URL:
http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation.html


Hello, 

If you modify or use this "small mod compilation" in other releases, always include this readme.txt unedited in it.

This Compilation works only with Darkplaces and can be used for Quake Mission Pack 2 (Rogue).
Not for Original Quake or Mission Pack 1 !
I strongly recommend this DarkPlaces build (please follow this link and read the post):
http://quakeone.com/forums/quake-help/quake-clients/6213-new-darkplaces-beta-released-7.html#post104276


Installation:
Simply put the .pk3 file into your ROGUE folder.
Please use the included autoexec.cfg to customize all features (read more below !).


It is recommended that you use powerup models WITHOUT hardcoded effects.
This "small mod compilation" uses custom effects by Jakub and Seven for all powerups !!
If you use models (Pentagram, Quad, ring) with hardcoded effects, the visual will be different than intended.
Jakubs custom powerup effects matches not every replacement model (because some have a different XYZ coordinate),
but this can be easily adjusted via the according "originoffset" keyword in the effectinfo.txt.



!!!!!  ATTENTION  !!!!! :

1.) If you already have an "effectinfo.txt" or a "particlefont.tga" in your ROGUE folder / subfolders / in any pk3 file, you must
    remove them first, because this mod uses custom effects which are specially designed for the included "effectinfo.txt" 
    and "particlefont.tga" !!  
    You can of course use different files, but this will lead to weird/bad/missing effects.  You have been warned.
    
2.) There are many cvar´s available to adjust this "small mod compilation" according to your personal liking !!
    Simply paste the below mentioned cvars into your autoexec.cfg with your desired value.
    I included a SAMPLE  "autoexec.cfg"  to show you how it is done.
    This sample file has ALL the default cvar values.  You should use it in your  Rogue  folder (rename it to "autoexec.cfg" first).


Kind regards,
Seven



COMPLETE  cvar-list (in order of development):


particlecandle
"0" = original polygon candle flame     
"1" = particle candle flame          	== default         

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

lavagunanimation
"0" = disabled    
"1" = enable lava guns texture animation (when shooting)       	== default    

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

plasmagunanimation
"0" = disabled    
"1" = enable plasma gun texture animation (when shooting)    	== default    

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

weaponautoswitch    //  This cvar only affects Single Player ! 
"0" = never autoswitch to the picked up weapon  
"1" = standard Quake          	== default    
"2" = only autoswitch to the picked up weapon if its better (order= like deathmatch)  
"3" = only autoswitch to the picked up weapon if its new   

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

powerupcountdown 	
"0" = disabled           	== default    
"1" = starts a countdown counter on-screen when powerups are taken    

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

corpsekillexplosives
"0" = corpses are killable/gibbable with all weapons        	== default    
"1" = corpses are only killable/gibbable with explosive weapons (grenade/rocket launcher)

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

invisibleweapons
"0" = standard Quake (= no visable weapon during invisibility)    
"1" = Visable weapons during invisibility      			== default  

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

explosiondebris
"0" = DONT spawn explosion debris on monsters/players     	== default  
"1" = spawn explosion debris on monsters/players too

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

zombieflies 
"0" = disable
"1" = adds black flies around zombies
"2" = adds brown flies around zombies 	 	== default  	(black flies are much harder to see !)

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

zombiecrucifiedflies
"0" = disable
"1" = adds black flies around crucified zombies
"2" = adds brown flies around crucified zombies 	 == default  	(black flies are much harder to see !)

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

corpseflies		
"0" = disable
"1" = adds black flies around corpses 	 == default 
"2" = adds brown flies around corpses

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

gibflies	
"0" = disable
"1" = adds black flies around gibs 	 == default 
"2" = adds brown flies around gibs

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

backpack
"0" = backpacks are not shootable/floatable in water	  == default 
"1" = backpacks use gyro, are shootable and can float on water

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

backpackmass 1500
1500 = sets the mass of the backpack (use any value you want)	== default

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

backpackspin		
"0" = the backpack does not spin
"1" = the backpack does spin (original behaviour) 	== default 

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

shootablebuttonsandsecrets
0 = shootable buttons and secret doors/walls will bleed when shot (original ID1 behaviour)
1 = shootable buttons and secret doors/walls will NOT bleed when shot			== default 

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

monsterlavaslime
0 = disabled
1 = monsters (living or dead) will get a particle effect when they are in lava/slime  		== default 
2 = monsters (living or dead) will get a particle effect + damage when they are in lava/slime   

