                  *---\ |     /---\  /--- |  /
                  |   / |     |   | /     | /
                  *---  |     *---* |     *-
                  |   \ |     |   | \     | \
                  *---/ *---- |   |  \--- |  \

                        /---\ *---\ /----
                        |   | |   | |
                        |   | *---/ \---\
                        |   | |         |
                        \---/ |     ----/

                           VERSION 2.11

Title    : BLACK OPS
Filename : BLACKOPS.ZIP
Version  : 2.11
Date     : 15/10/2000
Author   : The Lieutenant
Email    : lth@planetquake.com
Credits  : see manual.txt

Type of Mod
-----------
Quake C - yes
Sounds  - yes
Models  - yes
Levels  - yes
GFX/LMP - yes
Engine  - yes


Description of the Modification
-------------------------------

Black Ops is meant to be a realistic small-arms combat simulation while
still remaining fun. Basically all the weapons are realistic, and based
on real guns, and do realistic damage. For all the details, see the
online 'help' and the 'manual.txt' file.

                       
Technical Details
-----------------
Known Bugs
==========

Black Ops as a game is very stable right now. There are a number of
'minor' (ie. not resulting in a crash) bugs:

The bots like lava. A lot. No shit, really. Frika-C tells me that this
problem is less evident in the v0.09b bots now included since IW2.05.

Sometimes the game will exit with an ED_Alloc: No free edicts message:
Too many explosions happening simultaneously can overflow the entity list.
Try to avoid throwing more than about 5 grenades at a time. The error
'packet overflow' is also associated with this problem.

The escorts behave quite erratically, you really have to treat them like
lemmings at the moment. If you're going to play with escorts, you might
want to bind up the 'w' or 'e' key to the wingman-menu impulse (86).

The intermission scoring system is not quite right. Only the host computer
shows the correct score.

The Dominator (impulse 84) is an extra weapon available for testing purposes.
It's not really supposed to be in yet, but it's good fun to play around with.

Version History
----------------
(miscellaneous bugfixes not mentioned).

NEW for Black Ops 2.11
-Improved monster AI courtesy of Coffee's AI cafe tutorials.
-You can now do anything you want while crouching, or crouch while
you're doing anything.
-Escorts are now in. Rather than being expensive call-girls, they are
basically wingmen that you can direct around to help you in single
player. Impulse 85 spawns an escort, 86 brings up the wingman-menu.
There's no impulse to remove escorts - just shoot them (or tell them
to hold position on top of a chunk of C-4).
-Renamed the bots / escorts. Can you guess who they're named after?

NEW for Black Ops 2.10
-Two builds of the engine are now available. The GL version incorporates
some fancy graphical flourishes brought to you by the Quake Standards
Group's tutorials page (cut-and-paste job, really). Both the GL and
standard Winquake builds come with a new HUD to replace the status bar.
-Removed the rocket enforcer skin (owww), but instead, you can see what
weapon an enforcer is carrying, be it a shotgun, rocket launcher or
assault rifle (yay!).
-All ogres are now Tough Guys, either with twin uzis or the standard
chainsaw / grenade launcher combo. The Chainsaw tough guy has a new model
featuring a better looking grenade launcher.
-All knights are replaced by Crossbowmen, who in turn are replaced by
Crossbow-women (just reskinned the s_knight to fit in with the military
theme).
-Monsters will now run away from grenades that you throw at them (even if
they are not alerted), and then acquire you as the target. Rocket troopers
back away if you get too close to them.
-Fixed the zooming/crouching bug.
-New gun! It's on trial at the moment until I figure out how to add new
client variables into the engine code (give me a call if you know how...
please!). It's the Pyx Dominator, a small standard config assault rifle.
Clip holds 20 rounds, fires 8/sec. Also has underslung 4-shot pump-action
shotgun. No aiming feature for now, it may be added later. Select the gun
by typing 'impulse 84' at the console. Like I say, it's in for testing
purposes, so feedback, please. I also intend to add in the crossbow, the
tough guy's grenade launcher and the enforcer rocket launcher to the
player's set of weapons. Basically, you can pick up whatever the other
guy was carrying.
-Sniper dot replaced by a fullbright red particle.

