This Mod adds Gyro to Quake.

Gyro brings physics into the game.
Gyro was developed by Matthew Lawrence between 2005 and 2007.
Latest version is Ver. 2.1a


Thanks to Nahuel for linking me to Matthew´s homepage and documentation, so I could study it.
Also for his valuable tips to start working with Gyro.


You can do very nice things with Gyro.
These features are already implemented in "small mod compilation V3.5":
- living monsters, corpses and gibs can be shot and follow Gyro physics
- corpses slightly spin in air when beeing shot (to simulate a light "ragdoll" feature)
- gibs float and interact with water (can be shot and pushed to sink and raise)
- all weapons use Gyro forces (YES, also the axe. This makes it the funniest weapon for me) :)
- all above mentioned entity masses are adjustable via cvar
- You can enable/disable Gyro completely with 1 single cvar


See file  "Readme Compilation  Ver.3.80  IMPORTANT  !!!!.txt"  for more details about the new cvars !


ATTENTION:
The Gyro feature changes the gameplay of Quake !!!
That is why I set the default setting to "1" (and not "2").
This means, only corpses and gibs interact with the world/physics.
This has no impact on gameplay.
Setting it to "2" will make the living monster interact with Gyro/physics.
It is more fun, but changes the gameplay.


How to use the new cvars:
add this line into your   autoexec.cfg   (if you dont add it, the default value will automatically be used)
example: 

set gyroset 2


Regards
Seven.

