ReactanceIU:1.0Beta

Direct all questions and bugs to http://xcclan.monkk.com 
forums section

Authors:
	John "QUADFather" Mora	q3_quadfather@hotmail.com
	John "Monkk" Minadeo	q3aMonkk@hotmail.com

Special Thanks to: Evolution and Dwel13r

* Also, thanks to Myrddin for some VSP logging information!
* And thank you Rev.Juju for hosting our development game server!
	207.210.236.218:27960 (for the time being anyway)

Secondary Dev Server (Courtesy of Monkk)
	66.55.149.159:27960

Background:
-----------
Being great fans of CTF and the InstaUnlagged (IU1.1 and IU1.2) mods by
Paradox and disappointed by the state of the most popular versions of the mod
in use today (1.1 and 1.2Beta) It was decided that we should fix some things,
and so we have. IU1.2 was originally used as a guide for gameplay features. The
entire development staff are pretty hard core CTF players, this mod is
absolutely geared to CTF players, although we have added some general goodies
for non CTF games. And while we do plan on improving support for other
gametypes CTF will remain our highest priority. We also try to gear our
development to server admins as we know how painful this can be to newcomers to
server administration.

State of the Mod:
-----------------
This mod is by no way finished it's in development. We do however feel that
it is in a state which can be enjoyed reliably on public servers. This mod
can be a stand in for any InstaUnlagged 1.2Beta server that uses the Railgun as
the insta-weapon. Currently, the only weapons in the game are the Gauntlet and
the Railgun. There is no way to switch insta-weapons or insta-warmup weapons. 
The "ready" command is also not present yet. There are other various features
which may or may not be there yet or ever. At some point you need to step away 
from what you're patterning your mod off of and let it become an entity of it's
own. Now is that time.

We've "improved" the railjumps we think it's a lot "smoother". Think of the
railgun as a means to move and a weapon, as opposed to a weapon that can push
you around. It requires a touch of getting used to, but you'll like it, trust
us! R:IU supports both IU1.1 and IU1.2 reload after railjumping behaviors. The
knockback settings are similiar but with the 2.01 unlagged code and the way the
railjumping works it's a little subjective. We were very careful to tweak 
settings such as to not ruin the "known" railjumps in popular maps. A improved
Flag Sacrifice system that actually puts your flag near where you went into the
void. Sacrifice is always on, so get used to bringing that flag back yourself
and your team better back you up. Tired of being spawn-camped? We were too, the
spawnspots are now actually random, and you can enable the Stealth Spawn mode
which spawns you invisibly and silent leaving you invisibile for a server
config-ed time during which you can't fire your weapon, but can get yourself
into position. And when we say invisible, we mean invisible, none of that
partial hazy q3 invisibility. After you play with it, you will feel wronged at
other servers without it ;-) We've added options to force all players on your
team or the opponents railgun rail colors because it's nice to know what sort
of firefight you're walking into. We've added the ability to let Team games end
in a tie should that be desireable perhaps in non-clan servers. We have added
Flag hold times, for players and the team as a whole per-capture and a nice
end-of-game summary stats (Railjumps do NOT count as shots and are tracked
seperately, FINALLY!) And for you tourney, ffa, and team dm players, there is
an option to change the score in the HUD Scoreboard (when you hit tab) to
display the Frags per minute instead of a raw score, which certainly puts an
interesting twist. The game still ends at fragcount and all it's just the 
display is new, give it a shot. We have also added a "Top 3" players and scores
in the HUD while you play for those close matches where individual score 
matters. And of course we've added a Speedometer for your trick jumpers and
railers. Oh yes, and logging works!  

Reactance:IU - The Future
-------------------------
Our immediate plans are to add the "Ready" command, add a Max Players Per Team
option, force team and force enemy team player models, incorporate the
insta_weapon and insta_warmupWeapon concept, and add a weapon enable/disable
feature to bring whatever weapons the administrator wants back into the game.
As well as a new gametype or two that we have been brewing up for variety.
We would like to be very clear that we are making this mod for what's left of
the existing Quake3 and in particular IU CTF communities, that's right, you
hard core bastages who know how to use a railgun. There are other games to play
but we are here because we love it and the people who make it possible! Please
feel free to drop by the Reactance Clan's Website who is graciously supporting
the development of this mod: http://xcclan.monkk.com Drop by and tell us what
you think, what you like, what you don't like, what you'd like to see added to
the mod, and please report any bugs you find to us and we will get it fixed!

Stats and Logging:
------------------
The log files this mod creates are patterened after OSP's stats and give you
all the stats the CTF player (the non-ctf stats have always worked) needs. If
use VSP for your stats, you will want to use the q3a-osp setting:
	php vsp.php -l q3a-osp reactance.log

Additional Information:
-----------------------
In the ModNotes section you will find a timeline of development and at the end
a documentation for all Reactance:IU CVAR settings and usage.