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

shamblertype
0 = new magic attack animation for ID1 model		== default
1 = new magic attack animation for Andrew Joll model
2 = new magic attack animation for FredrikH model  
3 = multi (depending on "shamblermultiskin" setting: ID1 or Andrew Joll)

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

soldiermuzzleflash
0 = disabled
1 = enable Grunt muzzleflash for ID1 model		== default
2 = enable Grunt muzzleflash for Moo´s/OoPpEe´s model
3 = multi (enable Grunt muzzleflash depending on "soldiermultiskin" setting. QC will detect the correct position)

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

demonmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

dogmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

----------------------
	
enforcermultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

fishmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

hknightmultiskin      (NOTE: HellKnight STATUE uses a different skin and is NOT affected by this cvar)
0 = standard Quake		== default
1 = use 1 Id1 model skin AND external model  
2 = use 1 Id1 model skin AND 2 external model skins  

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

knightmultiskin      (NOTE: Knight STATUE uses a different skin and is NOT affected by this cvar)
0 = standard Quake		== default
1 = use 1 Id1 model skin AND external model  
2 = use 1 Id1 model skin AND 2 external model skins  

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

ogremultiskin      (NOTE: Ogre boss uses a different skin and is NOT affected by this cvar)
0 = standard Quake		== default
1 = use 1 Id1 model skin AND external model  
2 = use 1 Id1 model skin AND 2 external model skins  

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

shalrathmultiskin	
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

shamblermultiskin	
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

soldiermultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

wizardmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

zombiemultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

mummymultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

overlordmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

wrathmultiskin
0 = standard Quake		== default
1 = use 2 skins for first model  
2 = use 2 models (with 1 skin for each)  
3 = use 2 skins for first model and 1 skin for second model   
4 = use 2 models (with 2 skins for each)  

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

wallzombie
0 = crucified zombies are not shootable    
1 = crucified zombies are shootable (killable/gibbable only with explosives)
2 = crucified zombies are shootable (killable/gibbable with any weapon)		==  default

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

fleshsplat
0 = disable flesh splats when shooting at monsters     ==  default
1 = enable flesh splats when shooting at monsters 

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

debris
0 = disable spawn debris chunks when exploding boxes detonate 
1 = enable spawn debris chunks when exploding boxes detonate     ==  default

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

kickdebris
0 = disable kickable debris chunks from exploding boxes     ==  default
1 = enable kickable debris chunks from exploding boxes 

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

pushback
0 = disable weapon recoil
1 = enable weapon recoil      ==  default

adjust forces with below cvars
----------------------

pushbackshot1
60 = sets the amount of weapon recoil for shotgun (use any value you want)     == default

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

pushbackshot2 
75 = sets the amount of weapon recoil for supershotgun (use any value you want)     == default

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

pushbacknail1 
20 = sets the amount of weapon recoil for nailgun (use any value you want)     == default

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

pushbacklavanail1
20 = sets the amount of weapon recoil for Lava-nailgun (use any value you want)     == default

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

pushbacknail2 
30 = sets the amount of weapon recoil for supernailgun (use any value you want)     == default

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

pushbacklavanail2
30 = sets the amount of weapon recoil for Lava-supernailgun (use any value you want)     == default

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

pushbackgrenade 
70 = sets the amount of weapon recoil for grenade launcher (use any value you want)     == default

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

pushbackmultigrenade 
75 = sets the amount of weapon recoil for Multi grenade launcher (use any value you want)     == default

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

pushbackrocket 
90 = sets the amount of weapon recoil for rocket launcher (use any value you want)     == default

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

pushbackmultirocket
110 = sets the amount of weapon recoil for Multi rocket launcher (use any value you want)     == default

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

pushbacklight 
15 = sets the amount of weapon recoil for lightning gun (use any value you want)     == default

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

pushbackplasma
80 = sets the amount of weapon recoil for Plasma gun (use any value you want)     == default

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

watersplash
0 = disable particle watersplashes
1 = enable particle watersplashes     ==  default

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

gyroset
0 = completely disabled 
1 = only corpses + gibs interact with gyro forces   	    ==  default
2 = corpse + gibs + living monsters interact with gyro forces

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

corpsehealth
0 = disabled  (corpses cannot be gibbed anymore !! = like in original Quake)
1 = corpses have 1 health point
2 = corpses have 2 health points
...
50 = corpses have 50 health points  	== default
...
go as high as you want :)

