Macross  (Build 11)
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This text file is just a temporary explanation of what you're getting in this release.  Expect more detail in future versions.


Installation
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Basically, just unzip to your Shogo root folder (usually C:\Shogo).  Some console*.* files will be placed in your Shogo root folder (and console.pcx may be overwritten, but the original Shogo console.pcx is now named console.pcx.bak).  Macross.rez and macross.txt (this file) will get put into your Shogo\Custom\ folder.  And the rest of the files (mostly just .ini files) will be put into your Shogo\Macross\ folder.  Until I get this code reading files that are INSIDE .rez files, these extra files will be there.  But at least you can play with some settings in those .ini files ;)


Usage
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For those of you that don't know how to run a mod for Shogo:
1) Run Shogo as normal.
2) You should see a dialog window with buttons to "Launch Shogo", "Multiplayer", etc.  Click the "Customize..." button.
3) You should now see a list of .rez files on the left of this new dialog.  Either highlight macross.rez and click "Add>", or just double-click macross.rez to move it over to the list on the right.  This list will be the files that get used in this session of Shogo.  (If you want this to be auto-loaded next time you run Shogo without having to "customize" again, check the box labeled "Always load these rez files")
4) Click "OK" and you should be returned to the original dialog box.
5) Now then, you can run Shogo as you normally would (Launch Shogo or Multiplayer).

Note:  Configuring a dedicated server is a very similar process.  I suggest that since this is a VERY buggy mod right now, that you first just test it out as a multiplayer host on a large MCA map such as MCA_Entrance.  Some single-player levels work with this mod, but I've noticed some crashes here and there.


Release History
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- Build 11 (changed version tracking system to builds, instead of v#.#)
I've cleaned up the GU-11 a little an made the tracers more consistent.  In v0.1, the tracers would either not come out at all, or they'd appear in clusters, depending on your connection to the server.  Now they're reliable, but the GU-11 is still very laggy.

Also, I implemented the CReticle class test code in this version, and it'll get a lot of tweaks in future versions.  Currently, the GU-11 has a new animated aiming reticle, but your slugs can still fall short, so just use it as a guide.

Also, the BullGut can track up to 4 other clients with no lag or additional net traffic! (the delay you see in the movement of the reticles is in there to simulate lockon aquisition).  This is only in here for demonstration purposes, because it's not quite a complete implementation.  There are no missile locks, and once a reticle tracks a player, it stays on him/her until they leave the game (then it goes to another player).

You'll notice random splash screens.. there are 14 in all.  Let me take the time to give a HUGE thanks to Paolo Zago (zpaolo@yahoo.com) for permission to use 13 of them.  I strongly suggest that you Macross fans check out his homepage at http://web.interpuntonet.it/zpaolo.  He does some amazing work, and we might be working with him on some FMV and/or other art for this project, later.

Another new feature is the ability to see your own shadow in first person mode.  If you want to enable it, add "+SelfShadow 1" (no quotes) to your command line, or "SelfShadow" "1" (including quotes) to your config.sys, or change the SelfShadow option on the Options->Display->Advanced Settings menu.  Most video cards can support this feature, but some cannot.  Now you have the option! (you'll know that it can't support the option if, when you turn it on, polygons from your own mecha obstruct your view)

I also tweaked the 3rd person camera angle so that you can actually aim with the 3rd-person crosshair!  I moved the camera up a bit and adjusted the firing angle, so now you could probably play the whole game in 3P.  Maybe in the future I'll also make it swing out to the side if the ceiling is too low for an over-the-shoulder angle.


- v0.1 - Initial release
I got sick and tired of putting this GU-11 weapon mod release off until I had time to fix the bugs, so I'm releasing this to the public now.  Send me any comments you wish, but know ahead of time that there are a lot of bugs that I already know about (weapon pickups, no tracers in SP mode, crashes on some levels, etc).  

Also, almost EVERYTHING is just a placeholder... the GU-11 pv model, the muzzleflash, sounds, etc.  Also, know that this version is not cheat-proof, and the net code for server-control has not been implemented.  You can change whatever you want in the .ini files, but I wouldn't recommend it.

You can play with it in a MP skirmish, but it may be laggy.  Also, you can try it out in SP mode, but you'll have to die to get more ammo.  The GU-11 is meant to be a short-burst weapon.  Get in, strike hard and fast, then get out.

Use at your own risk. I do NOT recommend running this on a public server.

PS:  If anyone can identify the source of the splash screen (the Valkyrie in gerwalk mode with smoke pouring out of the feet), let me know. :)
**UPDATE:  Kudos go out to Omega X for naming the correct source of the image as a site called Valkyrie Maniax :)


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As always, email me with any questions you have, and/or suggestions or requests.  I can't promise that I'll have an answer for you, or that we'll use your suggestion or grant your request, but I'll at least consider it ;)

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Allan "Geist" Campbell
geist@planetshogo.com
www.planetshogo.com/macross/
