URL:
http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilation
http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation.html



Quake version V5.60 Beta release

New features:
- Option to make Player grenades kickable and adjustable detonation time --> Big fun :)
- New underwater + in slime + in lava effects (colored view, dust / bubble particles) 
- Adjustable player size (aka view height / eye level) 
- New teleporter travel effects
- New weapon effects (Rocket & Grenade launcher muzzleflashes and custom Lightning gun beams) 
- New shambler lightning attack model
- RL & GL projectile explosions now spawn interactive blood splats from monsters and players
- Option to disable shadows for torches (handy when using custom torch models with RT lights) 
- Adjustable amount of flesh / meat chunks when shooting enemies (to increase gore) 
- Adjustable blood splash particles when shooting enemies (to increase gore) 
- Option for old film / grain look overlay effect (like in old movies) 
- New lightning trap visual effect

--------------------------

Quake version V5.50 release 

New features:
- Blood splatters on HUD when gibbing corpses or living monster while standing nearby
- Enforcers + Soldiers can now dodge as well as shooting + running (at the same time). Based on Nehahra mod.
- 3 new Enforcer replacements: Defender, Eliminator, Pyro. Based on Quoth mod.
- Added new default torch model

Updated features:
- Monster Reiver was too strong. Adjusted his properties a little bit.
- Implemented all previous SMC updates/patches into one version: v5.50
- Some cvar and effectinfo adjustments
- Bugfixes

--------------------------

Quake version V5.41 release 

Updated features:
- Now both key models (silver / gold) always spin synchronously. Independent to pickup time/place.
- Cvar "HUD_spinning_bottom_model_manual_z_position" is working properly now.
- Using cheats will no longer spawn multiple models/textures.

--------------------------

Quake version V5.40 release 

New features:
- optional new monster: Necromancer
- Animated HUD models + textures
- Weapon aim jittering (recoil) for fast firing weapons
- optional Bleeding gibs. Gibs are still pumping some blood when lying on the floor   
- optional Eatable gibs. Player restores some health when picking/eating gibs (depending on gib type).
- optional War cry for individual weapons. Player sometimes shouts out a war cry when in the heat of a tough battle.	

Updated features:
- Improved blood effect when shooting monsters/player
- If you are using the CSQC-HUD and have strechted HUD textures, use this cvar to fix it: 
  "vid_conheight" "440" (default: 480)

--------------------------

Quake version V5.32 release 

New features:
- optional: dynamic distance scaling crosshair size (depending on distance towards monsters / surfaces)
- optional: individual weapon crosshairs (each weapon uses its own customizable crosshair)
- optional: animated crosshair feature (example: spinning crosshair when picking up Quad damage rune)
	
Updated features:
- bugfix:  fixes a rare crash from v5.30
- adjusted some cvar default settings

--------------------------

Quake version V5.30 release 

New Features: 
- optional new monster: Reiver (the most frightening + merciless Quake monster ever :)
- optional new monster: Carnivean
- optional new monster: Yakman
- optional new monster: Teneb
- optional blood puddles beneath monster corpses
- optional "personal teleporter feature" (for new gameplay twists and more strategic combat): impulse 40
- optional instant melee attack feature (Push key/button to perform a single axe swing at anytime): impulse 20
- option to use a different armor model in non-base maps 
- option to use different HUD armor icons and key icons for each worldtype. Needs included csqc HUD
- added custom csqc HUD with different layouts and support for separate armor + keys feature
- created new HUD ammo icons that matches SMC content (can also be used without SMC)

Updated features: 
- added more gore and flesh/meat cuts when shooting and gibbing corpses
- added option for spiders: "Not spawning inside water" (orig. Water is not transparent/vised and they are too small to be seen in shallow water)
- added option to disable armor particle effects completely
- earthquakes can now also be started by Yakman
- added idle sound to demon
- lightning gun impact particle effect now also spawns on ceilings correctly
- cleaned up code to make it compatible with new fteqcc builds and added more comments in sources
- Bugfix: shalrath homing missiles now gets stuck less often and explodes immediately when that happens 
- Bugfix: exploding boxes debris models no longer turn towards player (like head gibs)
- Bugfix: monster corpses burning animation uses correct frame now
- Bugfix: Wizards "Vengeance of the deceased" after-death effect no longer get stuck 
- readjusted some cvars for better playing experience
- some minor bugfixes

