e=======================================================
RIP II 3.4 by Rip Team.
.......................................................
................Thanks for Downloading!................
=======================================================

Title                        : RIP II 3.4
Author                       : Rip Team
Homepage                     : http://www.captured.com/rip2/

Description                  : Teamplay, CTF mod with player
                                          classes (characters).

Additional Credits           : id Software for Quake and QUAKE II
                                www.idsoftware.com
                               All QDeveLS guys that posted their
                                tutorials and that I used in RIP
                                II.
                               Online Gameing Technologies for
                                QMenu Samples.
                               Dave "Zoid" Kirsch for some parts
                                of CTF-code.
                               Progg for his map.
                                Warzone for smoke Grenades.
                               Paul Jordan for the Camera mode
                               Stecki for laser rifle models
                                (I called this weapon plasma 
                                rifle).

Build Time:                    what??? (3.4).

===============================================================
Changes from 3.3
 - New Class: Ghost.
 - Cloaking ability for ghost.
 - Scientist now carries 30 slugs.
 - Map cycling changed to 3.20 style.
 -
 - Rocket Launcher changed to Quake1 style.
 - Some small tweaks and bugfixes.
===============================================================

 INSTALLATION
      Using Rip II is fairly simple. This .zip files contains all of the basic files 
      for Rip II. Use a program like WinZip to unzip this file into the drive that contains
      Quake II. Be sure you preserve the directory structure when unzipping. This place 
      all of the files into the folder /quake2/rip2/, or in subfolders of this folder.

 STARTING
      Like most Quake II modifications, Rip II is initialized by calling a specific 
      folder in the command line. To start Rip II, you should make sure that your  
      command line contains the following:

      +set game rip2

      This can be done by either entering the command manually or by using the 
      custom GameSpy tab for Rip II.
          
 MAP CYCLING
      You can list the maps you want to run on your servers in "sv_maplist" command.
      Usage:

      "sv_maplist map1 map2 map3".

 GAME SETTINGS
      
      Rip Flags

      RF_SUICIDE_KICK     1  // kicking for suiciding
      RF_DROP_FLAG        2  // players can drop flag
      RF_FORCE_JOIN       4  // Forcing joining less-players team
      RF_NO_FRAG          8  // no frags for killing other good people :-)
      RF_NO_MASTERS       16 // no team masters

      Teamplay variables
 
      teamplay 1 - team and self health, armor protect
      teamplay 2 - team health and armor protect
      teamplay 3 - 1/2 team and self damage protect, armor protect
      teamplay 4 - self damage and armor protect, no team protect

      Motd

      Place motd.txt in your RIP2 -dir with some lines. It is used 
      for printing Message Of The Day when player joins server.

 EDITING LEVELS

      Every time level is started QUAKE II tries to load a .cfg file
      in Rip2/cfg/ -dir. Example: level is q2ctf1. If you want to
      change some setting in level create a new file in specified
      directory.
 
      FORMAT OF .CFG FILE:

      [Parms]
      Name = The Egypt // name
      Sky = unit1_ // sky
      ;Nextmap = q2ctf1 // ";" comments the line since
      Dmflags = 458760 // dmflags
      Ripflags = 29 // dmflags
      Timelimit = 30
      Fraglimit = 30
      Gravity = 800
      Maxvelocity = 2000
      Maxspectators = 4
      ;Next_maxclients = 16
      ;Next_eject = 0
      ;Next_bhole_life = 0
      Capture_Message = captured your flag! // message printed when your flag was captured
      Capturer_Message = captured the enemy flag! // message printed when enemy flag was
      ;captured
      Take_Message = got your flag! // message printed when your flag was taken
      Taker_Message = got the enemy's flag! // message printed when your team gets the flag
      Return_Message = flag has returned! // message printed when flag is auto-returned
      Flag_At_Base = Your flag is at the base. // message printed when your flag is at the base 
      Flag_Own = Your flag is being carried by // message is owned by enemy
      Flag_Lying = Your flag is lying nearby. // when your flag is dropped
      Flag_Corrupt = Your flag is corrupt. // something strange
      Take_Frags = 1 // frags you get for taking the enemy flag
      ;Capture_Frags = 5 // frags you get for capturing the enemy flag
      ;Recovery_Frags = 5 // frags you get for recovering your flag
      ;Team_Frags = 10 // frags your teammates get for capturing the enemy flag 
      Maphelp = Bring the opposite flag to yours

 RESTARTING THE LEVEL
      "sv restart" alternative to "map current_map", typed at the server's console

 BHOLE_LIFE
      By default is zero. It handles "life" of holes on walls from bullets-shells          using weapons. Time must be set in seconds (milliseconds).
    
