Title    : The Stalker Weapons Patch
Filename : stk08a.zip
Version  : 0.8a (Alpha test)
Date     : 12/18/01
Note     : MAJOR UPDATE! MAJOR UPDATE!
Author(s): CheapAlert
Email    : magoffinsb@yahoo.com
Descript : Lots of stuff.

Credits  : id, john carmack and alot of people credited below.
           especially Frika C, SiNGE and Griphis, Marius, blahblahblah.....
           whoever i left out I thank you for all your hard work.         

Type of Mod
-----------
Quake C  : yes
Sound    : yes
MDL      : yes

Format of Quake C
-----------------
unified diff  : no
context diff  : no
.qc files     : no (by 1.0, it's going open source)
progs.dat     : yes
.pak file     : no

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

        Welcome to Stalker, MY KIND of compilation patch!!

        I've played KQP, which is the BIG compilation, but THIS is a
        BIIIIG HUUUUUGE compilation. :)

        This has other people's code and models in it (with credits given)
and has some of my own code, too. (and my code is the one that needs testing!)

	Usually I don't scavenge other people's modeling, sound, and code work. Well in this
mod I DO!!!!!

        WE NEED NEW MAPS!!!!!!!!!!!!!!!!!!!!! (see mapping section)

	And ONE important thingymajigger...you need to modify Stalker's AUTOEXEC.CFG
	to your likings....YOU HAVE TO! OTHERWISE YOU'LL LOSE IN A NEWBIE FIGHT!

Well basically I got interested in making a compilation patch. There are 32
new weapons so far (that's alot) in addition of the original Quake weapons,
which make it 48 total weapons. To make the size small, I have to stick to
24 weapons in the install release, but in future Stalker patches you'll see
loads of new weapons coming your way! When I finish all 32 weapons, i'll work
on some more weapons, and some even more weapons........ possibly there's more
than just weapons in Stalker, there's special effects like rain, snow, muzzleflash,
gunsmoke, blood splats, bulletholes, etc...... there's also a single player
bot (called FrikBot X) you can practice with, and IMO they're very smart and
challenging. They use the new weapons intellegently so you have to try and
outsmart them! Some popular Quake patches are here, like Multiskin 1.2, made
it into this mod with various skin changes. BTW, it's kinda fun when you
use the razorjack to cut someone's head off. This mod is pretty big and huge
so far, especially the big chunk of Qtank.

Until then, enjoy.

List of features/weapons:

* MultiVoice =
        code: Me

        Inspired by Multiskin, I thought "hey! I could do a multivoice!"
        Basically what this does is let you pick different pain and death sounds,
        even a sight sound. A little buggy ATM.

* Multiskin v1.2 =
        code: Dennis Noorsdij & David Wiedenmann
        model: various people

        A revolutionary patch to Quake allows for different appearances on
        the same model. VERY good patch indeed!!! (It megasized my mod tho.)

        To change skins, use IMPULSE 200 and IMPULSE 201.

* Player sound fix =
        code: Me

        Is hearing a death allover the level annoying? Well, THAT HAS STOPPED!

* Rain, snow, and lightning effects (TomazQuake enhanced!) =
	code: Tomas "Tomaz" Jakobson

	If you play a special TomazQuake built map, you'll see new effects.
	(Duh)

* Footsteps v1 =
        code: Ashley "Ze0" Reynolds & Me
        sound: Don't really know

        Now you're not so silent anymore!!!!!! WHAHAHWUHAHWUAHAWUHAHA!

* TV v1 =
        code: Kasuha

        Want to observe the game in a TV like perspective? Well now you
        can! It's sorta like........NASCAR!!!

        To be camera, do IMPULSE 140.
        Or join the game as "CamClient, "", or "JohnMadden".

* One Shot Kills v1 =
        code: Marius

        Any player damage kills!
        use "deathmatch 66" to switch to this mode.

