Version 3.11

New features:
- Eel corpse is now gibbable.

Updated features:
- Issue in original Rogue QC code fixed. This issue brought an elevator bug into R1M7, when QC files are compiled with modern compilers.

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Version 3.1

New features:
- added particle muzzleflashes for both shotguns and ALL nailguns (incl Lava weapons). Selectable via cvar
- corrected zombie flesh-projectile spawning position for 2nd attack animation. In original Quake it is spawned on wrong side.

Updated features:
- Added 3 more random options for the monsters new death animations.
  Reason: with a chance of 25% for each death animation, they spawned too often !  --> It gets boring/annyoing quickly.
          Now you have 3 more variations to choose from: 
	  Value "6" gives a 20% chance for each, "7" gives 15% and "8" gives only 10% chance for each animation to spawn.
	  Default is "7" now (except for seldom monster shambler: "3".  And shalrath: "6")

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Version 3.0

New features:
- added multiple gib cvars to adjust the gib behaviour to your likings (stay-duration, quantity, fade animation)
- added 3 death animations (selectable via multiple cvar for each monster + random options)
- added 3 flame types (polygon, improved sprite, particle.   Selectable via cvar)
- added axe sound when player hits a monster (2 sound sets to choose from !)
- added Rygels pent powerup with new fire effect (remove any existing replacement models/textures in your Quake if you want to use it)


Updated features:
- sprite torch flame improved (less jittering, no more hovering up and down on torches, improved color arrangement for a more realistic look)
  (added a 3rd .spr32base flame (25% taller))
- kickgibs cvar is now working as it should:  enabled with value "1". All other values (inlcuding "0") disables it.
- MP2: Statue knight/Deathknights and Ogreboss skin+gibs (now keep their correct skin1 all the time)
- multiplayer fix: head gib was missing when gibbing the players corpse.
   If you want to use an external head gib for the player:
    - rename the external model to "y" without extension and put it in the .pk3
    - it is recommended to use a .md2 or .md3 format model to be able to use High Res skin replacement.


PLEASE see  "Readme Compilation   !!!.txt"  for IMPORTANT infos  and  an overview/description of all cvars !!!


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Version  2.85  + Ancient Ghost  +  RAIN  +  SNOW

- added new death animation: "ancient ghosts of the fallen" (fully adjustable via cvar "ghost")
- added new phantom sword death animation (dying knight spawning/fading in)
- added cvar "kickgibs" to enable/disable kickable gibs 
- increased corpses health from 30 to 50 

How to use the new cvars:
add these lines into your autoexec.cfg   (if you dont add them, the default values will automatically be used)
example:

set ghost 3
set kickgibs 1


kickgibs:
1 = enabled    == default
2 = disabled

ghost:
1 = only phantom swords knight (in Rogue). (This means disabled for Quake and Hipnotic)
2 = knight, death knight, phantom swords knight(in Rogue)  
3 = knight, death knight, zombie, phantom swords knight (in Rogue), mummy (in Rogue)       == default
4 = in ID1: knight, death knight, ogre, grunt, enforcer, vore, zombie               
    in Hipnotic: knight, death knight, ogre, grunt, enforcer, vore, zombie  
    in Rogue: knight, death knight, ogre, grunt, enforcer, vore, zombie, phantom swords knight, multi-ogre, 

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Version  2.73  +  RAIN  +  SNOW

- modified kickable gibs: issue that gibs under some circumstances cluster together is now solved (Thanks to OoPpEe for the finding)


Complete Episode 1 + Episode 2  weather (rain/snow/(ground) fog) .ent files with over 30 .ent files to choose from are included.

-------------------------

Version  2.71  +  RAIN  +  SNOW

- added Rain + Thunder sounds to Quake. They will only appear when rain falls (it is combined in the code)

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FINAL 2.7  +  RAIN  +  SNOW

- the kickable gibs issue "gibs jumping up and down infinitely on players head" is solved. Now no more unintended headers with gibs ;-)
- reworked velocity for kickable gibs again (reduced it once again. You cannot kick them as far & high as before)
- Added higher gravity to gibs while "kicking". This gives them more weight and avoids the pingpong-like bouncing. (Thanks to Supa & leileilol)
- Added an alternative behaviour of kickable gibs movement into source: Instead of kicking a gib, you can simply MOVE/PUSH it. (look into kickgib.qc)
- I left the health of all corpses at 30 (because it should not cost too much ammo to gib a corpse !! (in the end "corpse-gibbing" its just for fun, right?))


Complete Episode 1  .ent files with rain are included (except  e1m6.ent  due to reason described in my TUT thread)
Two  .ent file with snow are also included:  start.ent + e1m7.ent

ATTENTION:
If you want to enable or disable the .ent file (= weather) usage, use this cvar:
sv_entpatch 0   (Disables .ent file usage)
sv_entpatch 1   (Enables .ent file usage = default)

You can bind these cvars to a key for your convenience.
Be sure to "restart" (you can bind "restart" to a key as well) the map to take effect.

-------------------------

Pre-Final V2.7  beta3  +  RAIN  +  SNOW

- I included the snow code from LordHavocs dpmod now as well.   Thank you LordHavoc ! 
  It looks even prettier than rain.
- Modified the gibbable corpses again. There has been a small issue, that only 4 corpses could exist at a time,
  once you killed the 5th monster, the first of the 4 existing corpses fade away.
  This has now been solved. Now up to 16 corpses can exist at the same time.   Thank you Wazat !


One .ent file with snow is included:  start.ent
Five .ent files with rain are also included: start.ent; e1m1.ent; e1m2.ent; e1m3.ent; e1m4.ent.

-------------------------

Pre-Final V2.7  beta2  +  RAIN

- I included the rain code from LordHavocs dpmod    Thank you LordHavoc !
  Rain must be enabled through .ent files (give the X/Y/Z coordinates and rain properties)
  An example is included.
  If you want to learn more about the params, read "misc.qc" (on the bottom)
- Reduced the corpse size in the gibbable corpse mod, so that you can shoot over them 
  (bullets/nails/rockets will not hit them "by mistake" now). You have to aim directly on the body to gib them now.


-------------------------

Pre-Final V2.7  beta1


changes since V2.5 (= download available at quakeone.com):

new features:
- monster corpses are now gibbable !  (without any negative side effects compared to other available "gibbable corpses mods") Thank you Wazat.
- Crucified zombies are now shootable and gibbable !   Thanks to MaNiAc.
- gibs are now always fully visable as they should (they are no longer sink/stick into floor/walls). (gib models with special positioning are included)
- in mission pack 2: High Res explosions for Multi-Grenade-Weapon and Plasma gun (they follow "effectinfo.txt" now)


updated features:
- "Nails stick in walls" also works for normal Nailgun nails now without interfering with wizard, hellknight and chton spikes (thanks to OoPpEe)
- "Nails stick in walls" now only remain visible for 20 seconds (instead of 30 seconds). Now they match exactly the decal fading time.
- reworked velocity for kickable gibs (now much more realistic. You cannot kick them as far as before)
- in mission pack 2: Plasma gun shooting animation. Thanks to OoPpEe
- in mission pack 2: Plasma gun projectile position correction.



Note:
I recommend not using the cvar (if you have it, try to temporary disable it; for gib visual reason. They will look almost black if you dont.):
"cl_decals_models" "1"



Installation:
Drop the .pk3 file into your ID1 folder.
Only works with DarkPlaces.
If you have an older small-mod-compilation pk3 installed, delete it.
For the weather effects, drop the .ent files into your ID1\maps folder



Kind regards,
Seven