                             Quake2 Mod-1
                             ============



                               Features
                               ========



Homing Rockets
--------------

Missiles will acquire a target and then accelerate in speed. Players
will be warned with a beep when a missile has locked on. When a
rocket looses a target it will deccelerate while it attempts to
acquire a new target.

'set homing 1' to turn homing on
'set homing 2' to turn homing off


Vulnerable Rockets
------------------

I have added Chris Hilton's Vulnerable Rockets code. See the QDeveLs
web site for the tutorial.


VWep Support
------------

Added Hentai's VWep code. See www.telefragged.com/vwep for more info.


Map Change Code
---------------

This map change code attempts to select the appropriate map depending
on the number of players. It loads a modified maps.lst file the mod
directory. This file contains min and max number of players for each
map you want to play. Setting a max to 0 will mean that the code will
ignore the map entry while deciding the next map.

'set md_map_change 0' to disable map change code.
'set md_map_change 1' to disable map change code (default).

'set md_map_random 0' to disable random mode (default).
'set md_map_random 1' to enable random mode (default).

'set md_map_once 0' to allow map to be used more than once (default).
'set md_map_once 1' to force map to be once * (default).

(* If no appropriate map can be found then all maps will become
   available for selection.)

'set md_map_debug 0' to disable debug messages (default).
'set md_map_debug 0' to enable debug messages (default).

'set md_map_file maps.lst' to set input file name (default).


See the QDeveLs web site for my tutorial.


Example maps.lst

mine1 "Upper Mines"
mine2 "Bore Hole"
waste3 "Pumping Station 2"
3haddm2 "3haddm2"                           00      00
q2dm4 "Lost Hallways"                       04      15
fatal2 "fatality 2"                         05      20
mutated "Mutated!"                          05      32
q2dm8 "WareHouse"                           06      20
abandon "Abandon All Hope"                  06      32
arma5 "Armageddon 5"                        08      20
city64 "Courts of War"                      15      64
sewer64 "The Sewers of Stroggos"            20      64
base64 "The Strogg Base"                    20      64


Tech Upgrades
-------------

CTF tech upgrades. 

'set tech 0' to turn techs off
'set tech 1' to turn techs on, with one of each tech.
'set tech 2' to turn techs on, with two of each tech.


BFG Grenades
------------

Pick up the disruptor shield tech upgrade, grenade launcher and some
cells and the grenade launcher fires bfg grenades. These grenades
explode into bfg balls that exist for 2.5 seconds.


'set bfg_grenades 0' to turn bfg grenades on
'set bfg_grenades 1' to turn bfg grenades off

'set bfg_grenade_cost x' to set the cost of firing a grenade to x cells.

See the QDeveLs web site for my tutorial.


Exploding Health
----------------

Health boxes explode into stimpacks when a player with 100 or more
health touches them.

'set exploding_health 0' to turn exploding health off
'set exploding_health 1' to set health boxes to explode into  8 stimpacks
'set exploding_health 2' to set health boxes to explode into 16 stimpacks
'set exploding_health 3' to set health boxes to explode into 24 stimpacks
'set exploding_health 4' to set health boxes to explode into 32 stimpacks

See the QDeveLs web site for my tutorial.


Standard Logging 1.2
--------------------

Standard logging code is built in.

See http://www.planetquake.com/gslogmod


Safety time when players respawn
--------------------------------

'set md_safe_time 50' to set the safety time for players.


Commands
--------

'sv next_map' will tell the server to switch to the next appropriate map.

'sv clear_list' will tell the server to unload the map list file so
that it will be loaded on the next map change. This is useful for
those who wish to modify the map file but do not wish to have to
restart the server.


Intermission
------------

The misc/chime.wav is played during the intermission.


                             Requirements
                             ============

As the CTF tech upgrades are in, the players will require the models & sounds from the pak file. 

ctf/tech1.wav
ctf/tech2x.wav
ctf/tech2.wav
ctf/tech3.wav
ctf/tech4.wav

models/ctf/haste/tris.md2
models/ctf/haste/skin.pcx
models/ctf/regeneration/tris.md2
models/ctf/regeneration/skin.pcx
models/ctf/resistance/tris.md2
models/ctf/resistance/skin.pcx
models/ctf/strength/tris.md2
models/ctf/strength/skin.pcx

pics/tech1.pcx
pics/tech2.pcx
pics/tech3.pcx
pics/tech4.pcx

You can find a pak0.pak file in the extras directory. All clients
need this pak file. For some reason id only added support to download
the tris.md2 files. The .wav and .pcx files do not get downloaded so
you will need the pak file.

Place the pak file in a <quake2 dir>\mod-1 directory on the client side.

If you want to have a wav file played during the intermission then
create the file 'sound/misc/chime.wav' and place it on the server.
Clients will download the file if the option is set.




                       Example server.cfg file
                       =======================

///////////////////////////////////
//       Death Match Flags
///////////////////////////////////
// 
//  DF_NO_HEALTH        1
//  DF_NO_ITEMS         2
//  DF_WEAPONS_STAY     4
//  DF_NO_FALLING       8
//  DF_INSTANT_ITEMS    16
//  DF_SAME_LEVEL       32
//  DF_SKINTEAMS        64
//  DF_MODELTEAMS       128
//  DF_NO_FRIENDLY_FIRE 256
//  DF_SPAWN_FARTHEST   512
//  DF_FORCE_RESPAWN    1024
//  DF_NO_ARMOR         2048
//  DF_ALLOW_EXIT       4096
//  DF_INFINITE_AMMO    8192
//  DF_QUAD_DROP        16384
//  DF_FIXED_FOV        32768
//
///////////////////////////////////
// 
//  DF_INSTANT_ITEMS    16
//  DF_SPAWN_FARTHEST   512
//  DF_QUAD_DROP        16384
//
//  Total               16912
//
set dmflags 16912
echo DF_INSTANT_ITEMS    On
echo DF_SPAWN_FARTHEST   On
echo DF_QUAD_DROP        On

set maxclients 32
echo maxclients = 32

set timelimit 20
echo timelimit = 20

set  fraglimit 25
echo fraglimit = 25

set stdlogfile 1
echo Standard Logging On

set homing 0
set bfg_grenades 0 // 1
set bfg_grenade_cost 20
set tech 0 // 2
set exploding_health 0 // 1
set md_map_change 1                     // enable map change code
set md_map_random 1                     // random map selection
set md_map_once   1                     // visit each map once
set md_map_debug  0                     // Debug messages
set md_map_file   "maps.lst"            // File to load

set logfile 0

//
// Download Options
//

set allow_download 1            // global download on/off
set allow_download_players 1    // players download on/off
set allow_download_models 1     // models download on/off
set allow_download_sounds 1     // sounds download on/off
set allow_download_maps 1       // maps download on/off


echo **** New Logging Setup ****
set sl_log_method 1
set sl_filename   "Test4.log"
set sl_udp_dest   "u_davies:28000"
set sl_log_style  0
set logfile 0

set rcon_password eden

// test stuff
set homing 1
//set cheats 1
//set md_test 1

// Home many frames a newly spawned player will be Invulnerable for
set md_safe_time 100

echo **** Server.cfg Settings Set ****
map base1
wait
wait
wait
echo **** next map ****
sv next_map



                             Things To Do
                             ============

1. Added Exploding Armour

    Like exploding health but for armour


3. Homing probe weapon

    The probes do no damage but help track down players.

    Should the probes home in 
      i) stationary players;
     ii) moving players;
    iii) both ?


4. Add grappling hook from CTF mod

