Alien Quake -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/alienq11.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== alienq11.zip/aliens/ALIENQ.TXT ===== ****************************** * A L I E N Q U A K E 1.0 * ****************************** Table of Contents I. THE STORY A. Episode 1: Return to LV-426 II. INSTALLING ALIEN QUAKE A. Installation B. TECHINFO.TXT III. THE BASICS OF PLAY A. Goal of the Game B. Skill C. Episodes D. Getting About E. Finding Things IV. CONTROLS A. Keyboard Commands B. Cheat Codes V. YOUR NEW ENVIRONMENT A. Firepower B. Ammo C. Power-ups D. Enemies E. Environmental Hazards and Effects VI. FREQUENTLY ASKED QUESTIONS VII. SUPPORT VIII. LEVELS AND DESIGNERS IX. LEGAL ISSUES X. CREDITS XI. ACKNOWLEDGEMENTS *************** I. THE STORY A. Episode 1: Return to LV-426 Fifty years have passed since the original incident that claimed the lives of one hundred and fifty plus colonists and Colonial Marines. You are a hardened mercenary, hired by a rival company to investigate a rumor that Weyland Yutani has begun to rebuild Hadley's Hope, the colony destroyed by the nuclear blast from the atmospheric processor of the original compound. Sent alone, your job is to sniff out the details of just exactly what it is they are up to, while remaining undetected by their large force of Colonial Marines and Bio-Technicians. Unfortunately, things don't work out so good! Captured, you are placed in a electromagnetically sealed holding cell and await interrogation. The semi-constructed colony is cold, dark and wet, and days go by before you see anyone besides the rats and roaches that are fighting you for your last morsel of food. Finally, after nearly a week, one of the guys supposedly in charge - a Colonel or some dimwitted quasi-high ranking USCM official - is trying to find out just what the hell you are doing here when all of a sudden a sickening look appears on his face, blood begins to drip from his mouth and he begins to shake violently as he collapses to the floor! Blood stains appear on his shirt, and you hear the crack of bones as *something* rips its way out of his chest and disappears off into the darkness. Great. Now you'll never get out of here, you'll probably just starve to death in this cell. Another two days pass. In the distance you hear a lot of pulse rifle fire, mixed with a lot of yelling, and some quite *inhuman* sounds. It would seem that the rumors about Weyland Yutani may have been true, and that the so-called Xenomorph, something you had only heard about in stories until you saw one rip it's way out of that colonel's chest, was being bred in captivity in this so called colony. More like a biohazard waste dump that's getting out of control! Suddenly, everything goes black....you get up, slide open the now unlocked cell door, and stumble into the darkened room. Grabbing a pistol from the body of the colonel, and a shotgun and motion detector from a nearby storage closet, you set out to get the hell out of here! ***************************** II. INSTALLING ALIEN QUAKE A. Installation 1. Make a directory in your QUAKE directory to hold Alien Quake. CD \QUAKE (or the directory where your copy of Quake is located) MKDIR ALIENS CD ALIENS 2. Copy the Alien Quake ZIP files to this directory. COPY [path]\AQ*.ZIP . (where [path] is the path where the Alien Quake ZIP files are located) 3. Unzip the Alien Quake archives. PKUNZIP -d *.ZIP That's it! To start the game, do the following: CD \QUAKE (or the directory where your copy of Quake is located) QUAKE -game aliens B. TECHINFO.TXT If you want to build an Alien Quake level, read this! ************************** III. THE BASICS OF PLAY A. Goal of the Game The goal of the game is pretty simple. Live. Get out of the Colony. Kill everything you see, or be killed. B. Skill The start area has three short hallways. The one you go down selects the skill level you wish to play at. Easy -- Uh... Why? Medium -- Most people should start Alien Quake at medium skill. Hard -- Highly recommended for real bad-asses. After all, you are a mercenary. Nightmare -- Now were talking serious carnage. Don't expect to live very long! C. Episodes "Return to LV-426" is the only episode in Alien Quake 1.0. D. Getting About The specific keys named below can be changed by using the Configure Keys Menu. If you have reconfigured Run as the R key, for instance, then the Shift key will not double your speed. Walk Use the arrow keys or the mouse. To walk steadily forward, hold down the Forward key (up arrow or center mouse button). Turn left or right with the left or right arrow keys or sliding your mouse to the left or right. Run Hold down Run (the Shift key) to double your speed. Jumping Tap the Jump key (the space bar or Enter key). You jump further if you're moving forward, and you jump