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  Title    : Wyrm 2 alpha 6  
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Filename : wyrm2a6.zip
Version  : alpha 7
Date     : 10/13/98

Author(s) : Josep del Rio
Other mods: Wyrm 1 (for Q1)
	    Turrets! 1.0 (for Q2)

Web Page : http://www.telefragged.com/wyrm

Email    : wyrm@telefragged.com

Credits  :
	   Positron Beam by Singe and Griphis (visit their webpage at http://singe.telefragged.com)

	   Guided Misile concept by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net) 

	   Antimatter Cannon concept by Iika Keranen

	   Shell model by Mr. Elusive

	   Tech Soldier skin by DarkNova

           Weapons of Destruction by Matt Wright a.k.a. Punk (punkz93@geocities.com)

           Ice cube model by Howard "Solo" Roy (howard@mpog.com)
           
	   Napalm mod by Patrick Martin (cimartin@flash.net)

	   Scanner and Laser Tripbomb by Yaya (damian.slee@virgin.net)

	   Controllable Turrets by Ridah (ridah@frag.com)

           Damage Skins and Nightmare mode by Eavy (eavy@planetquake.com)
                 Check his Code Exchange page at http://www.planetquake.com/ce

           StarWars Laser by LM Jormungard (mike@ictv.com)

           Chasecam by sATaN (frolicka@hotmail.com) 
                    with some additions by WarZone (quake2@theleague.net)

	   id, of course :)


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  Type of Mod  
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C        : yes
Sound    : yes
MD2      : yes


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  Format of Source  
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unified diff  : no
context diff  : no
.c files      : not for now... 
gamex86.dll   : yes


ͻ
  Description of the Modification  
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Wyrm returns!!! now, for Quake 2 :). A bunch of new stuff... tons of weapons,
monster enhancements and a lot more!


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  Starting  
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**IMPORTANT** the first time you execute wyrm, type at the console:
exec keys.cfg
this will set the standard weapon cycling stuff, so it will be a lot
easier to switch to a new weapon.

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  Features  
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+12 new weapons:
* Shotgun-->Airfist (yeah, the Team Evolve's airfist!)
* Chaingun-->FlameThrower-->Street Sweeper
* Grenade Launcher-->Cluster Grenade (Wyrm's cluster grenade 2.0)
* Rocket Launcher-->Napalm Rockets--> Guided Misiles
* Super shotgun-->Double Impact (double grenade=double diversion?)
* Machinegun-->Explosive bullets (fun! :)
* Blaster-->Pistol (faster, but weakier... :P)
* Hyperblaster-->Freezegun
* Railgun-->AntiMatter Cannon-->Positron Beam

+Upgrade system to get weapons:
*if you want to get the airfist, you must get 2 shotguns
*if you want to get the flamethrower, you must get 2 chainguns
*if you want to get the street sweeper, you must get 3 chainguns
*if you want to get the cluster grenades, you must get 2 grenade launchers
*if you want to get napalm rockets, you must get 2 rocket launchers
*if you want to get guided misiles, you must get 3 rocket launchers
*if you want to get Double impact, you must get 2 supershotguns
*if you want to get Explosive Machinegun, you must get 2 chainguns
*if you want to get Freezegun, you must get 2 hyperblasters
*if you want to get the AntiMatter cannon, you must get 2 railguns
*if you want to get the Positron Beam, you must get 3 railguns
that's all... more to come.

+Cycle command: you can define your own weapon cycling with this command.
For example:
  bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}"
each time you press "p" you'll cycle throught these weapons.
 
+New monster enhancements!:
*Berserk goes berserk when it receives so damage (try it)
*Flyers can now dodge your projectiles (like rockets and blaster shots)
*Monsters now dodge only when necessary (better ducking)

+New monster varitants!:
*Fire Maiden: Harder, and armed with a napalm missile...
*Tech soldier: Owns a power shield and a laser :)

+New difficulty mode: hell! (skill 3), where the stroggs respawn! (yeah,
like in DooM :)

+Fun gibs: heads can be gibbed, gibs float in water and they can be eaten if
low of health

+New item:Power Screen! it substitues the power shield at a 50 % rate... 
check it :)

+Fixed trigger_gravity! check out the included map, Test.bsp .

