====================================
DaScott's QuakeC DM Enhancements 1.0
====================================

Author: DaScott (unless otherwise noted)
email:  dascott@richnet.com       (1.0 means I need feedback!)
        entreri@richmond.infi.net (sub: DaScott) 
other:  find me at efnet #quake
Patch File Name: das_dm10.zip
Client Required: No (exception: multiskin needs multi player.mdl)

Installation: unzip all these files into quake\das_dm.  progs.dat should
              be included so no compilation is neccessary.  Run Quake
              with -game das_dm and set up your config.cfg for the impulse
              commands described below.

              Compiling: Just don't forget the custom progs.src

              The multiskin player.mdl file should be in
              quake\das_dm\progs if you are the server, otherwise if you
              are a client run quake with -game dir where dir is the
              location of your multiskin files.


General Description:

Welcome to DaScott's DM Enhancements.  This patch brings together some
familiar QuakeC hacks and many new enhancements to make a total package that
(hopefully) I will continue to add to and refine.  Features include alternate
weapon modes, multiskin 1.1, droppable backpacks, deathmatch 3, observer
mode, the fiend pentagram, and new teamplay.  The new weapon modes include
a sniper rifle, sticky flares, a fireball, power axe, homing missiles, and
the gib proximity mine. Anyone connecting to a server running das_dm10 gets
a help message to let them know what features are available, plus any
client can request the server status (deathmatch, coop, fraglimit, noexit,
etc)

New Keys:

Alternate Weapon Mode: (impulse 20)

Bind a key to impulse 20 (bind x "impulse 20") to fire a weapon's alternate
mode.  All weapons except the axe, shotgun, and lightning gun have a
alternate fire mode.  Generally these weapons use more ammo and have
a longer fire delay than your regular weapons.  So if you bind impulse 20
to shift, you'd select the supershotgun and use it as normal, but press
shift to fire it as a sniper rifle.

Multiskin 1.1:  (impulse 200/201 cycles forward/backward)
Auth: Dennis Noordsij
      slight mods by DaScott. (corrected the names)

Multiskin allows you to choose from one of 19 player "skins" for your
player.  Any players with the optional multiskin player.mdl will see your
new texture.  You will be informed of your currently selected skin whenever
you respawn. 

For the multiskin player.mdl:
go to: http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
or try ftp.cdrom.com

Drop Backpack:  (impulse 21)
Auth: Vhold

This will toss a backpack with some of your ammo in it.  Useful in teamplay,
stashing away ammo, or for making traps..

Show Server Status (impulse 35)
Auth: DaScott

While you probably don't need to bind a key for this, it's useful for
finding out what options the server is using.  (beats finding out whether
or not noexit is set the hard way..)

Observer Mode:  (210)
modified from JAFO.zip by DaScott (conflicts with fiend badly)

Turns you into a observer.  As an observer, you are invincibile, invisible
to monsters or homing weapons, no clip, and flying. Observer mode lasts
as long as you are connected or until the map changes.  Becoming an observer
forfeits your frags and you cannot interact with your environment in any
way.  Observers in the game appear as zombie heads.  Remember to move up/down
in fly mode you use the swim up/down keys.  If a server is often full,
then don't abuse observer mode if you don't plan on playing on it.
Very useful for taking pictures and such for webpages and has a ton
of potential for lots of cool things.. ;> 

* New Weapons:

* Sniper Rifle: (supershotgun)
Auth: DaScott

The sniper rifle delivers a blast nearly twice as powerful as the double
barrled shotgun as a single bullet.  (technically termed a slug)  With
this addition the super shotgun is now balanced at both mid and far range.
However, the sniper rifle takes a long time to reload and costs more shells,
and requires very accurate aiming.  

* Flare Gun: (nailgun)
(modified from Steve Bond's flares.  Well, I made one, then screwed up
and backed up the wrong file, so I just used his and added foobar's
sticky code (but from terror.zip, by someone else..)  confused?  Heh) 

The flare gun will fire a fast moving flare that brightens for a short while
before dimming and eventually going out.  If the flare impacts a player or
monster, it sticks into their flesh and lights them up for all to see,
making a fine target for jokes and bullets.  

* Fireball: (super nailgun)
Auth: DaScott
(thanks to Steve Bond's bombs6 patch for reminding me how I accidently got
touch damage to call itself over and over) 

The fireball is a fast moving missile that will explode if it contacts
a solid surface.  If a fireball makes contact with a player or monster,
it sets them aflame for several seconds, usually burning them to death unless
they can find a body of water to extingiush the flames.  The fireball
will not fire underwater, and it's radius damage is weak compared to rockets.
(note: uh, not really sure if going in water saves you yet)

* Gib Mine: (grenade launcher)
Auth: DaScott
(prox mine code from Vhold)

Firing this weapon will toss a chunk of gib that will bounce off of any
player or wall.  This is a perfectly camoflaged mine that arms itself the
instant it touches the ground.  Once armed, if any enemy is detected
in it's radius it will explode with 1.5 times the power of a normal grenade
and scatter fragments in every direction on a flat plane.
The mine will explode on it's own after two minutes.  This weapon has no
disadvantage other than it's cost: 5 rockets.

