Title    : Ghast Quake
Filename : modjam_snaut.zip
Version  : 1.0 - I'm so sorry about the bugs edition.
Date     : Feb 9th, 2019
Author   : Shamblernaut
Email    : ben.yeates@gmail.com
Twitter  : @ben_yeates
Credits  : id software (of course)
	
Build time: A few of weeks.

Type of Mod
-----------
Quake C  : Yes
Sound    : Yes
MDL      : Yes
Maps	 : Yes


Format of QuakeC (if a Quake C Mod)
-----------------------------------
unified diff  : no
context diff  : no
.qc files     : Yes
progs.dat     : Yes


Description of the Modification
-------------------------------
So the theme of this mapjam was forbidden technology. I had a bunch of ideas
but ended up with a concept of the player bringing a gauntlet through the 
slipgate that allowed them to cast different spells.

As time progressed and I ended up attempting to model up the gauntlet, the
results were pretty shameful, so I abandoned that idea and moved to the
spellbook from hexen2. 


Each weapon has been replaced by an equivalent spell, they are as follows:

 - Summoned Sword
A sword is summoned, swings at its enemies, then dies.

 - Spell of Frost.
A fast firing weak weapon that freezes enemies, these enemies can be smashed
by other damage from non-ice sources.

 - Spell of Ice Cannon.
A far move powerful, but slower ice weapon, will freeze enemies and deal
reasonable damage.

 - Incantation of Voreling Army.
A maximim of 4 vorelings are summoned at the rune location, if they fail
to summon or summon in an object or enemy you are refunded most of the 
ammo cost.

 - Bone Shard Flurry.
Bones are summoned around the rune location which follows at your feet. If you
move too far from the rune the bones will fail to fire.

 - Curse of the Immolated.
You curse an area of ground, souls of the dead arise and either fire bone darts
at the enemy or fly at the enemy and explode. Flames are spawned at the curse
location, these flames hurt both the player and the enemy.

 - Flame Explosion Curse.
You hurl a firebolt at the enemy, it does a high amount of damage, and leaves 
behind flames that are a hazard to both the player and the enemy.

 - Ring of the Serpent's Contract.
You drink the serpent's blood and make a contract with him. He makes an 
equivalent flesh exchange for the targeted monster. Be careful you have enough
blood, otherwise the serpent may look to you for payment.


Ammo models have been replaced, as well as weapon models. There are 3 new
enemies that replace the soldier, dog and enforcers respectively.

These are a crossbowman (taken from AD), a boar (from Malice) and the hell's
enforcer (from hexen2).

Explode boxes (model from hexen2, retextured) have been replaced by 
barrels that spawn rats (model and sounds from malice).

All base maps from the original game have been retextured to look more like
their associated episodes. It helps the enemies blend in a bit better with
their respective maps.


How to Install the Modification
-------------------------------
Extract the zip file to your quake directory, make sure you have preserve 
directories on. This should create a folder within your quake directory called
modjam_snaut.

Run the modification using command line:
"(your favourite engine).exe -game modjam_snaut" 

OR by using your engines internal modloader.


How to Use the Modification
---------------------------
This mod has been built to work with existing maps, no guarantees are made of
course, but it should work just fine so long as explode box damage is not 
a required mechanic.


Technical Details
-----------------
This mod will work better with an engine that supports model alphas.


Known Bugs
----------
Prepare for a loooong list:

 - Maps are leaky, this isn't really my fault so much as it is the fault of the
 map authors.
 - The mod probably won't work in deathmatch or coop.
 - Vorelings occasionally are too derpy to path to their enemies and will just
 sit and think about their lives.
 - Rats will occasionally do the same.
 - Speaking of rats, they will go beast mode on any monsters near them,
 monsters will have no hope or chance of surviving, poor monsters.
 - Ice Cannon Spell is picked up twice for some reason.
 - Monster animations are a bit derpy, had to try and interpret what the 
 animators were going for, it's difficult to get right.
 - Sometimes spawned items don't fall to the floor properly.
 - Sometimes shots from the Serpent's Trade weapon don't register.
 - Occasionally Curse of Immolated Souls weapon doesn't find its enemy.
 - The barrier for the Serpent's trade weapon sometimes spawns at the previous
 enemy location.
 - Explode box (Barrel) hitboxes are weird.
 - Swords can't hit things above or below them.
 - Gameplay is ok but probably broken.


Future Changes
--------------
If I ever revisit this and add more things, other than fixing bugs I would:

Add nice book page turning animations, they are in the model but at the moment
don't work with switching spells to non-adjacent spells.
Add some more particle affects to spells and ammo.
Change the player sounds to be more "ghastly".
Have an animation for the player chugging the serpent blood.
Add a nicer projectile for the hells enforcer.


Changes This Version
--------------------
This is version 1. Everything is new.


Acknowledgements
----------------
Massive thanks to Grim (Khreathor) Fandango for organising this jam. Thanks to
c0burn, spike and others that contributed to the discussions in the qc and
modding jam sections of discord.

Massive thanks to the creators of the assets I used, thanks for your amazing
content, if your content was licensed, I hope that you're ok with me using it
for this. If you would prefer that I didn't please let me know and I'll replace
it for something else.


Extra graphics used
-------------------
https://pixabay.com/en/photos/user:thedigitalartist%20rune/
https://commons.wikimedia.org/wiki/File:Knochen_im_Sedlec_Ossuary.jpg


Extra sounds used
-----------------
https://freesound.org/people/Canallus/sounds/451233/
https://freesound.org/people/Mrthenoronha/sounds/398806/
https://freesound.org/people/Benboncan/sounds/84111/
https://freesound.org/people/wcoltd/sounds/440774/
https://freesound.org/people/original_sound/sounds/376816/
https://freesound.org/people/romulofs/sounds/127543/
https://freesound.org/people/Tomlija/sounds/106881/
https://freesound.org/people/Julien%20Nicolas/sounds/133783/
https://freesound.org/people/ezwider/sounds/134730/
https://freesound.org/people/AldebaranCW/sounds/179086/
https://freesound.org/people/nofeedbak/sounds/43113/
https://freesound.org/people/BrandonNyte/sounds/130975/
https://freesound.org/people/florianreichelt/sounds/423454/
https://freesound.org/people/7h3_lark/sounds/268580/
https://freesound.org/people/RICHERlandTV/sounds/216089/
https://freesound.org/people/Spennnyyy/sounds/323502/
https://freesound.org/people/deleted_user_3277771/sounds/176741/
https://freesound.org/people/qubodup/sounds/159725/
https://freesound.org/people/Caitlin_100/sounds/365542/
https://freesound.org/people/esperri/sounds/119127/
https://freesound.org/people/Uzbazur/sounds/157192/
https://freesound.org/people/savataivanov/sounds/385358/
https://freesound.org/people/jorickhoofd/sounds/169545/
https://freesound.org/people/yottasounds/sounds/174615/
https://freesound.org/people/gerainsan/sounds/421734/
https://freesound.org/people/josepharaoh99/sounds/352698/
https://freesound.org/people/AldebaranCW/sounds/179086/
https://freesound.org/people/HorrorAudio/sounds/359153/
https://freesound.org/people/silversatyr/sounds/333279/
https://freesound.org/people/Breviceps/sounds/445958/


Author Information
------------------
Some guy with potentially too much time on his hands.


Copyright and Distribution Permissions
--------------------------------------
If you're going to redistribute this mod, please ensure that the readme.txt is
included and unmodified. No money should be exchanged for this mod to anybody 
except id software.