+Chasecam (heavily modified... it now has a lot less bugs, and work in water)
+Scanner (has some problems in SP)
+Nightmare mode! (lights off)
+Damage skins support.
+Multiple IP banning support \
                              |-take a look into wyrm.cfg
+MotD                        /
+Weapons/Items/Ammo banning (look default.cfg)

+Controllable turrets! :) may be fun for deathmatch, but I think that
there isn't any deathmatch map with them... :(

+Cutscenes!: Support for Opening and Endings (see the included map, cut.bsp)

stuff I'm working on:
-adding ctf (wich includes grappling hook and runes)
-more monster variants
-more weapons


ͻ
  How to Install the Modification  
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1. Make a directory in your REGISTERED Quake2 folder called Wyrm
2. Extract wyrm2a6.zip into that directory.
3. Go to the command prompt and type "quake2 +set game Wyrm"

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  SERVER Commands  
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"sv nightmare" activates the nightmare mode...
Also, you can activate the Damage Skins support with "set dmgskins 25" (you
must have the damage skins client pack...).

Turret cvars: define the standard turret valors (so "custom" turrets
won't be affected). This will affect all the original iD turrets:
   turret_missilespeed : velocity of the projectile
   turret_missiletype  : projectile type. can be:
					* 0 --> Rocket
					* 1 --> Railgun
					* 2 --> Chaingun
					* 3 --> Blaster
					* 4 --> Laser

   turret_missiledamage : damage of the projectile
   turret_freq		: time between firing

If you want to make custom turrets for your map, you can use the
following:
	"random" to set the speed of the turret's projectile
	"count"  to set the projectile's type
	"health" to set the damage that the projectile will inflict
	"wait"   to set the time between firing

Misc cvars:
	activate_frameskip: it is set to 0 by default. This will let
			you activate the weapons faster
	deactivate_frameskip: it is set to 0 by default. This will let
			you drop your weapon faster
	Tip: use "set activate_frameskip 10" and "set deactivate_frameskip 10"
	  if you want to switch weapons instantly (useful in deathmatch)

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  Commands  
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-"cmd chasecam": Activates/deactivates the chasecam
-"cmd scanner": Activates/deactivates the scanner
-"use flashlight":Activates/deactivates the flashlight
-"cmd tripbomb": places a tripbomb (in this version is in testing)

ͻ
  How to use Modification  
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Turrets
-------
Just jump into it... try to modify the turret cvars, is fun ;)

Weapons
-------
There are some standard cyclings defined into keys.cfg, so you may
cycle between them.

Monster enhancements:
--------------------
Well, in skill 3, monster respawn in nightmare...
Bitch fires at foot if she can.

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  Testing Notes  
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Despite the new weapons are fun, I think that I've to enhance the SP
play a bit more ;P

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 Bugs 
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Uhm... don't know :) if you find anyone, mail me, plz.

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  Future enhancements  
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I hope to add ctf soon... also, I'll be adding sp enhancements, and a
little surprise ;)

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  Revision History  
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10-13-98--> Solved the skins problems :) it was a bug from NST, but I
	solved it with an hex editor ;P
	    Added 5 new weapons
	    Removed Faster Blaster
	    Solved some minor bugs
09-15-98--> Now, Wyrm will be unpaked due to some skin problems... :P
            A crash bug solved
            Cutscenes added! (cut.bsp)
            New page design (better and faster to load)
            Better ducking! now monsters only duck if they dodge the missile
09-05-98--> 2 new monsters (Tech Soldier and Fire Maiden)
            Added Freezegun
            Fixed a bad bug with floating -_-
            Berserk now goes berserk when receiving so damage
            Soldiers have gained a new attack
            Flyers can now dodge projectiles
08-28-98--> Better floating in gibs
            Updated the Napalm mod to a newer version
            Cycle command
            Fixed trigger_gravity (check test.bsp)
            First upload to ftp.cdrom.com! :)
            Fixed chasecam bad clipping (it seemed to be an id bug :P)
08-17-98--> Added scanner
	    Added Napalm mod (not the last version. this will be
		corrected into the next version :P)
08-12-98--> Well, some new features :)
		*Fixed a small chasecam's bug...
		*Added Controllable turrets! (heavily modified...)

08-11-98--> first release!!!! :)

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  Contacting Author  
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Send comments, opinions, ideas, bugs,... at

ryo@lettera.skios.es


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  Copyright and Distribution Permissions  
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* Authors MAY use these modifications as a basis for other
publically available work.

* If you have used part of this patch (code, model or sound) in
your own patch, please give credits to the authors who have made
them - including myself. Thank you.

* You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.

* The above permissions do not apply to Actura Software, who may not do
anything, in any form, in any way, by any means with these files,
including, but not limited to, sale and redistribution of the software.
