========Darkforge Beta 1.2========

NOTE: Other than my exloding Ammunition, this is a simple bugfix.
DRKFORGE.PAK should be named PAK0.PAK. Sorry.


Author: Daos (daos@nym.alias.net)

Welcome to Darkforge, a patch for Quake. (May also be a conversion one day..)

Darkforge adds a number of features to Quake. The major features are:
	6 Character Classes
	Magic spells
	Grappling Hook
	Chasecam/LaserTargeter
	Toughened Grunts
	Deathmatch with Grunts
	Explodable Ammunition


Here are the Character Classes:
	Immortal: A strange intertwining of human and magic, the Immortal is
	both blessed and cursed with near-invincibility.

	Starting Max. Health: 100
	Special Abilities:
		Damage Resistance (Invulnerable for 4 secs after
				   damage is done to him.)
		Attack block (If timed right, can block any attack that does
			      damage)
		Special Nailgun (Nailgun uses less ammo)
		Magic Axe/The Quickening:
			The immortal does double damage with his Axe, and if he
			kills a player/grunt/enforcer/shambler with it, his
			health and maximum health are increased.
		Has a limited capability to do damage to others with invulnerability.
	
	Devil: A demon from the pits of hell. 'Nuff said.

	Starting Max. Health: 200
	Special Abilities:
		Firebolts: Shotgun and Super Shotgun fire firebolts instead of
			   shells. Can be fired without ammunition, but when
			   this is done, eats away at Devil's health.
		Hell-Knight Attack:
			   The devil's grenade launcher is replaced with the
			   ability to do a Hell-Knight's attack.
		BloodBomb:
			   Replaces Rocket Launcher, when fired, does 30 damage
			   to the Devil(can be quadded), and fires a BloodBomb.
			   The BloodBomb is a slow-moving projectile that
			   creates a huge explosion upon impact. Get FAR away
			   from this if you wish to survive. (This creates a
			   TODO: Put in anti-camping feature.)
		Quad-damage lasts 50 seconds instead of 30.

	Dark Mage: An evil necromancer wishing to gain control of hell.

	Starting Max. Health: 80
	Penalties:
		Maximum Health starts at 80.
		Can't use armor stronger than yellow armor.
		Can't use Grappling Hook.
		Can't use Thunderbolt.
	Special Abilities:
		Life drain: 1/3 of all damage done by a Necromancer is added to
			    his health.
		Has magic. (See magic section)
		Invulnerability lasts 40 seconds instead of 30.
		Invisibility lasts 60 seconds instead of 30.
		When he grabs a mega-health, his max. health is raised by 10.
		The thunderbolt increases the rate of mana regeneration.
	
	
	White Mage: The antithesis of the Necromancer, the White Mage is a person
		    dedicated to the pursuit of good and the healing arts/

	Starting Max. Health: 120
	Penalties:
		Can't use Grappling Hook.
		Can't use Thunderbolt.
	Special Abilities:
		Has magic.

	Archangel: A being of pure energy sent from heaven to stop the forces of
		   Quake at any cost.
	Starting Max. Health: 280
	Penalties:
		Quad damage only doubles damage.
		Armor is less effective when worn by an Archangel.
		When others do damage to him, they _gain_ health.
	Advantages:
		Jump about 12 times as high as normal people
		Fires all weapons faster.
		All attacks do 15% more damage.

	Mechwarrior: A soldier who has combined the best of flesh and steel, the
		     Mechwarrior is a formidible being looking for a challenge.
	Starting Max. Health: 300
		Penalties:
		Can't use grappling hook.
		Armor doesn't give him armor.
		All attacks to 10% more damage to a Mechwarrior.
	Special Abilities:
		Regenerates shotgun ammo at a rate of 10/5 seconds.
		Jump-Jets:
			Jump jets allow the Mechwarrior to jump (almost fly)
			amazing distances. However, the jets consume shotgun
			shells (fuel) at an incredible rate.
	When he grabs armor:
		Green Armor:
			If health is less than 150, heals to 150 health, and
			becomes invulnerable for 10 seconds.
		Yellow Armor:
			Restores health to full.
		Red Armor:
			Power and Equipment enhancement!
			Restores health to full, gives all weapons, and maxes out
			ammo.
	Special Weaponry:
		Hyper-dimensional Axe: A strange weapon, this axe does damage
		equivalent to the MechWarriors current health.

		Auto-Cannon: Replaces super-shotgun. Has a ridiculous rate of
		fire, but EATS ammo.

		Gauss Rifle: Replaces super-nailgun, does enough damage to kill
		a shambler in one hit, but has a long cycle time. (5 seconds).

		LRM-10: Replaces thunderbolt, fires 10 homing rockets in quick
		succession, but has a _very_ long cycle time, so if they don't
		kill, the MechWarrior is most likely *meat*. Also, you don't want
		to shoot this into a wall.

		Standard homing Rocket Launcher: Replaces normal rocket launcher,
		but has longer cycle time (3.2 seconds)


Magic: The dark and white Mages have the capability to use magic in battle. They
       both start with 100 mana and recover at a rate of 3 mana/5seconds. If they
       have a thunderbolt, it recovers at 10mana/5 seconds. Spells are activated
       by Impulse 8. (Why they can't use thunderbolt.)