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

corpsemass
1500 = sets the mass of corpses (use any value you want)	== default

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

gibmass 
800 = sets the mass of gibs (use any value you want)	== default

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

demonmass 
2600 = sets the mass of living demon monsters (use any value you want)    == default

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

dogmass
1000 = sets the mass of living dog monsters (use any value you want)    == default

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

enforcermass
2100 = sets the mass of living enforcer monsters (use any value you want)    == default

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

fishmass
950 = sets the mass of living fish monsters (use any value you want)    == default

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

hknightmass
2500 = sets the mass of living Hellknight monsters (use any value you want)    == default

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

knightmass 
2000 = sets the mass of living dog Knight (use any value you want)    == default

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

ogremass
2600 = sets the mass of living ogre monsters (use any value you want)    == default

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

shalrathmass 
2200 = sets the mass of living shalrath monsters (use any value you want)    == default

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

shamblermass
3700 = sets the mass of living shambler monsters (use any value you want)    == default

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

soldiermass 
1500 = sets the mass of living soldier monsters (use any value you want)    == default

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

tarbabymass
2500 = sets the mass of tarbaby monsters (use any value you want)    == default

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

wizardmass 
1500 = sets the mass of living wizard monsters (use any value you want)    == default

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

zombiemass 
1600 = sets the mass of zombie monsters (use any value you want)    == default

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

eelmass 
950 = sets the mass of eel monsters (use any value you want)    == default

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

swordmass 
2000 = sets the mass of phantom sword monsters (use any value you want)    == default

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

guardianmass 
2600 = sets the mass of Guardian monsters (use any value you want)    == default

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

mummymass
2600 = sets the mass of mummy monsters (use any value you want)    == default

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

overlordmass
1800 = sets the mass of overlord monsters (use any value you want)    == default

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

wrathmass
1500 = sets the mass of wrath monsters (use any value you want)    == default

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

ogreaim 
0 = disable enhanced ogre aiming     ==  default
1 = enable enhanced ogre aiming  

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

zombieaim
0 = disable enhanced zombie aiming     ==  default
1 = enable enhanced zombie aiming  

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

muzzleflash
0 = disable particle muzzleflashes
1 = enable particle muzzleflashes     ==  default

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

flamestyle
0 = original polygon flames
1 = improved sprite flames
2 = particle flames   		==  default

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

kickgibs
0 = disables kickable gibs+ heads 
1 = enables kickable gibs+ heads    	== default

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

gibsmultiplier
0 = no gibs (only 1 head gib)
1 = original Quake  gib quantity   ==  default 
2 = double gib quantity
3 = triple gib quantity  (and so on. There is no limit (only your GPU power)) 
...

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

gibsduration
0 = gibs stay FOREVER  !!!!
10 = original Quake duration time  (gibs stay 10 seconds + random)     ==  default
20 = gibs stay 20 seconds + random
...   You can use any value you like !	 (value = seconds in-game)

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

gibsexplode 
0 = gibs only fade away (become smaller and transparent)
1 = gibs fade away and leave a blood splat behind them     	==  default 

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

souldamage:
0 = player cannot receive damage from Relieved souls of the enslaved animation   == default
1 = player CAN receive damage from Relieved souls of the enslaved animation

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

soulattack
0 = always spawn animation WITHOUT winged demon attacking the player
1 = always spawn animation WITH winged demon attacking the player
2 = play random animation WITH or WITHOUT attack			==  default

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

vengeancedamage:
0 = player cannot receive damage from Vengeance of the deceased animation   == default
1 = player CAN receive damage from Vengeance of the deceased animation

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

demon:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)   == default
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

dog:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)   
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)   == default

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

enforcer:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%) 
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)   == default

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

hknight:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)   == default
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

knight:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%) 
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)   == default

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

ogre:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)   == default
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

shalrath:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)   == default
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

shambler:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)          == default
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

soldier:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)   == default

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

wizard:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)
2 = relieved soul effect (chance: 100%)
3 = vengeance effect     (chance: 100%)
4 = random effect (chance: 33% / 33% / 33%)
5 = random effect (incl. NO effect.  chance: 25% / 25% / 25% / 25%)
6 = random effect (incl. NO effect.  chance: 20% / 20% / 20% / 40%)
7 = random effect (incl. NO effect.  chance: 15% / 15% / 15% / 55%)   == default
8 = random effect (incl. NO effect.  chance: 10% / 10% / 10% / 70%)

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

zombie:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)    == default

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

mummy:
0 = disabled (no death animation effect)
1 = ancient ghost effect (chance: 100%)    == default