We have included an example ctf server config file and client config file to
demonstrate the usage of various settings. The client config is not a full
q3config.cfg file, but can be executed from your existing one if so desired.
The server config is ready to go, though you will want to customize the
rconPassword and hostname but you don't have to ;-)

================================================================================
Reactance IU - Mod Devolopment - Notes
Development Team :
	Vision: John "QUADFather" Mora
	Programming: John "Monkk" Minadeo, John "QUADFather" Mora
	Graphics: Dwel13r

Former Development Team Members:
	Programming: William -Spike- Kimerer
================================================================================

11/22/05	-quad Started MOD

11/24/2005	-quad Unlagged code Version 2.01 merged.

11/24/2005	-quad Instagib Railgun only, Unlimited ammo, Railgun reload 
		time (CVAR), Non team spawn items removed, drop items when 
		fragged items removed, Fall Damage off (CVAR).

12/04/2005	-monkk: 1.1 Insta style rail jumping(CVAR) (KnockBack static 
		reload)

12/05/2005 	-monkk: 1.2 Insta style rail jumping(CVAR) (KnockBack with 
		fast reload (CVAR))

01/01/06 	-quad Auto/Manual flag return (team with 1 person has auto return).

01/10/06 	-monkk: Set inactive client to be moved to spec instead of
		booted	(CVAR)

01/23/06 	added speedometer(CVAR)

01/29/06 	-Quad added crosshair colors - and repaired the
		shader for crosshairs (gfx.shaders) added it to shaders\ 
		folder to the pk3

01/29/06 	-Monkk and Quad added silent respawning

01/30/06 	-monkk: Flag sacrifice code completed (can't return flag by
		killing self, falling into void or lava etc.)

02/01/06 	-quad: Added choice of displaying Frags per minute or frags in tab
		scoreboard

02/02/06 	-quad: Added a Hud scoreboard showing top three scoreres
		(frags) above the lower right scoreboard

02/07/06 	-monkk: Added Mod Game Stats scoreboard at end of game, added
		Individual weapon accuracy end of game scoreboard, added 
		ability to end Capturelimit games in a tie, color string 
		fixes on player hold flag times (Monkk)

02/12/06 	-monkk: Fixed intermittent vanishing flag on player_die,
		fixed divide by zero error concerning shots fired, added 
		Force Rail Trail colors for teams and enemies (see CVAR
		notes)

02/13/06	-monkk: Added default colors for team and enemy team rail
		trail colors

02/17/06	-monkk: sac bugs, flag in non CTF games, team held time, color
		stripped names after mod stats, moved stats to print after 
		intermission starts, sac in water, confused LKG, clamped sacs 
		to 2 then return flag

02/26/06	-monkk: Confused LKG, Flag does not sacrifice in Lava in 
		q3wc3, Names are color stripped after the weapon accuracy 
		stat board is enabled, Team Flag hold times on WTF maps

03/03/06	-monkk:  Fixed confucked LKG, Fixed disappearing flag in
		CPMCTF5 and other "Fog of Death" voids 

03/16/06	-monkk: Added logging compatible with VSP. To parse use:
		"php vsp.php -l q3a-osp LOG_FILE_PATH_HERE"
		(simple example...), Added mod_showFlagHoldTimes to turn
		off printing of the player or team flag held time (just for
		you, Evo baby!), Added Team Counts on TAB/Intermission/player
		death. The background reflects the team that needs more 
		players, yellow if the team counts are even. (For you Killer)

3/17/06		Reactance:IU 1.0 Beta released!!

3/28/06		-monkk: added score values cvars for various events in the game:
		capture flag bonus, team capture flag bonus, return flag bonus,
		pickup enemy flag bonus, frag flag carrier bonus, frag attacker
		near carrier bonus, defend flag bonus, return your flag for a cap
		to occur bonus, frag the flag carrier shortly before a flag cap
		bonus. Also added a client side command to allow the gauntlet to
		be in the nextweapon cyclce (normally you can't scroll to the 
		gauntletwith the mouse wheel or however you set up your 
		weaponnext / weaponprev binds. suggested by Evoluted

3/30/06		-monkk: fixed damage being reduced when attacker has handicap on,
		phone jack icon does not show during stealth spawn (while player is
		invisible.) Thanks -Spike- and Moopy!

4/1/06		-monkk: fixed late spawning items sneaking into the game (QUAD
		damage on carnagearena1b) Thanks Moopy!