higher if you're moving up a slope at. You'll be surprised at the spots you can reach in a jump. You can even avoid some attacks by jumping at the right time. Swimming When underwater, aim yourself in the direction you wish to go, and move forward. You have full three-dimensional freedom. Unfortunately, as in real life, you may lose your bearings while underwater. Use jump (the space bar or Enter key) to kick straight up towards the surface. Once on the surface, tread water by holding down jump. To get out of the drink, swim towards the shore. Once there, use jump to climb up. If you're down a well or you can't get a grip, you may not be able to climb out. There is always another way out, but you may have to submerge to find it. Shooting Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it down to keep firing. But remember: "short, controlled bursts!" Firing Flares Press 'F' to fire a flare. These are very useful in dark areas and believe me - there are plenty of them. Use Alien Quake has no "Use" function. To push a button or open a door, walk up to it. To ride a platform up or down, step onto it. If a door won't open or a platform won't go down, you may need to do something special to activate it. Picking up stuff To pick up items, weapons, and power-ups, walk over them. If you can't pick up a thing, it means you already have as many of it that you can carry. You can't pick up a piece of armor that's worse than the one you have. E. Finding Things Buttons and Floorplates Buttons activate with a touch, and floorplates must be stepped on. If you see a distinctive-looking button in a spot you cannot reach, it's probably a shootable button-- fire at it. Note: Some doors are better off left unopened in Alien Quake! Doors Most doors open at your approach. If one doesn't, find a special button, floorplate, or key. Secret Doors Some doors are camouflaged. Almost all secret doors open when they are shot. The rest are opened by hidden pressure plates or buttons. Authoring Signature Rooms In order to prevent things like the "Actura level theft", some of the levels have an authoring signature room (or .sig room for short). .sig rooms contain the level author's signature - some easily recognizable structure or collection of brushes. When you step into a .sig room, a copyright message will be displayed. Visitnig the .sig rooms can be rewarding - sometimes they contain extra weapons and ammo! Platforms Most platforms only go up and down, while some follow tracks around rooms or levels. When you step onto a platform, it rises to its full height, and usually only lowers when you step off. Some platforms must be activated via button or pressure plate. Pressure Plates & Motion Detectors Invisible or visible sensors which open doors, unleash traps, warn monsters, etc. Uncovering Secrets Secrets are hidden in many ways. You might need to shoot a button, kill an alien, walk through a secret motion detector, etc. The Secret of Secrets All secrets in Alien Quake are indicated by clues. Don't waste your time hacking at every wall. ============================================================================= == TIP -- Bouncing a grenade off a shootable button or secret door won't == == open it, but if the grenade's explosion goes off nearby, this may == == activate such secrets. == ============================================================================= *************** IV. CONTROLS A. Keyboard Commands By using the key configuration option from the Main Menu, you can customize the keyboard to suit your fancy, except for the Function keys, the Escape key, and the ~ (tilde) key. FUNCTION KEYS Help F1 Save Game F2 Load Game F3 Options Menu F4 Multiplayer Menu F5 Quicksave F6 Quickload F9 Quit to operating system F10 Screenshot F12 WEAPONS Motion Detector 1 H&K 9mm Pistol 2 Shotgun 3 M40 Pulse Rifle 4 M40 Pulse Rifle (grenade mode) 5 M60 Autorifle 6 M56a SmartGun 7 Flame Thrower 8 Change to next weapon / MOVEMENT Move / Turn Arrow keys Jump / Swim Space bar or Enter Run Shift Sidestep Left . or > Sidestep Right , or < Strafe Alt Swim Up D Swim Down C Fire a flare F OTHER CONTROLS Main Menu Escape Console ~ (tilde) Look Up A or PgDn Look Down Z or Del Center View X or End Mouse Look \ or center mouse button Keyboard Look Ins B. Cheat Codes Ahh...Wouldn't you like to know???? Cheat codes have been changed! ************************** V. Your New Environment A. Firepower All new weapons are at your disposal... Motion Detector Not really a weapon, but very useful indeed. Pistol Not really a weapon. Oh sorry, not *much* of a weapon. More like a last resort! Shotgun A little better, but still takes a lot of shots to take out an alien. Pulse Rife Two modes. Grenades and Bullets. Grenades are our favorite! Auto Rifle Now were talking serious firepower! Eats up that