Noname CTF v0.1
A CTF Mod for Unreal   
http://www.captured.com/nonamectf

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1 - Welcome
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	This is the first public release of NnCTF.  Please note that this is
NOT the 1.0 release.  It is a 0.1 release and should be considered as such.
In other words, expect bugs, unimplemented features, etc.


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2 - Installation
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Run the installer and specify where your Unreal directory is located.

Then open your unreal.ini file in notepad (or some other editor) and find the
part labeled:

[UnrealI.UnrealServerMenu]

In the list of games, add NnCTF.NnCTFGame and then increment MaxGames by 1.

Here's an example of what the end result might look like this:

[UnrealI.UnrealServerMenu]
Map=DmExcavation.unr
GameType=UnrealI.DeathMatchGame
Games[0]=UnrealI.DeathMatchGame
Games[1]=UnrealI.TeamGame
Games[2]=UnrealI.KingOfTheHill
Games[3]=UnrealI.DarkMatch
Games[4]=UnrealI.CoopGame
Games[5]=NnCTF.NnCTFGame
Games[6]=
Games[7]=
Games[8]=
Games[9]=
Games[10]=
Games[11]=
Games[12]=
Games[13]=
Games[14]=
Games[15]=
MaxGames=5

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3 - Credits/Contacts
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(In alphabetical order by first name)

Coders
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David "VicViper" Ludwig				- davidl@captured.com
James "StarDrifer" Abbatiello		- abbeyj@wpi.edu
Andreas Jobs						- Andreas.Jobs@ruhr-uni-bochum.de
Ryan "Garrland" Stolle				- garrland@thepoint.net
Jered "Jwindy" Windsheimer			- jwindshe@gladstone.uoregon.edu

Design/Gameplay
----------------------------------------------------------------------------
(to be completed)

Leadership (Da Big Cheeses)
----------------------------------------------------------------------------
Coding - David Ludwig + James Abbatiello
Design/Gameplay - Luke "weasl" Whiteside


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4 - Class Info
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The important variables you should know all reside in the NnCTFGame class.
This is where all the options, etc. reside.  Basically, anything a server
admin would want.  It is also important to know that NnCTFGame, for the time
being, is a subclass of TeamGame.  So therefore it should support most of the
options offered in TeamGame and DeathMatchGame.

bool	bAutoFlagReturn;		// should the flag be returned automatically?
bool	bCaptureWithFlag;		// does one's own flag need to be in base in order
								// for the flag to be captured?
bool	bSpawnInitiallyInBase;	// to spawn initially in base or not
bool	bRunes;					// put runes in the level?

float	teamCaptureBonus;		// how many points should a team get for a capture
float	playerCaptureBonus;		// how many points should the capturing player get

Changing these variables is documented in Tim Sweeney's console command doc,
which is available on http://unreal.epicgames.com

Anyway, here is the basic syntax for changing them:

get NnCTFGame <variable>			- Gets a value
set NnCTFGame <variable> <value>	- Sets a value


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5 - Known Bugs
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* When a flag is being carried, it's following movement will occassionally get
  choppy, particularly after going through a teleporter.  Originally, the
  player would simply lose the flag (without having been killed or having
  captured the flag.)  As noone on the team can figure this out yet, a hackish
  fix has been added which checks the flag's location using the Timer()
  function and then updates it if it is off.
  
* The Advanced CTF Options menu shows a bot config menu.  In the code, it
  spawns the advanced menu identically to how the bot config menu is spawned.
  However, it shows the bot config menu for whatever reason.  In the future, I
  plan not to extend the UnrealDMGameOptionsMenu but rather UnrealGameOptions
  or something higher up the tree.

* Runes appear (as armor), but they do nothing.  The rune code works fine in
  version 200, but not 209.  Mr. Sweeney?

This is all I can think of now.  Please send mail to davidl@captured.com with
any new bugs.


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6 - Code Sharing Policy
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The code is and always will be available for users to look at, learn from, and
extend.  We simply ask that you not distribute your modified mod as an official
NnCTF release.  We also ask that you contact us before hand.

If you're interested in putting together a CTF mod based off the NnCTF code, or
you'd like to make a contribution to the official codebase, contact David at
davidl@captured.com

If you're interested in helping out on the design side of things (maps, sounds,
textures, etc.), contact Luke at weasl@cnw.com