--------------------------

Quake version V5.20 release 

New Features: 
- Optional: Spider monster can now hang on ceilings (on threads), jumping or shooting towards player 
- Optional: Head gibs always turn towards player for a creepy effect 
- Optional: Ogre monster has additional particle effects for his chainsaw (for original and Tea Monster's model) 
- Optional: Random angled ammo and health boxes in all maps 
- Optional: Customizable pain skins for all monsters 
- Optional: 2 different flashlights to choose from (classic + cubemap): impulse 30
- Optional: Shalrath can run frantically towards the player now 
- Optional: Shalrath can jump and hang on ceilings (also when starting a map to suprise the player from above) 
- Optional: Enforcer can use an adjustable powershield to protect himself from all projectiles 
- Optional: When the Demon monster jumps, his body has an adjustable "motion blur" / "tail" effect. 

Updated features: 
- Spider skin can now also be set to "random skin" instead of replaced monster-type dependency 
- Repositioned several original and custom head gibs to look in the same direction 
- Extended the 'Starter Kit' to include more variations 
- Bugfix: "Evil face" monster improvement: dont get stuck anymore and has smarter AI now 
- Added new "Evil face" monster model. 
- Bugfix: "Water splash loop sound" fixed. Added splash particles to all entities. 
- Bugfix: When killing Shub Niggurath in the "end" map, the zoom-view feature got stuck 
- Bugfix: Warlord no longer bleeds when using his shield against lightning gun 
- BUGFIX: Warlord's homing missile no longer gets stuck and has a smarter AI now 
- Re-adjusted several cvar default values
- Tarbabies original Quake bug: Get stuck on ledges and steps is now fixed 
- Fixed console overflow due to missing effect syntax (introduced in SMC v4.71) 

--------------------------

Version 5.11 

New features:
- New adjustable walking monster: The Torment
- optional: Random audio taunts when killing or gibbing an adjustable monster-count in a given time
- optional: Changing players shirt color depending on used/picked armor
- optional: Flying dust, ember and other particles in maps (fully adjustable)
- optional: Mage weapon (Hexen) instaed of lightning gun (weapon properties/damage/ammo is identical)
- optional: Improved fully adjustable view_weapon idle animation (model independent)
- optional: Fully adjustable view_weapon position for all weapons and their projectiles/muzzleflashes (model independent)

Updated features:
- powerup countdown can now be positioned on center of screen or top left of screen
- added a new model for the tilted+oriented torches feature: burning skull
- added 2 new tilted+oriented torches model selection values
- reduced hardware requirements for the mod
- some smaller bugfixes

--------------------------

Hipnotic SMC Update v5.02:

New features:
- optional: Flying dust, ember and other particles in maps (fully adjustable)
- optional: Random angled ammo and health boxes in all maps
- optional: 2 different flashlights to choose from (classic + cubemap)
- Gremlin will steal some of your current ammo if his attempt to steal your weapon fails now

Updated features:
- Gremlins jump behaviour: They will not get stuck at walls or midair anymore.
- Gremlins steal weapons ability: Now supernailgun and nailgun behave differently
- Bugfix: "Evil face" monster improvement: dont get stuck anymore and has smarter AI now
- Added new "Evil face" monster model.
- Bugfix: Warlord´s homing missile no longer gets stuck and has a smarter AI now
- Tarbabies original Quake bug: Get stuck on ledges and steps is now fixed
- reduced hardware requirements for the mod
- Fixed console overflow due to missing effect syntax (introduced in SMC v4.71)

--------------------------

Rogue SMC Update v5.02:

Updated features:
- Updated Rogue´s 'Starter Kit' to be compatible with Quake SMC v5.30´s 'Starter Kit'
- Fixed console overflow due to missing effect syntax (introduced in SMC v4.71)

--------------------------

Version 5.01

New features:
- MP1: option to adjust gremlin´s "steal players weapon" chance
- MP1: option to adjust gremlin´s gorging speed
- MP1: scourge nails damage and players nailgun damage can be adjusted separately
- MP1: Added "Weapon-Starter-Kit" for Hipnotic

