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Title        : AD DevKit V1.00 Readme File
Date         : 23rd December 2016
Author       : Simon "Sock" OCallaghan
			 
Name and QC  : Do not use the AD (Arcane Dimension) name for your own mod
             : All the QC files are included and covered under GPL
			 
Additional   : BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
 Compilers & : Latest Version - ericwa.github.io/tyrutils-ericw/
 Dev tools   : TexMex 3.4 by Mike Jackman (organize textures)
             : AdQuedit 1.3 by Hicks Goldrush (updating skins)
             : QME 3.1 patch 2 by Rene Post (Change/update models)
             : Quake C FTEQCC Compiler (fte.triptohell.info/)

Engines      : The MOD is designed to work with the QuakeSpasm Engine
               Other engines offer partial support of features

* QuakeSpasm : Version 0.91.0 (Must use the latest version)
    - Download (http://quakespasm.sourceforge.net/download.htm)
	
* Darkplaces : Version 13 May 2014 (No longer in development)
    - Download (https://icculus.org/twilight/darkplaces/download.html)
	
* MarkV WinQ : Version 0.99 May 8 2015 (based on MarkV with retro settings)
    - Download (http://www.quakeone.com/proquake/interims/mark_v_20150508_windows.zip)

Copyright    : Please do not use any of these assets in ANY COMMERCIAL PROJECT.
               Remember to give credit if you use any of these assets.

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AD DevKit Resource Credits
--------------------------

CODE
* QC codebase by Simon OCallaghan (highlighted in QC files if otherwise)
* Started with a Clean QC template based on 1.06 (Cleaned up by AndrewD)
* Additional QC support and loads of helpful advice by CoreyJ
* effectinfo.txt created by SimonOC, with advice and support from Seven
* particlefont.tga created by SimonOC, with support from LordHavoc
* trigger_fog inspired by Honey and misc_stream inspired by Rubicon2
* Inspiration for the new gib system, Marchers Fortress by BenW
* All new GIB models, keys, powerups, projectiles and ammo boxes by SimonOC
* Z aware functionality for ogres/zombies based on code by AndrewD
* misc_shake, misc_drip from RRP, trigger_ladder, func_laser from Rubicon2

ASSETS
------

id Software + Rogue Software
* mon_boss.mdl by ID Software, Red skin by MatthewB, Green skin by SimonOC
* mon_enforcer.mdl by ID Software, +skins by SimonOC
* mon_knight.mdl, h_knight.mdl by MatthewB (stone skin by Rogue Software)
* mon_hknight.mdl, h_hellkn.mdl by ID Software (stone skin by Rogue Software)
* mon_ogre.mdl, h_ogre.mdl by ID Software (Green skin by Rogue Software)
* mon_shalrath by ID Software, green/purple skin by SimonOC
* mon_shambler.mdl, h_shambler.mdl, +4 gib models/skins by RBanninga
* mon_wraith.mdl, gib_wraith1-3.mdl by Rogue Software +skins SimonOC
* mon_zombie by ID Software +skins based on ID/Rogue Software work

AD MOD
* mon_dog.mdl, h_dog.mdl and player.mdl by Capnbubs
* mon_dfury.mdl, h_dfury.mdl and mon_dfury_glow.mdl by SimonOC/CoreyJ
* mon_dguard.mdl, h_dguard.mdl, mon_dknight.mdl, h_dknight.mdl by SimonOC/CoreyJ
* mon_dsergeant.mdl and w_blueflail.mdl by SimonOC/CoreyJ
* mon_hogre.mdl, h_hogre.mdl by SimonOC/CoreyJ (hell knight style armour)
* mon_hogremac.mdl, mon_hogreham.mdl by SimonOC/CoreyJ (extra variety)
* mon_lostsoul.mdl; model based on skull by id software, skin/animation by SimonOC
* mon_ogrefish.mdl by Madfox with skin updates by SimonOC
* mon_soldier.mdl by Capnbubs, h_soldier.mdl, +skins by SimonOC
* mon_zombiek.mdl, h_zombiek.mdl and mon_bossnour.mdl by MatthewB

Rubicon2 MOD
* mon_centurion.mdl, h_centurion.mdl from rubicon2 MOD, +skins by SimonOC
* mon_pyro.mdl, h_pyro.mdl from rubicon2 MOD, +skins by SimonOC

