======================================================================
                          D-DAY:NORMANDY
======================================================================
FULL INSTALL -  README.TXT                                  1999-03-21
======================================================================

D-Day:Normandy is a Quake II modification which brings the excitement 
of teamplay and the thrill of combat together in one exciting combination.
Its purpose is to create an enviornment similar to the battlefields of 
Normandy during WWII on and after D-Day.  We worked hard to bring you what
we think is the best combination of realism and fun that the Quake2 engine 
allows.  

Table of Contents
-----------------
1)  Installation
2)  Setup
2a) Key Bindings
3)  Whats in this version, whats not
4)  Description of play
5)  Description of classes
6)  Description of weapons
7)  Known Bugs / Reporting Bugs
8)  The D-Day Team
9)  Thanks / Shouts! 
10) What's New



1] Installation
================

You can obtain the latest files from:
	 http://www.planetquake.com/dday/

You need the latest Q2 Patch to play D-Day: Normandy.  These can be obtained
from http://www.fileplanet.com

/*
Unzip the archive into your Quake2 directory under \dday. For example if you Q2 directory is

	C:\quake2 

Then you need to unzip it to 

	C:\quake2\dday
*/


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!! NOTE: YOU MUST USE THE 'DDAY' DIR. THE DLLS ARE HARDCODED TO LOOK IN 'QUAKE2\DDAY' -- IF THEY DON'T !!
!!      EXIST, THE GAME DOES BAD STUFF(TM).                                                            !!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



2] Setup
========

To run D-Day:Normandy, start Quake2 and bring up the console by hitting the tilda " ~ " key. 

Then type:

	set game dday

Once this is done you should notice differences in backgrounds and text. 

If you do not notice any changes you may have either installed into a different directory 
or typed the command wrong. Another factor might be that you have an older version of Quake2
running.  It will probably give you an error stating "game is write protected"  You MUST have 
version 3.20 to successfully play DDay:Normandy.

You can also simplify this step by setting the game from the command line. For instance, if your 
Quake2 installation was in C:\quake2, you would go to 'Run' (Start Menu -> Run) and type:

	C:\quake2\quake2.exe +set game dday

Once you press 'OK' or hit enter, Quake2 should come up with D-Day:Normandy already loaded.

NOTE: If you let the default Quake 2 demo play, it may change the game back to regular Q2.


2a] Key Bindings
================

Now you need to bind the following keys to make sure you are playing D-Day to its fullest extent.  
Here are sample binds, you may change the keys to whatever suits you, these are just the ones 
we use with a WSAD configuration.  You can also "exec dday.cfg" in the console to add these to your config
file. (It only overwrites the following commands, nothing else.)

------------------------------------------------------------------------------------------------------
//Reload
bind r "cmd reload"  	  // Once your ammo runs out you need to reload, or put in another clip

//  T R U E - S I G H T
bind SHIFT "cmd use weapon" 
                          //When used, scopes and binoculars will go into zoom mode, and 
			  //and regular weapons will bring your gun up to the eye sights for a realistic
			  //experience of actually "looking down the sites" of a gun.  This also acts
			  //as a "Secondary Fire" for many of the non-gun weapons. 

// STANCE
bind c "cmd stance"	  // switch between stand/prone/crawl.  You must use this instead of default
		          // Quake2 crouching.

//Autopickup
bind e autopickup         // A toggle for turning the autopickup option on or off. It is ON by default, 
			  // meaning you can pick up weapons.

// SHOUTS
bind F2 "shout affirm"    // Plays soldier yelling "Affirmative"
bind F3 "shout negative"  // Plays soldier saying "Negative."
bind F4 "shout cover"     // Plays soldier yelling "Covering Fire!"
bind F5 "shout go"        // Plays soldier yelling "Go, Go, Go!"
bind F6 "shout incoming"  // Plays soldier yelling "Incoming!"
bind F7 "shout ammo"      // Plays soldier yelling "I need ammo."
bind F8 "shout medic"     // Plays soldier yelling "Medic!"
bind F9 "shout move"      // Plays soldier saying "Movin out."
bind F10 "shout fall"     // Plays soldier saying "Fallback and regroup."
bind F11 "shout blood"    // Plays soldier yelling "The blood!"

