+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+			DarkEye Guided Missile v0.12	26Sept96		      	+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Author: Michael R. Bethany (aka Dark1)
	email:	dark1@microhouse.com)
	Home:	http://www.microhouse.com/darkland
	Snail:	2477 55th St. #101
		Boulder, CO  80301
		USA


Purpose: Why would you want to use this patch and what does it do?

	 * Guided Missiles!  You can fly your missile to it's target with full control!
	   Not only do you control the missile, you see the view from the missile!
	 * Missiles and grenades will go through teleporters.
	 * Many sysop commands like teamplay, kicking players, noexit, nopause,
	   restart, execution (exec) of a remote file (quake\id1\remote.drk),
	   and most importantly, you always have a spot on your own server!
	 * MultiSkin 1.1 - Lets the players look like different people.
	   This is the only patch I didn't have to touch to make work! Good Job!
	 * Gee, doesn't sound like much... should I enumerate the sysop functions?
	   Na... just look in the quake\id1\syskeys.drk file.
	   (I use too many impulse commands, I'll change that in later versions)


Notes:	This is the first draft of the documentation, please ignore
	any typos, etc.  If I forgot something (likely) you can email
	me at the above address.  Please put DarkEye somewhere in the subject line.


Assumptions: You are using Win95 and you know how to connect to your ISP (duh).
	     If you aren't using Win95 replace all references to darksvr.bat
	     or darks95.bat to dosdrksv.bat.
 
	     !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
	     !!!      Most importantly, you must be able to read and follow directions.    !!!
	     !!!  If you don't read the docs, don't email me asking how to use this patch  !!!
	     !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Legal Stuff/License Agreement:  (I hate this, but it's here to keep this code "free")

  This software/code is provided "as is," you take full responsibility for use of this code.
  Michael R. Bethany shall not be held responsible for any losses real or imagined from the
  use of this code or for any reason associated with this code, whatsoever.
  Nor can Michael R. Bethany be held libel for the sad state of affairs in the Gaza Strip.
  
  Id owns the Quake engine, the QuakeC language and compilers, the game know as "Quake" and all
  associated trademarks and copyrights, and anything else I forgot to mention that belongs to them.
  
  DarkEye Guided Missile is the sole intellectual property of Michael R. Bethany.

  MultiSkin 1.1 is the sole intellectual property of Dennis Noordsij (lnoordsi@inter.NL.net).

  You have the right to use, modify, and redistribute this code as long as you do not charge
   for the files, charge for use of your Quake server, or charge for internet connections in
   any way at all.  If you are a commercial BBS, Online Service, ISP, or charge for access
   to the location of these files, you do not have the right to distribute same said files.

  You DO NOT have the right to redistribute these files, on or by any medium that you charge
   for, whether it be electronic or physical.

  If you redistribute the DarkEye Guided Missile, YOU MUST DISTRIBUTE THE SOURCE FILES TOO!
   EVEN IF YOU MAKE MODIFICATIONS!!!!  I "gave" you this, don't keep it from someone else.

  If you would like to redistribute the files in a way the is not natively supported by this
   license, please contact Michael R. Bethany at dark1@microhouse.com.  I have no problem
   granting you these rights, but I must keep "control" of the distribution through pay services
   if I want to keep ownership... sorry to be so lame.

  By using these files, you are agreeing to this license in full.

  If you agree, delete this notice from quake\darkeye\progs\client.qc, or comment it
  out before compiling.

  If you do not agree, you must delete all traces of these files from any system
  you have placed them on.  Just put a big magnet on your hard drive (that's a joke).



Installation:

 I've tried to make this as complete as possible.  I've included compilers, batch files,
  source code, configuration files, and a precompiled progs.dat.  There is still a
  little work to do on your part to use this code, please read and follow these directions.
  If I've made a mistake in the documentation, please forgive me and feel free to send
  me an email with a reference to the mistake.  Please be concise.


 Server, Sysop, and Stand Alone Machines -

  Copy DrkEy012.Zip to your quake directory and unzip with directories (pkunzip -d DrkEy012.Zip).


 Server Machine only -

  Remove or comment the license agreement at the beginning of quake\darkeye\progs\client.qc
   By doing this, you are agreeing to the license agreement in full.