* QTank v1 =
        code: SiNGE and Griphis
        models: the 2 same guys + steve bond for cockpit model
        sounds: ?????? (they're different than Qtank's though)

        A great Quake patch. Adds 3 drivable tanks into Quake with their
        custom weapons. Requires Qtank maps. My enhancements are:

        - first person (removed. I wanted third person cam anyway!)
        - eject anytime

        A BIG THANKS to SiNGE and Griphis. Of course, I asked permission :)

* Aircraft v1
        code: Steve Bond
        models: Steve Bond (enhancements by me)
        sounds: Me

        Another great vehicle patch. Lets you fly aircraft in the air!
        With autoguns and razorbombs you'll have fun in no time. Requires
        Aircraft maps. (Bots use this better than Qtank!)

        If you heard of aircraft having lots of lag before, I got rid
        of the laggy smoketrails. Should work great!

        I also made the Player in aircraft model enhancement. Lets you
        see your player IN THE aircraft! (uses gun part of skin for aircraft)

        To try it out, play HANGAR.BSP or TESTAREA.BSP.

* Decals v1 =
        code: Ali
        sprites: Hipnotic (now Ritual Entertainment)

        A really really realistic addition to Quake. Bulletholes, splats,
        blastmarks, etc... litter the place. 

* StalkGrunt v0.5 =
        code: id, me

        Replaces most Quake monsters to give more coding space.
        It's just a monster, smarter, better, and cooler.
        Comes in many, many, many, many flavors.

* FrikBot X 0.10 (chp) =
        code: Ryan "Frika C" Smith 

	Awesome bot. Gotta be the best bot ever.
	This is basically Frikbot X, with a few hacks by me. The hacks are:
	
	128 bot limit
	TalkStyles
        Names of the PGL finalists
        new wide variety of chatlines
        They can pick a skin
        They use all weapons besides the original Quake ones

* Message of the Day =
	code: Me

	It's really a simple print when the client connects.

* Ladders =
        code: Koolio

        Some ladders to climb up. Make a func_ladder. Useful for Half-Life
        levels. Just look up and start walking.

* Hider v1 =
        code: Me

        On Darkplaces, you can hide from monsters in the dark. Running not
        recommended, because they ALSO can hear your footsteps. Very very
        interesting indeed....because it's the only quake mod when you
        have to shut up. 

* Thief Mode =
	code: Me
	models: 5thD team
	sound: ?

	On some maps, there is a special "Thief" mode. Only valid for people
using Darkplaces. Just set the thief float to 1 in the worldspawn properties
and it should work okay. How to play: Sneak around the map searching for money.
If you get the amount of required money, head back to the extraction point
with it. Try to sneak around the guards as quietly as you can. More info on
THIEF.TXT.

        Not fully done - I am still working on this. If you want to try it out,
go do a "temp1 255".

* Extended Teleport =
        code: the_DM

        Allows you to shoot projectiles through teleporters...like in Duke3D.

* Weapon Name Display =
        code: Me & Marius

        Displays the name of your weapon. Useful for picking out the specail
	weapons.

* Muzzleflash v1 =
        code: Ali & Me
        sprites: id software, Me

        With weapons like pistol you can see muzzleflashes and smoke. Looks
        good on TomazQuake and Darkplaces!

* Severed v1 =
        code: The Lone Gunmen and Me

        If you wanted to get rid of your opponent's arms go ahead...why not
        try their leg or head? (Note: coded for razorjack use only!)

* Special Toggle =
	code: Me

	What this does is toggle between the weapons OF your current
	weapon. So, you don't have to press those number keys.
	There are 3 special modes per weapon. They can be cycled up
	and down, or chosen individually.

	Like those fire rocket aliases, you can possibly make an alias
        that fires the 1st special mode, the 2nd, or the 3rd, or 4th. But this
	requires aliasing of the original trigger. So, basically, it's
        5 triggers per gun, which make 32 weapons in the mod. (OUCH!)

* RPG v1 =
	code: Me
	model: Me
	sprite: id software
	sound: 3D Realms
	weapon: W7 S1
        damage: 140 (double that on impact damage)

        The RPG (or Rocket Propelled Grenade) is alot more powerful than rocket
	launcher. I've seen other RPG mods out there but they're not like
        this one. The damage it offers is the exact of a duke3d rpg, according
        to the file USER.CON.

