Title    : ]MeGaDeatH[
Filename : md14.zip
Version  : 1.4
Date     : 06-13-97
Author   : Chris 'DaG00SE' Bodmer
Email    : cbodmer@active.ch

Intro
-----
]MeGaDeatH[ is a patch for the registered version of ID Software's Quake. It is
fully networkable and enhances game play with several new weapons.

Features
--------

- large arsenal of powerful weapons
- grappling Hook
- kamikaze (self-destruct)
- frogleap-Jump
- flares
- motion trackers
- selectable player skins
- Artillery support
- Fake Death
- Holographic Projector
- Giant Strength
- auto-configuration of all keyboard bindings
- in-game weapons-sheet
- new sounds (especially for multiplayer games)

Documentation
-------------

Keys:

        B       use FlashBang device
        D       drop Detpack
        F       frogleap
        G       fire grappling hook
        H       Display & bind the keys used by ]MeGaDeatH[
        I       Fake Death
        J       drop DepthCharge
        K       KamiKaze
        N       use/turn off HoloProjector
        O       go to next skin
        L       go to previous skin
        P       detonate pipbombs
        R       display weapons-sheet
        S       throw a flare
        V       call Artillery
        [       install MotionTracker
        ]       view tracker camera

Note: You can reassign any of these keys by binding the impulse commands to
      to the desired key. Please refer to IMPULSE.TXT for a list of impulses.
      All keys, except for 'H', can be reassigned.

The utilities:
--------------

Grappling Hook:

        ]MeGaDeatH[ employs a realistic version of a grappling hook. You can
        have up to five active hooks at a time. There's also some room for
        you to move while you are "hooked". To release ALL of your active
        Hooks, press [SPACE] or [Button 2]. To release ONE hook at a time you
        can use the console command "impulse 210"(*). If a hook hits another
        player you and him will be pulled together, however you will not be
        pulled as strongly to him as he will be pulled to you.

        (*) you can freely assign this to a key by opening the console and
            typing the command: BIND <key> "impulse 210" <ENTER>

            Thanks to Jason Koloseike <koloseikej@aecl.ca> for the suggestion!

Detpack:

        You can drop a detpack any time you have 50 or more Cells. It will
        then use up all of your cells. The more cells you had with you before
        dropping the detpack the more potent will the blast be.
        The detpack has a timeout of 10 seconds and you will see it counting
        down.

Frogleap:

        This allows you to jump very high but will use some of your ammo.

KamiKaze:

        In a no-way-out situation you will be able to at least take some of
        your enemies with you. KamiKaze is not available in single player
        modes as its use requires you to have at least (+) 1 frag.

Flares:

        Afraid of the dark? Then you'll love these patented chemical flares.
        They are cheap (1 shell/flare) and can light up dark places for up
        to 20 seconds!

Motion Tracker w/TrackerCam:

        This hightech precision instrument can be placed on any wall, floor or
        ceiling. Once in place, the tracker will initialize and report its
        ready status by one ping. It then starts looking for movement around
        it - range: about 15 meters. You can have up to 4 trackers simultane-
        ously. Once you have active trackers you can view their cameras at any
        time, no matter how far away you are, (the data is directly fed into
        your neuro-transceiver implant - which is also making sure that you
        can't receive visual tracker data as long as you are moving). To switch
        between the cameras, press the JUMP button. To shut down a tracker,
        view it and press FIRE or wait until its batteries run out (approx.
        5 minutes) at which time it will automatically remove itself.
        You need 15 cells to install a tracker.

        TECHNOTE:

        When monsters target you and you switch to a tracker cam, the monsters
        will walk towards the camera instead of your original position, because
        to make you view the camera, I simply take away your body and put you
        were the camera is. This is the only way I have found to switch to a
        different viewpoint, with the downside that monsters will follow you
        to the camera, however they won't shoot at you nor could anything hit
        you. Because of this I am thinking about not allowing the tracker cam
        while monsters are around, for now though, the cameras are available
        no matter what mode you are playing.

Different Clothes:

        Growing tired of running around shooting at mirror images? Then this
        one's for you. There are now several new outfits available ranging
        from a gorgeous He-Man to a forceful Stormtrooper and many more. Press
        'O' and 'L' to select your favourite skin and then use the tracker cam
        to check out your new looks.

FlashBang Grenades:

        These harmless explosive charges are in use by many of todays SWAT
        teams. They blind and disorient any unsuspecting victims in a certain
        range. A great tool to enter rooms without running the risk of being
        ambushed. Requires 1 Rocket each.

DepthCharges:

        Also called Waterbombs, these are barrels filled with TNT that will
        detonate some time after entering the water and cost you 10 rockets
        to fire. The explosion itself is harmless, but the resulting concussion
        will smash those who swim too close and break bones to those further
        away. The barrels trigger mechanism will only activate the charge
        if it's surrouned by enough water. As long as you stay clear of
        water, DepthCharges won't  hurt you.