4/2/06		-monkk: added scoring themes, currently support vanilla Q3, and
		"Only Captures Matter" (OCM is zero points for everything though
		your team still counts the captures to win. All hit/shots/accuracy
		still are displayed in the console and in log files for stats
		(Mwuahahahaha!). Locked the points CVARS so they can only be changed by
		setting mod_scoringTheme. Updates to the scoring take place on map
		change. Added cvars for points you get when you :
		kill a teammate, kill yourself, and kill an enemy. These cvars are also
		protected. Also changed the flag sacrifice announce sound to something
		less grating. Fixed g_unlaggedversion to 2.01 (which it has been all
		along)
4/8/06		-monkk:impressive on 3 hits in a row, spawn-protected player
		can't pick up flags, make scoringTheme changeable on map_restart not
		just on map change
4/9/06		-monkk: insta_protection (mod_protection and mod_protectionTime)
		removed mod_stealthSpawn, replaced with mod_protection with support for
		both stealthspawn (you can be killed but appear silently and invisi) or
		battlesuit (you can't be killed, but appear with glow and normal spawn
		effects). Both are controlled by mod_protectionTime for their duration.
		set mod_protection to 0=off,1=StealthSpawn,2=Battlesuit.
4/10/06		-monkk: randomize teams (randomized by hits per minute at end of
		match), made bots not just stand around with their thumbs in their
		asses in non-ctf maps, added most of the cvars for tab auto-completion
		in the console
4/12/06		-monkk: end of game screen shot (client side cvar) - for moop,
		added player name to sacData structure to completely de-couple any
		checking of players after the flag has been dropped by a dying player
		(possible fix for crashing server @ jujus)
4/25/06		-monkk: added a 1.75 second delay to auto-end-of-gamescreenshots
		as well as fixed a problem with it interupting other console commans
		during execution. Clamped the mod_scoringTheme to keep bad values out.
		modified flag touch code to stop logging extraneous item pickup lines,
		as well as stop the flag from looking like it was picked up and then
		re-appearing after the server game dis-allows the touch. General
		tune-ups and optimizations to mod functions for efficiency and 
		performance. Most of these were server side but the cgame was also
		touched. Added the UI VM to the distribution for dependancy reasons.
		Changed the console background image for fun, the final graphics are
		not currently ready. Renamed the ReactanceServer.cfg and 
		ReactanceClient.cfg in the pak0.pk3 to ReactanceServer.cfg.RENAME_ME
		and ReactanceClient.cfg.RENAME_ME respectively to avoid confusion
		for new server admins using it as a base
4/26/06		-monkk: fixed an unlag issue in the railgun fire code. RJ feels more
		"solid" and fixes a lot of the hit/miss inaccuracies -Spike-, Dwel13r,
		and Evolution were seeing. Thanks guys!
4/28/06		-Dwel13r: provided real console replacement graphics for the mod.
		(THANKS Dwel13r!!!!!!!)
			-monkk: fixed bots being kicked on passworded servers (player bots
		not the cheat kind ;-) )


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Current CVARS :
++++++++++++++++
CVAR Name		Default	Description
			value	
--------------------------------------------------------------------------------
mod_takeEndSS	0	Take a screenshot of scorebpard at the end of the game/
					0=off/any non-Zero integer turns it on. 2MB a screenshot...
					may not want to always keep this on ;-) CVAR resets to off
					between start-ups of quake3 so you need to manually turn it
					on when you want it running. It will stay on once set until
					you quit from quake3. Note: putting it in your config will
					turn it on every time you run the mod, you have been WARNED!!

mod_railJumping		1	( turns on railjumping )

mod_railjumpBehavior 	1 	( 0 = static KnockBack railgun reload cycle
				(ie:1.1Insta), 1 = dynamic KnockBack railgun
				reload cycle(ie:1.2Insta) )

mod_allowInvisiWallJump 1 	( turns on and off invisiwall rail jumping )

mod_railjumpReloadCycle 500	( quick railgun reload cycle time during
				KnockBack, used with mod_railjumpBehavior 1 )

mod_selfKBDistance	100 	( distance from wall to activate KnockBack and
				railgun reload cycle(if activated) )

mod_selfKnockback	100 	( distance you get Knocked Back )

mod_fallDamage		0 	( turns off fall damage )

mod_railgunCycle	750	( railgun reload cycle time )

mod_opponentKnockback	0	( amount of target knockback when hit )

mod_Weapon		1	( in development - select weapon )

g_inactivity		0	(sets time in seconds before inactive client 
				is moved to spec(0 = off) )

mod_sacAnnounce 1-7  : 	0	off (no announce sound or text)
			1	small text (like a chat message)
			2	big text (centered in the HUD)
			3	small text & big text (both text modes: 1 & 2)
			4	sound only
			5	sound and small text
			6	sound and big text
			7	small text and big text and sound (everything)


mod_drawSpeedometer 	"0 0 635 200 .5"	Show a spedometer
				[show(speed)] [show(maxspeed)] [x(position)] 
				[y(position)] [alpha(translucency)] 