        Also, the RPG is much faster in speed and longer lasting.
                (1250 > 1000, 15 > 5 - comparing rpg and rocketlauncher)

* Flamethrower v4 =
        code: Me, Wedge
        model: Mike Gummelt
	sprite: id software, Me
        sound: Me
        weapon: W7 S2
        damage: 10

        Just light one up on fire with this! HEAVILY TWEAKED!!

* LRM v2 =
        code: Me, VHold, Chris Hilton
        model: ?
        sound: ?
        weapon: W7 S3
        damage: 60

        Long range missiles, or LRM for short, can penetrate your enemy
        from, you guessed it, a long range. They start out slow, then
        tend to speed up real fast when heat is detected. You might even
        LRM yourself.....

* MegaRocket v1 =
        code: SiNGE and Griphis
        model: same 2 guys
        sound: same 2guys
        weapon: W7 S4
        damage: big

        Jealous of the tank's megarocket? NOW YOU HAVE YOUR VERY OWN......
        now take them all out. You can take out ANYTHING with quad damage.

* Colt 45 Pistol v1 =
	code: Me
        model: Ulrich Galbraith
        sound: The A Team (action Quake2)
        weapon: W2 S1
        damage: 24

        A semi-auto pistol. Does moderate damage. Plenty of good accuracy.
        Also a high fire rate. Pretty cool to use, even in close quarters.

* ComboAxe v1 =
        code: Me
        weapon: W1 S1
        damage: 20

        My own Combo Axe is great. Simple - it's like a semi-auto pistol.
        You can swing as many times you'd like to make a combo attack.

* Overhand Axe v1 =
        code: Me
        weapon: W1 S2
        damage: 20-200

        Now you can whack someone in the back with all your strength!
        To charge up the strength, hold down attack. To release, release
        and watch the blood go flying everywhere. Vikings love this!
        You can hit someone in the back with this while sneaking in
        Darkplaces....this is a recommended weapon.

* Hands v1 =
        code: Me
        model: 5thD (?)
        weapon: W1 S3
        damage: none

        Give someone a big push. That's right, a big push.
        Think Deathmatch: You hide behind a rock. A guy comes near the ledge
        and you come out and push him KA-BOOM. A total frag.

* LongJump v1 =
        code: Me
        model: 5thD (?)
        weapon: W1 S4
        damage: none

        See some action flicks??? Seen people jump way forward??
        Want to jump over cars?
        Want to drop on unsuspecting enemies?
        Well, now you can, while pushing your enemy in the process!

* Diamond ShotGun v1 =
        code: Me
        model: Dave Wallin and id Software
        sound: id Software
        weapon: W2 S2
        damage: 48

        It's double the power of a shotgun! Almost accurate as the shotgun.
        Still, 6 pellets, but these pellets are diamond ones!
	Gives a recoil.

* Uzi v1 =
        code: Me
        model: Ulrich Galbraith
        sound: Red Storm
        weapon: W2 S3
        damage: 4

	1/6 of the shotgun, including speed, projectile, whatever.

* Super Diamond ShotGun v1 =
        code: Me
        model: id Software
        sound: id Software
        weapon: W3 S2
        damage: 96

        Most powerful shotgun ever!!! One pop of this, four pops OF them!
	Gives you a big recoil!!

* Magnum v1 =
        code: Me
        model: Me
        sound: ??
        weapon: W3 S1
        damage: 64

        "Feel lucky, punk? This is a 44 magnum, it's the best you can get."

* RiotGun v1 =
        code: Me
        model: Nightbringer
        sound: 3D Realms
        weapon: W3 S3
        damage: plenty

        bang click bang click bang click bang click bang click bang
        click bang click bang click bang click bang click bang click
        bang click bang click bang click bang click bang click bang
        click bang click bang click bang click bang click bang click
        Sounds fun? If it does, then get out and try this on for size.