// CHAT

// General Chat
bind t "messagemode"	  //Displays a chat message to anyone

//Team chat
bind y "messagemode2"	  // Displays a chat message to your team. HOWEVER, if you are
		   	  // within "earshot" of an enemy, they will see "Indistinct Chatter" 
			  // on their screen, signaling them that an enemy(you) is close by. 

------------------------------------------------------------------------------------------------------

Other useful commands:
	"maplist" If the server has maplist enabled instead of campaign, then this will display the current maplist
	"ddhelp"  Gives basic binding info for D-Day
	"list_teams"
		NOTE: "join_team" with no arguments prints a list of teams
	"join_team x" Where x is the number(1 or 2) of the team you wish to join. 
		NOTE: If you are already on a team, "join_team" will automatically quit for you.

	"class"  Shows a list of available classes
	"class x" Where x is 0-8, the number of a class. 


We suggest you using the above example as your config file. For your convenience, we have included a 
file named dday.cfg containing those specific binds -- and more.

After your binds are set you can either join a server by typing "connect" followed by an ip address or 
you can play one of our maps by typing: map MAPNAME where MAPNAME is replaced by the name of a 
D-Day:Normandy map. Because of our use of team dll's no other levels will work for D-Day other than 
those created with our special entities. 

Console Variables (all server-side):
	"RI"				-- default value: 3
	  Respawn Interval. How long a player has to wait before they respawn.

	"scope_setting"			-- default value: 25
	  How far the sniper zooms in

	"auto_reload"			-- default value: 0
	  When you run out of rounds, you automatically reload.
		NOTE: Some weapons force manual reload even if this cvar is "1"

	"auto_weapon_change"		-- default value: 0
	  When you run out of ammo, you automatically switch weapons.
		NOTE: Some weapons force manual switch even if this cvar is "1"

	"observer_on_death"		-- default value: 1
	  When you die, you go to the start spot.

	"flame_shots"			-- default value: 1
	  How many flames come out of the flamethrower when shot.

	
3] Whats included, whats not.
=============================

This version includes:  
	2 Mission objectives-Capture and hold map locations, and inflict x number losses on an enemy. 
	Preliminary Locational damage
	Realistic Weapon handeling
	Tracers on Machine Guns
	True Sight 
	8 Classes-Infantry, Light Gunner, Heavy Gunner, Officer, Sniper, Flamethrower, 
          Medic, Paratrooper
	7 American weapons
	7 German Weapons
	A few nonteam-specific weapons(Grenades, knifes, etc)
	Visual Weapons (Nearly all weapons for each side)
	Special version of WWII GI by Scott Ruggels with our custom crawl animation and added v_weps
	

This version does NOT include(ie what we'd like to add):
	Protect/Destroy objectives-Destroying bridges.  We have enabled func_explosive for multiplayer, 
	  but have not added the objective entities for this.
	German Model.
	Engineer Class 
	Engineer weapons: Bazooka/Panzerschreck, Explosives, Mines(?)
	Player controlled vehicles(a big IF, but we had a remote control Sherman at one point so who knows)	



4]  Description of Play
=======================

When you first start a level or join a server you are presented with the Objective picture. 
This picture will tell you the mission Objectives for each team. Press "fire" to continue. You 
are then asked to join a team. Press the "Inventory Next" key's (Q2 default is [ and ] )to select a team. 
(The first usually being an allied, and second being axis) Once you have decided which team you 
will fight for press Enter. You will then be asked to choose a "class". 
Choose your class and press Enter. NOTE: There is a limit to one officer per a team. Someday we may add 
Officer specific commands. To change team or class later on, use the join_team and class commands
(described in section 2a above).