Updated features:
- MP1: fixed hipdemo1.dem missing music bug
- MP1: fixed gremlin´s 'gorging without visible corpses' bug
- MP1: fixed gremlin´s dont throw backpack when killed by lightning gun bug
- MP1: fixed visible player legs wrong animations when carrying Mjolnir bug
- MP1: Mjolnir can now crush/gib corpses (with lots of blood and gibs)
- MP2: improved visual Quad effect for lava weapons (compared to V5.00)

--------------------------

Version 5.00

New features:
- switched mod configuration file from "autoexec.cfg" to a dedicated "smc_config.cfg"
- optional: fully adjustable tilted torches (autodetecting algorithm to adjust torches in all maps)
- optional: monsters with fire-like projectiles and lava can inflame the player
- optional: monsters with acid-like projectiles and slime can poison the player
- optional: automatically modify/edit monster skins randomly (for higher variation in-game)
- spiders jump + AI behaviour is improved and makes it a smarter opponent
- optional: monsters can be inflamed with explosive weapons
- Option to adjust monster attack and run animation speeds
- Option to modify monsters frequence to go into pain animation
- Option to raise monsters ranged attack frequence according to played "skill"-level
- option to make soldiers aim better depending on played "skill"-level
- option to make hellknight and wizard projectiles home mildly depending on played "skill"-level

Updated features:
- bugfix: Quake´s original pain sound bug in skill 3
- added option to only use specific custom backpacks instead of 'all or none'
- option to use different health pickup sounds for custom potions and original models
- added death message for new Hydra monster
- cleaned up weapons.qc. "Oh my ..." what a mess
- some minor modifications and added some satanic messages
- MP2: Fix for explosion sound of Wraths
- MP2: Fix for Darkplaces buzzsaw movement bug
- MP2: Fix for Darkplaces lavaman projectile "stuck in walls" bug

--------------------------

Version 4.80

New features:
- option to adjust monster sizes (to individual random or fixed size)
- option to automagically adjust monsters health and/or attack to its size (see above)
- option to use several new custom lightning beams/effects for shambler´s lightning attack
- option to enable different "interactive crosshair" features: monster_health, player_health or weapon_range
- optional: lossless crate + backpack pickups (no more waste for ammo or health)
- MP2: ogre boss appearance chance is adjustable now
- MP2: ogre boss can have different adjustable health than regular ogre now

Updated features:
- added "Weapon-Starter-Kit"´s for ID1 and Rogue
- damage values for hellknight, wizard and warlord spikes can now be adjusted individually
- extended custom model spawn function: animation frequence is now adjustable
- fixed: players "low health effects" are disabled when health is exactly 0
- fixed: player gibbing in 3rd person mode and/or chasecam_death_view enabled
- fixed: New zombie models decapitate effect (which became buggy with new DP builds)
- fixed: Wizard´s "fall to ground dust" effect
- fixed: shalrath shootable homing missile sound precached
- MP2: coaled enemies throw backpacks correctly now
- MP2: plasma gun doesnt spawn blood on statues anymore
- MP2: 3rd person walking bug with lava weapons is fixed
- MP2: 1st person visible legs bug with lava weapons is fixed 
- MP2: Added new skins from Quake Reforged in 'Starter Kit' and matching with ID1 skins

--------------------------

Version 4.72

Updated features:
- Corpses are gib-able with Axe now  (!! Hurray !!)  :)
- Axe attacks can move gibs now
- Added more variations for slipgate particle effect
- Magical pentagram (after burning corpses) can restore adjustable health points now
- Updated 'Starter Kit's
- fixed: Quad effect shader wasnt ended/disabled during intermissions
- fixed: rain sounds without rain
- fixed: Hellknights head stays red when gibbed during magic attack phase

--------------------------

Version 4.71

New features:
- optional: Shalrath´s missiles are shootable. Missile properties are adjustable via cvars.
- support for particle effects on ammo, health boxes and world weapons

Updated features:
- weather effects and custom map effects can be enabled/disabled

--------------------------

Version 4.70

New features:
- optional: Visible weapons (vwep´s) in 3rd person mode and in 1st person mode mirrors/reflections
- optional: Various powerup effects for player in 1st and 3rd person mode to choose from
- optional: Interactive crosshair --> Changes crosshair/color when aiming at monsters considering individual weapon range

Updated features:
- Improved 'visible legs' implementation in 1st person mode
- Bugfix: corrected 'weapon on right side' feature
- some minor improvements 

