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º  Title : Radar º
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Filename  : RADAR20.zip
Version   : 2.00

Date      : 4/18/97

Author    : Howard Roy

Other mods: Killer Quake Pack 1.0
          : Air Strike 1.0
          : Mini Cannon 2.0
            4 Barrelled Shotgun 1.0
            Portal Gun 1.0
            Disc 1.35

Email     : Howard@mortimer.com

Web Page  : http://www.mpog.com/kqp/

Credits   : ID Software <- well, no ID, no Quake. Simple.

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º  Type of Mod  º
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Quake C  : yes          <- Yep, I did the code,
Sound    : yes          <- and the sound effects
MDL      : yes          <- AND the model with skin - all by myself. |8^)

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º  Format of Quake C  º
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unified diff  : no
context diff  : no
.qc files     : no
progs.dat     : yes


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º  Description of the Modification  º
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Remember the very first day you played Quake? You started the game,
very excited, then you pressed the TAB key... and... what the hell?
Where is the map? What? NO map in Quake?!

Well, it doesn't really matter now, that you're SO familiar with all
levels in Quake, but then, whenever you play in DM games, aren't you
hate that you can never find your opponent when you have super power
or invulnerability on, especially when there are only two of you
playing?

I know all you guys wanted and waited for someone to create a radar,
so I did. This radar is capable of detecting ALL nearby enemy within
a radius, and their position with respects to yours will be shown on
the radar as a colored dot.

The color scheme is as follows :

Red     - the opponent is on the same height level as you do.
Blue    - the opponent is at a higher height level than you do.
Yellow  - the opponent is at a lower height level than you do.

And the dot position represents :

      in front of you

             |
             |
at your      |      at your
left    -----+----- right
side         |      side
             |
             |

         behind you

The closer the dot is from the center of the Radar, the nearer your
opponent is away from you, and vice versa.

Have fun gibbing CAMPERS!

In Radar 2.0, I've rewrite the source from scratch add developed this
REAL-SPACE detection system that allow all living objects detected
by the radar will be shown on the active radar screen with REAL
distance and angle with respects to your position and facing direction.

Try it, you'll know it's no longer 8 directions, 3 distance ranges, it
can now detect ALL directions (360 degrees) and distance W.R.T. your
position.

If you want to get the source of Radar, please contact me at
howard@mortimer.com

Thanx.

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º  Brief summary of features  º
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New weapons  Ammo Scale*   Description     (* 1 is least powerful, 5 is most)
=============================================================================
(Ammo cost : S = shells, N = nails, R = rockets, C = cells)

Radar           0 - (0) A VERY useful living object detection device

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º  How to use Modification  º
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Enter Impulse 110 to toggle the Radar.

IMPORTANT NOTICE
================

Once you've activated a radar, you cannot fire your weapon, switch weapon
(unless you pick up some other weapon), or even enter another impulse
command. All you could do is to toggle the Radar to off before you
could fire/switch you weapon again.

This is intented to prevent serious slow down of the game since otherwise
everyone will activate the radar FULL TIME and if too many of them
gathered in a crowded place, you COULD run out of edicts and crash the
game.

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º  How to Install the Modification  º
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goto Quake dir
make a sub dir named something like RADAR
unzip everything with -d into that sub dir
run quake with the -game option

Examples:

C:\>cd quake

C:\Quake>md RADAR

C:\Quake>cd RADAR

C:\Quake\RADAR>unzip -d RADAR10.ZIP

... unzip files ...

C:\Quake\RADAR>cd ..

C:\Quake>Quake -game RADAR

If you're running under Windows 95, and have more than 8 MB of ram,
try to run Quake with this command :

C:\Quake>Quake -game RADAR -winmem 12

(If you have more than 16 MB of ram, replace 12 with something bigger)

That's it.

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º  IMPULSE Commands  º
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Brief IMPULSE commands summary :
(please refer to the text files mentioned above for full info)

Impulse 110  Toggle Radar on/off.

** Use the BIND command to make your life easier, example :

BIND A "impulse 110"

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º  Technical Details  º
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Known Bugs:

þ None so far ...

þ Known problem : If TOO many people using radar in a small crowded
  room, you may run out of edict and could crash the game.

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º  Future Enhancements  º
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þ Can't think of any right now, let me know if you've any.

Please email me at howard@mortimer.com with any suggestions for
improvements.

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º  Revision History  º
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Version 2.0

þ Improved the radar engine to display all enemies on the radar screen
using the all new REAL-SPACE detection system.


Version 1.0

þ Initial release

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º  Contacting Author  º
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As mentioned above, my email address is :

Howard@mortimer.com

I also have a personal web site located at :

http://www.ugrad.cs.ubc.ca/spider/u6m1

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º  Copyright and Distribution Permissions  º
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þ Authors MAY use these modifications as a basis for other
publically available work.  Please send me any modifications
you make!

þ If you have used part of this patch (code, model or sound) in
your own patch, please give credits to the authors who have made
them - including myself. Thank you.

þ If you ever need to use any single frame of the player model
included in this patch, please first contact me and get my permission,
cuz I've spend many hours of hard work to re-model those 3D player
models, thanx.

þ You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.

þ This patch can NOT be distribute on ANY product PRODUCED or even
RELATED to a lame company called Actura.