Format of spell listings:
Spell(Mana Needed): Description

The Dark Mage's spells are:

Magic Missile(5): Fires a small firebolt at a target.
Fly(30): Allows the Mage to fly through the Air for 20 seconds. (use swim up&down to
     go up and down.)
Hold Person(20): Freezes a monster for 5 seconds or until hit. With a player, it may
	     freeze them in place for 5 seconds, but I'm not quite sure.
Fireball(30): Fires a fire ball at a target. Works like a rocket.
Hell's Retribution(200): The all-powerful spell of massive destruction. Works on
			 one target. If the poor unfortunate soul is not a 
			 player, they take 30,000 damage (this will kill Shub)
			 If they are a player, the Necromancer's maximum health
			 is raised by the target's current health, and the
			 target's current and maximum health are set to ONE.
Exchange Life(100): Switches your health and target's health around.
		    (NOTE: DON'T USE THIS ON Shub or Cthon.. Well, it would be
		    kinda funny on Cthon, considering that he has 3 health and
		    the electocution thingy does 1 damage each time it tags him.)
Anvil Fury(40): Fires out five Anvils that bounce around. They hurt.
Human Torch(50): Fires a bolt that is very likely to set whatever it hits aflame.

The White Mage's spells are:

Health(10): Tosses out a health box.
Fly(30): Same as the dark mage's spell.
Hold Person(20): Same as the dark mage's spell.
Holy Vengance(10): Creates a sound of meteors crashing, then about 3 seconds
		   later, does an explosion for 500 damage.
Divine Intervention(200): Calls upon the powers of heaven for help in a time of
	need. Gives the thunderbolt, the rocket launcher, 100 rockets,
	666 health, and 50 mana.
Ghost(40): Turns noclipping mode on for the White Mage for 15 seconds. This can
	   be fun in a deathmatch.
No Spell(0): Does nothing.

Other stuff and basic play:

Darkforge uses a slightly modified keyboard format; The modified keys are:
A: Move forward
Z: Move back
S: Strafe Left
D: Strafe Right

E: Fire and release grappling hook
W: Let out slack on grappling hook
R: Pull in hook

T: (Immortal Only) blocks an attack.
M: Is now used to send messages.

V: Toggles chase camera
B: Toggles laser targeter

F: Switches to next weapon

9: Does an Impulse 9, which now changes class instead of the cheat. If you 
   _really_ suck and need to cheat, use impulse 13.

I: Prints character info. (Health, Max. Health, and Class)

Mage special keys:
Q: Same is Impulse 8, handy for firing spells.
G: Moves to previous spell. (spell stats are shown)
H: Moves to next spell. (same as above)

Mouse Button 2: Jump
ALT: Mech JumpJets

Also, the sensitivity is cranked up to 25 and mouselook is turned on by default.
If you don't like this, do an exec keybrd.cfg, which modifies the config a
little:

	Turns off mlook.
	sets INS to strafe.
	sets s to force_centerview
	sets a/z to look up/down.

Special aliases set by default:
i_hook: Hook throwing impulse
i_grow & i_shrink: Hook grow and shrink impulse
+/-grow does i_grow.
+/-shrink does i_shrink.
next_spell switches to next spell.
prev_spell switches to previous spell.
+/-jets turns JumpJets off and on.
immortal switches class to the Immortal
devil switches class to the Devil
dmage switches class to the Dark Mage
wmage switches class to the White Mage
angel switches class to the Arch-Angel
mwarrior switches class to the MechWarrior

Impulse list:
9: switches class, and if temp1 is != 0, sets class to class #. (temp1 is used
by the aliases.)
13: Cheats.
14: Character Report.
30: Toggles ChaseCam.
31: Toggles lasertargeter
32: Lowers ChaseCam
33: Raises ChaseCam
34: Moves ChaseCam Closer
35: Move ChaseCam Farther
36: Changes ChaseCam POV + (only in Single Player)
37: Changes ChaseCam POV - (only in Single Player)
38: Reads temp1 into chasecam distance
39: Reads temp1 into chasecam height
40: Switches to Previous spell
41: Switches to next spell
50: Toggles HUD (probably won't work.)
130: (Immortal only) Executes an attack block. Only one tic long, so it must be
     timed _perfectly_ to work.
131: Turns on JumpJets
132: Turns off JumpJets


Note about class switching: When you switch class, all of your ammo is removed,
your health is dropped to its new maximum, and your armor is removed. Also, you
can only switch class when you're over 50 health.

Deathmatch with grunts: Add 128 to your standard deathmatch setting.
			(They don't respawn, but life can become quite painful
			for the first few minutes in a level.)

Explodable Ammunition:  If you hurt someone that has rockets (players/grunts) and
			they aren't wearing armor, there is the very real chance
			that their ammunition will explode! Hint: It's like
			discharging above water, so be careful in a close-in combat.

The .INF file. If you're in win95, you can right-click it, then click
on install, and it will install itself and put itself in your
add/remove programs menu, but only works if your quake is installed in
C:\QUAKE.
	
Distribution: This patch/addon/partial conversion for Quake may be 
freely distributed electronically as long as this file is also included.
With the SOLE EXCEPTION of Walnut Creek CD-ROM, this may not be included
in ANY compilation sold for a profit whatsoever.

Thanks to:  
Hipnotic, for releasing their QC.
General Wart, for custents. (I'm going to use the entity-specific 
		             gravity soon. If you see this, could you
			     *PLEASE* give me a diff of the .qc in your
			    current custents from the v106qc?)
The person who wrote Ultimate Quake (it's his Anvil model).
Rob Albin (ChaseCam)
Perecli Manole for the Grapple Hook(v3beta)
Whoever wrote X-Soldier (Grunts can be a pain in the ASS now! "5 grunts
			 in a room? No problem. SHIT! Where'd those
			 grenades come from?!?!?.)
If someone has a multi-skin soldier.mdl, I'd like to see it. (something in X-Soldier)