  ////////////////////////////////////
 // S Q U A W K   Total Conversion //
////////////////////////////////////

Filename : squawk.zip
Version  : 1 (pre-beta)
Date     : early March
Author   : Simitar
Email    : sgalbrai@linknet.kitsap.lib.wa.us
Website  : www.oz.net/~simitar/  (very outdated)

  /////////////////
 // TYPE OF MOD //
/////////////////

Quake C  : yes 
Sound    : yes
MDL      : yes
Maps     : squawk.bsp
Graphics : modified gfx.wad
HTML     : squawk_worlds.html (squawk~1.htm for DOS users)
           includes background information for this game and
           for the forthcoming manual (paper & dice) version

  ///////////////////////
 // FORMAT OF QUAKE-C //
///////////////////////

unified diff  : no       Diffs would be a bad idea since so much
context diff  : no       of the code has been completely changed.
.qc files     : no       It's already over 1MB,  sheesh!
progs.dat     : yes .... oh yes yes yes yes yes.

  //////////////////
 // INSTALLATION //
//////////////////

Decompress the archive recursively from within your the quake 
directory and launch the game with the appropriate parameters.

What could be simpler?  (Uh huh huh, huh huh, he said press)

Start with a command prompt from your Quake directory

	pkunzip -d squawk.zip
	squawk

RANT: when would I NOT want to restore the directory structure of
      a zip file?  I have had people call me up in the middle of
      the knight because their quake patch didn't run because they
      did not unzip the file recursively.

  /////////////////
 // HOW TO PLAY //
/////////////////

Press H to print the help file in the console. Then press the ~ key
to bring down the console.  Use the PgUp and PgDn keys to scroll
through the help file.

Most commands are selected with the number keys at the top of the
keyboard.  Each key cycles through a menu of weapons or commands.
press the fire button (usually the Ctrl key) to use a weapon or
activate a menu command.

HAND WEAPONS hit harder if you hold down the fire button and faster
if you just tap it.  THROWN WEAPONS are thrown farther if you hold the
button down.

To use MISSILE WEAPONS you must hold the fire button down until the
weapon is loaded.  Then you must release the button to shoot.

To use ITEMS, drink potions, and remove armor you must hold the button
down until the action is completed.

STEED controls are used to dismount the steed and to put it out of
its misery.

SPELLS work many different ways.  Play around with each one
and you'll see how it works.  There are only 2 in this version, but
there will be a lot more in the next release.  feel free to send us
your spell ideas.

The CAMERA controls have several effects:  zooming in and out;
locking the overhead view so that you attack horizontally no matter
which direction you're facing; and turning autotargeting on and off.

Autotargeting is on by default.  When autotargeting is on you
automatically face an enemy in front of you if they are close
enough.  The + symbol appears in the middle of the screen
when you are autotargeting an enemy.

CHEATING is encouraged in this version.  Impulse 255 cycles through
the cheat command menu.

  //////////////////////
 // SUCCESS MESSAGES //
//////////////////////

Messages like "monster_knight succeeds" are just there for debugging
the combat rules.  Once the rules in the quake TC and the manual
game work the same way, we will include an HTML rulebook for the
game, take out the text messages, and put in some sound effects
instead.

The success of an attack is determined by the generating a random 
number 1,2,3,4,5, or 6 (like rolling a die) for the attacker and 
a similar random number for the defender.  Then bonuses are added
to these two numbers.

If defender's total is higher the attack fails. If the totals are
equal, the attack is half-successful.  If the attacker's total is
higher the attack succeeds. If the attacker's random number is 
6 and the defender's random number is 1, the attack succeeds
automatically in spite of any bonuses.

Size is the main factor in these success rolls.  A larger character
is less likely to hit or dodge an attack, but a larger character
causes more damage, and takes less damage from attacks.