--------------------------

Version 4.60

New features:
- optional: Monster bleeding when wounded
- optional: shambler can make the ground shattering and kickup dust when he walks/runs
- optional: Custom health pick up models and particle effects for NONE-Base maps
- optional: New player effects when health is low, like:
            Hearing his own heartbeat at low health, that starts to pump quicker and louder when health gets really low
            Aiming (crosshair) starts to suffer when seriously wounded and gets worth when health gets really low
- All monster properties are adjustable (like health and damage values)
- All player weapon attack/damage values are adjustable
- Players maximum ammo carry capacities are adjustable
- Medikits + armor + ammo + backpack values/contents are adjustable

Updated features:
- Optimized start map effects and effect-counts

--------------------------

Version 4.55

New features:
- optional chase / upsidedown camera when player is dying
- multi-model feature for player models 
- optional visible player legs (aka lower half of the body) when looking down
- optional visual "stretched" animation view when using teleporters
- optional adding various extra particle effects to teleporters, slipgates and end-map-teleporters

Updated features:
- Updated mission pack 2 'Starter Kit' (Thank you Nergal and Webangel !)
- Replaced ID1 fish model with bugged death animation with a fixed one (Thank you ijed !)
- both SMC mission packs updated to newest version
- all weapons do no longer spawn TE_ particles when shooting in skies
- Quake: shooting Shub will now spawn correct particles
- MP1: fixed DP related bug which adds damage from rubbles even though they are lying on the floor
- MP1: replaced original bullet holes code with particle bullet holes
- MP2: shooting time machine will now spawn correct particles

--------------------------

Version 4.50

New features:
- Random earthquakes
- "Ragdoll" for corpses
- Twitching corpses
- Optional new monster type: Warlord
- Optional new monster type: Hydra
- Optional interactive evil textures

Updated features:
- Updated cvars to match new DarkPlaces builds (20130301 and newer)
- Updated 'Starter Kit'
- Fixed Afrit gibs from floating in mid-air
- Both Afrit types (colors) have seperate particle effects now
- Fixed original Quake monster-count bug for swimming monsters
- Possibility to add animated/loop models via .ent file into maps
- New dog and New zombie´s appearance chance is now better adjustable
- Improved vengeance skull: skin-texture, particles and fixed sound bug (endless loop)
- Fixed custom megahealth models (heart & cross) from sinking into floor
- Spider replacement for shambler does now double damage
- Increased speed for map loading time
- Each monster corpse now spins in random direction when shot (before only counter-clockwise)
- Fixed Ancient ghost model (no longer stucks in walls/meshes)
- Fixed Nails stick in sky bug
- several minor adjustments and cvar modifications

--------------------------

Version 4.31

New features:
- Optional new monster type: Afrit
- Optional water wading/swimming sounds and adjustable foostep sounds
- Several new cvars to fix Darkplaces engine related issues (for newer builds)

Updated features:
- Extended Demon and Wizard teleport feature (chance is now adjustable)
- New monster type: Spider (With extra sized model for shambler-replacement)
- Dog-replacement uses now a better skin compared to V4.25
- Wizard projectile is now adjustable in size
- Bugfix ("kill all" cheat now works correctly)
- Bugfix (loading a previously saved game with replacement monsters works now correctly)
- Bugfix ("invisible weapon" feature now also works with new Darkplaces builds)

--------------------------

Version 4.25

New feature:
- Option for visual "adrenalin" screen effect

Updated features:
- Option for 2 different Wizard projectile trail effects
- Bugfixes (player transformes into head gib and corpses disappear)

--------------------------

Version 4.24

New feature:
- Optional slow motion effect

--------------------------

Version 4.21

New features:
- Optional new monster type: spider
- Optional Lightning gun killing modification
- Option to move the view_weapons to the right side

--------------------------

Version 4.15

New features:
- optional monster-clone feature (multiply enemies in a map)
- optional teleport/beam feature for wizards and demons
- optional shell casings for grunts (soldiers)
- adjustable lifetime for nails

Updated features:
- Updated both mission pack 'small mod compilations' to V4.15
- Updated 'Starter Kit'´s
- MP1: forcefield cvar has now 3 optional particle effects
- MP1: fixed key particle effect
- MP2: new modelskin for statues: 'stone-heart'
- MP2: statues and knights/hellknights have seperate cvars now
- MP2: fixed original mummy flesh-projectile spawning position bug
- MP2: optional improved aiming for mummies
- MP2: added multimodel support for sword