* Silenced Pistol v1 =
        code: Me
        sound: ??
        weapon: W3 S4
        damage: 24

        Now your pistol is silenced!! Now you can go around the corner and
        fire even if they don't notice you!

* MagSec4 v1 =
        code: Marius, Kryten
        model: ? (from a 007 tommorow never dies mod)
        sound: ?
        weapon: W4 S1 
        damage: 45

        A pistol from the Nintendo 64 game Perfect Dark. Pretty strong but
        inaccurate. 

* Harpoon Rifle v1 =
        code: Team Evolve
        model: Team Fortress, Me, Frika-C
        sound: id Software
        weapon: W4 S2
        damage: 65

        Like a really really cool grappling hook. Go check it out...

* M41A Pulse Rifle v1 =
        code: Me
        model: illRageiil
        sound: 20th Century Fox
        weapon: W4 S3
        damage: 24 + 120 (grenade)

	Time to lay the pain on all of them. Fast firerate, and a free
	grenade that gets set off every 10 shots.

* Flare v1 =
        code: Me (flares are easy)
        weapon: W4 S4
        damage: 5

        Of course, as always, when in Stealth operations you may not be able
        to see in some dark areas. But with this flare, you can stick it into
        a wall and give some light! Better yet, for easier tracking down people
        in the dark like DM2, you can stick one into a player if you get close,
        so you can run to the mysterious moving light and then frag him!

* Explosive Charge v1 =
        code: Me
        sound: Paramount
        weapon: W6 S1
        damage: 120

        Remember those charges in Dark Forces and Jedi Knight? Well, this
        is exactly what that is. It looks like a healthbox and most importantly,
        makes a great weapon for pursuits because it explodes 1 second after it
        hits the ground!


* Mine v1 =
        code: SiNGE & Griphis
        model: same ones
        sound: same ones
        weapon: W6 S2
        damage: 120

        Slowly put it on the ground.... then put many of them on the
        ground.... these mines are ready for some chain explosions, so if
        someone comes near BOOM BOOM BOOM BOOM BOOM BOOM BOOM BOOM BOOM
	was buggy, so I used Qtank's mine code instead.

* Laser Tripbomb v1 =
        code: Frika C and Me
        sound: 3D Realms
        model: SiNGE and Griphis
        weapon: W6 S3
        damage: 120

        A flat thingy.... be careful with that. Stick it on the wall.
        A red laser shoots out. Some guy comes in and KA-BOOM. A total
        frag. This thing is ready for chain explosions....so.....um..
        ....get out and get to work setting up some traps.

        NOTE: I fixed a couple bugs in his Tripbomb. Should feel like
        the ones in Duke3D now.

* Flashbang v1 =
        code: Me
        weapon: W6 S4
        damage: 0

        Walk in a room with a bunch of guys, drop this, bang. they all look
        at it and they all go blind. Now you can hide in a spot and blow all
        their blind heads off.

* Railgun v1 =
        code: The Electronic Liberation Front, and some of Me
	model: id Software
	sound: id Software
	weapon: W8 S1
        damage: 120 

	This Quake2 favorite is here in Quake1! Basically, it's a sniper rifle
	with a piercing slug, which means, can shoot through every organic being
	in it's path.        

* Plasma Rifle v1 =
        code: Iikka Kernen
        model: Iikka Kernen
        sound: Id Software
        weapon: W8 S2
        damage: 10

        Old UAC weapon from Doom. Fires stream of plasma bolts. Useful on
        Zombies. Useless on Shamblers.
                   
* Razorjack v0.9 =
        code: Me
        model: Me
        sound: ??
        weapon: W8 S3
        damage: 30

        Unreal equivelant Razorjack. Cuts heads off. But since my version is
        better now you can lop an arm off, and even the legs. So get to work
        on cutting.

* EMP Rifle v1 =
        code: Me
        sound: genric
        weapon: W8 S4
        damage: 10

        So you're lost and you see an aircraft flyby.... if you have this,
        you can jack that aircraft while it's flying! No harm done to the
        aircraft, so you can steal it, and crash into people.