 EJECT
      By default is zero. It hadles "life" os ejected shells from bullets-shells           using weapons. Time must be set in seconds (milliseconds).
 
 EXTRATIME 
      If points of both teams after reaching the timelimit are equivalent extra
      time will start. If both teams' point are quivalent all players will be moved       to intermission and there will be a tie. If want to find a winner set       'extratime' variable to the time in minutes you want players to play after       reaching the timelimit value.

 CAMERA
      Thanks to Paul Jordan, RIP II now contains a snazzy camera mode, which
	 lets you watch the action from a TV-like perspective. To enable
	 the camera, type "cam on" in the consol.

      There are two modes to the camera:

	 NORMAL: automatically moves around the level to where the action is,
	 good for a demo mode.

	 FOLLOW: gives you control over who the camera focuses on. Use the ATTACK
	 button to cycle through players.

	 To change the current mode, type "cam <mode>" in the consol, so for FOLLOW
	 mode, just type "cam follow" (must use lowercase).


	 ** NOTE ** 
	
	 Unfortunately, at this stage it is not possible to de-activate the camera,
	 hopefully this will be rectified in a future version.

      // thanks to Ridah for this text - Vic

 CLIENT COMMANDS
      id - identefication of the player near you
      flaginfo - prints flag's status
      origin - prints self origin
      reset - send you a newline command, refreshes your console
      feign - feign death
      main - class special ability
      riplist - prints all new client commands in RIP II
      chasecam - chasing camera. Now player can chase himself.

 RADIO
      radio_power * - Turn the radio on (* = 1) or off (* = 0)
      radio_all *** - play ***.wav file in sound/radio dir to players 
      radio_team *** - play ***.wav file in sound/radio dir to teammates
      radio_player *** xxx - play xxx.wav file in sound/radio fir to teammate "***"
      
 TEAM MASTERS
      If you join a team and see a message "# joined ... team as a team master!\n"
      where # is your name, you have a team master abilities (admin among your
      teammaters)
      
      Command you can use:

      "radio_off player_name" - player use his radion now
      "kick_team player_name" - player is kicked
      "shut_up player_name" - player can't talk now

 RESPAWN AS ... COMMANDS
      warrior - after death you will respawn as a warrior
      thief - after death you will respawn as a thief
      necromancer - after death you will respawn as a necromancer
      infantry - after death you will respawn as a infantry
      miner - after death you will respawn as a miner
      scientist - after death you will respawn as a scientist
      flamer - after death you will respawn as a pyro
      trooper - after death you will respawn as a trooper
      ghost - after death you will respawn as a ghost

 CLASS CONFIGS
      Every time you select new class, yourclass.cfg  (e. cl_cfg/infantry.cfg) is execed.
      You can modify the configs included in this release.
 
 CLASSES
      The heart of RIP II is the character classes. Here is a list of the classes 
      included in the mod with a description of their features.
 
 GRENADES
      To switch grenade type from normal to special type 'use grenades' at console.

/*
=============
Warrior
=============
*/
Warrior has a machinegun and Rocket Launcher. 
His maximum armor is 200 of Body Armor.Health
is medium. His grenades type is Rail.
Exploding they shoot rails in 4 directions.
Warrior is strong recommended to guard the
flag with the pair with flamer or thief. He 
can also cover groups of attackers from behind.

/*
=============
Necromancer
=============
*/

Necromancer has HyperBlaster and Magic spells.

SPELLS
==================
Hyperjump forward:  - 2 cells ("jumpf" command). 
Hyperjump backward: - 2 cells ("jumpb" command).
Hyperjumps allow necromancer to move very quickly. So
necromancer can take flags and return to base faster
than other.
Cell regeneration: (15 frags requied)
Earthquake - 75 (50 frags requied)

==================
Use main command to cast selected spell. Speed 
and health are medium. Armor is Combat. Grenades:
Leapfrog. After falling to the floor grenade tries
to find an enemy from other team. After finding it
jumps to enemy and explodes. 
New in 3.4 grenades are the same color as their
owner's team.

/*
===============
Thief
===============
*/

Thief carries Shotgun, Super shotgun and Wall 
laser.His speed is very high. The thief is a very
fast class and ideal for carrying the flag. It is
recommended that thief should move in the second 
line of attackers. Thiefs can also listen to the
enemies' team radio. Armor is Combat. Grenades type
is Bounce. After touching anything grenades will 
bounce off.

