
 a tank with most weapons. Grenades and Rocket Launchers DO hurt a tank just
 fine. A lightning gun does a little damage, but also fucks with the tank's
 turning (electrically-based system). A quad-powered player will hurt the
 tank with any weapon as if it were dealing normal damage, except the
 rocket and grenade launcher. These deal four times the damage as normal.
 If a player kills a tank, he gets two frags.
     When your tank's health gets below 200, you can eject. You have the same
 health you had when you entered, but you'll have yellow armor. Didn't ya
 know all tanks are equipped with yellow armor? :)


 Weapons Info:
 --------------
 1: Emergency eject system. Leave the sanctity of your tank (auto-destructing
      it in the process) if you get low on your health. This would be when you
      start smokin'. This would be anything below 200 of your tank's health.

 2: Big Gun - It's just your super-super-shotgun if you will. The default tank
      weapon.

 3: Autocannon - It's a real buff, dangerous, scary nailgun with REAL pointy
      shots. Shoots faster and bigger shots than the nailgun, so each does
      more damage, and plus it fires them a lot faster than the nailgun.
      The default mode for this weapon is a direct hit weapon due to the
      DM lag it causes. But you CAN enable the old mode with the spikes 'o
      fun for LAN play.
    Uncalibrated autocannon - Same as before, but the shots fan outward.

 4: Rocket - They're rockets. 'Nuff said. They move a bit faster and fire a
      bit faster than rockets shot from a portable rocket launcher though.

 5: Mega Rockets - Like rockets, but a bit slower, and much deadlier. Be
      careful with the blast radius. It's bigger than it would seem.

 6: POV Rockets - Almost as powerful as big rockets and about as fast,
      but with a little MissleCam on them that you can guide across to
      accurately hit your target.

 7: Mines! - Drop 'em, and after one second they click. After that, DON'T get
      near them while you pray that your opponent(s) do. You can only have 10
      out at once, and they explode after 60 sec on their own.

 8: Plasma - This energy weapon comes in 5 types. Select the weapon multiple
      times to choose your desired method of killing.
    Plasma (1 plasma cell) It's red. Does the damage of a normal rocket, but
      there's no blast radius.
    Bounce Plasma (2 plasma cells) It's yellow. Same as red but it's super-
      charged with caffeine or something and bounces off all over the arena.
      You only may have a limited number of these bouncing around at once.
    Spread Plasma (5 plasma cells) It's orange. You fire five shots in a
      semi-random spread pattern.
    Homing Plasma (8 plasma cells) It's blue. It's "smart" plasma. (don't
      ask) The code was respectfully taken from Vhold's marvelous homing 
      rockets patch.
    Charge Plasma (10 plasma cells) It's all the above colors, it's very
      bright, and can gib Shamblers. 'Nuff said.

 ?: SuperSecret Bonus Device! (but not very helpful)


 Levels:
 --------
 - QTANK1.BSP - "Lava NOW!" - Our first level. Works in DM, but who knows how
                well it'll be? It was the first level. Griphis made it.
 - QTANK2.BSP - "The Virtual Battlefield" - Second level. Themed to be
                 TRON-ey. :) Improved since the last version.
 - QTANK3.BSP - "Tank You Very Much!" - Very cool map from our first cool
                 mapper guy on the project other than me and Griphis.
 - QTANK4.BSP - "Armor in the Dell" - A very small "arena" type atmosphere.
                 Carnage ensues.
 - QTANK5.BSP - "Laser Tag" - This is a rather controversial level. Everyone
                 will start in an observation room in the top of the level,
                 but it's advised everyone run to the teleporters into the
                 level and grab a tank as soon as possible. If you feel like
                 doing an "unenforced teamplay", the level is divided into
                 Red and Blue sides.
 - QTANK6.BSP - ? - I dunno what to call this one. It was done by Griphis.
                 All the textures are his, and it's an excellent level for
                 large QTank games. Unfortunately, Griphis isn't good at
                 managing his time (Sorry Griff. You're not ;) and waited to
                 the last moment to work on it. Thusly there's some VERY VERY
                 annoying problems with it. I was tempted to not include this
                 level, but considering this just very well might be the FINAL
                 QTank release, I threw it in. Besides, nobody plays this on
                 any servers so, who cares? And aside from the major problems,
                 it's a pretty fucking cool level with pretty fucking cool
                 textures. Play the level because it looks cool and plays
                 well, but keep in mind that it is fux0red.