--------------------------

Version 4.12

New features:
- adjustable change-weapon sounds
- adjustable view-weapons transparency adjustment
- adjustable monster transparency adjustment
- optional monster footstep sounds
- monsters have individual impact sounds, when their corpses fall onto the floor
- shambler and wizard create dust clouds when their corpses fall onto the floor
- adjustable ‘earth shattering’ when shambler dies and falls
- optional burnable, gibbable or non-solid corpses
- adjustable hell-demon visual (demon burns and leaves burning footprints)
- optional new zombie monster with various adjustable abilities, animations/sounds
- optional new dog monster with various new animations/sounds
- some monsters have additional new sounds to make Quake more “alive/living”
- dog, soldier, knight and ogre use additional adjustable animation sequences to increase variation
- fully adjustable shell casings
- new fire particle effect for different locations (Thank you Nahuel)
- ‘Starter Kit’ updated/extended

Updated features:
- fixed bug with wrong gib skins in lava and slime
- secret walls/buttons/doors optionally have their own particle effect now (requested by negke)
- all custom particle effects for weapons and monsters will now also be used in fan-made maps which bring their own progs.dat
- updated particlefont

--------------------------

Version 4.01

Updated features:
- Fixed bug in zombie´s custom death animation
- Fixed bug in 'Starter Kit' for zombie´s custom death animation

--------------------------

Version 4.0

New features:
- Added option for additional animated heart gib (adjustable for player, monster and corpses)
- Added option for different custom backpack models for monsters (enforcer, ogre, soldier)
- Added option for extended blood effects for shooting/gibbing: players, monsters and corpses
- Added option for custom animated megahealth models (adjustable for different world types)
- Added map effect: lava-eruptions  for lava pools
- Added new death animation effects (Legend of Grimrock + Trinity effect, Ancient Ghost of Grimrock effect)
- Added death animation randomness cvar (to freely select appearance of animation randomness)
- Added option to choose between different gib spin behaviours (for gib-explosions and kick-gibs)
- Added option for welcome message in console when starting Quake single player game

Updated features:
- Fixed a bug in multiplayer (gibbed players still bleed after respawn)
- Fixed a bug that prevented to disable the gibbing corpses feature
- Totally reworked and extended death animation code and cvars. Much easier to adjust this feature to personal likings now.
- Updated 'Starter Kit' for multiskin/multimodel support
- Added option for 2 different armor particle effects (subtle or eye-catching)
- Modified explosion particle effects (introduced some Jorix-like bright smoke again and reduced particle count)
- Extended corpsehealth cvar. Every monster type has its own cvar now. 
- Changed default values for "fleshsplat", "kickdebris" and "pushback" cvar (from disabled to enabled)
- Added new kick-sounds for burning debris (they used the same as gibs before)
- Adjusted ogre + zombie aiming code (Smith)
- Extended cvar shootablebuttonsandsecrets to prevent blood from exploding boxes (Smith)

--------------------------

Version 3.80

New Feature:
- Added possibility to see view-weapons with less opaqueness during invisibility time
- Added possibility to choose if corpses can only be gibbed with explosive weapons or not.
- Added possibility to have a powerup countdown counter on screen
- Added possibility to choose between several weapon autoswitch behaviours
- Extended model spawning via .ent files code to have solid and non_solid models and specific bbox size
- Added possibility to choose between different particle explosion visuals (with/without debris)
- Added a special "fleshsplat" effect when carrying the axe.
- Added a different Gyro force value for shotgun and supershotgun (makes it easier to adjust).
- MP1: Added possibility to choose between original forcefield particles or new effects.
- MP2: Changed the original Power Shild "Hit-effect" (p_shield) to be more dynamic/special
- MP2: Added possibility to choose between original polygon candle flames and particle flames
- MP2: Added possibility to have lava guns texture animation when shooting (glowing + cooling)
- MP2: Added possibility to have plasma gun texture animation when shooting
- MP2: Added a nice trail to the wrath´s and overlord´s projectile
- MP2: Added a trail to the dragon´s projectile
- MP2: Added new effect names to both lava spike impacts (so you can give them seperate effects/visuals)
- MP2: Added statue gib textures (based on Quake Reforged Statue monster skins)

