============================================
ThunderWalker II: Rolling Thunder v2.0 Beta
============================================

Release Documentation:

   I.	New
  II.	Why Beta?
 III.	What is Changed?
  IV.	How to do Radio Sounds
   V.	Armor Toss
  VI.	Sound Customization 
 VII.	Running Concerns
VIII.	Maps and Credits 
  IX.	Final Comments
  

I. New
========

New in Beta 3:

Visual Weapon Support.  You can find the visual weapons models
at http://www.telefragged.com/vwep and there will be a copy on
thunderwalker.net at some point.

Protection rune works properly in lava and slime as well as some
other small tweaks.


New in Beta 2:

Redid running code.  Much thanks to Zinger for his help.  
Jumping, ladders et al now work much better.

New shotgun model.  Looks the same as the regular one, but fixe
the animation when idling so that it doesn't have that hitch 
anymore.

  
  
II. Why Beta?
=============

We decided to release this as an open beta because we could not find 
the time, nor the resources to give it a good test ourselves.  
Normally this is not an issue, but there has been some major mojo done
to the running speed of the players.  Frankly, we don't know how it 
will work under hard internet play.  We know it's fine under LAN 
conditions.

Also, Zoid is working on his new version of Q2CTF, since we hold fast
to the fact that we are based off of his code, we will try to wait and
see if we desire to add his changes.


III. What is Changed?
=====================

Basic changes are:

1) Running Speed is faster
2) Armor tossing(like stimpacks)
3) Flares don't stick in doors
4) Removal of grapple chains for lag(and esthetic reasons)
5) New samller maps
6) Scoring Changes
7) Skin Change between Sniper and Railgun modes
8) Radio Sound functionality
9) Custom Sound ability
10) More stuff I'm sure I'm forgetting


IV.  How to do Radio Sounds?
==============================

Radio sounds are not turned on by nature in TW2.  Server Admins must add:

set radio 1

to their .cfg files.  This turns on the ability.  

To use the sounds, you type "radio <soundname>" without quotes in the console,
or bind it to a key.  <soundname> is one of the eight currently supported sounds.

If you are using radio sounds, they MUST BE PLACED IN THE QUAKE2\CTF\SOUND\TW\RADIO
DIRECTORY.  These are the sound names and what their funtion is.  To create your 
own sound, simply name you .wav file just like the command (ex. helpd.wav, or 
baseclear.wav)

Name	What it is
===================
helpd		--	Help on Defense
baseclear 	--  Base is clear
helpo		--  Help on Offense
attack		--  Attack
flagplease	--	Get our flag please
incoming	-- 	Incoming Enemy
overrun		-- 	Base is over run
onoffense	--	I'm on offense

If are on a server that has radio sounds active, but do not wish to hear the sounds,
type "mute" (no quotes) at the console.  To turn sounds back on, type "mute" again.

If there is one particular player who is bothering you, type "mute <playername>" at
the console.  <playername> is the name of the player (ex. mute Panda o' Fire will
mute only those sounds from Panda o' Fire)


V.	 Armor Toss
================

Rolling Thunder v2.0beta adds an Armor Toss function.  This works very much like
the stimpack function.  It throws out a blue shard that will give the user 25-30
more armor points.  

You get 3 per life, restored if you capture the flag.  The command to throw a shard 
is: "shard"

issue: Right now, armor toss will only be added if you currently have armor.  
	   We hope to have this resolved very soon.
	   
	   
VI.	Sound Customization
========================

Server admins now have the power to add their own sounds for certain situations.
Currently there are 7 sounds that can be customized, though more will be added
for final release.  Here are their names and what sound they alter:


capture_sound	--	Sound played upon a flag Capture
flagtake_sound  --	Sound played when flag is taken
railgunsound	--	Sound played when switching to railgun mode
snipersound		--	Sound played when switching to sniper mode
welcome			--	The welcome sound played when joining server
kamisound		--	Sound attached to the kamikaze BFG(right now it's that disco)
snipershoot		--	Sniper firing sound

All these sounds have defaults.  If you do not add them to the .cfg file, the 
defaults will be used.  To add a sound, add a "set <soundname> <soundfile>"
An example is

set capture_sound "tw/twspoon1.wav"

You must included the directory(under the ctf\sound directory) the sound is in.
In the example, I have "tw/twspoon1.wav" where "tw" is the directory, but the
actual directory structure is "quake2\ctf\sound\tw".  Hope that isn't too 
confusing.

Servers and clients must have "allow_download" set to 1 for this to work.  
Sounds will be downloaded to the client at time of connection.


VII.	 Running Concerns
======================

(The concerns in this section were taken care of in beta 2)


VIII.	Maps and Credits
=========================

There are four new maps in 2.0.  They are designed to be small and more intense
than all other CTF maps.  They are as following.

twsmall1 -- The Evil Within 
			by Geezer of Dteam (geezer@captured.com)
			
twsmall2 -- Fascination Street
			by Panda o' Fire (marc@thunderwalker.net)
			
twsmall3 -- Deja Vu Refinery
			by Tomikazi of Dteam (fill in email at some point)
			
twsmall4 -- Gadianton
			by Krampster (email) and Dolomite of Dteam (dolomite@captured.com)


IX.  Final Comments
=====================

We hope this beta will be successful and provide a new and fun experience for all.
We cannot get this to a full release without your help, though.  Please send any
bugs or major concerns to marc@thunderwalker.net

We will most likely not respond to most of this mail, but believe that we are
checking it and will use it to make things better.

Enjoy!
	-- Team ThunderWalker