ULTIMATE QUAKE
by Michael Gummelt
First release, September 29, 1996

For use with Quake v1.01

CONTENTS:
Introduction
Miscellaneous Enhancements
MultiSkins
Weapons
Magic & Spells
Keyboard Commands
Installation
Credits


INTRODUCTION
	Welcome to Ultimate Quake (apologies to Id, I hope they didn't 
plan on using that title- if so, PLEASE DON'T SUE ME!!!).  Okay, now 
that the legal crap is done:
	This is my first Quake project.  I've done Aliens Doom 3: Aliens 
vs. Predator, Marines Doom, and Insane Weapons 1, 2 and 3, all of which 
were total conversions.  When Duke 3D came out I was thoroughly 
impressed with all the new features as well as the nice little things- the 
details.  When Quake came out, I was impressed with the look and feel, 
but extremely disappointed in the lack of details (no ducking, no rotating 
sectors, no colored light, no bubbles while swimming, no swimming 
animation, no bloody footprints, nothing but the player went through 
teleporters, no way to fly, no inventory, no cool little gadgets, no really 
creative weapons, etc.)  Ultimate Quake is an attempt to enhance the 
gameplay in Quake and to add some new weapons/weapon modes as well 
as a magic system.  What you see here is the product of three weeks' 
work.  I started by combining patches I found at ftp.cdrom.com, but soon 
found that others had already begun to release combo and compilation 
patches.  I wanted to do something more since it seemed that many of 
these patches were of more academic interest than really practical.  I 
downloaded combinations by Godel, Das, and Skar and took a look at how 
they were put together.  Since I am not a programmer of any kind, I had a 
lot to learn.  After screwing around a bit and doing a lot of cutting and 
pasting, I started to learn what I was doing.  In the end, I pretty much tore 
up all the patches I had and started from scratch.
	I had a big problem with space, however.  For some reason, which 
I have yet to resolve, Quake seems to have a size limit on it's code.  
Again, since I'm not a programmer by trade (actually, I'm a filmmaker), I 
don't know if this is standard or if it's something easily fixable.  If it is 
fixable, I'd appreciate a C programmer out there who might be reading 
this and let me know just how.  I could put in a lot more cool stuff, plus I 
could put back in the spawn, rotfish, Chtonn and Shub-Niggurath, all of 
which I had to remove to make room for my additions.  That's the main 
thing that makes this release incomplete.  Obviously, I'd like to be able to 
have all the monsters in as well as other improvements.  As it is, I've had 
to compress the Hell out of the code by combining many different routines 
that were similar and have them perform differently depending on what 
information was passed to the function (for instance, the launch_spike 
function is used by the nail gun, super nailgun, Hell Knight, Scrag, and 
spike traps as well as the "reflective shield" spell.)  As a result, the code is 
more efficient (in terms of size, I'm not sure about speed), but much less 
modular, and impossible to cut and paste into another compilation.  I have 
taken some routines from other people's patches, but much of the code is 
original or "inspired" by other patches.  Anyone who's work who still 
appears here in it's original form or modified is listed in the credits at the 
end of this file.
	I would appreciate any bug reports or suggestions or help 
(especially concerning the size limit).  My e-mail address is:
	gummelt@pegasus.montclair.edu

ENJOY!
Michael Gummelt

MISCELLANEOUS ENHANCEMENTS
	Here is a list of some changes that don't merit an entire section of 
their own:

