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QuakeReal
Author: Orion (rfalcetti@gmail.com)
Editors used: QME, QCIDE, UnrealEd
Build  time: almost a week

Thanks to:
-ID for releasing Quake
-Epic Games for releasing Unreal and for the weapon sounds I needed
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Mod contents:

QC files: yes
Models: yes
Sounds: yes


Description of the modification:

QuakeReal is merely a patch that puts Unreal weapons into Quake, but unfortunately I don't know how to convert Unreal models to Quake, so I decided to improvisate. :P
The Flak Cannon I made from scratch using QME, but I need a model replacement for the Flak Cannon urgently, as I'm not a good modeler and the model I made is crap.
The Shock Rifle is the Lightning Gun without the electrodes.
The Nailgun behaves just like a Stinger, uses the Super Nailgun model, and that's why I didn't name it "Stinger".
The Ripper uses a model that was in my HD for a long time, dunno where did it came from...
The mod includes bots for offline play, it's an improved version of MauveBot, and also it only works on DarkPlaces, not just because of the bots, but by some effects I used on some weapons (like the Shock Rifle and Lightning Gun).


Features:

*Quad and Ring drop
*Gibbable corpses, also, you can gib a player in the middle of his death sequence!
*If you die into lava or slime, the lava/slime will gib you if you wait a couple of seconds
*Corpses into lava/slime will get gibbed after some seconds too
*Teamplay support for bots
*When a match ends, the stats from all players will be printed
*Deathmatch 3 support
*Projectiles will go through teleporters


Known bugs:

*When you die in mid-air and fall into lava or slime without respawning, you body won't take damage from the liquid
*When you die underwater and wait several seconds to respawn, your dead body will start to drown


Console commands:

+primary: Fires your weapon's primary fire
+secondary: Fires your weapon's secondary fire
impulse 100: Adds a random colored bot(better not use it in teamplay)
impulse 101: Adds a bot with white pants
impulse 102: Adds a bot with brown pants
impulse 103: Adds a bot with light blue pants
impulse 104: Adds a bot with dark green pants
impulse 105: Adds a bot with red pants
impulse 106: Adds a bot with bronze pants
impulse 107: Adds a bot with golden pants
impulse 108: Adds a bot with beige pants
impulse 109: Adds a bot with pink pants
impulse 110: Adds a bot with purple pants
impulse 111: Adds a bot with grey pants
impulse 112: Adds a bot with green pants
impulse 113: Adds a bot with yellow pants
impulse 114: Adds a bot with blue pants
impulse 115: Kicks a bot
scratch1: Set to zero to make the bots pick a random shirt color on teamplay, but if you want the bots to have the same shirt color as the pants, set scratch1 to '1' instead.
savedgamecfg: Determines the number of bots that will automatically spawn on the next level. When the level changes and the desired number of bots spawn, this cvar is reset to zero. Useful for dedicated servers.
temp1: If set to '1', DarkMatch will be enabled. The level is in total darkness, but all the players (or bots) Have a dim light effect to illuminate around.



--Weapons--

LEGEND:
DPS - Damage per second
qu - Quake units
qu/s - Quake units per second


Axe:
Ammo used: none
Damage: 40
DPS: 80
Fire rate: 0.5s
Range: 64qu

The Axe, with its damage doubled. Only use it if you're desperate. There's no secondary mode for this weapon.


Shotgun:

Primary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 7x6 (42 if all pellets connect)
	Fire Rate: 0.5s
	Range: 2048qu

Secondary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 7x6 (42 if all pellets connect)
	Fire Rate: 0.3s
	Range: 2048qu

The Shotgun, fires 6 pellets just like the original shotgun, but with increased damage. It's now a fairly good starting weapon, can quickly kill a target if you're accurate enough.


Flak Cannon:

Primary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 20x9 (180 if all shrapnels connect)
	Fire rate: 1.7s
	Projectile speed: 2000qu/s
	Range: 10000qu

Secondary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 225 (105 + 24x5)
	Fire rate: 2s
	Projectile speed: 800qu/s
	Range: >800qu
	Blast radius: 110qu

The Flak Cannon is a devastating weapon at close range and tight corridors, because its shrapnels will ricochet walls. It behaves like a shotgun, it fires 9 shrapnels that spread on distance, but there's a little difference; it's NOT a hitscan weapon! The shrapnels fly at a very high speed, but anyways you will need to lead your target, otherwise all the shrapnels won't hit anything! The secondary mode fires a grenade that explodes on impact, and then spits out 5 shrapnels that will bounce off walls. The grenade explosion itself will inflict 105 damage, as each shrapnel will do 24. It is possible to "flak-jump" with this weapon, and it's almost as strong as an original rocket-jump, because of the high damage inflicted by the grenade, but be careful, the shrapnels may hit yourself too!