Artillery Support:

        No soldier is sent into this kind of combat without at least some basic
        support. Artillery Battallion 26 has been commanded to provide each
        soldier with firesupport. However, due to ammo restrictions, the
        battallion can only give you firesupport once (per life). For
        further firesupport you will have to collect a large, glowing box
        of rockets that will sometimes appear in place of a regular large
        box of rockets. To request artillery support, press 'V' any time.
        Don't worry about not being in the open  - Ari Batt 26 has been
        equipped with the latest beam-in shells! After a while
        you will get a message from firecontrol either acknowledging your
        request or denying it (it may be busy serving another soldier, or the
        place you are in has such a low ceiling that FireControl cannot lock in
        the coordinates). Within a few second of acknowledgment each of the 3
        artillery batteries of batallion 26 will fire 6 shots for a total of 18
        shells - so it's better to be far away by then.

Fake Death:

        Sometimes in the middle of a brutal battle, playing dead can become
        your only hope of escape. Just don't forget that, even though you
        look dead, you in fact aren't and enemies can bump into you or shoot
        you if they notice your act.


Giant Strength:

        Once in a while you will find a golden backpack. Apart from the usual
        stuff, these packs contain a box of amphetamines that will give you
        brutal physical strength for a few seconds. This strength is best
        employed with the axe, with which you will cause more damage than a
        standard rocket launcher would. Another nice side-effect of your
        enhanced physical fitness is, that you will only take half as much
        damage as usual from your enemies, and, you can bump into them so
        strongly that they will break a rib or two for sure!

HoloProjector:

        Your backpack has been equipped with a new Model 100 combat holo-
        graphic projector. To activate the hologram, press 'N'. The projector
        needs 5 cells to create the holographic image and about 1 cell per
        second to maintain it. The hologram has built-in target aiming and
        finding systems (TAFS) and will fire holographic rockets at anyone
        in range except for its source. Those rockets are concentrated beams
        of light, and, when they hit something, they'll inflict a tiny amount
        of damage due to burning. The explosions however are also holo-
        graphic. You can switch off your projector at any time by pressing
        'N' again.


The Weapons:
------------

Press each of the weapon keys repeatedly to select the desired weapon mode.

- Key (2) [ShotGun]:

   - Patriot anti-missile system:

        The patriots are your only defense against the nasty homing lava
        mines (see below). They use 5 shells to fire and can be quickly
        deployed (but you can only have 4 out at once). Each patriot
        will immediately go active and search for enemy homing mines for
        10 seconds, then it will self-destruct. If there are any homing
        mines inbound on you the patriots will home in on them and try to
        damage and destroy them.

   - Sniper rifle:

        If you have a steady hand, this can become a very deadly weapon. You
        can gib an unprotected enemy with just 1 shot from it, however watch
        out - you have to aim this weapon precisely. Each shot uses 5 cells
        and it takes over 2 seconds to reload the next bullet into the chamber.
        To make use of the autozooming lasersight, press and hold FIRE. When
        you release the button, the rifle will fire exactly where you had the
        laser pointed at. To disable the rifle's mlook feature, type IMPULSE
        211 at the console.

   - Sniper rifle - fully automatic:

        In case of emergency, the sniper rifle can be switched to fully auto-
        matic, but it's fire power will be greatly diminished. It only uses
        1 Cell per shot in f/a mode.

- Key (3) [Super Shotgun]:

   - Poison-Dart mode:

        Developed for hunting animals, this high precision weapon fires two
        darts, which, if they hit, poison the victim. The poison is strong,
        however so is nature and thus the effects of the poison will wear off
        after some time. It costs 10 nails to fire it once.

   - Hellraiser chain:

        A diabolical tool, used by the forces of Hell itself, this acts
        like a converted grappling hook. Use it to pin your opponents against
        a wall, floor or ceiling. If they try to free themselves, the Hell-
        raiser chain will inflict a lot of damage to them. Whoever you hit will
        be held back by the chain for 10 seconds. It costs 15 nails to fire and
        won't hit someone who's already chained.

- Key (4) [NailGun]:

   - TagGun , pipebomb mode:

        This fine piece of equipment fires grenades that stick to any surfaces,
        monsters or players and can be remotely detonated by pressing 'P'. It
        uses 1 rocket per shot.

   - TagGun , tag mode:

        In this mode, the TagGun fires a grenade timed to explode in 30
        seconds after it hits either a player or a monster. If a player is
        hit that player has the remaining timer time to try to touch another
        player and pass on the grenade.