Running- When running, you can hear your footsteps.
Ducking- You can now duck down to hide behind things and crawl 
	around.  When crawling, 	your run slower and your footsteps 
	are not audible.  I'd like to get some better poses for the crawling, 
	as it is now, he looks like he's breakdancing!
Falling- Falling now follows a more realistic physical model.  When you 
	fall, you accelerate until you reach a terminal velocity (if you 
	reach that velocity, you're pretty much dogmeat).  When you 
	impact, you take damage depending on how fast you were falling 
	and your mass.  Your mass can be increased by the Increase Mass 
	spell, or eliminated by the Levitation spell.  If you duck just before 
	you impact, you can absorb some of the damage (kind of like 
	rolling with it).  Also, falling in deep water absorbs the shock of 
	the fall (but not shallow water).
Pushing- You can push any corpse, exploding box, head, charmed monster 
	that you control, or anyone who's been turned to stone.  Corpses 
	and heads can be stacked.
Kicking- You can kick stuff that you're touching.  This does a small 
	amount of damage, less to monsters under your control, and none 
	to heads (so you can kick them around all you want).
Jumping- You can jump on top of monsters, players, corpses, and heads.  
	You can also walk on top of them and jump off of them.
Corpses and Heads- are now solid and can be pushed, shot, kicked, 
	gibbed, jumped on, walked on, stacked, etc.  They also float if in 
	water and bob and drift.  They will eventually decompose after a 
	short time.  They can activate buttons and pressure plates as well 
	(kick a head at a button you can't reach, or push a corpse onto a
	pressure plate that looks like a trap.)
Feigning- This is a cool patch I found that allows you to lie down and play 
	dead.  It even throws 	an empty backpack.  You cannot move or 
	cast spells or fire a gun while feigning.  You can look around, but 
	when you do, your body turns- so don't move if someone's 
	looking!
Melee Wounds- Now when a wound is received in melee battle (that is, 
	from an axe, sword, chainsaw, or claws), that would will 
	occasionally continue to bleed.  If the bloodloss drops the monster 
	or player's health to zero, they will die.  Health boxes and healing 
	spells close these wounds.  A side effect I didn't plan is that a 
	charmed monster who bleeds to death may turn on you just before 
	it dies- maybe it comes to it's senses or something, anyway, it's 
	kind of cool.
Bubbles- All monsters and the player will bubble when under water.  The 
	only exception is that players who are being affected by an 
	Amphibian spell or Fish Out of Water spell will not make bubbles.  
	Bubbles also will not go through solid stuff as they previously 
	would.
Backpacks- You can throw a partial or full backpack ("Y" throws a full 
	one, "U" throws a small one).  If an Ogre walks over your 
	backpack, he will only take the rockets and the backpack will 
	remain if there is other ammo in it.  In co-op and teamplay, this 
	can be a nice way to trade stuff and help allies.  In deathmatch, 
	maybe using this can 	persuade a player who's tagged you with a 
	pipe bomb to spare your miserable hide, but 	don't bet on it.  I say 
	use the Tele-Eye if you have one set, use a Protection From 	
	Explosions spell, or, as a last resort, blow him away and take the 
	punishment when his 	pipe bomb explodes as he dies (see the 
	weapons and spells sections to see what I'm 	babbling about).
Teleports and Wind Tunnels- Most anything will go through wind tunnels 
	and teleporters now.	(Sometimes, rockets may go too fast to go 
	through).

Monsters- Here is a list of changes to monsters:
        Ogres, Grunts and Enforcer's backpacks now reflect how much 
        ammo they have used in attacking you.  This means they may 
        throw an empty backpack.
        When Ogres run out of ammo, they will use the chainsaw until 
        they pick up more rockets (which they can do- either from ammo 
        boxes or backpacks).  This is a good way to give a charmed or 
        summoned ogre more ammo if you use the throw partial/full 
        backpack function.
        Demons and Ogres will sometimes chop up a corpse if it blocks 
        their way.
	All monsters will try to float to the top if they fall in water.
 	The Ogre's aim is much better and accounts for height differences.

WEAPONS
	The changes to the weapons used to be more drastic, but they 
weren't really useful.  So I've trimmed it down to the weapon mods that I 
used most while playtesting.  Here they are.  All the alternate modes can 
be accessed by pressing the weapon's number repeatedly (see the 
keyboard commands section for more details).