mod_speedResetTime 	0 	(the amount of time that u can be standing 
				still before the max speed is reset 
				(in seconds), 0 is disabled)

mod_crosshairColor 	7	(sets the color of the crosshair to a static
				color; cg_crosshairHealth must be 0 for this 
				to take effect; Colors: 0 - black, 1 - red, 
				2 - green, 3 - yellow, 4 - blue, 5 - cyan, 
				6 - magenta, 7 - white)

mod_fragRateScoreboard 	0 	(set to 1 to see Frags per Minute instead of 
				Frag count under score in tab scoreboard)

mod_drawHudScore 	0 	(set to 1 and see the top three players scores
				(frags)	above the Hud scores on lower right)

mod_allowTie		0	any non-zero integer will result in 
				capturelimit games being able to end in a tie
				at the timelimit

mod_enableModStats	1	zero for off. Displays stats and end of game 
				in console

mod_enableWeaponDisplay	0	and non-zero integer will turn it on. Displays
				individual weapon accuracies at end of game

mod_forceTeamRailColor 	-2	Forces the rail trail color of all team mates 
				to be the same color specified: (-2 = off, 
				-1 = default rail colors (Red team is Red,
				Blue team is Blue), otherwise a range of 
				integers between 0 and 6. These numbers 
				correspond to the color1 and color2 settings 
				the rail guns effect uses color1 is set in 
				the UI by choosing rail color. the values 
				correspond to the following values:
					0	: White
					1	: blue
					2	: green
					3	: cyan
					4	: red
					5	: magenta
					6	: yellow
				No effect in Free For All or while a Spectator

mod_forceEnemyRailColor -2	Forces the rail trail color of all enemies
				to be the same color specified: (-2 = off, 
				-1 = default rail colors (Red team is Red,
				Blue team is Blue), otherwise a range of 
				integers between 0 and 6. These numbers 
				correspond to the color1 and color2 settings 
				the rail guns effect uses color1 is set in 
				the UI by choosing rail color. the values 
				correspond to the following values:
					0	: White
					1	: blue
					2	: green
					3	: cyan
					4	: red
					5	: magenta
					6	: yellow
				No effect in Free For All or while a Spectator

mod_gauntletInWepCycle	0	Allows the gauntlet to be in the weaponnext / 
				weaponprev

mod_showFlagHoldTimes	1	Enables printing of the time the player and
				the player's team (in the event of a flag capture) has 
				held the flag. Any non-zero integer will result in 
				turning the printing on.

mod_protection			0	SpawnProtection: 0=off/1=StealthSpawn/2=Battlesuit
				StealthSpawn: Spawn invisible, can be killed, no spawn visual
				or auditory effects. Battlesuit: Spawn visible with Battlesuit
				glow, can't be killed (by players, world and telefrags can
				kill you), normal visible and auditory spawn effects. 
				neither protection mode allows you to fire. It's intended use
				is lower mod_protectionTime

mod_protectionTime		325	Number of milliseconds for the spawn protection
				provided by mod_protection stays in effect. Admins, tweak at
				will

mod_randomizeTeams		0	Reorganize the teams after matches end.(map_Restart
				will not re-organize the teams). Sorts by Hits per Minute (as
				seen in the mod scoredboard) Any non-zero integer will turn
				this on

mod_scoringTheme		0	The scoring/points theme you'd like the server to
				run. 0 = plain vanilla Quake 3 scoring, 1 = 
				"Only Captures Matter" (zero points for everything, CTF flag
				capture count per team is the only score in the game. (mod
				stats and log files still allow for shots/hit/accuracy
				displays) The individual points for Vanilla Q3 are listed below
				as the default value. The map needs to be changed or restarted
				for the changes to go into effect.

//these are all server protected, here for reference
mod_ctfCaptureBonus	5	what you get for capture

mod_ctfTeamBonus	0	what your team gets for capture

mod_ctfRecoveryBonus	1	what you get for recovery

mod_ctfFlagBonus	0	what you get for picking up enemy flag

mod_ctfFragCarrierBonus	2	what you get for fragging enemy flag carrier

mod_ctfFlagDefenseBonus	1	bonus for fraggin someone while either
				you or your target are near your flag

mod_ctfCarrierProtectBonus	1	bonus for fraggin someone while either
					you or your target are near your flag
					carrier

mod_ctfReturnFlagAssistBonus	1	awarded for returning a flag that
					causes a capture to happen almost
					immediately

mod_ctfFragCarrierAssistBonus	2	award for fragging a flag carrier if a
					capture happens almost immediately

mod_ctfCarrierDangerProtectBonus	1	bonus for fraggin someone who has
						recently hurt your flag carrier
