		Installation Instructions for Phaser Frag


The game:	Phaser frag is a three team laser tag game in which team members try
		to deactivate each other and destroy each others base. The gameplay
		in phaser frag is centered around teamplay. Pay close attention to
		this asspect. Destroying the other teams base MUST be a group 
		cordinated effort. Maximum bonus points are only scored when EVERY
		member of you team destroys the enemys base.

Documentation:	Documentation for the pevious version of Phaser Frag (0.90) is 
		avialable for download at http://www.planetquake.com/pfrag.
		Please review the changes.txt file to see what has changed
		since that release. Documentation for this version(0.95) will be made
		available shortly after its release.

Files:		In this release the server and client are bundled togeather.

		pfrag.zip will have everything you need for the server or client
		

		The following files are not included in the release but are NECESSARY to
		play:
			id software CTF pak0.pak 	-the pak file should be copied to
			(the point release)		 your pfrag directory that you will
							 create (there is no need to rename
							 it, it should be pak0.pak in the
							 pfrag directory)
			3.19 patch for quake2		-This version of Phaser Frag was built to
							work only with 3.19


Installation:	To run pfrag it is neccessary to set up the client files:

			-make a directory inside of your quake2 main directory called pfrag
			-unzip pfrag.zip inside this directory
			-create a windows shortcut for the client inside this directory
				-to do this highlight the directory inside windows explorer
				click on the file menu at the top of the window highlight new
				and click create shortcut (the the right of new)
				-rename your shortcut start_pfrag
				-modify the properties of this shortcut
				-to do this highlight your start_pfrag shortcut and right click
				hold and select properties 
				-a window will come up click the shortcut tab at the top of the
				window
				-set the "Start in" directory to your quake2 directory
				(ie C:/Quake2 )
				-set the "Target" property to the following:
		C:\Quake2\quake2.exe +set basedir c:\quake2 +set game pfrag +exec player.cfg
				reset the location of the quake2.exe and the basedir to the
				proper locations.
		
			-done double click start_pfrag to start the game

		Before you can play pfrag a server must be running somewhere to set up the server
		perform the following (you should have already installed the client)
		
			-create a shortcut called start_server inside the pfrag directory
			its "Target" properties should be as follows
C:\Quake2\quake2.exe +set basedir c:\quake2 +set game pfrag +exec server.cfg +set dedicated 1
			set the quake2 directorys to the proper locations
			you may optionally remove the "+set dedicated 1" option if you are
			running the server on the same machine you are playing from

Internet Servers:	There are with configuration files included with Phaser Frag the
			first is server.cfg(which is the default). The second is 
			internet.cfg. Please use this one is you plan on running an
			internet version of Phaser Frag (please do!!!). The only difference
			is that uses a masterserver of planetquake (www.planetquake.com).
			This will allow gamespy to see your server. So if you want to 
			make a internet server shortcut, copy and rename your normal
			server short cut and change the target line to the following:

C:\Quake2\quake2.exe +set basedir c:\quake2 +set game pfrag +exec internet.cfg +set dedicated 1
			set the quake2 directorys to the proper locations

Server Options:	Two new server options ave been added to phaser frag:

		set starttime <n> - n equals the number of seconds players will be in
				    camera mode before they begin. Everyone will begin
				    at the end of this time period
		set nolightsout 0/1 - if set to 0 lights for the level will go out
				      at 2 minutes and 6 minutes into the game. Lights
				      will be out for 30 seconds. All players will get
				      a flashlght for this period.  


GameSpy:	A gamespy tab has been included with this distribution. Go to custom tab
		in gamespy and import pfrag.qst (its in your pfrag directory).


Bindings:	There are 4 bindings to phaser frag that you should know about 
		they have been pre-set in the player.cfg file so typeing 
		"exec player.cfg" at the console should execute them effectively. they are
		as follows:
		
		bind t "target"   - by hitting 't' you will effectivly target an opposing player or
				  any base that is closest to your line of fire
		bind o "targetoff"  - turns targeting off
		bind y "ttarget"  - toggles between target on and target off
		bind d "drop"	  - this drops the piece of bioware you are currently selecting 

Number Of Teams: With this release of phaser frag we have droped the idea of including
		our own maps. (There are much better maps out there). Instead Phaser
		Frag will support the original CTF maps. This has the unfortunate side
		effect of elliminating one team (green). Three Team support is still
		in this release, there just aren't any maps that use three teams. As a
		side effect of this the maximum number of people the server can support 
		is 20. 

Maps:		There are no maps distributed with Phaser Frag (You will be useing the
		CTF maps). Phaser Frag will be using map overlay system to generate the
		entitys for the maps it needs (all this does is preplace the entitys that
		phaser frag needs to run in a seperate file that is loaded at runtime). 
		I have some intention to releaseing the tools I used to create the entity
		file to the public. This would allow anyone to modify existing maps 
		(without having the source) and make them playable with Phaser Frag. This
		feature has been primarily what has delayed the release of this version 
		of Phaser Frag. After this release I plan on releaseing a server side
		release that would support all of LMCTF maps (I have gotten the ok from
		them on this). Both servers and clients would need to aquire the pak5.pak
		and pak6.pak files from LMCTF distribution and place them in their pfrag
		directory. More details on that will be released when I release the server
		pak for LMCTF maps. I also have plans to release a server pak of the best
		DM levels out thier that can support three teams. I don't know how 
		successful I will be at this. Preferrable I would rather I get someone to
		do this for me, so if your interested (I will be critical of what you do
		though) contact me (pfrag@itribe.net).

History:	Phaser Frag(v 0.89) was submitted to the PCgamer contest in july of 98 and scored
		fourth place . It has since gone through some major overhalling to get to this
		version (0.95). Development has pretty much been solo (with the exception
		of beta testers) on the part of Matt Zeher up until now.

Future Development:

		I have some plans for inproving the HUD and the scoreboard. For the most
		part as far as code goes (other than bugs) Phaser Frag is pretty much as
		done as I want it. Another release is a really good possability. I want
		to release a few small incremental server side patches as needed. But build
		up to a final 1.0 release (client+server) that has all new graphics and
		even some 3 team maps. The 1.0 release will require a team however. And I
		thus far have been a weak link as far as gathering the resources to put one
		togeather (I appoligize to all those people who sent me mail wanting to 
		help). It is my intention to organize and setup a team area (on the web)
		and finnally put a team togeather. I see only one hicup in Phaser Frag not
		reaching 1.0 ----- Half-Life. I have forever complained that quake2 didn't
		give me enough control over the aspects of my game (I can't make temp events,
		I can't optimize network code for Phaser Frag, I am limited as far as the 
		HUD goes, etc). I here that Half-Life will include a client-side DLL. If this
		is true I will probably develop for Half-Life from then on. I might even 
		port Phaser Frag to Half-Life. Or I might do something else. Also depending
		on how modifyable they are, Shogo and Heritic II are things to look at as
		well. Who knows though. for now Phaser Frag development will contiune!!!


					Matt




//	updated 10/20/98
//	written by Matt Zeher
								