* BioRifle v1 =
	code: Me
	model: id Software
	sound: id Software
        weapon: W5 S1
        damage: 30

	This Unreal Tournament favorite is here in Quake1! Just splatter this
	on the wall and floor and somebody will come by and go SPLATTER!

* Freezethrower v0.05a =
	code: Me
	model: id software
	sound: 3D Realms
        weapon: W5 S2
        damage: 16

        I couldn't find decent freeze patches so I made my own.
        Basically what this does is freeze your opponent.
        (freezing disabled at the moment.)
        If you have a GREAT freezegun patch, mail it to me!
        (This is the weapon holding the progress up)

* Shard Cannon v1 =
	code: Me
        model: Me
        sound: ?
        weapon: W5 S3
        damage: 50

        Like UT's Flak Cannon, this one's just more bouncier. Just bounces
        off walls until it hits something. Straight from my mod, BigGuns.

* Minigun v3 =
	code: Me
        model: Me
        sound: ?
        weapon: W5 S4
        damage: 24 per bullet

        Ok. This is the 3rd time i've redid my minigun. What to do with this?
        If you see a room full of people then discharge this weapon.....
	I made it so it can keep spinning...and won't stop at default frame, like
	Q3ta's chaingun. And it looks smooth with anim interpolation.

* XSoldier v2 =
        code: Shyft

        You know those old old grunts? Well now they're superfit with new
        weaponry to take out you pigs with.

Weapon Recap:
* = indicates that I coded the weapon

1- Axe          = Standard axe.
 * ComboAxe     = If you click faster, you whack faster.
 * OverhandAxe  = Hold, release, WHACK!
 * Hands        = Shove people off ledges into dangerous places
 * Longjump     = Jump full force into somebody to drop on them.

2- Shotgun      = Weak gun
 * 45 Pistol    = Semi-auto goodness, shoot down poor guys in no time
 * D.Shotgun    = 2x the shotgun power, with good accuracy.
 * Uzi          = A real division of the shotgun. (Uzi = 1/6 shotgun!)

3- SuperShotgun = powerful weak gun
 * 44 Magnum    = Very powerful pistol.
 * D.SShotgun   = Double powered power making the ultimate shotgun.
 * RiotGun      = A semi-auto shotgun....very cool.

4- Nailgun      = spiker
   MagSec4      = Pistol doing 45 damage, from Perfect Dork 64
   Harpoon      = Like Grappling hook, but it can do much more
 * PulseRifle   = Weapon from the Alien and Predator movies...packs a punch

5- SuperNailgun = pinker
 * BioRifle     = Slimes walls and explodes...in a nice boom.
 * Freezethrwr  = In Alpha stages... very bad weapon.
 * ShardCannon  = 5 shards launched off, bouncing evweyvere.
 * Minigun      = Fast fire rate......shoot everyone down!!!!

6- Gren Launcher= bomf....boing boing boing boing..... boom
 * Charge       = 1 second explosion under your feet. (run fast first)
   Mine         = Explodes in proximity.
   Tripbomb     = Casts laser. If you break the laser, the bomb will break you.
 * Flashbang    = you play CS, you know what it is

7- Rock Launcher= whooooof boom
 * RPG          = Duke3D equivalent rocket launcher.
   Flamethrower = Torches things like mad.
 * LRM          = Long range heat seeking missiles. Watch out for them!
   Mega Rocket  = A very big explosion.

8- Thunderbolt  = zzzzzotzotzot
   Railgun      = Best long range gun ever.
   Plasma Rifle = zzzzzzzzapzaaaapzapzapzapzap
 * Razorjack    = tink tink tink SLICE splatter
 * EMP          = Eject one's aircraft.

Impulses
--------

For detail, enter this in the temp1 variable:

temp1 0 = minimal
temp1 1 = smoke puffs from guns
temp1 2 = smokepuffs and decals
temp1 5 = raw gl/software recommended
temp1 500 = darkplaces only (reeeeely high detail)

For bots type "skill #" for the skill amount. (place a number between 0-4 in #)

100 - new bot.
101 - new bot on the opposing team.
102 - kick a bot.