ammo though. Smartgun The most powerful weapon you will ever see in Quake! We promise. Flamethrower The most fun you will ever have in Quake! We promise. Switching Between Weapons If you are firing a weapon and run out of ammo, Alien Quake automatically switches to another weapon. B. Ammo The eight weapons use four types of ammo. Each ammo type comes in two flavors -- small and large. The large boxes carry twice as much as the small. Shells For shotguns. A small box holds 20. Bullets For pistols, pulse rifles and auto rifles. Grenades For grenade launchers. A small crate holds 5. Cells For smartguns and flamethrowers. C. Power-ups All power-ups except armor burn out after a while, so smoke 'em while you got 'em. Armor Comes in three flavors. Megahealth Gives you 100 additional hit points. After a few seconds, all hit points over 100 start slowing draining away because it's too much for the human body to hold. Still, it's nice while it lasts. Biosuit Lets you breathe underwater. Does not protect against molten metal. Quad Damage This is a nice one to find. Four times the carnage! D. Bad Guys Alien Quake has more enemies than Quake, and they don't really behave much like Quake monsters. USMC Colonial Marines Marines with pulse rifles, looking to keep you from stealing their shuttle craft to get the hell of the rock! Bio Technicians Very protective about their work, and carrying pulse rifles to back it up. Androids Bishop Mk II. Extremely tough and deadly. Fires laser cannon with deadly accuracy. These guys are nothing to mess with. Dies in a spray of white bio juice! Sentry Guns You remember these things, right? They are few in numbers, but it only takes one of these high powered babies to cut you into little pieces. Search Droids You will encounter these lightning shooters in the mid sections of several of the buildings, where few humans dare to venture. But even search droids stay away from the lower sections! Aliens The Xenomorph goes through several stages before adulthood, and trust us, it's better to kill one off when it's young rather then letting it grow up into something bigger! Eggs All xenomorphs begin life as an egg. Don't get to close to these pulsing sacs, or you'll be in for a surprise! Facehuggers Facehuggers emerge from eggs, are very difficult to hit and have an instinct to leap for your face, where they like to attach themselves. We suggest you make sure to not let them do that. Chestbursters You'll see these guys popping out of marines who have been impregnated by facehuggers. Shooting a body will get the chestburster to pop out prematurely, giving you a chance to kill it. If you let it get away, it will run off to hide somewhere, and after a while, it will evolve into an alien warrior. Alien Warriors Warriors are extremely fast, agile and dangerous. When young, they can squeeze through tiny spaces, and make incredible leaps. They eventually reach a full size of about eight feet tall and become a bit harder to dispose of. Killing a warrior at close range is a Bad Thing to do, as you generally get doused with a lethal spray of bio-acid. Remember, the bigger the warrior, the more acid it contains! Warriors are distinguishable by a rugged dark brown exoskeleton, with lots of armor and a mouth full of long teeth. Alien Drones Drones are the more smooth skeletoned, blackish cousins of the warriors. They can usually be found guarding eggs, and like the warrior can leap at you and they die in a shower of acid. Alien Queen There is only one of these beasts, and that's good, because at over twelve feet high, the queen is nearly indestructible. She has a large wide cranium, and uses her tail to impale you. Killing the queen will take at least 20 good grenade shots, so put away a few grenades for her! ============================================================================= == TIP -- Aliens can hide in ducts, and pipes over your head, so always == == keep a look out for what is over you head! == ============================================================================= E. Environmental Hazards and Effects Explosions Radioactive containers are in some areas. Shooting these things unleashes a big boom, so be careful -- you may not want to stand too close in a firefight. Your own grenades and rockets cause explosions too, of course -- the blast can hurt you if you're too close. Water Safe enough unless you stay under so long that you start to drown. Come up for air periodically to prevent this. Molten metal If you're quick and it's shallow, you might escape before you're burnt to a crisp, but don't bet on it. ============================================================================= == TIP -- Aliens evolve! If you see a young alien, kill it. It's a lot == == easier to deal with a chestburster than with a