Axe- Now has a melee mode and throwing mode.  The melee mode is the 
        same as the original axe, except that it can cause melee wounds 
        (see the miscellaneous Enhancements section).  The throwing axe 
        is a modification of a great patch I found.  In it, you could
        throw an axe and when it hit, it would fall to the floor.  You
        could get as many as 100 of these axes.  In my patch, the axe
        glows and is on fire.  When it hits, it knocks the target backward,
        and sets them on fire.  After hitting, the axe returns to you.
        If it can't find you, it falls to the ground.  If you can't find it,
        but you're within sight of it, it will glow and hum and you'll get
        a message telling you it's beckoning you.  Also, you only get one axe.  When you throw it, 
        you can't use the axe and it switches to the shotgun.  However, if 
        you pick up another players, you can throw 2 before you switch to 
        the shotgun.  Conversely, if another player finds yours, it's gone 
        for good.  Occasionally, you won't be able to find the axe but 
        you'll keep getting the "beckoning" messages.  In this case, after 
        33 messages, the axe magically returns to you.
Shotgun- It has a secondary mode which functions mainly as a sniping 
        rifle.  In this mode, you can peg someone from a great distance 
        with accuracy and quite a bit of damage.  This works very well 
        with the F11 zoom-in mode.  Be warned, though, that the crosshair 
        is a little off.  The true aim would be a little below and to the
        right of the crosshair.  (If you don't know already, you turn on the 
        crosshair by typing "crosshair 1" at the console or putting the same 
        command in your autoexec.cfg file).  Each shot requires 4 shells 
        and there is a noticeable reload time.
Super Shotgun- no change, this is a well-balanced weapon as is.
Fireball Launcher- This is the new 4th weapon.  It uses 2 cells per shot and 
        has a fairly short reload time.  This weapon fires a flaming ball of 
        lava at your enemy.  If it misses, it sits on the ground and 
        eventually explodes.  If it hits them, it sets them on fire for a
        short while and may kill them.  You get this weapon when you pick up 
        the rocket launcher.
Nailgun/SuperNailgun- These are both in weapon position 5 now.  You 
        simply toggle between them.  I haven't yet figured out how to 
        move the nailgun picture on the status bar to the weapon 5 
        position, but I plan to have the status bar picture toggle with the 
        weapon.
Grenade Launcher- There are now two different types of grenades, regular 
        ones and pipe bombs.  Pipe bombs are like those in Duke Nukem 
        3D.  You throw it then set it off with the "["  key.  The "]" key will 
        disarm the pipe bomb.  If you hit someone with a pipebomb 
        directly, it will stick to them and you can set it off or disarm it as 
        you please.  You can    pick up a disarmed pipebomb.  If, however, 
        the pipe bomb you disarmed was on someone, the pipe bomb will 
        disappear and reappear in your ammo inventory.  Note also that 
        disarming a pipe bomb will disarm the nearest pipe bomb only, but 
        detonating them will detonate all your pipe bombs at once.  When 
        you die, all your pipebombs go off.
Rocket Launcher- There are four modes for the rocket launcher.  The first 
        default mode is the normal mode.  The next mode is a rapid fire 
        mode.  This will fire a maximum of 10 rockets in rapid succession.  
        These will spread in a random manner, some of which may home 
        in on a target.  Each of these rockets does about one fifth the 
        damage of a normal rocket.  After firing 10, there is a two second 
        reload time.  The third mode is spread mode.  This will fire five 
        non-tracking rockets that spread in a random fashion all at one 
        time.  Each one of these rockets does about one fifth the damage of 
        a normal rocket.  The final mode is a homing rocket mode.  The 
        homing rocket will lock in on a target and track in until it 
        detonates.  If it doesn't hit a living target, it will attach to a
        wall and wait for a target to appear.  When one does, it will
        disengage from the wall and home in on that target.  Note also that
        if it's target dies before it gets there, the rocket will home in on
        the next target or attach to the wall/floor and wait for a target
        to appear.  If you don't want the rocket to sit around, you can
        detonate it with the same key as the pipe bomb detonation.  So when
        you set of pipe bombs, you'll set off the rockets, and vice versa.
        Each of these rockets does the same damage as a regular rocket but
        costs 10 rockets in ammo and has a noticeable reload time.
Thunderbolt/Laser Rifle- The Thunderbolt is the same, the only difference 
        is the fact that when you fire into the water (as long as you're not 
        IN the water), it will do damage to anyone in the water depending 
        on how close they are to the point of the lightning's impact on the 
        water.  The Laser Rifle is a great addition I found by Shyft.  I 
        basically changed it so that it fires more rapidly, but that's about
        it (aside from condensing the code).  It's a great little rapid fire 
        weapon, a good alternative to the Thunderbolt.

NOTE: I suggest you print out the next three sections for reference...