  Search quake\darkeye\progs\client.qc for the string "changemenow", replace with
   a SECRET name for the sysop.  DO NOT USE YOUR REGULAR PLAYER NAME!

  Search quake\darkeye\progs\client.qc for "maxnumberplayers" (no quotes) and change to the number
   of players you allow on your server at one time.  Keep in mind that one spot is always
   reserved for the sysop (you).

  Search quake\darkeye\progs\client.qc for "ServerName" and change to the name of your server.

  Recompile qc files (run qccwin32.exe in the quake\darkeye\progs dir)
  WARNING!!! Files will NOT compile if you didn't make the above changes to client.qc!
  YOU MUST AGREE TO THE LICENCE TO USE THESE FILES.
  If you get an error during compilation, make sure you didn't make a typo on the line
  where the error occurs.
 
  Edit quake\darksvr.bat, quake\darks95.bat, or quake\dosdrksv.bat,
   (if you use winded.exe, edit quake\darksvr.bat, otherwise edit quake\darksv95.bat,
   if you use dos edit dosdrksv.bat) changing "-dedicated 9" to the number of players you
   allow on your server (make sure you use the same number as above!).
  This sucks, having to change it two times, but it's the best way I've devised, so far... 
   (I don't like entering impulse commands for sysop activation.)

  Edit quake\id1\remote.drk and put whatever console commands you want to regularly
   execute (exec) on the remote server.  (I generally have a network drive connection
   to the server and edit the file online.)

  Delete or rename quake\id1\darkeye\progs\player.mdl to player.bak or whatever you want.
   This keeps the memory requirements down.
   You might want to increase the "-winmem 16" setting in the Win95 server batch
   files (DarkSv95.bat & Darksvr.bat) but it should be fine.

 Sysop Machine only -

  Edit your quake\id\autoexec.cfg (if one doesn't exist, create one) and add these lines:
   exec sysname.drk
   exec syskeys.drk

  Edit quake\id\sysname.drk and change the string "sysopname"
    to your SECRET sysop name (the one you put in the client.qc file).
  
  Edit quake\id\setname.drk and change the string "player"
    to you're own netname (e.g. Dark1 is mine).

  Edit quake\id\syskeys.drk and change the bindings to your liking.

  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  !!!!  Warning: Make sure you press enter at the end of each line in your     !!!!
  !!!!   quake\id1\*.drk files.  Failure to do so may cause problems...        !!!!
  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 Stand Alone only -

  No additional changes are required unless you want to use the server admin functions.
   There is no reason, that I can think of, to do this.  If you still want to do it, follow
   the instructions for Server and Sysop setup.



Starting DarkEye:

 Stand Alone -

  Run quake\darkeye.bat, that's it (this file has no network, modem, or serial support!).
   If you are attaching to a server that has this patch, you don't need to run darkeye.bat,
   just run your normal q95.bat.  If you want to use skins while connected to a remote
   server, you can run darkskin.bat or your normal MultiSkin batch file.
  
  If you want to use the DarkEye mod on a server that doesn't have it installed,
   you must email the server.sysop and ask them to install it.
   YOU CANNOT USE THIS PATCH ON A REMOTE SERVER WITHOUT IT BEING INSTALLED ON SAID SERVER.
   (duh...)


 Server Machine -

  If you use winded.exe, run quake\darksvr.bat.  Otherwise run, quake\darksv95.bat.
  

 Sysop Machine -

  Run your normal quake batch file.  All the setup will be done for you.  When you log in,
   you should see a message like, "Welcome back Sysop!", or, "You're set Sysop!"
   If you don't, you probably did something wrong.  Type "name" at the console and make sure
   it is the sysop name you put in the client.qc file and your local sysname.drk.  If it's
   not, change it to match.



Using the DarkEye Guided Missile:

  If you aren't using the mouse, start!  I use my right hand with the mouse to fire, jump, and
   look (+mlook).  I use my left hand to move, change weapons, and everything else.

  To fly with the mouse, just move the mouse around.

  To detonate the missile before it hits something (or over the heads of the infidels)
   press the fire button again.

  You have unlimited fuel, so practice, practice, practice!  It may seem hard at first, but
   I can now literally fly circles around my enemy, I fly down hallways and around corners,
   and best of all, thru teleporters.