warrior. == ============================================================================= ********************************* VI. Frequently Asked Questions Q. Some things in this game are different from what I see in the movies! A. Alien Quake takes place fifty years after the second movie, so things have changed on the planet, obviously. It is a new colony, so although some buildings may have similar designs, there are notable differences. Other things, such as weapon strengths, etc have been altered to improve gameplay. When designing Alien Quake, we almost always chose gameplay over movie specs. Q. Will there be more episodes? A. Yes! Q. I thought that the Nostromo was to be the first level! A. That was the original plan, but it didn't make sense as far as the episode went, so it was later designated the secret level. Q. Can the Aliens climb walls? A. At this time they cannot climb walls, but this may change in a later release. Q. How were the textures for the monsters, weapons and levels created? A. Many of the new textures were created directly from the movies. In fact the textures for most of the aliens were created from the picture of the alien sticking it's head through the transport's door just before it got it's head blown off! A lot of blending and pasting was involved. Q. How did you guys team up for this project? A. Basically through a common love of the Alien series, and the creative desire to modify Quake, the most awesome game ever created! There have been many members since the beginning, but only three have stuck through to the bloody end! Q. Are you guys gonna team up for other episodes or projects? A. At this time the prognosis is pretty good for at least one more episode, maybe two, and possible some other projects. *************** VII. SUPPORT WWW http://www.student.nada.kth.se/~nv91-gta/quake/ Email John Diamond jdiamrulz@aol.com Gustav Taxén nv91-gta@nada.kth.se Dave Wallin dwallin@juno.com ************************************ VIII. LEVELS AND DESIGNERS The Beginning Start: Introduction -- by Gustav Taxén Return to LV-426 (episode 1) Alien0: Storage Bays -- by Dave Wallin Alien2: Power Station -- by Dave Wallin Alien3a: Containment Area -- by Dave Wallin Alien3b: Alien Extermination -- by Dave Wallin Alien3c: The Garage -- by Gustav Taxén Alien4: The LV-426 Medlab -- by Gustav Taxén Alien5: Discharge Tunnels -- by John Diamond Alien6: Central Command -- by John Diamond Alien7: Entering the Lower Ducts -- by John Diamond Alien8: Waste Disposal -- by John Diamond Alien9: Alien Hive! -- by John Diamond Secret level: CTV The Nostromo -- by Gustav Taxén Deathmatch: The 20th Century Complex -- by Gustav Taxen ******************* IX. LEGAL ISSUES Quake (tm) is copyright id Software, Inc. Alien Quake is the property of the Alien Quake Team. All rights reserved. All trademarks are the property of their respective companies. Aliens, xenomorphs, etc, are the property and trademark of Twentieth Century Fox, Inc. Distribution Alien Quake is copyright 1997 by the Alien Quake team. Permission to use, copy and distribute unedited copies of Alien Quake is hereby granted, provided that no fee is charged for the use or availability of Alien Quake (other than the normal connection costs for on-line services, if applicable). The above copyright notice and this permission notice must be left intact in all copies of Alien Quake. Commercial distribution of Alien Quake, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user is required to pay either for the support (e.g. book, newsletter or CD-ROM) or for Alien Quake itself. Unauthorized commercial distribution is prohibited. If you wish to commercially distribute this file, note the following: This Quake modification contains intellectual property (including, but not limited to, textures and other artwork) owned solely by Id Software (www.idsoftware.com), and is subject to any and all copyrights held by them. The author does not have authority or permission, either expressed or implied, to grant usage of Id's copyright, and, by granting permission to use Alien Quake in a single commercial release, does not claim or waive their rights thereby. ************* X. CREDITS John Diamond: Models, QC programming, graphics, level design, sounds, concepts. Gustav Taxén: Level design, graphics, sounds, concepts, Web page. Dave Wallin: Level design, QC programming, models, graphics, sounds, concepts. Shane Conway: PR. Original Story line: Sverre Kvernmo *********************** XI. ACKNOWLEDGEMENTS The Alien Quake Team would like to give special thanks to: Whaleboy, for the rain patch. Nostromo, for the original Blaze gun patch, which we used to build our flamethrower. Josh Robison, for some of the cool hive textures. Tim Minnicks, for the other web site. Girlfriends and families. And to everyone else who contributed