- Key (5) [SuperNailGun]:

   - Auto Cannon mode:

        The AC is a 6 barrelled heavy chaingun that will fire about 2000
        rounds of 20mm ammunition per minute. Each shot uses 3 shells.

   - Lavamine mode:

        This mine takes 20 nails to fire. It will go active about 1.5 seconds
        after it has been fired and will activate its search mechanism either
        after 30 seconds have passed or another player/monster triggers its
        proximity detectors. When the mine gets activated it pops up and will
        hover slightly above the ground. After 1 second, its enemy-targeting
        and tracking mechanism will become active and search for possible
        targets. It will launch immediately if an enemy player/monster gets
        locked on to. The mine can be damaged or destroyed by Patriot missiles
        (see above). If the mine gets damaged it will no longer be capable of
        delivering its maximum damage upon impact.


- Key (6) [Grenade Launcher]:

   - Firewall mode:

        A weapon designed for defensive use but it can also do some offensive
        work. It will fire a standard grenade which will pop up after 1 second
        and fire a rain of explosive shrapnel. It uses 5 rockets to fire.

   - Proximity mine mode:

        This is the standard mine for the game. It's quite deadly, doesn't
        care about who touches it and lives close to 3 minutes. It also takes
        5 rockets to fire.

- Key (7) [Rocket Launcher]:

   - Cluster bomb mode:

        A threat to all lightly armored personnel on the battlefield, this
        weapon of mass destruction will start dropping clusters shortly after
        being fired and will launch a shower of standard grenades upon impact.
        It takes 15 rockets to fire one and a little over 3 seconds to reload.

   - GibGun mode:

        This weapon will slowly drill into the body of its target and explode,
        usually gibbing the poor victim. It takes 1 rocket to fire and must be
        precisely aimed.


Known Bugs
----------

- Quake might crash giving an error: no space in free hunk. If this problem
  persists, booting the computer will usually make it go away.

Installation Instructions
-------------------------

READ THESE THOROUGHLY BEFORE INSTALLING

1. Make a directory/folder called "md" in your Quake directory.  For example:

        C:\>cd quake
        C:\QUAKE>mkdir md

2. Copy the pak0.pak file from this archive into this new directory called
   md.  DO NOT OVERWRITE YOUR EXISTING PAK0.PAK FILE!  For example:

        C:\>copy download\pak0.pak c:\quake\md

3. To play Quake using the ]MeGaDeatH[ extensions type:

        C:\>quake -game md


If you get an error about a model or sound not being found, you installed the
pak incorrectly.

4. Launch ]MeGaDeatH[, start a new game and press 'H'. This will automatically
   bind all the keys. You will only need to do this once (for each version),
   after installing ]MeGaDeatH[, as these bindings will automatically be stored
   in the configuration file for ]MeGaDeatH[.


Other contributors
------------------
]MeGaDeatH[ is based upon the work of

- PVP, whose Bombs8 have been fully integrated in this code. He is to credit
  for the Firewallgrenade, Proximity mine and Gibgun code. I think this
  is one of the finest patches for DeathMatch games. The original code has
  been altered and fixed only slightly.

- Anthony Spataro, who has written the code of the grappling hook, frogleap
  and kamikaze (even though the hook has been slightly modified in ]MeGaDeatH[).
  Also the autoconfiguration feature is based on his work.

- All new sounds in ]MeGaDeatH[ have been taken/modified from seemingly public
  resources on the net.

- All new graphics/models have been created by me (that's why they look so
  ugly, but hey, I am programmer not artist).

- MultiSkin has been integrated into ]MeGaDeatH[ with some of the (IMHO) uglier
  skins removed to save space. Dennis Noordsij and David Wiedenmann are to be
  credited for the code.

- All remaining weapons & utilities code have been implemented by me.

Copyright and Bugreports
------------------------
]MeGaDeatH[ is (C) 1997 by Chris 'DaG00SE' Bodmer, All rights reserved.
It is freely distributable and no fee may be charged for it. No part of
]MeGaDeatH[ may be used in other works without prior permission.

]MeGaDeatH[ is currently in BETA.

        Please send bug-reports to: cbodmer@active.ch


DISCLAIMER:  Chris 'DaG00SE' Bodmer cannot be held responsible for any harm or
psychological effects, loss of sleep, fatigue or general irresponsibility
caused either directly or indirectly from playing this patch. "]MeGaDeatH[" is in
NO way related to respective music group.

Availability
------------
The latest version will be available through this URL:

        http://www.solo.ch/md

WANTED: Contributions
---------------------
I welcome all your suggestions concerning the weapons and/or playability of
]MeGaDeatH[. If you have any ideas for new weapons, if you have any sound or
any weapons-model that you want to see included in ]MeGaDeatH[, please send
it to my e-mail account (cbodmer@active.ch).