NEW for Black Ops 2.09
-Half second no-firing delay upon collecting health, ammo or weapons.
-New monster! The Rocket Trooper uses my blue & white enforcer skin (I
was itching for a chance to put it back in), and fires rockets at you.
Fairly nasty. You can add them using a "monster_enforcer" entity and
setting the second spawnflag.
-Tweaked the monster replacement code somewhat. The higher the
difficulty, the more soldiers are replaced with Officers. 15% of
Officers are replaced with snipers. 10% of the remainder are replaced
wit rocket troopers.
-The RPG launcher now fires like the grenades, and the grenades now
power up like the RPG used to. More realistic that way, and it allows
you to drop grenades straight down if you want to.
-Changed the RPG model to look like a grenade at last.
-The Officers' RPGs now explode on impact, and have been made more
accurate.
-Got rid of the bullet ricochet spark graphic, and replaced it with a
particle effect.
-Headshot blood colour is now the same colour as ordinary wound blood
colour (it's the little things...). Headshots also use the same blood
splats as the normal wounds. 'Bleeding' blood colour has also been changed
to match.
-Sniper bullets now evaluate whether to be AP or HP better.
-Bone Fiends are now more powerful than normal fiends. 30% of Shambler
Children are replaced by Bone Fiends.
-More common monsters (soldiers, etc) have their models and sounds
precached only once to avoid overflows on levels with a lot of them in,
Scragbait's Estate being the main culprit.
-Removed the secondary explosions from the explosions, and replaced them
with orange particle trails.
-Reskinned the shockwave.
-Fixed graphical bugs on the C-4.
-You can now crouch while you're changing weapon or, in fact, when you're
doing anything.
-New improved Crossbowman, can now move around. 50% of Knights are replaced
by Crossbowmen.
-Ogres appear as tough guys in both metal and base levels now.
-Another new monster! half of Tough Guys come packing twin uzis.
-Remodelled the health boxes to incorporate the '+' onto the skin.
-Redid the shotgun flash into a particle effect instead of using the missile
trail.
-Half of Officers come equipped with shotguns instead of assault rifles.
When they die they throw out their gun, and 6 shells.
-New item pickup messages.

NEW for Black Ops 2.08
-Tweaked the sniper somewhat so that he no longer attempts to fire
when he can't see you. Also some graphical stuff - the rifle has a
muzzleflash now, and the spent cases are ejected correctly.
-Another new monster! the Crossbowman, currently seen replacing
tarbabies everywhere (I *really* hate tarbabies. Almost as much as I
hate scrags), he's basically just like the sniper, but fires a crossbow,
which is silent and without muzzleflash. You can add the Crossbowman to
your Black Ops levels using the "monster_sknight" map entity.
-Ogres are less likely to jump at you if they can't actually make the
jump (eg. wall in the way).
-Fixed key throwing (used to fire a grenade immediately after the key
which meant that your mate collecting it got wasted. Quite funny, the
first time around).
-Knights have greater health - 100 not 75.
-Fixed armour - Knights have DR 6ish, so shotguns are ineffectual,
Ogres have DR0 ish, so shotguns work *really* well, enforcers have
DR14 but only on the torso, so ya gotta shoot them in the head or the
legs. Also, those monsters with 'hard' armour suffer no loss of DR in
close combat. This mostly applies to Knights again, but also covers the
red armour.
-A knife attack on an unsuspecting target (ie hasn't noticed you yet)
will do double damage.
-Yet another new monster. The Turret guy. It's an enforcer with a
chaingun, basically. Much pain. Replaces Shalraths for now, or you can
use the 'monster_turret' map ent for all those Black Ops maps I *know*
you're making out there.

