KRYN KONVERSION version 0.09
author - Athos Konkoran Kryn
email  - athoskryn@aol.com

okay...just another conversion you say...with lots of extra weapons...
well yes, but not implemented the way you think...all the extra weapons
are there own weapon entirely, they can be placed into levels by themselves
and be picked from backpacks, etc.

10:14:2189::1300

 -now logging into "colonialmilitary.transmit.communication"

User  : well, what the frag are they?

Athos : glad you asked, i will make a list

 -now recieving data transmission from *****encrypted******

 -now loading data file "weapons.specs.list"

 = unarmed weapons
        = axe - original
        = throwing axe - ability to throw axes with a maximum of 5
                for carrying
 = shotgun shell based weapons
        = shotgun - original
        = double-barrelled shotgun - original
        = repeater - an automatic rifle capable of firing vast bursts of
                shotgun shells at a time...great for crowds
		---- weapon_auto ----
 = nail based weapons
        = nailgun - original
        = perforator - original
        = pulverizer - a variant on the perforator developed by CryoCore
                Technologies.  CryoCore inside informants say that the
                pulverizer can fire long bursts of nails like the perforator,
                but it fire them in vollies, firing five at a time to be more
                precise
		---- weapon_spread ----
 = rocket based weapons
        = grenade launcher - original
        = rocket launcher - original
        = missile pak - a large Colonial Military field weapon.  the missile
                pak was developed by the Colonial Military for small
                infantry assaults against large groups of BioWar devices and
                their like.  packing a mean amount of recoil, but with a huge
                punch...three missiles at a time
		---- weapon_three ----
 = cell based weapons
        = laser cannon - common field weapon carried by the Colonial Military.
                fires a burst of focused light
		---- weapon_laser ----
        = thunderbolt - original
        = burning plasma - a heavy duty weapon developed by Nanotechnologies
                Inc. burning plasma fires super heated molecules of matter,
                the matter heated is usually the air surrounding the inport
                vents near the rear of the gun. rumors of a new variant
                being developed by CryoCore Tech. are abound, supposively
                this new variant can super heat any matter fed into the gun,
                doing vasts amounts of damage
		---- weapon_plasma ----

 -now closing data file "weapons.specs.list"

User  : okay, what gives...what else does this 'conversion' involve?

Athos : hold on...

 -now recieving data transmission from *****encrypted******

 -now loading data file "skills.specs.list"

 = basic skills
        = throw backpack - you can throw your current weapon and half of its
                ammo into a bag and toss it to a fellow merc. in addition the
                ammo you have for weapons you do not have goes in there too.
        = detonate - most mercs in your division have been retrofitted with
                one of the craziest last-ditch weapons available twenty 
                pounds of endo/bio explosive...in your chest cavity. once
                detonated tons of damage and most of your body are riddled
                amongst any near by targets.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
 -impending page break

 -now logging off "colonialmilitary.transmit.communication"

well i hope that gives you an idea of whats in this conversion...so far...
as future versions get out i will release more information about it

==============================================================================
credit where credit is due

okay here we go

         ID SOFTWARE - for making quake...and the supernailgun mdl
		from qtest 
	 Ronald E. Mercer - teleporting items
	 Iikka "Fingers" Kernen - burning plasma mdl files and code
	 Wedge and Choryoth of quake command - throwing axe code and
		mdl files
	 Steve Bond - eject mdl files and code
	 Charlie Zimmerman - nail ricochet code
	 Jeff Epler - for the awesome chasecam coding with multiskinpro
		and laser sight and spotlight...the whole enchilada
		that came with his source files...oh yeah and the solid
		monster coding too...all very cool stuff
	 Stefan Schwoon - backpack throw coding ( well at least the base
		for it...i REALLY tweaked it to handle all of my new
		coding )
	 Dave Weiden - coding for the extra "pull chainsaw" frames for
		ogre...i added an actual sound...
	 Bill Turner - coding for xsoldier...a VERY awesome idea...i 
		tweaked it just a little
	 Jacob Fenwick and Robin Ball - coding for drone and the mdl's
		my conversion can support maps with "monster_drone"'s in
		it
	 Patrick Martin - coding for the extended hell knight with the 
		extra frames and what-not...i tweaked this a little too
	 n-tropy - coding for the laser gun
	 Psycho Prisoner - coding for the exit messages in deathmatch
		says different things depending on how many frags you
		leave with...i changed the messages though
	 Chris ( no last name given ) - coding for falls...i made it a
		bit more fair though with the damage...
	 Werner Spahl - for his coding to allow enemies to take damage
		from falls/lava/slime and drown...i had to tweak it a
		bit so that they did not make the player hurt sound
		when they fell

OKAY...i THINK that is it, if for some reason you see your modification
in my patch..PLEASE email me and tell me...i will credit you in the next
release, with an apology too =)

bugs?....what bugs....well i know of two
	1. the monsters suddenly lost there roving ability when i added
		the new ai and combat qc files and fooled with them
	2. when you pick up ammo or backpacks with just ammo...your
		weapon switches to your absolute best weapon..
	3. i think i know one more but i forgot it...

anyway here is the impulse list

impulse 1 - 14 selects the specific weapon
1 axe
2 throwing axe
3 shotgun
etc...
impulse 15 cycles forward
impulse 16 cycle backward
impulse 30 toggles the chasecam
impulse 31 toggles laser sight/spot light/both off
impulse 32 changes cam view down
impulse 33 changes cam view up
impulse 34 changes cam view toward
impulse 35 changes cam view away
impulse 100 detonates yourself
impulse 101 throws a backpack...rules? see above documentation
impulse 200 multiskin up
impulse 201 multiskin down
impulse 252 server flags command
impulse 253 all keys
impulse 254 all weapons and ammo
impulse 255 quad cheat

finally the end...i hope i did not forget anything
PLEASE email any bugs/comments/suggestions/flames(!) to
athoskryn@aol.com
it would be most appreciated

plans for the future...
four power armors...new mdl's
get rid of multiskin...add change skin depending on armor worn
four types of bombs...each uses a different type of ammunition
-fragmentation mine /10 shells
-proximity shrapnel mine /10 nails
-pipe bomb /1 rockets
-shock wave bomb /1 or more cells
new mdl's for each of these
i have mdl's for the new weapons...but they are really bad
so i have not put them in this release for now...except for the
pulverizer...but this is not all that good either...
it is still real early in development..

wish list...
a life ( wait one damn min..)
some mdl files
maps that incorporate my new weapons
the names of them..just look in the above data transmission...

 	 