Future vs. Fantasy Quake Documentation  v. 2.1  
Quake Conversion 
Future vs. Fantasy is copyrighted by Freeform Interactive.

Freeform Interactive
http://www.planetquake.com/freeform

[5/22/97]

Freeform Interactive
--------------------                           
Creator/Programmer:  Richard Cheung   (Hap)      hap@planetquake.com
Graphic Designer:    Kenneth Hwang    (kenn)     kenn@autobahn.org
Skins Designer:      Ecker Joerg      (Fritz)    fritz@activeminds.de
Model Designer:      Maurizio Majelli (MJM)      majelli@inopera.it
Web Designer:        Mike Asfour      (Jacko)    to_jacko@hotmail.com
User Relations:      Raymond Cheung   (Raison)   raison@planetquake.com
Propaganda:          Michael Wagner   (Darwin)   msw@ix.netcom.com
Docs Editor:         Phillip Pittz    (OSM1)     osm1@marinet.or.jp
Sub Editor:          Jarret Johnston  (DrJ)      jjohnston@no1.com.au
Level Design:        Phil Daniels     (Maverick) phildaniels@albatross.co.uk
Clans:               Adam Fournier    (Dredfull) dredfull@deathsdoor.com


Docs Written by:
          666.Sun! (sun@imaginet.fr), kenn, Raison, Hap, DrJ, & OSM1
          (additional credits from other authors at end of docs)

Future vs. Fantasy is copyrighted by Freeform Interactive.


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[Server Documentation]
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	Future vs. Fantasy Quake (hereby referred to as "FvF" or "the
        software") is provided AS IS.  Neither FreeForm Interactive (FI),
        Hap (hap@ucsd.edu), kenn (kenn@autobahn.org), Raison
        (raison@concentric.net), nor any individuals either associated or not
        associated with FI, including, but not limited to any individual
        mentioned by the above or this documentation file, is responsible for
        any damage, or financial, physical, emotional, spiritual, economic,
        temporal, or spatial loss that may result from running or even simply
        possessing the software. FreeForm Interactive also claims the right
        to modify this document without prior notification, but will most
        likely refrain from including clauses that bequeath unto FI any
        property or family members of individuals using the software and
        thus abiding by this disclaimer/ad hoc license agreement.



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[Table of Contents]
Ia. Minumum Recommended Requirements

IIa. How Do I Run an FvF Server?
  b. How Do I List My Server?

IIIa. What Are the Extra Options as a Server?
   b. How Do I Customize FvF? 
   c. Noexit 3
   d. Remote Admin - Freeform Passcode 2.0: Setting the Passcode
   e. Remote Admin - Freeform Passcode 2.0: Using the Commands
   f. Complete Enhanced Teamplay
   g. Additional Teamplay Commands
   h. Quest Mode
   i Default Multi-Player Server Enhancements



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[Ia. Minimum Recommended Requirements]

        The following lists the minimum requirements recommended
        in running a server.  
        
        Pentium 100
        24 Megs of RAM
        Lan or T1 Connection

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---------------------------------------------------------------
[IIa. How Do I Run an FvF Server?]

        A should be server must be run on a LAN or T1 (or faster connection).
        Do not attempt to run a server on a modem line except when servicing
        only one client.  The server should be run in dedicated mode.
        Atleast 16 Megs of RAM must be dedicated only to be used by FvF.  

        Note: The server program is best downloaded from ftp.cdrom.com or
        ftp.idsoftware.com.

1. Download FvF into a temporary directory.

2. Decompress FvF into a SUBDIRECTORY under QUAKE.
		
	For example:
	If your Quake stored in C:\QUAKE, then decompress FvF into
        C:\QUAKE\FVF.

	If Quake is in C:\GAMES\QUAKE, then decompress into
        C:\GAMES\QUAKE\FVF.

3. Run your dedicated server program with 16 Megs of locked RAM.

        For example:
        WINDED.EXE -GAME FVF -WINLOCK 16.

4. Run the server as you normally would.  


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[IIIa. What are the Extra Options as a Server?]

        FvF Quake supports all normal Quake server options.

        Additionally:

        FvF Quake supports Remote Ops commands, alternative modes of
        Teamplay, and several server options that help make FvF the best
        Quake add-on available. 


-----
[IIIb. How Do I Customize FvF?]