 Useful Stuff to remember:
 --------------------------
 - There are three kinds of tanks. They all ACT the same, but they look
    different. Use IMPULSE 100 to toggle between the three kinds. When you
    enter a game, you tank type is chosen for you, and you have that type
    until you use impulse 100, or disconnect.
 - IMPULSE 200 in single player mode gives you a tank immediately.
 - The "temp1" varible is a server flags variable. By giving it a certain
    number, you can configure QTank to the deathmatch game you choose. Below
    is a current list of flags. To get the desired effect, add the numbers
    of the flags you wish, and before the game type "temp1 #" into the
    console, # being the sum of the flags you want.
   1 - Direct hit autocannon. The old autocannon is the default. It's cool,
        and it's cool over a lan, but in internet play it's absolute hell.
        With all the nails flying around, lag goes to hell. Set this flag if
        you plan to be running an internet game, and don't want everyone to
        disconnect from your server. It makes the autocannon into a direct
        hit weapon.
   2 - Less gibs. If you're having lag problems in internet games, this is
        also a good flag to set. It makes the tank bits from an exploded
        tank stick around for a lot less time, decreasing the amount of
        information that needs to be sent to the clients.
   4 - Tilt Disable. If you don't like tilting, or if the tilting code is
        causing lag, you can set this flag to disable all tilting.
   8 - Unlock Aim. With this set, tanks can aim up and down, SIMILAR to
         players, but with slight differences. I personally like the aiming
         locked in place. Gives it a better "tank" feel. But many people
         wanted this, so it's in.
   16 - Starter packs. All tanks come with a little of each type of ammo.


 Known Bugs:
 ------------
  - Clipping is kinda off
  - Having troubles with the bounce plasma sticking in the floors.
  - QTANK6.BSP - VERY fucked because Griphis didn't try to finish it off
   until the last moment. One spawn point doesn't function, and will cause
   players to be stuck in the middle of the wall. A number of areas have vis
   problems still, making the walls appear to dissapear in places. Also, many
   of the items that WOULD be in the level fall out, so you get a plethora of
   error messages upon spawing of this level. I would have edited this myself,
   but Griphis didn't give me the RMF/MAP or his texture WAD before he left
   a couple days before release. :P 


 Planned Stuff:
 ---------------
  - QTank in QUAKE 2! }:>

 Misc:
 ------
 Check out Singe's page 'o patches at:

 http://singe.telefragged.com

 Singe is also the author of Rune Hunt, Artifact Quake, and Slide.

 Check out Griphis' page 'o Quake stuff, once he's ready to tell you where
 it is!


 Copyright and Distribution Permissions
 ---------------------------------------
 Authors may NOT use these modifications as a basis for other
 publically available work. 

 You may NOT distribute this Quake modification in any electronic
 format. It's a really preliminary beta release. Don't worry. You guys
 will get ta spread it around when the v1.0 one gets finished.


