Reticle Overlays by Mental Trousers
===================================

Installation
============
You must first have downloaded and installed the "required files" from the scripting
tutorial site at http://planetstarsiege/mt/required.htm.

1) Unzip reticle_thingy.zip into your Tribes/config directory.
2) Open your autoexec.cs file in the Tribes/config directory and after the line
		exec ("mt\\install.cs"); //(or include rather than exec for Presto pack users)
	put the line
		include ("mt\\reticle_overlays.cs");

3) Start Tribes. If a different reticle does not appear on your screen, bring down the
   console (press ` or tilde key) and scroll up using the "page up" key until you
   find the part saying "executing mt\reticle_overlays.cs". If you find a different
   message concerning that file, then make sure that you put the files in the correct
   place and that there were no spelling mistakes in the autoexec.cs file.

Compatibility
=============
Presto pack 0.93 compatible
NewOpts 0.964 compatible

** Will not work with MortarHUD installed **
Not autoload compliant though (I'll get there :)

Stuff
=====

First up, the bitmaps. Editing the bitmaps is easy as. The bitmaps in mt/bmps/default 
    are used if there isn't a certain bitmap for the resolution you're running. 
    So if you fiddle the bitmaps in default it will affect *all* resolutions. 
    However if you have some that are only accurate at a certain resolution eg 
    800x600, then you can put it in that resolutions directory eg mt/bmps/800x600, 
    mt/bmps/1024x768 etc. The resolution dependant bitmaps override the defaults.

If you change resolutions in the middle of a game the overlays will be off 
    center. You will have to restart Tribes. I won't be adding code to handle 
    changing resolutions on the fly, mainly because of the number of bitmaps that 
    would have to be declare as resources at start up. Theres already 23 to declare, 
    and there are potentially a hell of a lot !! Thats just a waste, and besides, 
    who changes resolutions in game ?

The bitmaps are all 8 bit bmps, although I have no idea what palette is used 
    for them. They *must* be 256x256 pixels in size, centers are 128x128.

The animated bitmaps can be applied to any weapon and any number of weapons. 
    The default setting is to use the animated bitmaps on the repair gun, targeting 
    laser and elf gun. But as I've just said, you can animate any of the crosshairs 
    you feel like. The animation is just a set of 4 bitmaps, same as all the others, 
    but they're changed automatically after half a second, constantly cycling 
    through all 4.

There are also a bunch of bitmaps with _alt in their names. These ones are 
    alternative bitmaps that you can switch to in game at the stroke of a key. 
    These bitmaps are intended for use in other situations, ie on snow maps or 
    something where the standard ones may not show up properly. For instance the 
    default disk launcher crosshair is green, however on snow maps I use the alternative 
    one which I have made red, which works wonderfully. At the moment there aren't 
    many of the alternative bitmaps that will be released, as I'm still trying 
    to figure out what I should do for the default ones :)

Default key for toggling to the alternatives and back again is the "z"
    key. I suggest you change it *before* you start this script up.

Feel free to send me bitmaps that have been altered. Hopefully a few people 
    will sit down and fiddle the bitmaps for all of the weapons and come up with 
    alternative packs. I would be more than happy to make those alternative ones 
    available on the web page.

If you run NewOpts then check out the Reticle Overlays page on NewOpts.

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

Shane "Mental Trousers" Taylor
email: mentaltrousers@planetstarsiege.com
       heeheehaha@clear.net.nz
url: http;//www.planetstarsiege.com/mt/