        Customizing FvF is simple task.  Unlike most patches, you do not
        need to learn Quake C.  FvF uses three variables to give more
        options to the server.  

        Variable Used to Customize FvF:
        TEMP1 
        TEAMPLAY 
        NOEXIT

             
-----
[IIIc. Noexit 3]

	NOEXIT 3
        
	NOEXIT 3 when combined with the FRAGLIMIT option allows the server
        to set the minimum frags required to exit a level.  When a player
        reaches the "Fraglimit", the server will tell the player he has
        exception:  If you do not have enough frags to exit the level
        (< FRAGLIMIT), you will be gibbed if you attempt to exit.

        For example:
	If NOEXIT 3 and FRAGLIMIT 20:
		Players cannot exit the level unless, they have 20 or more
                frags.


------
[IIId. Remote Admin - Freeform Passcode 2.0: Setting the Passcode]

        FvF 2.0 utilities Freeform Passcode 2.0 to control remote admin
        access.  Freeform Passcode is also avalible as a seperate Quake
        C patch at Freeform's homepage:
                http://www.planetquake/freeform


	To set the Remote Administrator Passcode, you do not need to 
	modify any FvF code.  It is very simple and can be dynamically
        changed without recompilation.  Using Remote Admin Commands requires
        that two impulses are entered in the correct order, a standard
        combination passcode.  To enter the passcode, at the console type
        the first impulse, followed by a zero, then the second impulse.  The
        zero is the "space" between the two numbers:
	
	TEMP1 <First Impulse>0<Second Impulse>  

	For Example:

                [Example 1]

		If your first impulse is: 	143
                And your second impulse is:     203

                You would type:                 TEMP1 1430203
						      --- ---
						       ^   ^
                                                       |   |
		First Impulse for the Passcode --------    |
		Second Impulse for the Passcode -----------

		
                [Example 2]

		If your first impulse is:	101
		And your second impulse is:	 17

		You would type:			TEMP1 1010017

Note: Quake limits impulses to integers between 0 and 255.  Also, some
      impulses are already used by Quake and FvF, ie. 255 is Quad Cheat.
      Make sure your passcode does not consist of impulses already used
      or out of range.  Generally, avoid impulses 0-8, 30, 31, 245, and 255.  
      Be careful not to use impulse 0 as part of your passcode, or else you 
      will leave huge security problems.


-----
[IIIe. Remote Admin - Freeform Passcode 2.0: Using the Commands]

	If you set the passcode correctly, you can enter it during the game
        in the console.  The passcode impulses must be entered in order.
        For security reasons, there is NO message when you enter the
        passcode.  Quake's console does not refresh between commands, so
        you will need to exit the console (~) after entering the first
        passcode impulse, and re-enter the console (~) to enter the second
        impulse.  The same goes for op commands.  You need to leave the
        console after entering each op impulse for the command to take effect.

	For example:	

                If you entered TEMP1 1230111 in the server's console, then you
                must enter IMPULSE 123, exit the console with the ~ key,
                re-enter the console with the ~ key, and type IMPULSE 111 in
                your client side console to give yourself Remote Admin access.

        After you have been "Admin'ed," you can send ANY admin command into
        the server.  There is no limit to amount of useful or useless
        admin commands that are can be sent into the server and only requires
        you to memorize one impulse.

        This is done by changing your player name and entering impulse 245. 

        For example:
                If you wished to change "teamplay" to "96".

                1. Enter the your passcode.
                2. Change your player name to "teamplay 96".
                3. Enter "impulse 245".
                4. Change your name back to your original name.

        For example:
                If you wished to change "noexit" to "3".

                1. Enter the your passcode.
                2. Change your player name to "noexit 3".
                3. Enter "impulse 245".
                4. Change your name back to your original name.

Note: No message is shown when you are "Admined" or enter the wrong
      passcode for security.  Also for security, after a level is changed,
      the passcode must be reentered.


-----
[IIIf. Complete Enhanced Teamplay]

(Note: Since some classes can regenerate ammo, Teamplay 128, dropping
ammo, is not allowed in FvF Quake.  Also, ammo types are often
incompatible, ie. the Mage uses Chi whereas the Sniper uses only
Sniper Bullets.)