140 - Become observer (camera client)
        (note: this is a very good automatic observer!)

50  - fire mode cycle up (important!)
51  - fire mode cycle down (important!)
55  - pick original fire mode
56  - pick 1st fire mode
57  - pick 2nd fire mode
58  - pick 3rd fire mode
59  - pick 4th firemode
Multiskin v1.2 keys:
200 - multiskin increase
201 - multiskin decrease

Multivoice 0.5 keys:
210 - multivoice increase
211 - multivoice decrease

Technical Details
-----------------

        I compiled this with FRIKQCC with the /O2 option (all optimize).
Remember, to make things work, fix whatever has "assignment to constant" warning.

        If you want to test the vehicles in Stalker, run the maps TESTAREA.BSP
STALK1.BSP or STALK2.BSP. problem with my stalker maps is that there's weapon
entities high in the air but they are removed during game so it could cause
edict crash.

        If you have a stalker map let me know..and i'll put it on my site.
If you want to make stalker maps, read "MAPPING" below!

Mapping
-------
        I desperately need new stalker maps at this point.

(note: when I say brush, i mean solid if you use worldcraft)

Tips:
- if you're creating a large area map, keep it's size within -32768 and +32768.
  otherwise when you walk to those edges you'll appear at the other side, like Pacman
- also when creating large area maps, for faster speed you'll want to scale
  the terrain textures so it won't use alot more polys for each little tile.
  you want 1 piece per side of brush.
- and in engines that have skyboxes, making big maps, it is recommended to have
  a skybox. This will improve speed by ALOT.
- place items as close as possible to the ground. otherwise the items won't
  appear. (weird bug!)
- have enough sky to fly an aircraft in when you're making Aircraft levels.
- have some terrain for tanks when making qTank levels.
        (Qtank already has their set of levels, so download qtank from
           singe.telefragged.com if you want it)

Entities:

func_ladder - for climbing up.

Aircraft stuff:
item_aircraft - An aircraft. Use for flying around and gunning guys down.
item_stinger - may be later implemented

Qtank stuff:
item_tank - A tank. get in this, and smoosh some people!
item_ammo_bgun - big gun ammo
item_ammo_acannon - autocannon ammo
item_ammo_trocks - Tank rockets
item_ammo_brocks - Mega rockets
item_ammo_grocks - POV rockets
item_ammo_mines - mines
item_ammo_plasma - Plasma

Fixes/Changes
-------------
Fixes marked with        *
New bugs marked with     %
Changes marked with      $
Additions marked with    +
Subtractions marked with -

v0.8a (12/18/01 doublepatch):
+ Bots longjump sometimes
+ Bots use Harpoon Rifle to get to high places sometimes
* fixed POV missile camera bug
+ "drop" animation with longjump....looks hip....and great....and non-GAP.
* Blades dissappear properly
$ Temp Freezeattack changed to spikes
$ Aircraft weapons changed...for testing.
* bots now pick 4th trigger.
* bots are also better at picking modes...
* bot can pick mode 0 (original quake weps)
+ New obituaries for the 4th weapon set.
+ Added Flare. Weapon 4, Trigger 4. (better than Wedges, you can stick flares
  into people for some new tactics to come up with!)
* Fixed "Start out with sunglasses" bug
$ unoptimized the code due to errors and problems.....
+ Decals are back!!
- removed ALL of the monsters.....even my StalkGrunt. Oh well.......live with it, where's
  your Half-Life monsters in CounterStrike??????
+ Silenced Pistol added at Weapon 2, mode 4.
+ XSoldier added and then removed...... :(
+ Made Zombies explode when they get close
* Fixed missing sprite bug. It appears that Stalker was distributed without them! :)
- Removed features list. The BIG list is still there though.