  //////////////
 // MONSTERS //
//////////////

Most of the new and modified monsters are mentioned in the 
squawk_worlds.html file.  Some monsters to watch out for are:

Steeds    - big gray bipeds they won't attack you unless you attack 
            them.  Try jumping on them and riding around
Elves     - instead of shamblers you'll find these somewhat smaller 
            avian creatures
Gargoyles - if you see a pair of eyes staring out from the darkness
            its probably an invisible gargoyle.
Archers   - these bowmen look suspiciously like grunts
Goblins   - these small green monsters are the archers hounds
Vores     - fish throwing dinosaurs that probably won't be in the
            next release so get your laughs while they're here
Boxes     - don't try to pick up moving health or ammo boxes.  Whack
            them a couple of times to reveal their true identity
Imps      - I thought the wizards were so lame (they have no wings)
            that I made this sprite to replace them

Note to quake hackers:  the last 2 monsters above show that you
can use sprites and .bsp models for monsters.  sprites are really
easy to draw, and .bsp models can be made with a map editor.

My use of the sprite here is not a good example of what sprites
should be used for;  Its just a way to replace an annoying
model with something that has wings.  Tree sprites like in Hexen
would be a better example of useful sprites.

.bsp models can be much more complex than the ammo and health boxes
used in quake.  You should keep in mind, however that when .bsp
models rotate they can screw up the texturing of nearby objects.

  ////////////////
 // KNOWN BUGS //
////////////////

H O L E Y   M O L E Y ! ! !

this ain't a pre-pre-pre-beta for nothing.  Many planned features are 
not yet implemented, but I thought that people needed to see what could
be done with Quake.

The more feedback you give us the better the final product will be.
The sooner we get your ideas the more likely they will be included 
in the game.

Once again, that e-mail address is:  sgalbrai@linknet.kitsap.lib.wa.us

  /////////////
 // CREDITS //
/////////////

Simitar:

Benjamin - company owner, game rules
Seth Galbraith - programming, models, skins, graphics
Ulrich, Charles, and Phillip Galbraith - slaves

Editors:

WorldCraft, QuakeMe, AdQuedit, FastQCC, MedDLe, Netscape Communicator...
It's hard to remember what all we used

Special thanks to everyone working to make Quake the greatest 
3RD PERSON game out there.  If you like the 3rd person view,
check out Ron Albin's ChaseCam.  I think it's the best 3rd
person patch out there, and I might have used it if I hadn't
already created something very similar.

I sort of stole the idea (but not the code) for the crosshair from
chasecam v3.4 which in turn gives Jeff Epler credit for that code.

I'd like to thank and/or apologize to anyone whose ideas I may
have accidentaly stolen.  Feel free to steal my ideas, but try to
give me some credit.

  /////////////////
 // PERMISSIONS //
/////////////////

You have permission to play this game, and to redistribute it
in its original unmodified form,  but most other uses will require
explicit individual permission.

  //////////////////
 // AVAILABILITY //
//////////////////

ftp.cdrom.com

  /////////////////////////////
 // FUTURE PLANS FOR SQUAWK //
/////////////////////////////

 - character generation with backgrounds, skills, and so forth
 - complete game mechanics and rules to play with paper and dice
 - climbing (possibly with a grappling hook like weapon)
 - more spells with spiffy special effects
 - more and better models and skins
 - lots of new maps
 - new player races: stealthy gargoyles and magic weilding elves
	(possibly a shapeshifting blob player race?)
 - trees that you can chop down so you can build a fort so you
   can hire bots that can build things and fight monsters,
   other players, and their bots.
 - long term bots that stay with you from level to level -- 
   including pets, companions and so forth.
	(possibly a key to change which character is the player?)
 - an up-to-date web page.  Our internet access has developed an
   unsolvable problem.  We're looking for alternate methods to put

Let us know if you want anything else added.  We may make the games but
we also want people to play them.

  /////////////////////
 // ALSO BY SIMITAR //
/////////////////////

CyberDawn -- download it by FTP from 
	ftp://ftp.cdrom.com/pub/idgames2/partial_conversions/cdawn.zip
BTW:  a new version of CyberDawn should be out in mid-March

  /////////////////
 // HELP WANTED //
/////////////////

If you bothered to read this far, maybe you'd like to join our team.
We're trying to build a massive Squawk city with about 30 to 50 big
levels.  Unfortunately we're using a 120Mhz 5x86 with 32MB ram, and
a big level can take hours to build -- if it builds at all.

If you'd be a map designer for Squawk, or just contribute one map, 
or help out in some other way, send e-mail to 

	sgalbrai@linknet.kitsap.lib.wa.us.

If you don't want to join our team, but still want to make levels 
for use with squawk, you can do that too.  E-mail us if you have
any questions.
