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                              Deathmatch Modes
                                Quake-C File
                                Version 3.00
                            By: Andrew Stefanski
                           stefansk@evansville.edu

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        Well, after creating the monster deathmatch patch, I came up with
another idea for deathmatch, a different mode of scoring.  Since it wasn't
big enough of a change to justify it's own patch, I just decided to take
my monster deathmatch patch and change it to include any deathmatch modes
I may add in the future.

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Monster Deathmatch
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        While deathmatching in Quake is tons of fun, sometimes I really
missed having the monsters running around harassing the players.  While you
could play coop in Quake, it didn't work like the deathmatch.  The weapons
weren't as available, and you didn't get the frag board.  To take care of
that, I did some playing around in Quake C.

        Now you can play deathmatch by the quake rules, and have monsters
in the middle of the action!!

        These wonderful monsters in deathmatch aren't quite as intelligent
as their single player or coop counterparts.  They do not like to be shot,
and will go after whatever hurt them, even if they are the same type.  For
example, an ogre will now attack another ogre, especially after getting
hit by the other's grenade.

        To install: copy the .qc files into a subdirectory, such as
        \quake\monstdm\progs

        Add in the rest of the .qc files from the quakec package, and run
        QCCDOS.EXE.

        To start quake, use
        quake -game <directory name>
        for example,
        quake -game monstdm

        To use monster deathmatch during play, go to the console and set
deathmatch to one of the following:

deathmatch 4 - The easiest of the bunch.  All the monsters are in their
               starting places, ready to take people out.  Once dead,
               however, they stay nice and dead.  Getting killed by a
               monster will cause a player to lose a frag.

deathmatch 5 - A bit more of a challenge, probably best for slightly busier
               games.  Killing a monster isn't permanent - they will respawn
               in 30 seconds.  However, gibbing a monster into nice chunks
               of flesh is a permanent death.  It's still kind of hard to
               gib that damn shambler.  Monsters will telefrag each other,
               but die nicely if you're standing there.  Getting killed by
               a monster will not cost that player a frag.

deathmatch 6 - Deathmatch in hell.  Probably not very enjoyable, but included
               for completeness.  Monsters respawn.  Always.  Even after
               being blown into tasty hamburger.  This mode on nightmare
               will probably work well if you want to drive your players
               away from the server.  Respawning monsters will still die
               if you're standing in their spot.  And you won't lose a frag
               if you're killed by a monster.  

        For an even more monster filled experience, play on nightmare mode,
by typing at the console "skill 4".

        If you have any comments, suggestions, or find something I missed,
please e-mail me!  And if you want to use this as a basis for an even more
complicated update, please let me know, and at least include my name in
the package somewhere.

        If you're adept at quakec, try combining this with the solid
monsters patch, so you can kill the dead ones!  Some commenting has been
done with the code, but not all of it.  The demon.qc file has the changes
commented, and they should be the same for all of the monster files.
Client.qc is also commented, but I don't think I got items.qc yet.


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Other Modes
-------------

        The idea that got me to abandon just the simple monster deathmatch
patch, and change this to include more deathmatch modes, is just a simple
idea for scoring frags differently.

        I see people complaining that just counting frags doesn't really
give a good idea of who's the best player.  To remedy this, I changed the
scoring.  Because I've already done some with the deathmatch flag in the
console, I decided to use the teamplay flag for this instead.

Teamplay 1 -- Not modified.

Teamplay 2 -- Instead of the standard scoring, when you get killed by
              someone, not only do they get a frag, but you lose a frag!
              Now running around killing while dying often will not get you
              high on the list.  You have to kill more than you get killed!
              Teamplay is NOT on with this command.  It was just a convienent
              place to put it.

Teamplay 3 -- Regular teamplay with the modified scoring.

Teamplay 4 -- Mega scoring!  The amount of frags you get for a kill depends
              on what you killed.  The monsters all have varying worths in
              frags, such as only 1 for a dog, to 10 for the nasty shambler.
              Players also have differing values depending on what the best
              weapon they possess is.  Someone with a shotgun is only worth
              a measly 2 frags, while that guy with the rocket launcher is
              worth a full 10 frags.  Go forth and kill!  There currently
              is no actual team play mode with this scoring yet.
              ** Note: The current score values are still experimental.
                 if you feel that any of the values are too high or too low,
                 please contact me and tell me what you think I should
                 change!
              


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Update Listing:

3.00 : Renamed monster deathmatch to deathmatch modes, just to let people
       know that it no longer just adds monsters to deathmatch.
       In monster deathmatch, the monsters will now go after each other
       when shot by another monster, regardless of what type they are - no
       more checking to make sure they aren't the same type before attacking.
       (It's scary to watch two fiends clawing at each other.)
       Added new scoring modes - lose frags for dying, and mega scoring.

2.00 : Nice, large change.
       I fixed the dumb logic error which prevented monsters from showing up
       in single player games when the patch was used.
       Added respawning monsters for tons of fun, for modes 5 and 6.
       In modes 5 and 6, you don't lose frags for being killed by a monster.

1.01 : Fixed the grunts.  They weren't showing up in deathmatch.

1.00 : First release!  Tons of fun!

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Future Tasks:

-- Respawning monsters don't seem to notice players anymore, until they're
   shot at.  Need to correct this.

-- Because every time you kill a monster, the killed count goes up, the
   number in the status bar is now meaningless.  I'd like to make it so
   that it shows the number of monsters CURRENTLY dead - when one respawns,
   it should remove one from the count.  It's not as easy as it sounds, I
   tried doing it already, and it wasn't working.

-- Finding other modes to add to both deathmatch and teamplay.


        IF IT IS POSSIBLE TO ADD VARIABLES TO BE CHANGED AT THE CONSOLE
        (like allowing "monsters 1"), PLEASE CONTACT ME!  IT WOULD MAKE
        THIS PATCH A HELL OF A LOT EASIER TO CREATE AND USE!