 Megacredits  (I did get SOME help ya know)
 -------------------------------------------
 --Teamers first (In semi-chronological order)---

 - Nick "SiNGE" Bousman (singe@ix.netcom.com)
    [Concept & Design, Code, Skins, Sound, MDLs, BSPs]
     I obviously did a ton of stuff here. But then, it's my TC. :)
 - Glenn "Griphis" Saaiman (griphis@ix.netcom.com)
    [MDLs, BSPs, Sound, Skins, Design]
     Griphis has been here from the start, and helped a GREAT deal. Other
     than me, he's done more work on this TC than anyone else.
 - Rocko --
    [Design]
     He was sitting over my shoulder a lot of the time I was working on
     this back in the months I first started it.
 - Mark "Fimm" Ellesworth
    [Almost Sound]
     A friend of mine. He looked through his old Macintosh games way back
     when I started this, and "borrowed" from various places a whole bunch
     of sounds for me to use.
 - Metalfox
    [Sound]
     I forget exactly how many, but this nice furry made/engineered some
     sounds early on in the development of QTank.
 - Ray Loggins (loggins@bellsouth.net)
    [Sound!]
     MAN! This guy knows his sounds. He contacted me RIGHT as I released the
     beta, asking if he could help. And he sure has. Many of the newer sounds
     were done by him. He's also worked on other projects such as the famous
     QuakeRally. If you need sounds, call him! :)
 - Peter "Voin" Hushvahtov
    [MDL]
     I was quite surprised to see an awesome tank model sitting in my
     mailbox the day after I released the beta. Yes, this is the same guy
     who did the cool Voin Quake patch, and yes, he works at Ion Storm. :)
     Unfortunately, we never were able to get a mapping scheme or skin for
     it. :P
 - Negative Creep
    [Skin map]
     It wasn't a HUGE contribution, but he got the 2nd tank model's skin
     mapped on right so we could make some cool skins. :) Unfortunately, we
     weren't able to use this tank. :/
 - Dag "Viper" Thomas Olsen
    [MDL]
     I haven't heard from him in a while, and I haven't yet been able to
     use 'em, but he made some very nicely designed tank models. Just was
     never able to map them well. :)
 - Iikka "Fingers" Keranen
    [Tanktilt Code]
     Dang! Another cool guy, Iikka is the creator of the antimatter cannon
     as well as the VERY popular Air Quake. He made the antimatter code
     as well as models (in a text editor no less!) That  model, btw, is
     more famous as the thumper models in TWCTF. He is also the author of
     For QTank, Ikkia sent me some wonderful code that got the tanks tilting
     finally.
 - Roach (groach@aol.com)
    [Icon]
     He made an ICO file for QTank, for any of those who wanna use it in
     their Win95 desktop. :) No big miracle, but pretty cool.
 - Garry "Jizzlobber" Cook (garry@mt-solutions.com)
    [BSPs]
     Oooh this guy came to me RIGHT when I needed it. Provided the most
     recent two levels for this beta release. I am quite impressed with these
     maps, as they are good, and I've gotten only ONE other submission other
     than his so far :p. But this guy is GOOD. I hope to see more work from
     him in the next release. :) (made qtank3 and 4)
 - Kevin "R-O-O-K" Conner (les@wilmington.net)
    [BSPs]
     Made Laser Tag (qtank5), and another small lev for QTank not in the pak.
     Cool level, good design. Unenforced teamplay?
 - Andy "Insanity Blue" Staines (andy@whitehole.demon.co.uk)
    [MDL]
     Dang. This guy made the ONLY outside tank we ended up using. It's the
     falcon grey tank. Except for my own minor changes, he made the tank,
     model, AND skin.

 -Not teamers---

   Vhold (vhold@netwizards.net) (http://netwizards.net/~vhold/):
   - Homing rockets code base. (Helped me figure out the homing plasma)

   Rob Albin (albinatr@apci.net):
   - Chasecam code. (Adapted for our tank's viewpoint)

   Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net):
   - His guided missile code helped me create the POV rockets.

   Assault Rigs team (Psygnosis)
   - Kickass tank game for the Playstation. Inspired this whole project.
      Everyone should go buy it. Now.


 Level Specs:
 -------------
    No more levels needed for QTank. QTank2 will need 'em tho. Get to work!


 Availability:
 --------------
 http://singe.telefragged.com/qtank/qtank.html
 other places