with ideas, comments or just general encouragement to keep us going! ===== alienq11.zip/aliens/ALIENQ11.TXT ===== Alien Quake 1.1 Update This update fixes some minor bugs in the initial release of the amazing Quake Total Conversion. To install just unzip the files into your \quake\aliens directory and run. WARNING!! Your old save games will not work after installing this update. ===== alienq11.zip/aliens/LEGAL.TXT ===== ALIEN QUAKE LEGAL ISSUES Quake (tm) is copyright id Software, Inc. Alien Quake is the property of the Alien Quake Team. All rights reserved. All trademarks are the property of their respective companies. Aliens, xenomorphs, etc, are the property and trademark of Twentieth Century Fox, Inc. Distribution Alien Quake is copyright 1997 by the Alien Quake team. Permission to use, copy and distribute unedited copies of Alien Quake is hereby granted, provided that no fee is charged for the use or availability of Alien Quake (other than the normal connection costs for on-line services, if applicable). The above copyright notice and this permission notice must be left intact in all copies of Alien Quake. Commercial distribution of Alien Quake, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user is required to pay either for the support (e.g. book, newsletter or CD-ROM) or for Alien Quake itself. Unauthorized commercial distribution is prohibited. If you wish to commercially distribute this file, note the following: This Quake modification contains intellectual property (including, but not limited to, textures and other artwork) owned solely by Id Software (www.idsoftware.com), and is subject to any and all copyrights held by them. The author does not have authority or permission, either expressed or implied, to grant usage of Id's copyright, and, by granting permission to use Alien Quake in a single commercial release, does not claim or waive their rights thereby. ===== alienq11.zip/aliens/README.TXT ===== ************************** * ALIEN QUAKE - 1.0 BETA * ************************** O.k here it is - Alien Quake 1.0 Beta...Try it out - let us know what you think. The official release is March 31, 1997 for Alien Quake Episode 1 - 'Return to Lv-426'. There are 11 levels, plus a secret level, and some D.M. levels on the way. All new weapons, enemies, graphics etc, plus new sounds and ai. This should do for Quake what Aliens TC did for Doom, only better. Make a dir in Quake called aliens, copy all the zips in there and pkzip -d zips. To run it type quake -game aliens... Contacts. jdiamrulz@aol.com nv91-gta@nada.kth.se dwallin@juno.com ===== alienq11.zip/aliens/TECHINFO.TXT ===== ALIEN QUAKE TECHINICAL SPECS (So you wanna build a level..) Building a level in Alien Quake is a bit different then building your typical quake level, particuarly because the aliens behave quite differently then Quake monsters. Certain texture types will enhance the overall effect, and there are certain items belong with others, etc. This manual will give you a rundown on the entities, how to use them, and some tips for building a good Alien Quake level. ENTITIES: Here are the entities, and their strengths and weaknesses. Human and Military 1. Colonial Marine - monster_army Marines are a pretty weak adversary, and you can liberally place these in areas where you would expect to find humans, ie. medlabs, computer centers, etc. 2. Bio-Technician - monster_medic Pretty much the same as marines, but wearing lab masks and coats. 3. Androids - monster_enforcer These guys are extremely powerful, two shots will take a player out, so it wouldn't be a good idea to have *too* many of them together, or you will have *no* chance of survival. 4. Sentry gun - monster_shalrath Much like the androids, though the Sentry guns will literally spray you with laser fire. Should never have more then one or two together. 5. Search Droid - monster_hell_knight A real bad ass too. Pretty hard to kill, and shoots lighting, like a shambler would. Alien 1. Alien Egg - monster_knight Eggs hatch, so you should remember that if you put five or six eggs together, that they likely will become facehuggers. 2. Facehugger - monster_dog, monster_tarbaby Facehuggers are very quick, hard to shoot, and can attach themselves to your face, so remember that in numbers they are extremely dangerous. The monster_dog version is just a regular facehugger, and the monster_ tarbaby is a face hugger in a jar, which when you get close will shatter, and a facehugger will fly out and attack. 