Shock Rifle:

Primary
	Ammo used: cells
	Ammo usage: 1 per shot
	Damage: 60
	DPS: 96
	Fire rate: 0.625s
	Range: 10000qu

Secondary
	Ammo used: cells
	Ammo usage: 1 per shot
	Damage: 82
	DPS: 195
	Fire rate: 0.42s
	Projectile speed: 400qu/s
	Range: 3000qu
	Blast radius: 34qu

Combo damage: 247
Combo blast radius: 123qu

The Shock Rifle is a really good weapon if you have a good aim, as its primary fire is a hitscan shot. You can even snipe with this weapon, but the ring trail may reveal your location. The secondary mode fires a light blue slow-moving ball that explodes on impact, inflicting 82 damage. It is possible to "shock-jump" with this weapon, although it's not too strong. This weapon also haves a combo, to do it, fire it with the secondary fire button. Then aim for the blue ball and shhot it with the primary fire. The ball wil make a big explosion destroying anything nearby. >:)


Nailgun:

Primary
	Ammo used: nails
	Ammo usage: 1 per shot
	Damage: 20
	DPS: 100
	Fire rate: 0.2s
	Projectile speed: 1000qu/s
	Range: 6000qu

Secondary
	Ammo used: nails
	Ammo usage: 7 per shot
	Damage: 16x7 (112 if all nails connect)
	Fire rate: 2s
	Projectile speed: 1000qu/s
	Range: 6000qu

The Nailgun fires nails, good for short and mid-range. Not very good at long distances, because of the rather slow nail speed. The secondary mode fires 7 nails at once, also spreading out on distance, which do 16 damage each. Only use at very close range, as its fire rate is really slow and it's a waste of time(and ammo) using this mode at medium to long distances!


Ripper:

Primary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 45(145 headshot)
	DPS: 129
	Fire rate: 0.35s
	Projectile speed: 1000qu/s
	Range: 5000qu

Secondary
	Ammo used: shells
	Ammo usage: 1 per shot
	Damage: 51
	DPS: 77
	Fire rate: 0.66s
	Projectile speed: 1000qu/s
	Range: 5000qu
	Blast radius: 89qu

The Ripper must be used with caution, because its primary fire shoots ricocheting blades, that may also hit yourself! Aim for the head of someone, and he'll get insta-gibbed if he's out of armor! Its secondary fire mode shoots exploding blades instead, with a slower fire rate. They won't ricochet walls, will behave like a rocket, flying on a straight line and then exploding on impact.


Rocket Launcher:

Primary
	Ammo used: rockets
	Ammo usage: 1 per shot
	Damage: 90
	DPS: 108
	Fire rate: 0.83s
	Projectile speed: 650qu/s
	Range: 3250qu
	Blast radius: 98qu

Secondary
	Detonates the rocket in mid-air.

The good old Rocket Launcher, with a few modifications. The missile speed has lessened, damage has lessened, blast radius lessened, fire rate slightly increased. Unfortunately rocket-jumps are kinda weak. But you can still use it. Make sure of leading the target more than you were leading with the original rocket launcher, because the rocket is rather slow. The secondary trigger just detonates the rocket in mid-air. Good to do some damage to enemies that dodged the rocket and the rocket would hit a distant wall.


Lightning Gun:

Primary
	Ammo used: cells
	Ammo usage: 1 each 2 shots
	Damage: 11
	DPS: 110
	Fire rate: 0.1s
	Range: 399qu

Secondary
	Ammo used: cells
	Ammo usage: 1 per shot
	Damage: 30
	DPS: 188
	Fire rate: 0.16s
	Projectile speed: 600qu/s
	Range: 3000qu

The Lightning Gun was also strongly modified. The primary fire range was strongly decreased, making it only useful in short ranges. Also the damage was reduced by almost 3x the original, but the weapon will only drain 5 cells per second, as it shoots 10 times a second. But it's still a nice weapon though. The secondary fire shoots slow-moving orbs of plasma that does nice damage. Although the plasma orbs are slow, it's the only long-range option for this weapon.