Once you join a team, and get on the map, you have to fight for your life.  
Depending on which class you've chosen you may move slower than your teamates, or
faster and have better accuracy. Also depending on which weapon you are using you
will see that each weapon has a certain "feel to it" For example each Officer
starts with a submachine gun. The allied Thompson Submachine gun is notorious for
pulling up while firing and becoming fairly hard to control. So short controlled 
bursts of fire may work better than holding the trigger.  Now also consider
the Browning Heavy Machine Gun(Heavy Gunner class). Now if you fire this bad boy
while standing you will notice it is virtually uncontrollable. Well duh! Imagine
holding a 60+ pound machine gun that can be hard to controll on a tripod let alone
standing erect with it. Try crouching with that bad boy and you will see that you 
become a very leathal weapon of war! (How about those tracers!?)

Remember this has locational damage! Choose your battles wisely! Dont go rushing
a machine gun nest without any kind of supressing fire or someone to take your 
place when you are cut in half.  

D-Day also has crawling. You can stand, crouch, and crawl. This is especially 
useful with the BHMG or the MG42.  You can avoid enemy fire, sneak into enemy
lines, and more. You can use the 'cmd stance' command for a duck key (like 'C'). 
If you are standing and hit the duck key, you will shift to crouch. If you are 
crouching and hit the duck key, you will shift to the prone/crawling  position. 
While you are crawling, you can not jump (client prediction in Q2 will confuse 
you and show that you are). To get back up to standing, press the duck key again 
from the prone position and it will shift you up to the standing position. Be 
careful! One headshot and you're dead!

Don't forget the very useful feature of Truesight, which will zoom your view if you
are using a sniper rifle or binoculars. If you are using a gun weapon besides
it will shift your gun's perspective to 'look down the sites' of 
your current weapon.  Be sure to remember that Truesight reduces your speed 66%,
so only use it if you have supporting fire. For other weapons True Sight can act as
a secondary fire function(such as throwing your knife). 



5] Description of Classes
=========================

-- Waiting till game is finalized to finish this section --



6] Description of Weapons
=========================

-- Waiting till game is finalized to finish this section --



7] Known Bugs / Reporting Bugs
==============================

Click on the Bug Report link on the D-Day: Normandy webpage:
	http://www.planetquake.com/dday/



8] The D-Day:Normandy Team
==========================

 PROJECT AUTHOR, COORDINATOR, MODELER, and ANIMATOR
 --------------
  Jason Mohr (Abaris) 
	abaris@planetquake.com


 PROGRAMMER
 ---------------
  Phil Bowens (Phil)
	phil@planetquake.com


 LEVEL/TEXTURE DESIGNER
 -------------------
  Peter Lipman (Castrator)
	castrator@planetquake.com


 SKINNER
 --------
  Darwin
	darwin@ynn.com

==================================



9] Thanks / Shouts!
===================

We would like to take this time to thank all the past developing members, especially Cevin Milner, 
a guy who put much work into coding D-Day:Normandy. Unfortunetly Real-Life caught
up with him, but we couldn't have gotten this far without him. 

Thanks go out to:

- All of the beta testers!
- All of our past ViperSoft team members for their hard work and contributions.
- L. Allan Campbell (Geist) for his maplist mod
- Binary.Cowboy (programmer for Team RxN) for his support on D-Day objectives
- Planetquake.com and *especially* Hellchick for their support. Thanks guys.
- Scott Ruggels for permission to edit his WWII GI.  And all his support with his unreleased
  German Model
- www.thecoven.com for their flamethrower code. 
- Any tutorial authors we have used and forgotten the names of.  Especilly
   www.planetquake.com/qdevels, www.gamedesign.net, and www.planetquake.com/polycount
- Joe Manio and the Icestorm Network (www.icestorm.com)for hosting the original D-Day page,
  Telefragged for hosting us for several months.
- Id Software for their wonderful game and SDK. 



10] What's New / Release Changes
================================

2000-03-21:
	First release!