MAGIC & SPELLS
Magic
	The magic system I implemented works on a mana/experience 
points system.  Each spell you cast requires that you have a certain amount 
of mana.  There are nine spell levels, and five spells per level (for a total 
of 45 spells).  Each spell requires a higher amount of mana that the 
previous spell (there are some exceptions, these are noted in the spell 
descriptions in the following section).  That amount of mana is deducted 
from your mana when you cast the spell.  Your mana constantly 
regenerates at a rate of 1 mana point a second.  Your maximum mana is 
related to how many experience points you've accumulated.  You get 
experience points for every time you damage or kill an enemy.  You also 
get a bonus for gibbing the enemy.  Each of these values depends on the 
difficulty level you're playing, the higher the skill level, the more 
experience points you'll get for each hit, kill and gib.  If you're playing on 
the lowest level, you get NO experience points (which means no magic).  
You also get an experience point bonus for finding secrets.
	You can at any time show what spell you have selected, the spell 
level and number, the amount of mana it needs, how much mana you 
have, and how many experience points you have by pressing the "\" key 
(again, see the keyboard commands section).
	You cycle through the spells with the "-" and "=" keys (plus and 
minus on the main keyboard area), and cast the selected spell with 
ENTER.
	The effects of the spells are normally temporary with the exception 
of spells of this nature: healing/armor, summoning/charming/resurrecting, 
dispelling, mass increasing, and suffocation.  (Also, the Dog's Day spell is 
permanent on monsters, but lasts 2 minutes on players).
	For the charm and flesh to stone spells, there are three classes of 
creatures that each level of the spell will effect.  These are:
Animal- rotfish, rottweilers, spawn and fiends.
Person- grunts, enforcers, knights, hell knights and players.
Monsters- This class includes the previous two classes as well as ogres, 
scrags, zombies, vore and shamblers.
	There are also mass versions of this spell that will work on all 
classes.  Note that the mass versions of these spells will work on as many 
creatures that are in your line of sight, depending on your mana level and 
the hitpoints of the effected targets.  Keep in mind, though, that you 
cannot have more than 10 monsters under your control at once (either 
through charming, summoning, or resurrecting).
	You start off with no experience points or mana, unless you're 
playing Deathmatch.  In that case, you start off with 900000 experience 
and full (900) mana.

Spells
	These are the spells by level and number:

Level 1
1.  Heal Light Wounds- Gives the caster about 25 points of health, to a 
	maximum of 50 health points.  Also closes any bleeding melee 
	wounds.
2.  Ironskin- Hardens your skin.  Equivalent to having about 100-class 
	armor.
3.  Resist Fire- Makes you resistant to all fire and lava.
4.  Illumination- Will light up any target.  If it hits a moving creature, that 
	creature will be lit.
5.  Flesh to Stone (animal)- Turns the flesh of any creature from the 
	animal class to stone.

Level 2
1.  Dispel Magic- Will dispel any magic effects on yourself.
2.  Summon Scrags- Will summon one or two scrags to do your bidding.  
	Each scrag requires 80 points of mana.
3.  Protection Against Explosions- Will protect the caster against any 
	explosions (grenades, rockets, exploding boxes).
4.  Charm Animal- Will turn any animal to your will.
5.  Flesh to Stone (person)- Will the flesh of any creature from the person 
	class to stone.

Level 3
1.  Heal Serious Wounds- Gives about 50 health to a maximum of 100 
	health, and it closes any bleeding melee wounds.
2.  Levitation- Allows you to move freely to the air for thirty seconds.
3.  Doppleganger- This creates a magical illusion of yourself that you can 
	leave behind.  You can see through it's eyes, make it feign death, 
	and even explode.  If monsters see a Doppleganger and not you, 
	they will attack the Doppleganger.  It will automatically 
        explode then you die.  When one of these is active, your mana will 
	not increase.  You cannot have a Doppleganger and a Tele-Eye 
	active at the same time.
4.  Give Lifeforce- Use this on a charmed or summoned monster, or 
	another player if you're in team play or co-op mode.  It will close 
	their melee wounds and bring their health to your level.  As a 
	result, you lose 10 points of health.
5.  Reflective Shield (target)- Will endow the target with a magical shield 
	that will reflect or repel any projectile back at the creature who 
	fired it.  Reflects bullets, nails, rockets, lasers, lightning and 
	wizard and hell knight magical attacks.  Repels (meaning they 
        bounce off, but in no particular direction) grenades, fireballs, 
	zombie gibs, etc.  This is also a good spell to cast on allies or 
	summoned/charmed creatures.

Level 4
1.  Spell of Shadows-  Like the Ring of Shadows, renders you invisible for 
	90 seconds, except for a pair of eyes.
2.  Unlock Door-  Target a Door in your crosshair and cast this spell.  It 
	will open any door that requires a key.
3.  Quad Damage-  Quadruples the damage your actions do.
4.  Mind Shove- Telekinetically pushes your opponent away from you 
	with great force.
5.  Irresistible Attraction- Telekinetically pulls your opponent towards 
	you.

