Name of Mod        : Cooperative QuakeWorld
File Name          : qwcoop2b.zip
Version            : 0.2b
Date               : November 05, 1999
E-mail             : thefatal@telefragged.com
Web Site           : http://www.telefragged.com/thefatal/ (this is
                     not an official or supported release, just
                     something to have fun with)

Additional Credits : Thanks to id Software and all those folks, and
                     to all the people who joined my test server and
                     unknowingly helped me.

AUTHOR INFO
-----------
I wrote the Famkebot, am doing Head Soccer, and some other stuff.

TYPE OF MOD 
-----------
QuakeC   : Yes indeed.
Sound    : Nope (original monster sounds used).
MDL      : Nope (original monster models used).
Maps     : Nope (all single player maps supported).
Graphics : Nope.

INSTALLATION
------------
Unzip the zip file you got this here readme out of into
<your Quake directory>\coop (e.g. c:\quake\coop\) and start a server.
The recommended settings are listed in the server config. Using no
monster limit is only recommended if you are running the server on
a speedy machine (P166 or better would be good for most levels).
A server.cfg is included with the recommended settings and comments
telling what they do. Also, in case you don't know, just add
"+gamedir coop" to your qwsv.exe command line to start the server
with the mod. Anything else you need to know you can find out by
looking in the server.cfg.

Bugs and other stuff
--------------------
As with any patch that's only been worked on for about 3 hours, there
are bound to be bugs and other nasty and annoying things. There are,
however, no server-threatening bugs (nothing that will make your
server crash, you can safely running it all day without a worry). If
you do find a bug, and I'm sure you will, don't bother e-mailing me
about it. I probably already know about it. I might get another
version out sometime with all/most of the bugs fixed, but not for
a little (any bugs existing really aren't serious enough to require
fixing immediately). I've been testing the mod by putting it on
the id Master list (anyone who joins has about a 600 ping since I'm
running the server on my 28.8 modem connection, but they don't
seem to care) and so far everyone I've talked to has had fun, and
no real bugs have popped up. Oh, there is one problem though...
some user-made levels may not be playable all the way through.
This is because they didn't take DeathMatch into full consideration
while being designed. This isn't fixable through QuakeC, all the
things I'd need to change to fix this are hardcoded. I also can't
bring back single-player-only entities or anything like that,
because they're eliminated by QuakeWorld before they're even
handled at all by QuakeC. I don't know why it's like that, it doesn't
really even reduce lag or speed the game up at all... they could've
just used "if (self.spawnflags & <whatever>) remove(self);" in the
QuakeC code and gotten the same results without slowdown. Oh well, I'm
sure there's some reason behind it.

COPYRIGHT/PERMISSIONS
---------------------
If you hack the qwprogs.dat for this mod so that it can be decompiled,
you're a filthy, evil person, and you should be shot in the face. If,
however, you're looking to use the source code for this mod, please,
CONTACT ME ABOUT IT, and we'll discuss it (and, of course, I'll
require some credit be given to me for whatever you're going to use
the code for). Any magazine may freely put this mod on their CD
(but I'd appreciate you telling me about it). If you're planning on
putting this mod on something that will actually be sold other than
just a CD with a computer gaming magazine, then I require you give
me... 500 bucks. Yeah, that sounds right. Don't like it? Then don't
use it.