(The following is an excerpt from The Complete Enhanced Teamplay by
John Spickes)

<BEGIN Complete Enhanced Teamplay>

        Teamplay feature use:
        A lot of options can be configured with this mod.  The majority
        of these options are configurable using the teamplay variable.
        This mod uses the teamplay variable as a bitfield, with each bit
        associated with a different teamplay option.  The bits are as
        follows:

        1       Health Protect
                Players receive no health damage from teammates' attacks.
        2       Armor Protect
                Players receive no armor damage from teammates' attacks.
        4       Damage to Attacker
                A player who attacks his teammate will receive the same
                damage the teammate would have received, had he not been
                protected.
        8       Frag Penalty
                Any player who kills his teammate will be penalized frags.
                The number of frags to penalize is adjustable by a simple
                edit in the teamplay.qc file.
        16      Death Penalty
                Any player who kills his teammate will burst apart in a
                bloody mess.
        32      Team Color Lock
                Players will only be allowed to be certain colors.  Players 
		who have illegal colors when they enter will be put into the 
		team with the fewest members.  Any player who changes team 
		(pants color) will be fragged and their frag count is reset to 
		zero.
        64      Static Teams
                Players will not be allowed to change teams.  

        Obviously, not all these options make sense together.  teamplay 9
        doesn't really make sense, because you couldn't ever kill a
        teammate, and thus you could never incur the one frag penalty.
        To select multiple options, add the numbers of the options together.

        Examples:
        teamplay 96     Team Color Lock, Static Teams
                This results in players being automatically assigned to
                teams and not allowed to change to other teams.
        teamplay 3      Health Protect, Armor Protect
                You can't hurt your teammates' health OR armor.
        teamplay 28     Mirror Damage, Frag Penalty, Death Penalty
                When you shoot your teammates, you take damage and so
                do they.  If you kill a teammate, you'll take a frag
                penalty and you'll be killed.
        teamplay 120    Static Teams, Color Lock, Frag Penalty, Death Penalty

        In addition to the bitfield, you can also set teamplay to a negative
        number.  When teamplay is negative, it indicates how many frags
        players should be penalized for killing their teammates.  In this
        mode of operation, the only effect of the teamplay setting is that
        the number of frags indicated by teamplay is deducted from a player's
        frag count when he kills a teammate.  This is equivalent to teamplay
        8, except that the frag penalty is adjustable in-game.

<END Complete Enhanced Teamplay>


-----
[IIIg. Additional Teamplay Commands]

        These additional Teamplay bitflags work in the same way as the ones
        above do.

        Teamplay

        128     If this bitfield is set, players can change classes no matter
                how much life they have.  Normally, a player can only change
                classes if he has 50 or more health.

        256     No Suicide.  This option makes it so the players cannot
                suicide.
	
	512     Toggle Altar.  This turns on the Altar for Quest.  If this is
		used during normal deathmatch, it activates Purge.  FvF will
                automatically translate this into Teamplay 611 for
                two teams during Purge.

        1024    No Telefrag.  Telefrag is disable.  Try it.



-----
[IIIh. Quest Mode]

D.  Quest Mode Rules
	This is where the fun begins. Quest is a hybrid coop and RPG game for
        FvF. Quest adds a whole new dimension to Quake and is in our opinion,
        the ultimate teamwork experience. By allowing multiple players to
        completely work together, the players must work together to beat the
        much stronger monsters and complete the level. Unlike traditional
        coop, Quest gets rid of some of the burdensome aspects of cooperative
        play. There isn't any need for keys, health or ammo respawns. The
        monsters are hopefully challenging enough so that players will find
        themselves coordinating their attacks to eliminate them. Players are
        awarded frags for eradicating monsters. These frags are carried from
        one level to the next. When a player earns enough frags, they serve
        as experience points as in any good RPG. The player will advance in
        levels. Quest mode is activated when "coop 0" and "deathmatch 3" is
        set by the server.

