
                           =======================
                              WEAPONS PACK 3.0
                           =======================
                           By Karl Burdack
                           areality@dynamite.com.au


                       Welcome to the Weapons Pack V3.0
--------------------------------------------------------------------------------
This versions date: 25/2/97

Quick Start:
-------------

Assuming you have unzipped the wpack30.zip file into a wpack
directory inside your quake directory, then to load the Weapons Pack type:

quake -game wpack

In your quake directory. All settings and savegames during use of the
game will be saved in the wpack directory.

For the default controls see the controls.txt file, for weapon
statistics see the weapinfo.txt file.

Weapon Pack Files:
------------------

wpack30.zip             - the file you probably received this as

- Inside wpack30.zip:

readme.txt           <- you are here
weapinfo.txt         - info on the different weapons and how to
                        pick 'em up
controls.txt         - lists the default key bindings for different
                        weapons, and how to change them

Note : no source code is included, but only to save space, please
email if you want the source code

Short Overview :
-------------------

This patch adds onto the standard quake weapons, numerous other
weapons.  At first the amount and details of all the weapons
may seem overwhelming, but it does not take long to get used to
what weapons do, usually you just use the weapon that seems to do the
most damage.

- use of weapons:
You should take the time to read the weapinfo.txt file so that you 
gain a greater idea of what each weapons weaknesses and strengths are

- basic idea of patch:
This patch was designed to give an alternate style of playing quake,
with greater rewards for searching out and picking up weapons.  
additionally there are features included to help even out
deathmatch a little, or at least allow players to kill even the
toughest player if they use their wits.

- how to get new weapons
whenever you pick up a weapon for the first time you will get the
standard you would normally expect. But upon picking up weapons
two or three times you will get special weapons. These weapons
are available through the usual number keys on your keyboard,
just press the key repeatedly to cycle through the extra weapons.
There are 12 weapons available through picking up certain combinations
of weapons

- higher level weapons
There are also 10 special weapons which not only require you to pick
up a certain number of weapons, but also attain a certain weapon
power level.  During the course of the game, special spinning numbers ranging
from 1 to 5 will appear (and sometimes dissapear).  You may only pick
up two of these numbers at a time.  1's are most commonly found
while 5's are quite hard to find.  Youre weapon power level is determined
by the sum of the two numbers you are carrying. ie. if you were carrying
a 3 and 5 then your power level would be 8.  You automatically dump
lower level powerups when you find better ones.

Each of the 10 special weapons can only be attained at certain power levels.
For example weapon 10 requires you to carry two 5's (5+5 = 10), 
whereas weapon 4 would require any combination that adds up greater than four
(1+3, 2+2, 5, 4, etc)

Each of the power levels (1..5) give you certain superior powers which are 
dicussed later.

- Some bonus weapons are only available through special powerup boxes.
These boxes appear as a rotating box, which you can pick up. Some
of these boxes appear very rarely so get any that you see.


Detailed Explanation of Features / New Features:
---------------------------------------------------

CHEATS:
-------
To view all the weapons you may enter single player mode and type the
"impulse 9" cheat at the console.  Now go test it out on monsters to
see the power of some of the weapons. Another nice cheat is to
type "teamplay 4" to turn on unlimited ammo.

ACCESSING WEAPONS:
------------------
Several new weapons are bound to each slot where the old weapons were
before, to cycle between all the weapons bound to one group just keep
pressing the corresponding number key. ie to cycle through grenade weapons
keep pressing the 6 key.  Note that the weapons cycle in most to least
powerful, where the original weapons are considered least powerful. In addition
there is now 2 groups of weapons called mines and sentinels which are assigned 
to the 9 key.  Also there are miscellaneous weapons stored in your inventory, 
to cycle through the inventory use the [ and ] keys, and the enter key
to use them.

BACKPACKS:
----------
When some powerful player dies, someone who has been hording weapons
and ammo, all of the extra weapons for the weapon they were using before death
are stored in the backpack and all ammo and cameras are stored as well. Also
half of their weapon pickup counter for each of the 6 pickup-able weapons is
stored here. This makes getting the backpack's highly desirable.

MULTISKIN 1.1:
--------------
You can have many different skins than the normal type, use
the O and P keys to change skin, a good idea is to use a camera
to look at yourself

TELEPORTING MISSILES:
---------------------
Missiles teleport and are effected by wind tunnels, great for suprising
the unwary.

BOUNCY NAILS:
-------------
Bouncy Nails and shrapnel, try shooting around corners!.

NEW!, PLAYER BODY TOUGHNESS:
----------------------------
By setting the temp1 variable before starting a level you can adjust the toughness
of players.  100 means normal toughness (100%). 50 means half as tough (50%). 300 means
3 times as tough (300%).  Set to < 100 for a game with lots of gore and quick
deaths, >100 for a game with prolonged battles and less frags.