Updated features:
- totally reworked  autoexec.cfg  sample layout (it was time to arrange the new cvars !)
- extended the multiskin/multimodel feature to be able to use up to "4" skins for each monster
- fixed a bug in multiskin/multimodel feature that caused a seldom skin change when monster dies 
- fixed a slight misalignment in particle font
- updated start and e1m1 map  .ent files and effects
- changed default values of several monster death animations, so they spawn more seldom
- fixed ogre´s death animation, that used a wrong animation frame
- changed lightning gun impact effect QC code to make it usable for mission packs
- Updated the 'Starter Kit'

--------------------------

Version 3.76

New Feature:
- Added extra Lava splash and Water splash for grenade and rocket

Updated features:
- fixed gib blood trail bug (introduced in V3.75)
- fixed shotgun shooting effect inside slime and lava (introduced in V3.75)

--------------------------

Version 3.75

New Features:
- Added particle flies around corpses, gibs and zombies (fully adjustable) 
- Added additional cheats (for all powerups)
- Added Lava splash particle effect + sound
- Added ambience sound for lava (in start.ent map. All ID1 maps will follow)

Updated features:
- extended watersplash particle effect (with ripple effect)
- fixed cvar "watersplash" (it only affected shotgun weapons)
- zombies no longer take damage from lava + slime
- fixed cvar "monsterlavaslime" (it did not affect corpses behaviour)
- Updated the 'Starter Kit'

--------------------------

Version 3.72

New Features:
- Added possibility to use Gyro on backpacks (so you can shoot them around and they can float in water)
- Added possibility to disable the spinning of backpacks
- Added High Poly backpack model
- Added new custom effects to E1M1 map (e1m1.ent file and e1m1_effectinfo.txt are included)
- Added new "custom sound effects support": You can add sounds into maps without editing QC (samples included).

Updated features:
- fixed Hellknight´s charge effect bug (he kept glowing when he was interrupted during firing animatiom)

--------------------------

Version 3.7

New Features:
- Added Multiskin/Multimodel support for monsters (You can now use up to 3 different skins per monster at the same time)
  'Starter Kit'  with all necessary files, that fully supports it is included for your convenience. Read the readme for details.
- Added a cvar to disable the *bleeding* of shootable buttons and secret walls/doors when they are shot.
- Added weapon muzzleflash for Grunt monster. Adjustable via cvar for different models.
- Added cvar to enable/disable monster interaction with lava / slime. Monsters (dead or living) can now *burn*/*sizzle*. 
  Optionally they can take damage from lava/slime as well.
- Added 2 "new" (previously hidden) Hellknight magic attack animations and a new charging effect.
- Added new shambler magic attack animation (adjustable via cvar according to used monster model)
- Added custom particle effect when lightning gun beam hits walls/meshes
- Totally reworked amazing particle effects by Jakub (!)
  - all standard Quake effects
  - all existing "small mod compilation" effects
  - even added new custom effects, like:
     - time-depending particle-effect-system (used on armor) 
     - Enforcers laser
     - Trap laser
     - All key types have different effects now
     - Fireball has its own trail-effect now
     - Grenade explosions have their own effect now 
     - Shalrath´s homing missiles have their own explosion effect now
     - Nails/spikes have a customizable trail effect now
     - several others 

Updated features:
- Cruzified zombies use a cvar now (to change "shootable" behaviour)
- Wizards create a splash when falling into liquids
- changed flamestyle cvar default setting to "2"

--------------------------

Version 3.61

Updated features:
- a bug in V3.6 prevented the gibs to interact with slime and lava if auto_cvar "kickgibs" was set to "0"
- Made the gib skins darker, after they fall into lava. (in V3.6: 0.7 0.3 0.3) (in V3.61: 0.4 0.1 0.1)   RGB values
- Changed the flesh-splats behaviour on walls: Now they slide down immediately (they dont stuck for 1 second anymore)
- Reduced the brightness/red color of the big standard (gibtype = 2) flesh-splats a little bit
- reworked the gib properties to further reduce the chance of getting clustered ontop of one another

--------------------------

Version 3.6

New Features:
- Added Player bleeding (player starts to bleed when health reaches '40', and bleeds more below health '20')
- Added various Flesh splat effects when shooting monsters
- Added gib behaviour in lava + slime (particle effects and skin changes)
- Added exploding boxes feature: spawn burning debris chunks (quantity related to box size); and corrected ID1 explosion position
- Added weapon recoil feature (pushes the player slightly backwards when shooting)