	1.  Rules in Quest mode:
		a.  You cannot hurt other players.
		b.  Initially most monsters have 2X life. Fiends and Hell
                     Knights have 4X life.  Shamblers and Vores have 8X life.
		c.  Frags are considered experience points. The more
                    experience points you get, the more levels you can gain.
                    Players are normally awarded 1 frag per monster killed.
                    Fiends and Hell Knights give 2 frags. Shamblers and Vores
                    give 3 frags. Level as gained when frags reach the
                    following: 4, 8, 16, 32, 64, 128, 256, 512, 999.
                d.  Players lose 5% of frags from being killed by a monster.
                    They can lose a maximum of 5 frags.  They cannot drop
                    below 0 frags and they cannot suicide.
                e.  Experience frags will carry from one level map to the
                    next.
                f.  When a backpack is dropped, it contains all of the
                    players weapons and ammo, not just the last one used.
                    Only the backpack's owner can pick up his backpack.
                h.  Players must kill 75% of all monsters to exit a level.
                    They are informed when they have reached 75%.
		i.  Keys are not necessary and all gates/doors are already
                    open.
		j.  Health and ammo take 3X as long to respawn. Health
                    regenerates every 60 sec's.  Ammo regenerates every 90
                    sec's.
		k.  Armor and Power-ups do not respawn at all. You must rely
                    on your team Cleric for those once they are depleted from
                    the map, so make sure someone is a cleric!
		l.  Some weapons are considered power-ups during game play and
                    are needed for characters to gain certain abilities.
                    Weapon availability and rules act exactly as "deathmatch
                    2". They do not disappear when picked up by a player. They
                    are always available so that everyone can power up.
		m.  Quest servers are typically limited to 4 players due to
                    the fact there are only 4 coop spawn spots.


-----
[IIIi. Purge Mode]

	Purge is activated by "deathmatch 1" and "teamplay 611."

	This is where FvF really deviates from regular Quake or any other
        game. Purge is a variation of tag, King of the Mountain, and Capture
        the Flag. But it is not like any single one of them. In many ways
        Purge takes from paintball as much as CTF takes from paintball.
        Purge is usually called Defend the Fort or Alamo where there is only
        one flag and one team defends while the other is the attacker. Purge
        is religious cleansing war.  There are two religions, each believing
        that they are the most holy under the eyes of their gods and no other
        religion should exist other than theirs. And if they have to, they
        will use any and all means at their disposal to wipe out the other
        side.  Of course, as in any religious sect, they hold certain items
        more holy than others. They distinguish each other through color.
        There is the Devout Red Order of Siplak and the Blue Consciousness of
        Kalpis. They must try to establish a temple, a following, and appease
        their god before the other religion does.  One religion is defending
        their god, while the other religion is trying to "purge" the heretics.
        It is a constant struggle that. like a pendulum, swings back and forth
        
	1.  The Altar.
		a.  Only the Cleric, Monk, and Deity can stand on the Altar.
                    While on the Altar, their regeneration rate increases to
                    1 per second.
		b.  The Monk and Cleric can be telefragged while on the Altar.
		c.  If they try to use it, any other character type will take
                    damage from standing on the Altar.
		d.  The Altar is always at the player's normal start position.
		e.  The Artifact starts at the Altar.

        2.  Artifact of Divinity
		a.  The Artifact grants immortality.
		b.  If it falls in lava, slime. or dropped, it will return
                    to the Altar.
		c.  If 60 seconds pass without it being touched, it will
                     return to the Altar.

        3.  Monk and Cleric
                a.  They can benefit from using the Altar.
		b.  The items they make can only be picked up by members of
                    their own team.
	4.  Deity
		a.  Deities are poor fighter.  Every thing he does leave him
                    feeble and vulnerable for a few seconds.
		b.  Phoenix Attacks does 2.5 damage X life.  He can
                     effectively kill one player.  He will weaken to 1 life
                     for 5 seconds afterwards.  He is almost never successful
                     in killing multiple players without assistance.
		c. A minimum of 60 damage in one frame is needed to kill the
                   Deity.  Mass Driver will not kill the Deity but Ninja
                   Bombs will.
		d.  The Deity heals 1 hit point every 5 seconds unless
                    standing on the Altar.
		e.  The Deity can never be telefragged.


-----
[IIIj. Default Multi-Player Server Enhancements]
      These rules are standard in FvF.  Some of these rules can be toggled from
      the server.  (see SERVER.TXT)
	1.  Users may not suicide after they have less than 0 frags.
	2.  Frags will not drop below -10.
	3.  Changing classes usually requires the player to have 50 health.
	4.  All weapons and items are lost when a class is changed.
        5.  User names: "", and "player" are automatically renamed.
        