NEW!, WEAPON POWERUPS:
----------------------
Not only do weapon powerups increase you weapon level but
they also give you special abilities:

1 - Power of Damage (2x damage)
2 - Power of Ammo Efficiency (half ammo usage)
3 - Power of Toughness (half damage recieved)
4 - Power of Regeneration (health regenerates)
5 - Power of Speed (weapons fire 1.5 times quicker)

Powerups can add, as follows:

2x:

1 = 4x damage
2 = 1/4 ammo use
3 = 1/4 damage recieved
4 = regenerates twice as fast
5 = weapons 2.25 times quicker

To drop youre current lowest powerup press the I key.
To see the powerups you have press the R key.

NOTE, Power of damage can be combined with quad damage, which allows
a maximum of 16x damage.

NEW!, BETTER GRAPPLING HOOK
---------------------------
Credit goes to Perecli@ix.netcom.com for this one, a grappling hook
that uses real physics to allow swinging. Being more realistic
also helps people to get less upset when you use it, since some
of the more dubious things that could be done with the old hook
are now gone.

Use the H key to activate (hold it down to contract). Use
Y and U to release rope and retract rope.

NEW!, SMOOTH ZOOM
-----------------
Although this is not much to get excited about, it is a welcome
improvement to other methods of zoom.  Use the < and > keys 
to zoom in an out and the M key to go back to normal zoom

NEW!, MONSTERS:
---------------
Monsters are back in, and the patch is functional in all modes of play,
also a lot of work has gone into ensuring that fighting monsters
can now be almost as fun (or hard) as deathmatch

NEW!, SOLID CORPSES:
--------------------
All Corpses are solid and gibbable, this adds a lot of gore to the game.
each monster has different body toughnesses as well.
        
NEW!, RESPAWNING MONSTERS:
--------------------------
Monsters respawn after a certain delay, unless
their bodies have been gibbed, this add a whole new amount
of playability in single player since you have to gib
the bodies for the monster to be really dead.
Add 8 to teamplay to turn this feature off.
	TIP: stand on the bodies as they respawn.

NEW!, UNLIMITED AMMO OPTION:
----------------------------
This allows coop-deathmatch to still be
fun, but you only have to worry about what weapons you
have, and not whether you can afford the ammo. Some weapons
that require cells for power still consume cells.
add 4 to teamplay for this to be on.

NEW!, QUICK SPAWNING WEAPONS:
-----------------------------
This really hots up deathmatch action, 
with weapons respawning after 5 secs
instead of 30secs. 
Add 8 to deathmatch to turn off(you will have to restart the level as well)

NEW!, DEATHMATCH MONSTERS:
--------------------------
This makes every monster (nightmare)
to appear in the deathmatch game, making an interesting
variation. 
Add 4 to deathmatch for this (again you will need to restart)

NEW!, PLAYER ZOMBIES:
---------------------
This COOL feature makes soul-less player corpses
become horrid undead creatures whose only desire is to consume the
living. These are a new monster type called "Zombied Player" which
keep the weapon the real player was using when they died.
(so try not to die with the seeker selected!) These weapons
have unlimited ammo, but the usual refire rate. They walk around
like idiots but their aim is a killer. Of course gibbing
their bodies will detroy them for good. Their aiming ability and
general evility is set by the skill level ("skill 3" is nightmare,
"skill 0" is easy) 
Add 16 to teamplay to turn this off.

NEW!, FRAGS:
------------
These fragments of metal smoke as missiles explode.
This effect by far surpasses that of using nails as in V2.0

NEW!, GIBS:
------------
Now cause less packet overflow but can still appear more
numerous because a fixed length list of gibs now being kept.
The same goes for heads and bodies

NEW!, ENEMY-CAM
----------------
Now you can attach cameras to enemy bodies, this gives
you a sinister look into what they are doing.  The
enemy cam cannot function properly after a certain
distance. Access enemy cam as though you were using
a normal camera


Bugs Squished with extreme predjudice:
--------------------------------------

- Player wedging is fixed (or at least as good as original quake)
        this humourous effect will be missed.

- The bug/limitation in qccdos that restricts larger quake C programs has
        been overcome through the use of advqcc from Walter Lord
        (lord@brodart.com) this compiler is not only faster but
        has a much larger global variable space and other improvements
        allowing more code to be compiled. This has allowed me to
        put back in monsters, and in a big way.

- The camera view , body falling through the floor bug is fixed, cameras are
	now safe to use.

Bugs Remaining:
---------------

none yet!


Future Enhancements:
---------------------

- This may be the last version


Distribution:
-------------

Distribute this as much as you like, just leave this and other files intact.
If you would like to use my code for your own projects go ahead, but be warned,
the code is very differently organised to the original quake c code
(especially the weapons code).

Contact:
--------

Please email any questions, suggestions, bugs (the software sort),
and cool ideas to:
email: areality@dynamite.com.au

Don't have time for a homepage.