Updated features:
- watersplash feature now works in slime too
- death animation "ancient ghost of the fallen"´s spawn position (no more seldom stuck in floor)
- updated "effectinfo.txt" (3rd december 2011)
- removed Rygel´s pentagram powerup model (because there are now various other very good versions available with hardcoded fire effect)

PLEASE see  "00  Readme Compilation  Ver.3.6 .txt"  for IMPORTANT infos  and  an overview/description of all cvar´s !!!

--------------------------

Version 3.5

New features:
- Added Gyro
- Added Water splashes (for weapon projectiles)
- Added Nahuels light beam feature (only the QC code, webangels "Quake Animated-REFLECTING-OVERLOAD" pack must be present in your id1)
- Added Custom particle effects support (All weapons/powerups/keys/runes and a few world samples for maps: start, e1m1, e1m7)
- Added custom CSQC-HUD support (enables random intermission camera position when using Nahuels CSQC-HUD. By Smith)
- corrected zombie flesh-projectile spawning position for 2nd attack animation. In original Quake it is spawned on wrong side.
- Added zombie + ogre enhanced aiming

Updated features:
- Health of gibbable corpses is now adjustable due to Gyro impact (see "Readme  gibbable corpses.txt")

--------------------------

Version 3.1

New features:
- added particle muzzleflashes for both shotguns and nailguns (Selectable via cvar)

Updated features:
- Added 3 more random options for the monsters new death animations.
  Reason: with a chance of 25% for each death animation, they spawned too often !  --> It gets boring/annyoing quickly.
          Now you have 3 more variations to choose from: 
	  Value "6" gives a 20% chance for each, "7" gives 15% and "8" gives only 10% chance for each animation to spawn.
	  Default is "7" now (except for seldom monster shambler: "3".  And shalrath: "6")

---------------------------

Version 3.0

New features:
- added multiple gib cvar´s to adjust the gib behaviour to your likings (stay-duration, quantity, fade animation)
- added 3 death animations (selectable via multiple cvar for each monster + random options)
- added 3 flame types (polygon, improved sprite, particle.   Selectable via cvar)
- added axe sound when player hits a monster (2 sound sets to choose from !)
- added Rygel´s pent powerup with new fire effect (remove any existing replacement models/textures in your Quake if you want to use it)


Updated features:
- sprite torch flame improved (less jittering, no more hovering up and down on torches, improved color arrangement for a more realistic look)
  (added a 3rd .spr32base flame (25% taller))
- kickgibs cvar is now working as it should:  enabled with value "1". All other values (inlcuding "0") disables it.
- MP2: Statue knight/Deathknights and Ogreboss skin+gibs (now keep their correct skin1 all the time)
- multiplayer fix: head gib was missing when gibbing the players corpse.
   If you want to use an external head gib for the player:
    - rename the external model to "y" without extension and put it in the .pk3
    - it is recommended to use a .md2 or .md3 format model to be able to use High Res skin replacement.


PLEASE see  "Readme Compilation   !!!.txt"  for IMPORTANT infos  and  an overview/description of all cvar´s !!!


---------------------------

Version  2.85  + Ancient Ghost  +  RAIN  +  SNOW

- added new death animation: "ancient ghosts of the fallen" (fully adjustable via cvar "ghost")
- added new phantom sword death animation (dying knight spawning/fading in)
- added cvar "kickgibs" to enable/disable kickable gibs 
- increased corpses health from 30 to 50 

How to use the new cvars:
add these lines into your autoexec.cfg   (if you dont add them, the default values will automatically be used)
example:

set ghost 3
set kickgibs 1


kickgibs:
1 = enabled    == default
2 = disabled

ghost:
1 = only phantom swords knight (in Rogue). (This means disabled for Quake and Hipnotic)
2 = knight, death knight, phantom swords knight(in Rogue)  
3 = knight, death knight, zombie, phantom swords knight (in Rogue), mummy (in Rogue)       == default
4 = in ID1: knight, death knight, ogre, grunt, enforcer, vore, zombie               
    in Hipnotic: knight, death knight, ogre, grunt, enforcer, vore, zombie  
    in Rogue: knight, death knight, ogre, grunt, enforcer, vore, zombie, phantom swords knight, multi-ogre, 

-------------------------

Version  2.73  +  RAIN  +  SNOW

- modified kickable gibs: issue that gibs under some circumstances cluster together is now solved (Thanks to OoPpEe for the finding)


Complete Episode 1 + Episode 2  weather (rain/snow/(ground) fog) .ent files with over 30 .ent files to choose from are included.