Level 5
1.  Amphibian- This spell allows you to breathe normally underwater for 
	10 minutes.
2.  Summon Ogre- Calls forth from the Doomed Dimension an Ogre to do 
	your bidding.
3.  Dog's Day- Turns your enemy into a rottweiler.  Is permanent for 
	monsters, but only lasts 2 minutes on a player.
4.  Charm Person- Bends any person's will to your own.
5.  Increase Mass-  Stops flying and swimming monsters from leaving the 
	ground.  Makes players run slower and hit harder when he falls.  
	Will also make it harder for him to swim upwards and he will not 
	be able to jump as high (if at all).

Level 6
1.  Heal Grievous Wounds- Gives the caster about 100 points of health, to 
	a maximum of  200.  Also closes any bleeding melee wounds.
2.  Reflective Shield (self)- Endows the caster with a reflective shield.
3.  Protection From Magic- This makes the caster unable to be hit by 
	magical spells.
4.  Fish Out of Water- Renders the target unable to breathe unless 
	underwater.
5.  Flesh to Stone (monster)- Will turn any creature's flesh to stone.

Level 7
1.  Tele-Eyes- Places a set of magic floating eyes that you can look 
	through at any time.  You can also teleport back to their position 
	once.  But if they're killed, you die.  You cannot have Tele-Eyes 
	and a Doppleganger active at the same time.
2.  Summon Fiend- Calls forth a fiend to do your bidding.
3.  Invisible Death Barrier- Cast it and step away quickly- the spot you 
	were standing in will become deadly to anything that passes 
	through it.
4.  Feeblemind- Renders the target incapable of casting any magic (also 
	stops scrags and hell knights from launching magical attacks).
5.  Charm Monster- Will convert any creature to your will.

Level 8
1.  Summon Vore- Will call forth a Vore to slay your foes.
2.  Medusa's Gaze- Will turn any creature's flesh to stone that can see 
	you.
3.  Path of the Archvile- For thirty seconds, any dead monster you walk 
	over will come back to life and be under your control.
4.  Suffocation- Renders the target player unable to breathe.
5.  Wrath of the Archvile- Like to insidious Archvile of lore, this attack 
        sets your enemy afire and blasts him up into the air.  A second, 
        more devastating explosion may tear them apart (depending on 
        their hitpoints).

Level 9
1.  Summon Shambler- Will bring forth a Shambler to smash your 
        enemies.
2.  Power Word, Kill- With this spell, you utter the sacred word and all 
        enemies in your sight will be destroyed (depending on your mana 
        and their hitpoints).
3.  Mass Charm- Will charm every creature within sight (maximum of ten, 
        also depending on your mana and their hitpoints).
4.  Meteor Storm- Casts five highly deadly fireballs at your target.
5.  Lightning Summoning- Will call down lightning on your enemies.  You 
        will glow with holy light for as long as the spell lasts.