NEW for Black Ops 2.07
-Knife weapon in the inventory, player w/ knife model
-Picking up armour & health no longer has an 'instant' effect, the
appropriate value slowly increases to a maximum.
-Grenade weaponmodels
-tweaked grapnel gun
-New modes for uzi and sawnoff: The uzi turns into a silenced auto that
fires three-round bursts (hollowpoint bullets so get those head shots),
also with crouching aiming frames (which look crap). The sawnoff can be
fired one barrel at a time.
-Doubled the radius of flashbangs.
-Ammo is thrown in larger quantities (equivalent to big box, not small,
except grenades which stay at 3 at a time)
-Keys can be thrown.
-Co-op and SP start with pistol, uzi and 80 pistol rounds.
-Sniper scope can be used when standing up (just select it again).
-Soldiers are not deadly accurate anymore (except on hard!), and there's
also a time delay between them seeing you and them reacting.
-Soldiers now have a random chance of one four different skins: the normal
army guy, a black camo army guy, a guy wearing the NBC suit or a gangster.
As yet the only difference is cosmetic.
-Ogres, demons and knights have multiple skins too.
-Wherever there's a shambler there's now some 'baby' shamblers accompanying
their mother. There's more on harder skill settings.
-Remote activator is the 2nd function of the grappling gun.
-C4 is the 3rd function of the grappling gun - blows up any doors / plats
except keydoors.
-Menu on starting SP/Coop that allows you to pick any one extra weapon (not
pistol) to start with.
-Impulses 81 & 82 can be used to throw grenades (frag/flashbang) without
having to change weapon.
-Put the sniper monster back in. Replaces monster_ogre_marksman. Don't know
how many there are, but include the sniper in your own maps with the
'monster_sniper' map entity.

NEW for Black Ops 2.06
-Completed VWep, new sniper and sawnoff models.
-You hang Mission Impossible styleeeeee on the zipline.
-Fixed rain map ent. Sort of.
-Single player & coop are easier - you start with either assault rifle or
shotgun (picks randomly), Kevlar, 140 health and 5 grenades.
-Fixed the infinite pistols bug.
-Fixed the slight 'jump' you get every time you change weapon.
-Increased jumpflag before taking damage from 300 to 350 - its a lot easier
to navigate stairs without hurting yourself.
-Buttons, doors and lifts do nobleeding damage.
-Shambler lightning is less powerful.
-Monsters can't headshot you (but chunks of your own grenade shrapnel still
can!).
-Resized armour model.
-New name - now called Black Ops (well, FBI, SWAT and Special Forces had
already been taken).
-Updated two pistols skin.
-A load of new menu/sbar graphics.

NEW for 2.05
-Different player model for each weapon so you can see what the other guy's
shooting you with.
-New footstep noises.
-Support for rain map entity.
-Support for weapon_pistol map entity.
-Spark effect when bullets hit red armour.
-New skin for 2 pistols model.
-New armour onground model.
-Shotgun fires only 4 bullets instead of 8 (same damage though).
-Shotguns have extra flash when fired.
-FrikBots v0.09b.
-Grapnel gun is now 2nd item on inventory instead of fourth.
-One in every five ogres is replaced by a sniper.
-Single Player / Coop always starts with assault rifle.
-Toggleweapon impulse (64).

NEW for 2.04
-Cycleweapon button (impulse 63)
-New death message code (will be developed for next ver)
-Changing weapon takes 1.5sec and uses menu noises.
-New console & status bar graphics
-New pistol skin
-Two pistols!
-You now start with DR4 Flak armour instead of DR8 Kevlar. Kevlar is now DR14
as it is in real life. The Gentex combat armour now provides DR25.
-The shotgun is less powerful but because people have weaker armour it actually
does more damage than before.
-Tweaked many of the weapon damages and armour-piercing values.
-Shotgun no longer fires solid slugs as buckshot is better now.
-Sniper rifle now fires armour-piercing, hollow-point rounds that decide which
to be depending on the armour value of the target. Saves toggling.
-Grenades don't appear as an inventory option unless you have some.
-Tarbabies are replaced by marines. God I hate tarbabies.
-Sawnoff shotgun uses original super shotgun sound to differentiate it from the
pump-action.
-Changed a few weapon names - the top four weapons are all listed by name. The
pump-action shotgun is now a JanSec 854M because it looks nothing like the
Remington. The sawnoff is an Ithaca 8G.