Quoth MOD
* mon_drole.mdl, h_drole.mdl from Quoth MOD with extra gibs by SimonOC
* mon_freddie.mdl, gib_fredjunk.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
* mon_gaunt.mdl, h_gaunt.mdl from Quoth MOD (KellMcD/CoreyJ/AndrewD)
* mon_jim.mdl,mon_jimrock.mdl based on bob from Quoth; skin/animations by SimonOC
* mon_voreling.mdl and gib model from Quoth MOD (KellMcD/CoreyJ/AndrewD)
* s_exp_med.spr, s_exp_big.spr and s_electric.spr from Quoth MOD

Malice (Quantum Access)
* mon_seeker.mdl, h_seeker.mdl from RRP/Malice (by Quantum Access) Skin by LManning

Hexen2 Game (Raven Software)
* mon_bosseidolon.mdl original from Hexen2 by Raven Software, was in ne_ruins MOD
* mon_gargoyle.mdl by Raven Software, additional gibs cut from main model
* mon_golem.mdl by Raven Software, skin and additional gibs models by SimonOC
* mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
* mon_spider.mdl by Raven Software, updated animation/green skin by SimonOC
* mon_scorpion.mdl by Raven Software, extra gib models/skins by SimonOC
* mon_skullwiz.mdl, h_skullwiz.mdl, w_skullbook.mdl by Raven Software

Misc Models
* All breakable bmodels by SimonOC (source map files included)
* b_health_15, b_health_25, b_health_100.mdl by SimonOC, based on BSPs by LManning
* g_nail.mdl, v_nail2.mdl, g_rock.mdl, g_rock2.mdl remade by SimonOC
* g_shot3.mdl, v_shot3.mdl, g_plasma.mdl, v_plasma.mdl (slapmap.wordpress.com)
* v_shadowaxe.mdl based on axe from lunsp2 by MatthewB, +skins by SimonOC
* key_base.mdl, key_medieval.mdl, key_runic.mdl rebuilt by SimonOC, originally ID
* g_shot.mdl, misc_spark.mdl, s_spark.spr from Rubicon2 by JohnFitz
* s_steam.spr, s_flame.spr, steamloop.wav, steamoff.wav from Rubicon2 by JohnFitz
* s_exp_plasma_small.spr, s_exp_plasma_big.spr from Marcher MOD by BWooding
* s_exp_poison_small.spr, s_exp_poison_med.spr re-coloured vers from Marcher/Quoth MOD
* s_dripblue.spr and s_dripsplblue.spr from RRP/RMQ mod by LManning
* s_dripred.spr, s_dripsplred.spr, s_dripgreen.spr, s_dripsplgreen.spr recolored by SimoOC
* all bubble/dot sprite particles by SimonOC (bubbles Originally ID)
* armour.mdl, flame.mdl remade by SimonOC, originally ID
* misc_candle1-3.mdl based on original model by Rogue Software, remade by SimonOC
* trap_pendlong.mdl, trap_pendshort.mdl, trap_buzzsaw.mdl by Rogue Software
* explode_box1.mdl & _box2.mdl based on model by id, with skins by rubicon2 / Quoth MOD
* artifact_piercer.mdl, artifact_sharp.mdl model by SimonOC, +skins by MatthewB
* artifact_envsuit.mdl, model by id Software, +skins by SimonOC
* artifact_wetsuit.mdl, model by Ritual Software, +skins by SimonOC

SOUNDS
* All breakable initial/impact sounds from Quoth MOD (KellMcD/CoreyJ/AndrewD)
* All ladder sounds (metal/wood/rope) from (www.freesound.org) mixed by SimonOC
* New gib sounds are originally from UT (except stone stuff)
* New SG/SSG and Lost soul sound effects from Doom by Id Software
* secret3 sounds from Marchers Fortress by BenW
* Wetsuit sounds by Ritual Software, remixed by SimonOC using Goldwave
* Spider, Gargoyle, Golem & Minotaur sounds by Raven Software, cleaned up by SimonOC
* Scorpion sound effects by Valve Software, renamed and mixed to suit Quake
* Bob, Drole, Freddie, Gaunt, Voreling and few enforcer sound effects from Quoth MOD
* Eidolon sounds mostly from ne_ruins mod, a couple from freesound.org
* Wraith and misc_shake sounds by Rogue Software, mixed by SimonOC using Goldwave
* Seeker sound effects made from samples at freesound.org by Hybrid_V

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Distribution / Copyright / Permissions 

The QC files in this MOD are based on 1.06 source files by ID Software.
These files are released under the terms of GNU General Public License v2 or
later. You may use the source files as a base to build your own MODs as long
as you release them under the same license and make the source available.
Please also give proper credit. Check http://www.gnu.org for details.

Quake I is a registered trademark of id Software, Inc.

All of these resources may be electronically distributed only at 
NO CHARGE to the recipient in its current state and MUST include this 
readme.txt file.

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