v0.74a (12/17/01):
+ Console background added
+ Incase you've missed the mappack.....NOW YOU GET THE REQUIRED PARTICLE OVERRIDES
  ALONG WITH THE PATCH!!!!!
* Fixed Megahealth looping sound bug.
% weird quake freezup on certain maps (??? how to fix)
% weird bot memory crash (nooooooooooo!)
$ OPTIMIZED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
$ Minigun sound changed.....and the way it plays has changed too
$ Blade Bomb crashes....and has packet problems.
        Replaced with Bouncing Cluster Bomb.
* NO MORE CRASHES RELATING WITH PROGS DAT BEING TOO BIG!!!!!!!!!!!!!!!!!!!
* no more "precache_overflow"s either!!!
+ StalkGrunt monster. used to make size smaller AND some TC feel. Replacement!
+ some new kinds of enforcers replace more monsters.......watch out!
* fixed a couple wav not found bugs
- Decals disabled....only temporarily.
- multivoice disabled.
$ less vehicle shrapnel models - should load faster and work

v0.71a (12/10/01):
$ Changed homing code.... the other was inconsistent
+ Added cash earning.....gotta use it for something later.
+ Added 4th trigger!
+ Added Longjump on Weapon 1, trigger 4.
+ Added Minigun on Weapon 5, trigger 4.
+ Added Blade Bomb on Weapon 6, trigger 4. (THIS WEAPON ROX!!!!)
+ Added MegaRocket on Weapon 7, trigger 4.
+ Added EMP on Weapon 8, trigger 4. (ejects aircraft)
+ TomazQuake Particle overrides integrated. My particles look better anyway!
* Unoptimized the code. Some crashes should be fixed now.
% Due to the unoptimizations, some monsters crash the game with
  xxxxxx.qc not found error message.

v0.7a (12/07/01):
- fist release

Bugs
----
don't email me about the listed bugs.......... email bug reports at:
this is an alpha. by the time v1.0 comes out you have to review it again!
           ~~~~~
                        >>>>>magoffinsb@yahoo.com<<<<<
                             ^^^^^^^^^^^^^^^^^^^^
- sometimes the overhand/charge attacks fire without release (don't know why)
- a very weird bizarre quake freezup (not computer freeze) involving waypoints
  and the kascam........so waypoints are currently disabled, which cause some
  more related Frikbot crashes.
- freezethrower's freeze ability too buggy atm. disabled.
- bots are stupid against qtank (unreconizable. help!)
- a few negative ammo bugs......
- tanks and aircraft make footsteps on ground
- mine not fully there
- certain maps freeze quake. don't know why....
- for some reason impulses 55-59 don't work.
- flare is a bit buggy......dissappears too soon

Upcoming
--------

* Tei's tank model!

* Darkmatch - flashlight, totally dark levels, etc.....

* A server side version, which of course, completely serverside.

* Code switching firemodes....to the weapon keys 

* Good freezethrower.....if there ever will be.

* Integrate most of the Grenades patch (many different grenades)

* Lots of teamplay modes (ctf, one flag, it, ti, quake ti, must have dmplus src)

* 128 total weapons.......i wish. 

Author Information
------------------
	I'm CheapAlert. I make mods. I create player models for Quake3.
I am not well known throughout the Quake qmunity......

Visit my projects page at:
http://www.geocities.com/magoffinsb/projects.htm

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

Authors MAY NOT use these modifications as a basis for commercially available work.
(because you can just make your own BIG compilation like this!)

You may distribute this Quake modification in any electronic format as long as
 all the files in this archive remain intact and unmodified and are distributed
 together.

You can borrow segments of the mod's code, though. Graphics and sounds you'll
have to ask elsewhere. Just give me credit if you borrow some of my own code.
(my mod's not open source yet so just wait for 1.0)

MADE IN THE USA.
SOME STUFF MADE IN THE UK, NEW ZEALAND, CZECH REPUBLIC, FINLAND, AUSTRALIA,
GERMANY, AND SWEDEN.

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

http://www.geocities.com/magoffinsb/stk08a.zip