* Homing Rockets: (rocket launcher)
Auth: Vhold

This is the standard homing missile, with no modifications.  It's slow
and you get a warning when the missile has lock.  Easily avoided by a
veteran, but the weapon of choice for eliminating campers or anyone
who's getting too comfortable in one area of the map..

* Power Axe:
Auth: DaScott (and damn near everyone else)

This weapon is automatic.. if you have cells and you touch a enemy,
for the cost of a single cell you get double the punch.  However, if you
strike an enemy underwater and have a large number of cells, you have a
very good chance of killing him with a single blow...  Still to be
considered the weapon of last resort.

Misc Important Stuff:

* Deathmatch 3:
Auth: DaScott
(no, this ain't Avatar's patch.  I didn't even know about it ;p)

Weapons stay put and can only be picked up once as with old deathmatch
(or deathmatch 2), but all other items, health, ammo, etc respawn as normal.
This is the best choice without a doubt, and should be the only mode
this patch is played in.  The idea is, everyone gets to have all the cool
neato weapons, but only the good players have the ammo to use them more
than a couple times..

* Fiend Pentagram:
Auth:  John & Josh Spickes
(definately not just a cut and paste job here ;/)

Grab the pentagram of protection, turn into a fiend.  New: Fiends take only
25% of the damage that a human would, allowing them to survive considerable
punishment.  Attack button will claw and scratch, but jumping gore's an enemy
and is the preferred fiendish attack.  Avoid water that you can't walk out of.
(fiend fans: the invincibility is back to respawning every 5 minutes, not
30 seconds, sorry but no thanks)

* Teamplay -1:
Auth: Been done too many times to tell

Setting Teamplay to -1 will prevent you from gettting a frag for killing
your teammate.  This is highly preferred over the cheesy wimpy no friendly
fire crap.  Down with teamplay 1.  Boo hiss.

* Other Stuff Not Worthy of It's Own Paragraph:

All noramal grenade explosions lack the pixel effect and spray fragments.

When a player leaves a deathmatch, the exit message is generated based
on his ranking.  (Psycho Prisoner's xitmsg)

Shotgun damage slightly increased for the sake of balance.


* Coming Attractions: 

More team play modes, including forced teamplay.
Different weapons (some of these are just placeholders)
Anything I come up with
Anything anybody else comes up with ;>

Ramblings for QuakeC Eggheads:

For das_dm11:

I probably won't be keeping the homing missile.  Kinda bland, and
it's the only weapon I didn't make.  I want to do something with the homing
code itself though.  I love the fireballs, but I'd like to
have them ricochet off of walls twice before they "die"  I'll have to see
how the prox mines go, I want input there, since there are so many things
I can do with them.  (original version was the "spit out a ton of grenades"
variety and it didn't make it past my first playtest)  Despite the pleading
I didn't put the grapple hook in.  Way too unbalancing. Limit range? 
Don't think I want a single "super kill all" weapon.  Anyway.. dig all
the cool features, not just the weapons, and hey: make them STANDARD.  All
patches that are meant for DM should have backpacks, dm3, and teamplay -1
for example.  And if you are running a big dedicated server, you'd definately
want to have things like the Server Status command and Observer, right?  And
give those fiends a break, they need that damage * 0.25 bit to make them last.
In other words, keep this editing stuff in a constant state of improvement
and progress.  Reuse and refine others code to fit your own ideas, it will
save time coding and testing.  That's like a basic principle of programming
or something ;>  By the way.. nothing in the .qc files is documented in any
way. Have fun.  Combining the fiend pent and the observer required lots
of shredding to the observer code, otherwise this whole thing went
really smooth..

* What I want of Christmas:

Some servers and demo's with this patch and of course..

All monster DM.  Yes, you respawn, you are a random monster.  All the way
from a fish to a shambler.  Everything but the bosses.  If I get hit on the
head one day and figure out the key to doing this with minimum mess and
trouble I'll go without food and water to make this baby.  DO IT DO IT DO IT!
Just remember that you won't have to spawn weapons or ammo, use the attack
button for ranged and jump for melee.  And use the monster's health and set
max health to that.  And have a teamplay mode where alike monsters are
allied.  Make player movement match the monster.  Only the human sized
monsters can get armor.  etc, etc ;>  This could rule.  Of course it will
be awefully unbalanced and unfair at times but who cares you are a MONSTER.
This is meant for fun value only.. thus.. unlimited ammo.  Of course,
I'm tempted to add a random chance as spawning as a fiend to das_dm11,
but I'd rather see the total package ;>  


"I type 107 wpm last I checked.  So sometimes I can be kinda longwinded"
-DaScott, on his rambling