MULTISKINS
        First of all, you need to have 16MB of RAM to use these.  You can
still play without them, just delete the player.mdl file from the progs
subdirectory in the directory you install this in.
	I'm not sure who originally came up with this idea, many people
concurrently, I'm sure.  The ones I've put together were culled from 
several different ones, I tried to pick ones that fit into the theme and the 
feel of the game as well as possible (that means no Homer Simpson or 
obviously drawn skin textures).
	I have included 24 skins with my patch (and a 25th used for the 
Flesh to Stone spell).  You change them by using "<" and ">".  You will 
get a message telling you the number of the skin you have selected.  It 
doesn't tell you the name due to the severe size limitation I mentioned in 
the Introduction (believe me, I couldn't squeeze another letter in there!)
	If you want to see the skin, you can set a Doppleganger (hologram) 
or Tele-Eye and use
it to look at yourself (see the Spells section).  Also, when you set a 
Doppleganger, it will have
the same skin you had when you set it (great strategic possibilities).
	Here's a list of the skins by number:
	(The only ones I made are #'s 1, 20, and 25)
Skin#	Name			Description
1.	Gummelt Quake	Regular Quake guy, but with a new face 	
				(mine).
2. 	Jaworski		A friend of mine I just had to put in.
3.	Lizard			A lizard with green skin and red eyes, pretty 	
				cool.
4.	Knight in Shining
		Armor		For the player that has no need to hide.
5.	Quake Knight		The Quake monster knight skin.
6. 	Terminator		Just that- a great skin.  I'd like to see an 	
				endoskeleton, though!
7. 	Punisher		Another nice skin- fits in well.
8. 	Ninja			Great for hiding in dark spots.
9.	Biosuit			This is the biosuit skin texture.  When you 	
				pick up the biosuit, you will automatically 	
				switch to this skin, then back to your old 	
				one when the suit runs out.
10.     BioRed                  A modification of the biosuit that has a red  
				torso.
11.	Predator		Just what it says- another great skin.  You 	
				can change the skin color of the Predator 	
				like you would the normal Quake skin pants
				and shirt.
12.	Judge Dredd		It sounds corny, but it's actually a great-	
				looking skin.  Whoever digitized it did a 	
				great job!
13.	Quake Hell Knight	The Quake monster hell knight skin.
14.	Henry Rollins		Well, that's what the text file says.  Looks 	
				cool, though.
15.	Bosk			From Star Wars, a great looking skin (just 	
				not very inconspicuous!)
16.	Dead Player		Just that- the regular Quake Dude all jacked 	
				up.
17.	Camouflage		A skin that blends in pretty well, especially 	
				on the ground.
18.     Zombie                  The Quake monster zombie skin.
19.	Skeleton		A nice looking skin that works even though 	
				it's got a slight Halloween costume feel to 	
				it.
20.	Talon			My original skin- the Tiger man!
21.	Duke Nukem		Duke it out between Mr. Quake an Duke 	
				(for you Duke Lovers out there, like me!)
22.	Boba Fett		Another Star Wars skin, again extremely 	
				nicely done.
23. 	Dark Storm Trooper	A storm trooper, but with more of a light 	
				gray armor than white- looks more realistic, 	
				doesn't stick out as much.
24.	Han Solo		Yet another Star Wars skin, but it fits in 	
				pretty well.
25.	Stoned			This is the skin you get when you're turned 	
				to stone.  It's just a gray-scale version of the 	
				original Quake Dude.  You can't select
				this skin to play with.
	There were some other skins that looked nice but didn't quite fit in 
(like Captain Picard- although a Klingon in his warrior's outfit would be 
awesome!).   I also would like to eventually make 25 skins for the gibbed 
player's head so that it will look like the guy it came from.  As it is now,
it just reverts back to the old Quake guy's head.
	The one other modification I'd like to make it to have the skin 
you've selected appear on the Multiplayer Setup screen so you can see 
what it looks like as you cycle through the colors.  As it is, you can only 
do this while actually in the game using Tele-Eyes or a Doppleganger.

KEYBOARD COMMANDS
	You can change these as you like either through your options menu 
in Quake and/or in your config.cfg file.  I recommend this setup since it 
feels most natural.  I also use the mouse/keyboard combination since my 
friend destroyed my Suncom 2000 EFX gamepad (the best gamepad ever 
made, by the way, fully keyboard programmable, with 4 programming 
presets, ten times better than the GRiP system).  But you don't need me 
telling you how to play!  Just take a look at this and change it if it doesn't 
work for you.

Axe/Throw Axe                   1(toggle)
Shotgun/Sniper                  2(toggle)
Super Shotgun			3
Fireball			4
Nailgun/SuperNailGun            5(toggle)
Grenade/Pipebomb		6(toggle)
Rocket/Rapid/Spread/Home	7(cycle)
Lasergun/Lightning Gun          8(toggle)

Detonate Pipebomb and/or
        Homing Missiles         [
Deactivate Pipebomb		]

Next Spell			=
Previous Spell			-
Show Current Spell,
	Mana, Experience	\
Cast Spell			ENTER

Deactivate Holo                 H
Switch To TeleEyes/Holo
	Viewport		J
Detonate Holo/Remove
	TeleEyes		K
Make Holo Feign Death           L
Teleport self to
	TeleEyes		/

Kick(while moving
	forward)		END
Duck				SHIFT
Feign Death			ALT

Throw Partial Backpack          Y
Throw Full Backpack		U

NOTE:  The only bug I know of that causes a crash is the cycle weapon 
key. I'm working on fixing that..