NEW for 2.03
-Grapnel gun & torch now available. Grapnel's on the inventory (weapon 1)
the torch is selected by selecting pistol twice.

NEW for 2.02
-Redone all the skins for the guns, and changed the pistol model a bit.

NEW for 2.01
-Redone many sounds including sniper & shotgun. Shotgun is now a lot more
satisfying.
-Explosions look far more spectacular.
-Sniper rifle is now a 5-shot bolt-action rather than a 20-shot semi auto.
It should make things a little more balanced in deathmatch.
-Changed the bullet skin
-Finally the armour now sits on the ground properly.

NEW for 2.00
-Finally! a gamma release! I took out the deathmatch levels (they'll
be distributed separately when I've finished them.

NEW for 1.98.7
-Improved bot AI a bit.

NEW for 1.98.6
-Shotguns now fire less shots for more damage. The shots are also
MOVETYPE_FLYMISSILE now.

NEW for 1.98.5
-Powerups return and weapons 9 and 10 are removed.  Powerups are:
Infinite ammo(quad)
NBC suit(biosuit)
Shield(pentagram - gives you an armour type of 40 where kevlar is 8)
Jetpack(invis)

NEW for 1.98.4
-New levels for deathmatch. They're basically old ones that I scraped
together from elsewhere. They're called IW2DMx where x is a number
between 1 and 6. Also check out urban1 - it used to be iw2dm3.

NEW for 1.98.3
-Sorted bot code out a little more.

NEW for 1.98.2
-New monster: the sniper (not put into any levels yet).

NEW for 1.98.1
-Bots can actually reload now!

NEW for 1.98
-Stuck in Frika-C's v0.08 bots to make DM more fun. Game crashes after 5-10
mins. Doh.

NEW for 1.97
-New sounds for pistol and uzi taken from bettersounds.zip, a patch for Rogue
Spear.

NEW for 1.96.2
-Major code rewrites to increase efficiency.

NEW for 1.96.1
-New front end. I replaced just about all of the original menus.
-New soldier model taken from SFQuake.

NEW for 1.92
-Reloading frames for weapons. Tidied a lot of the models up.

NEW for 1.9x
-Total rewrite from the original Interesting Weapons (I lost the source code
and it was bugged to hell anyway)
-Double-barrelled shotgun is now weapon 4, pump action is 5 & srifle is 6. The
DBSHT seemed a little underpowered to go higher than the sniper.


Copyright and Distribution Permissions
--------------------------------------

FRIKBOT

FrikBot, and all functions and code writen by Ryan "Frika C" Smith are
copyrighted (C) 1999. You are allowed to use and distribute this mod as
long as this text file remains intact and the mod is provided free of charge.
You *are* allowed to modify and incorporate this bot into your own mods, as
long as adequate credit is given and the end result of your modifications is
also provided free of charge. If you have questions or comments regarding the
bot, the code, or just the universe in general, please write me at
frika-c@earthling.net.

BLACK OPS

Black Ops MAY NOT be distributed in exchange for remuneration except to cover
costs. Black Ops must be distributed in its original form with all sounds,
models and this text file intact.
You MAY use the models, sounds and levels contained herein for whatever
purpose you wish as long as you don't make any money out of it. The author of
any elements used elsewhere MUST be credited in the appropriate text files.


Availability
------------

This modification is available from the following places:

WWW.GEOCITIES.COM/LIEUTENANTHOLLERS
