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New Animation System for Players and Monsters

Author: Orion (rfalcetti@gmail.com)
Build time: Around 5 days...
Additional credits: *Ender, because the animation codes were strongly 
based on his scratch tutorials. :)
*Hipnotic Software for the Centroid models, sounds and QC.
*Id Software for Quake, Quake 2 and the BFG models and sounds.
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Contents:

QC files: yes
Models: yes
Sounds: yes


Description of the Modification:

This is not really a mod, because I just implemented a new animation system for the players and monsters. I also changes & replaced some weapons, also added the Centroid from Mission Pack 1, but you can just use it in vanilla Quake. :)
I've also implemented gibbable corpses.


Features:

*Monsters will now think 20 times a second instead of 10.
*Because of the gibbable corpses feature, zombies can now be gibbed with any weapon, but it's still more economic to use the shotguns or the grenade/rocket launcher.
*Zombie's health was reduced to 30, but it'll need to go to -30 to gib, so it's pretty much the same as 60, but I did it to avoid bugs...
*Monsters will no longer go to pain frames while attacking.
*Monsters will no longer need to wait all their pain frames end before they can attack again.
*Some monster characteristics were changes (see below).
*Some weapons were modified or replaced, max cells raised to 250.
*Small cell boxes will give you 20 cells, while large cell boxes will give you 100 cells.
*Added a 9th weapon: the BFG12K, which will sometimes replace the Lightning Gun.
*Super Nailgun was replaced by a Doom-style Plasma Gun.
*Shotgun damages changed: The Shotgun will do 30 damage and shoot 5 pellets, and the Super Shotgun will do 60 damage and shoot 10 pellets.
*Grunts, Enforcers, Ogres and Centroids can strafe.
*Rottweillers and Fiends will jump up to their enemy's height and more recklessly (mostly Fiends).
*Monsters no longer fear ledges.


Monster Changes:

Grunt: Will randomly spawn either with a Shotgun, a Super Shotgun, or a Nailgun. The Shotgun Grunt will have 30 health(same as original), the Nailgun Grunt will have 40 health, and the Super Shotgun Grunt will have 50 health. Their damage dealt by Shotgun will be 20(4 pellets), Super Shotgun: 40(8 pellets), and Nailgun: 3 per spike.

Enforcer: Will spawn either with the regular Laser Blaster or a Grenade Launcher. They won't always fire a burst of 2 laser shots, it can be only one to dozens, as they'll check for refire randomly. At point-blank range the enforcers will keep firing their laser blasters nonstop until their enemy dies. Their grenade launchers will do the same damage as the Ogre's. Both Laser and Grenade Enforcers will have regular 80 health, and will also try to lead you with their weapons in Nightmare skill.

Ogre: Will spawn with Grenade Launchers or Rocket Launchers. At Nightmare skill the Ogres will fire their weapons at a really fast rate, and will also lead you with rockets and grenades. They're now a really tough enemy on Nightmare skill. Their Rocket Launchers do 35 damage on a direct hit, and 40 radius damage.

Death Knight: Will now cast their fireball attack in 3 different ways:

1st - Vertical spread, slow fireballs.
2nd - No spread, fast fireballs, will use this mode either at close range or long distances, but at long distances they'll only use this mode, because of the lase spread the other modes do. This one is more likely to do most damage.
3rd - Horizontal spread, slow fireballs, just like the original one.

Centroid: I didn't change this monster, but it's just an added one. Will randomly replace Ogres. It has a Nailgun, and wil use his tail as a melee attack. IT has 300 health, his nailgun do 9 damage per nail, and his tail attack will do between 1 and 40 damage randomly.


Weapon Changes:

Shotgun: Will shoot 5 pellets doing 6 damage each, with a total of 30 damage. Fire rate unchanged.

Super Shotgun: Will shoot 10 pellets doing 6 damage each, with a total of 60 damage. Fire rate unchanged.

Nailgun: Will now have a fire rate of 0.16 seconds, and each nail will do 25 damage.

Plasma Gun: Replaces the Super Nailgun, but maintain the Super Nailgun models. Has a fire rate of 0.08 seconds, and each plasma ball will do 14 damage. Use cells for ammo.

Grenade Launcher: The fire rate is now 1.25 second, and each grenade will do 150 damage.

Rocket Launcher: Same damage as the Grenade Laucher. Also same fire rate.

Lightning Gun: The damage was reduced to 22 per lightning bolt. Fire rate unchanged.

BFG12K: Added weapon, also slightly different from Quake 2's BFG. Renamed to BFG12K because it's different from Quake 2. The fire rate is 2.4 seconds, and the energy ball will pass through enemies, insta-gibbing them, before it hits concrete. The ball travels slightly slower than Quake 2's BFG. The ball will also shoot lightning on nearby enemies doing 100 damage per second on them. When the energy ball hits a wall, will do a radius damage of 200, and 0.1 second after the blast, will do an "effect"; it will search for enemies within 1024 units and do damage, spawning a little sprite on them. And, contrary to its regular blast damage, the further enemies are to the explosion, the more damage they will receive! And this damage is a minimum of 50, and a maximum of 1000. This gun's downfall is that it needs 0.8 seconds of charging before launching the energy ball, and eats up 40 cells per shot. So use this weapon only against strong enemies, like a Vore or Shambler, or use it on a room with a lot of weak/strong enemies. Don't use it in close combat in *any* way, because if its huge blast radius. This gun won't kill Shub-Niggurath though... These characteristics were based on Quake 4's Dark Matter Gun.


Known Bugs: Well, sometimes I see dying monster get back to their stand frames after their death animations, but they don't do anything, and are still gibbable. Dunno it this have been fixed, but if this bug happen with you, let me know.


How to install the modification:

Extract the contents to your Quake directory.
Run your favorite engine with -game newanim in the command line.
Enjoy!