  If you just can't bring yourself to use the mouse, the turn keys and the look up/down keys
   will fly the missile, but the turn rate sucks.  I change the mouse sensitivity, but not the
   yaw/pitch rates.  I'll add this in a later version, but I prefer the mouse so it's low
   on the priority list.


 
	
Revision History: (like you care, this is mostly for me so I remember what I'm doing)

v0.12 25Sept96:
 Solved mystery crashing from bad movetype.
 Obituaries now fully (?) supported
 Player now leaves dead body behind when killed when flying missile.
 Dopplanger now has same color as owner.
 Dopplanger now uses player_stand function(looks better)
 Player's dopplanger now faces same direction player was facing when
  guided missile was fired.
 Fixed player dying as eyeballs & not changing back to player
 Sysop name set in code again, console variables were just too restrictive.
 Player now drops backpack if killed flying missile
 Basically strove to make player dying while flying
  missile exactly like normal player death.
 Oops, I didn't fix the fall sound while flying... it's fixed now.

v0.11 24Sept96:
 Reduced number of variables used (much rework of functions)
 Fixed player picking up stuff when flying.
 Mystery crashing found to be because of movetype of player, no fix... yet.
 Fixed mirror damaging so player gets damaged if running into self.
 Added telling player what weapon they have for all weapons.
 Sysop name is now retrieved from the skill variable instead of hard coded.
  !!!This must be set in autoexec.cfg or config.cfg!!!!
 Fixed space reservation for sysop.
 Added cheats and god mode for sysop.
 Added many options for sysop control.
 Players dopplanger now has same skin (but not color) as player.

v0.10 23Sept96:
 Too many minor changes from .03 to .09 to document.
 Major revamping, player now flies behind missile.
   This fixes the invisible wall problem, but opens up
   a whole new can of worms.
 Created mirror damage dopplanger so player gets hurt while
   flying guided missile.
 Turned player into eyes (like ring of shadows) while flying missile.
   Otherwise you see a player flying around behind the missile!
   The eyes flying around with the missile looks very cool.
 Changed gmissile to look like a lavaball instead of a missile.
 More fixes to player not respawning (time to consolidate and remove unneeded ones)	 	 
 Removed fuel limit.  Most people crash before running out of fuel,
  but I did it mostly so people can learn more quickly how to fly the missile.
 
v0.03 19Sept96;
 Changed name from RockEye to DarkEye (shameless self promotion)
 Fixed weapon cycling endless loop bug
 Started with original qc files (duh)
 Fixed more repawn on player death problems
 Added remote detonation
 Added reverse weapon cycling
 Cleaned up fuel usage
 Speed up missile (player request, it was just too slow catching up with a running player)	

v0.02 18Sept96;
 Fixed some no respawn on player death problems.
 Fixed refire rate.
 Added player screen changes (made the view like a TV, kind of)
 Kludged weapon cycling endless loop bug (removed a really stupid bug on my part).

v0.01 16Sept96;
 Wow!  It works... kind of. Well not very well but...


Acknowledgments:

Id of course for making such a great game, that's so modifiable!

Dennis Noordsij author of MultiSkin 1.1 - this patch is great!
Just cut and paste!  I wish more patches were like this (especially mine).
email:	lnoordsi@inter.NL.net
home:	http://web.inter.NL.net/users/L.J.Noordsij/qc.htm

Big, giant, enormous thanks go to Olivier Montanuy!!!!!!!
Without his "Unofficial Quake Specifications", this would have taken about 2 years...
home:	http://www.gamers.org/dEngine/quake/

Micro House International for giving me a such a great job with an awsome internet connection!
home:	http://www.microhouse.com
	
Also, I received great beginning help by examining:

Marmot's Happy Fun Server by
Marmot (marmot@vt.edu)
http://www.vt.edu:10021/G/gremlinx/bgn/happy_fun_server.html
(VERY NICE!  Looking forward to newer versions!)

Homing Missile v.005 by
Lynx (briggsj@lurch.ball.com) &
Dumont (pjsmith@ix.netcom.com)
Which, in turn, was based on:
Homing Missiles v.001
by Vhold <vhold@netwizards.net> 
http://netwizards.net/~vhold/


Thanx everyone!

Michael R. Bethany (aka Dark1)

email:	dark1@microhouse.com
Home:	http://www.microhouse.com/mrb
Snail:	2477 55th St. #101
	Boulder, CO  80301
	USA
