PATCH Authoring Template V1.0   (Clip this line)  (No =)
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Title                   : Quake Weapons in Doom ][
Filename                : Quakew2.zip
Author                  : "Jjukil"
Email Address           : Jjukil@aol.com
Misc. Author Info       : I exist.  And existance is good.  Unless you're
                          near the Borg.  Then existance is futile.  Or is
                          that resistance?  Hmm...
                          Check out http://members.aol.com/Jjukil/Patches
                          for the id Games Patch Page, a patch site that
                          showcases the best.

Description             : All right, I'll make it easy on you...Quake has
			  weapons.  These weapons are now emulated in Doom
			  ][.  Have fun.
                          You may remember this patch's predecessor,
                          Quakewep.zip; that patch is old, admittedly
                          terrible, BUGGY (I can't BELIEVE I didn't catch
                          the obvious bug in that patch!), and outdated as
                          of today.
                          The real improvement is that instead of just
                          slopping some new graphics and weapon principles
                          on the Doom weapons, I actually did some RESEARCH
                          this time.  =)  I figured out how much each weapon
                          did in terms of DAMAGE and emulated that instead.
                          Therefore, the graphic representations of the
                          weapons sort of suffer--ESPECIALLY the Thunderbolt
                          (It's somehow even WORSE graphically)--but the
                          weapons are much better representations of Quake's
                          actual firepower.

1a. Broken Chainsaw:  It doesn't look like an axe, but hey, it works like an
axe this time--it's just as powerful as a shotgun blast, as it should be
for some strange reason.  I tried really hard to let the working chainsaw
stay in again, but I needed its code pointers for this thing.  Don't worry--
this is almost as fun as a chainsaw due to its effectiveness (and cool-
looking effect) on Imps.

2. Shotgun:  This is the easiest weapon to emulate, though for a while I
was debating whether or not to destroy it due to some damage data.  It will
not, unfortunately, stop after killing one enemy like Quake's will.  (I'm
sure you're all just crying about that.  =)

3a. Nailgun:  This was the third-worst-emulated weapon last time.  In Quake
it is actually half as powerful as a shotgun blast.  (That's why the
Perforator, a 2x-damage Nailgun, is such a prize!)  I had a few options, and
the only one that let me keep the ammo count the same as Quake's was to
have this be a projectile, something that was right in the first place.
Unfortunately, the damage on this nail is very random thanks to Doom's
engine.  It's close, though.

3b. Perforator:  This is fairly poorly emulated.  The damage is still 2x the
Nailgun's, but I was already up to my limit in projectiles, so this had to
literally be 2 Nails.  That's annoying, especially because if one nail kills
something the other nail can just continue on, just like the shotgun.  Still,
it's closer than it was last time, even if the double-chaingun was kinda
cool.

4. Double-Barrel Shotgun:  Sadly, Quake's double-barrel only does twice the
damage, not thrice.  So, instead of using 1 code pointer for 3x damage, I
had to use 3 code pointers for 2x damage.  Sigh....At least it looks okay.

5. Grenade Launcher:  I've only heard from one person about this weapon and
he said it was kinda sorry, but I like it.  It's reminiscent of the Insane
Weapons grenade, but I did all the coding.  It doesn't bounce around and it
never will in any of mine because without graphic replacements, which I don't
do, it won't look even remotely close to the Quake grenade, no matter how
much hacking I do, EVER.  Get over it. =)

6. Rocket Launcher:  Second-worst-emulated last time.  All I did was rip
Doom's rocket launcher!  Now it works right...sadly.  The only damage it
does is radius explosion damage--no contact damage--in Quake!  Also, for
both explosions...the explosions are weaker than Quake's.  I could fix this
with some scrounged code pointers.  I'm not--because if I did, I would have
to either go back and use Nailgun=Chaingun damage data or make the explosions
about 3x as powerful, meaning firing into walls=instant death.

7. Thunderbolt:  DING-DING!  WE HAVE A WINNER FOR WORST EMULATED OF LAST
TIME--AND THIS TIME!  Yes, this thing STILL sucks.  There is no way to make
it not suck in Doom using this patch--in Quake it works by using a strong
bullet that connects a lightning line to your weapon (or something like
that), and when your three projectiles are already spent, as they are in
this, it can't happen in Doom.  This time around, however, the damage data is
much closer, and all of that damage gets there at the right time(instantly).
However, it is much...MUCH...worse in terms of graphics and sound.  I swear
you will laugh out loud the first time you use this puppy.  It sucks so much
I'm almost reluctant to put it in here; the damage it does saves it, though.

Additional Credits to   : Tree, who made Dehacked
                          Raven, who made WOT Doom
                          id Software for something just a bit obvious
================================================================

* Construction *

Base                    : None
Editor(s) used          : DeHackEd v3.1
Known Bugs              : The Cyberdemon uses grenades.  I could fix this in
                          a heartbeat, but I'm not, because he still wouldn't
                          do as much damage as before thanks to the change to
                          the rocket launcher, I like him this way, and
                          Ogres in Quake use your grenades, so why not
                          Cyberdemons?  (I know Ogres' aren't your grenades
                          exactly, don't worry.)

                          Other than that, there are no bugs--THAT I KNOW OF.
                          Last time there was a major bug--whenever you died,
                          the game locked and you had to reset your computer
                          with the "any" key, not Ctrl-Alt-Del.  (This was
                          thanks to instant selection of weapons, so this
                          went out.  I also included a working version of
                          Quakew1.)  I did not find out about this bug until
                          I started working on this revamp!  If you notice a
                          bug, PLEASE tell me it so I can replace it with a
                          fixed version BEFORE I become a laughingstock of
                          the Dooming community! =)

* Copyright / Permissions *

Authors may use these .deh files for editing.  I'd be happy if you gave me a
copy of your work, too, but I can't make you, of course.

You may distribute this file in any electronic format (BBS, CD, diskette,
etc.) as long as the entire zip file remains intact or all files in it are
grouped together somehow (directory, .sit, etc.)

* Where to get this PATCH *

FTP sites: ftp.cdrom.com

BBS numbers: none

Other: A direct mail request, to Jjukil@aol.com

--Final notes:  I have a question.  Why didn't this come out sooner!?  This
was not too hard to produce, except for the Super Chain/Nailgun.  Also, I was
considering doing Herewep, which is--you guessed it--Heretic Weapons in Doom
][.  It wouldn't be too hard, if I do what I did about the Nailgun (a bullet
weapon that does the same thing) a little more often.  Response, once again,
dictates.