/*
===============
Infantry
===============
*/

Infantry Weapons are Chaingun and Railgun. Railgun
allows to shoot from very long distances. And Railgun
is modified so damage it causes depends on time you 
hold attack key. Damage is shown at the left part of 
screen. So Infantry can become a sniper. Command 'Main'
toggles laser-aiming. Speed is High and Health: is Low.
Armor is Jacket. Grenades: Smoke. After exploding smoke
spreads in some distance. Walking in Smoke blinds player.

/*
===============
Miner
===============
*/

Weapons are Grenade Launcher, Pipe Launcher, Cluster
Grenades. The Miner has a wide selection of weapons to 
choose from, and can be very versitle in combat. Using the
Pipe Launcher requires two new commands, "use Pipe Launcher"
to switch to the weapon and "main x" to detonate the pipebomb
(note: You can detonate pipe bombs in radius of 1000 units 
from you) where x is number of pipes you want to detonate. If
x was not specified all pipebombs  would be detonated. Speed 
and health are Medium. Armor is jacket. Grenades type is 
Cluster. After explode grenade devides into several grenades 
which explode some time after.

/*
===============
Scientist
===============
*/

Weapons are Shotgun, Plasma Rifle.
The Scientist combines moderate speed and high health with 
the really powerful concussion grenades. Plasma Rifle is 
really good weapon: it's damage is 100. But it is very slow:
it shoots with delay. Armor is Combat.
Special Commands: "build".
1.Sentry
Scientist can build sentry gun. It takes 70 cells and some 
ammo to build a sentry gun. There are 4 levels of sentry. At 
start it is 1. So you can upgrade it three times. At first 
level it uses chaingun, at second - rocket laucher, at 
third - homing homing rockets, and at the 4-th - railgun. 
Sentry's maximum health is 100 * sentry's level. All stats are
displayed at owner(player chasing owner)'s screen at the left 
part.

/*
==============
Flamer
==============
*/

Flamer has Flame Launcher and Flamethrower. Speed and health 
is Medium and Armor is Body.
Flame Launcher is a long - distance weapon. After hitting the
alive target, target can catch the fire. Only water and health
boxes can save them. Flamethrower is a close range weapon. It's
actions are equivalent to Flame Launcher.
Grenades type is Napalm. Exploding it throws some flames.
   
/*
==============
Trooper
==============
*/

Weapons are BFG10k and Super Shotgun. Speed and health are Medium.
Armor is Jacket. Grenades type is Plasma. Grenade explode is a-la
BFG10k explode. Damage is very high.

/*
==============
Ghost
==============
*/
Made under impression of Starcraft's unit 'Ghost'. He regenerates
cells every second. It takes 25 cells to start cloaking. And it 
takes 1 cell per second while cloaking. Ghost also carries a modi-
fied Hyperblaster. Though he has no armor it is a very slow class.
His grenades are 'tag'. They stick to objects and begin to make
some noise.


/*
=====
DLL's
=====
*/
You can find 2 different gamex86.dll in Rip2 -folder and in 
Rip2/langamex - folder. The .dll in 'langamex' is a .dll is to be
played during langames. Make a backup copy of the .dll in Rip2
folder and replace it with the .dll in 'langamex'. Do the same if
you want to play Internet RIP II. Intgamex is for storing internet
gamex86.dll if you want to play a LAN game.

/*
===============
Troubleshhoting
===============
*/
If have any problems running RIP II please contact me at vic@captured.com
or posting a help message at the www.captured.com 's forum in the 
RIP II section.

/*
========================
Something you did't know
========================
*/
 - RIP is 'Rouge Internet Patch'
 - The first version of RIP I appeared at the 15 of November in 1997.
 - The first version of RIP II appeeared in the March of 1998.
 - The planned name of RIP I was 'Commanders Quake'. It was offered by
   my friend Psycho (ex- Snap). But as a main programmer and author 
   I didn't accept it.
 - RIP I is not based on TF source. 
 - RIP II is not based on CTF II source.
 - RIP II was planned first as a DM mod.

/*
==========
Credits
==========
*/
The RIP Team currently consists of 3 members:
 - Vic - Idea, programming, design 
 - V.H. - modeller, artist
 - GEO - mapper

Also we'd like to thank: Dimon, MulDer, Dakota, 
Fireball, Skynet, Voron, SATAN, stecki (deconstruct.terrafusion.com).,
Wazat (for leapfrog grenade code). 

Copyright 1998-1999 Rip Team.
Mod site - http://www.captured.com/rip2/
Contacting: vic@captured.com