-------------------------

Version  2.71  +  RAIN  +  SNOW

- added Rain + Thunder sounds to Quake. They will only appear when rain falls (it is combined in the code)

-------------------------

FINAL 2.7  +  RAIN  +  SNOW

- the kickable gibs issue "gibs jumping up and down infinitely on players head" is solved. Now no more unintended headers with gibs ;-)
- reworked velocity for kickable gibs again (reduced it once again. You cannot kick them as far & high as before)
- Added higher gravity to gibs while "kicking". This gives them more weight and avoids the pingpong-like bouncing. (Thanks to Supa & leileilol)
- Added an alternative behaviour of kickable gibs movement into source: Instead of kicking a gib, you can simply MOVE/PUSH it. (look into kickgib.qc)
- I left the health of all corpses at 30 (because it should not cost too much ammo to gib a corpse !! (in the end "corpse-gibbing" its just for fun, right?))


Complete Episode 1  .ent files with rain are included (except  e1m6.ent  due to reason described in my TUT thread)
Two  .ent file with snow are also included:  start.ent + e1m7.ent

ATTENTION:
If you want to enable or disable the .ent file (= weather) usage, use this cvar:
sv_entpatch 0   (Disables .ent file usage)
sv_entpatch 1   (Enables .ent file usage = default)

You can bind these cvars to a key for your convenience.
Be sure to "restart" (you can bind "restart" to a key as well) the map to take effect.

-------------------------

Pre-Final V2.7  beta3  +  RAIN  +  SNOW

- I included the snow code from LordHavocs dpmod now as well.   Thank you LordHavoc ! 
  It looks even prettier than rain.
- Modified the gibbable corpses again. There has been a small issue, that only 4 corpses could exist at a time,
  once you killed the 5th monster, the first of the 4 existing corpses fade away.
  This has now been solved. Now up to 16 corpses can exist at the same time.   Thank you Wazat !


One .ent file with snow is included:  start.ent
Five .ent files with rain are also included: start.ent; e1m1.ent; e1m2.ent; e1m3.ent; e1m4.ent.

-------------------------

Pre-Final V2.7  beta2  +  RAIN

- I included the rain code from LordHavocs dpmod    Thank you LordHavoc !
  Rain must be enabled through .ent files (give the X/Y/Z coordinates and rain properties)
  An example is included.
  If you want to learn more about the params, read "misc.qc" (on the bottom)
- Reduced the corpse size in the gibbable corpse mod, so that you can shoot over them 
  (bullets/nails/rockets will not hit them "by mistake" now). You have to aim directly on the body to gib them now.


-------------------------

Pre-Final V2.7  beta1


changes since V2.5 (= download no longer available at quakeone.com):

new features:
- monster corpses are now gibbable !  (without any negative side effects compared to other available "gibbable corpses mods") Thank you Wazat.
- Crucified zombies are now shootable and gibbable !   Thanks to MaNiAc.
- gibs are now always fully visable as they should (they are no longer sink/stick into floor/walls). (gib models with special positioning are included)
- in mission pack 2: High Res explosions for Multi-Grenade-Weapon and Plasma gun (they follow "effectinfo.txt" now)


updated features:
- "Nails stick in walls" also works for normal Nailgun nails now without interfering with wizard, hellknight and chton spikes (thanks to OoPpEe)
- "Nails stick in walls" now only remain visible for 20 seconds (instead of 30 seconds). Now they match exactly the decal fading time.
- reworked velocity for kickable gibs (now much more realistic. You cannot kick them as far as before)
- in mission pack 2: Plasma gun shooting animation. Thanks to OoPpEe
- in mission pack 2: Plasma gun projectile position correction.



Note:
I recommend NOT using the cvar (if you have it, try to temporary disable it; for gib visual reason. They will look almost black if you dont):
"cl_decals_models" "1"



Kind regards,
Seven