INSTALLATION
	As easy as can be.  Just make a directory with a name of your 
choice in your Quake directory.  Then put the UltQuake.zip file in that 
directory and unzip it using pkunzip with the -d option (or just use 
WinZip).  It should make the directories progs and sounds\weapons.
	Unfortunately, this .zip file is pretty large (about 1.8 MB) since I 
had to include all the monster models and the player model with 25 skins.  
If there was a way to just put the skins into the .zip and apply them to the 
models during installation, I'd do it, but I don't know of any such utility 
just yet.  If you don't want the extra skins and the stone look for the Flesh 
to Stone spell, you can just download the UltQmin.zip (446 K).  I've 
included the dog.mdl in this smaller file so you can see what it looks like 
when you turn a monster to stone with the new skins (just use the Flesh to 
Stone (animal) spell on a dog to see).  In case you change your mind, you 
can download the stuff you missed, download the UltQmdl.zip (1.37 MB) 
file.  You can also use this method if you want do download it in disk-size 
bits.
	When you start the game, type "quake -game xxxx", "xxxx" being 
the name of the directory you unzipped this stuff in.  That's all!  Be sure to 
check out the Keyboard Commands.  

CREDITS
	First, I'd like to thank Jeff Epler <jepler@inetnebr.com> for his 
howpatch.txt file at ftp.cdrom.com, without it, I never would have gotten 
started or even known the first step on how to patch, much less even 
where to find the files I'd need.  I used qccdos and  meddle15 (I got 
QuakeME, it looks great, but I couldn't get it to look at a model with more 
than one skin- crash city).

Meddle 1.5
	by brian martin
	brian@phyast.pitt.edu
	http://www.phyast.pitt.edu/~brian
	also look at http://www.phyast.pitt.edu/~brian/meddle
QuakeME
        Author : Rene Post (renep@xs4all.nl)
qccdos
	By John Carmack (I'm not sure who did the DOS conversion, if 
	not John)

Here are some people who's patches I used, modified or was inspired by:

NezuCam by: Nezu
	I took a couple routines from this and modified it so you can now 
	look through the eyes of the Doppleganger and Tele-Eye.
Fiegn by: Isaac Lauer (email: gwydion@psu.edu)
	Nice code, if a little iineffecient (which Isaac admitted was on 
        purpose to make it more	modular).
HoloGram and shotgun shells by: Perecli Manole AKA Bort	
	The shotgun shells code is unmodified, but I made the hologram 
	capable of feigning (mixing in Isaac Lauer's code), being used as a 
	camera (using Nezu's code), exploding, and being attacked by 
	monsters (both my code).
Laser Gun by: Shyft
	Pretty much completely unchanged.  I just made it fire faster.  I'm 
	not sure, but I think Skar made the weapon texture/model.
pipebombs, gibbable corpses, kick and backpack throwing AsmodeusB 
                                                        (tazq@sos.on.ca)
	The pipebombs I modified so you could pick them up after you 
	deactivate them.  The corpses I went wild with so that they moved 
	more naturally when pushed, and will float in water and drift and 
	bob.  You can also walk on top of them and jump off them.  I also 
        made the heads take no damage from kicks so you can play around 
	with them.  And the corpses and heads now decompose after a 
	short while.  The kick I modified for more distance and less 
	damage against monsters under your control.  I liked the idea of 
        backpack throwing, so I wrote my own code into the Drop 
	Backpack and backpack_touch routines, but still, I got the basic 
	idea from Asmo.
flare gun (used in illumination spell) by: Steve Bond
	Basically, I cannibalized his code to use in the illumination spell.
        become fiend (inspired the Dog's day spell) Auth:  John & Josh Spickes
	This is great stuff, really impressive.  I had it in my patch until
        the last minute, but took it out because it didn't seem very
        practical.  But it did inspire me to write my own code for the
        Dog's Day spell	code, which is lots of fun.  There are still a good
        amount of lines from their code in my Dog's Day code.
teleport/wind tunnel by David Wiedenmann.
	This was a great idea, something I loved in Duke that Quake 
	foolishly left out.  Code is very simple, and unchanged.
Multiskins- these come from so many different sources, that I have no idea 
        who did what.  The only ones I've done are Me (skin 1),
        Jaworski (skin 2), Talon (skin 20), and the
        Flesh to Stone skin (skin 25).

Note that I'm getting these names from text files that came with 
other compilations, so if they're wrong for some reason- don't blame 
me!!!

Michael Gummelt
gummelt@pegasus.montclair.edu