3. Chestburster - monster_wizard, monster_lay, monster_kane O.k., this is a little more complicated. Placing a monster_wizard will give you a chestburster, who will try to come up to you and spit acid (please no flames about this, we *know* aliens didn't spit in the movies but this was an attack that looked pretty cool, and made it more fun to play). Placing a monster_lay or monster_kane also requires placing a info_hidespot and tying the two together. The reason is, that these two entities hatch chestbursters from them(monster_kane is in a white suit, and monster_lay is in a marine uniform) and the chestbursters will run off and hide in the place you designate with the info_hidespot. *All* chestbursters whether placed or hatched from a body, will eventually evolve into young warriors. 4. Young Warrior - monster_zombie These buggers are quick, can make unbelievable leaps(like a fiend) and attack much like a fiend, with the claws slashing about. 5. Adult Warrior - monster_ogre Adult warriors are similar to the young, but stronger, larger, and their leaps for some reason aren't quite as amazing. They attack a bit differently too, they will take one bite, pull back then thrust their heads down for a second, tearing bite. 6. Young Drone - monster_shambler Drones are meant to be around eggs, and egg chamber type areas. They behave exactly like the warriors at this stage, but they have a different looking exoskeleton, more black and smooth. 7. Adult Drone - monster_demon1 Adult drones are like adult warriors, though their bite is a bit different looking. Again, these guys should be around eggs. 8. Alien Queen - monster_boss The queen is of course very large, has a large wide cranium, and should have eight legs(one day we will build a new model, instead of the modified warrior-fiend). She is also huge! You need an area at least 128 units high for her to roam. She has about 4000 hit points, and can kill you with one swipe of her tail. She is also extremely fast, and can move at about twice the speed of anything else(this was to offset the fact that she had to walk over ridges in the hive egg chamber we made). You should not give her a direct path to you, or you will have no chance of survival at all. Alien Decor. 1. Slime Pole - monster_pole Slime poles are destroyable, and should be in hive type areas. 2. Hanging Victim - monster_hang These guys are for the hives. They hang on the walls and have facehuggers stuck to them. They do not spawn chestbursters. 3. Water Drop - func_drip Place this near the ceiling, and a water drop will fall. 4. Rain - func_rain Placing many of these near the ceiling(sky) will cause a downpour! Place some ambient_rain near it for the sound. Some tips for building the levels, of course you will figure out much of this yourselves :-) 1. Aliens are a lot more powerful then Quake monsters, so a typical level (at least the ones we did) had only about twenty or so aliens in them. 2. It is good to keep the aliens in dark places. When they attack it is more of a surprise, and you only get glimpses of them before you die or kill them(like in all the movies). 3. Sounds are pretty important, at least we thought so. Good ambience makes the level that much more intense. 4. Flickering light is a good thing to use. 5. Unless you are planning on running on a P-pro 220, you probably should not put more then 6 or 7 aliens in any one room together. 6. Be creative! Put aliens on rafters, pipes, etc so they can drop down on you from above, put them in water, give them places to leap from or over. (we kept that 'fiend' leap for a good reason!) That should get you well on your way to building a good level. Let us know when you do, so we can check it out! **** A couple of Notes about Alien Quake **** The source code will not be made available to the public. We do and have been taking many suggestions, from both people in the Alien Universe and people from the Quake world. We are sure that there will probably be some new additions and changes for the next release, but nothing that should drastically affect any levels already built. Alien Quake began about one year ago, as a simple mod to Qtest, with an alien that was made from the original fiend(it was much larger then), some weapons and marines. There was one level, which was basically one of the Qtest levels with different textures. From then on, as the team grew in size and new utilities became available, Alien Quake began to take shape into the kick ass(we think anyway) TC that it is now. Through it all three team members persevered through to the end, working night and day to get this thing done in a reasonable time. It is not surprising that no other TC's of this size are done yet, because there is *so* much to do, and we were lucky to get the head start we had. Thanx to all those who kept the faith. For Techinical Assistance and Information please contact: John Diamond (jdiamrulz@aol.com) sorry about the cheezy email name - it was beer writing. Gustav Taxen (nv91-gta@nada.kth.se) Dave Wallin (dwallin@juno.com) See legal.txt, Alienq.txt for more info or visit www.student.nada.kth.se/~nv91-gta/quake/