			       Hot Potato CTF
				Version 1.6
				for Quake I

		      by Cyberdog and Quake Innovations

Pass the Flag or DIE!!! Welcome to Hot Potato CTF, the exciting CTF variant 
that requires stronger coordination between teammates than any other CTF
mod! All teams fight over a single flag and need to return it to their team 
base. One small problem though: Players can only hold on to the flag for a 
limited time before having to pass it off to a teammate. Hold it too long 
and you gib!

Hot Potato CTF is brought to you by Quake Innovations, leaders in providing
quality Quake addons. Some of our other works include Paintball, Capture the
Shambler, Capture the Shambler, Quake Easter Egg Hunt, and The Original 
Capture the Flag for Quake. There are many other games and original concepts 
that were developed by us. Please visit our main website at 
http://qteam.stomped.com.

1. Running Hot Potato CTF and finding Hot Potato CTF servers

   The installation instructions are in the file readme.txt. Instructions for
   running a server are in server.txt. If you do not know what a server is 
   then you do not need to view server.txt. Hot Potato CTF is not designed to
   run single player. In fact the game requires at least two players per team
   in order to play and have a fair game. 

1.1. Using GameSpy

   The easiest way of finding Hot Potato CTF servers and connecting to 
   them is to use a program called GameSpy. 

   GameSpy is a Windows 95/NT program that automatically gathers lists of 
   active Quake servers, and for each server, tells you what game it is 
   running, how many players, names of the players, and more. Once you 
   find a server that you want to join, just double click. There's no need
   to enter a complex command line or know the server IP or port! GameSpy 
   is the successor to QuakeSpy, and supports many more features.

   This program is highly recommended. More information about GameSpy and
   download information can be found at http://www.gamespy.com

   Once you have installed GameSpy according to its instructions you can
   add specific support for Hot Potato CTF by following these 
   instructions:

      * Launch GameSpy
      * Go to the "View" menu 
      * Highlight "Custom Tabs" 
      * Click "Import" 
      * Then browse and select hpctf.qst (it's in c:\quake\hpctf or 
	wherever you installed Hot Potato CTF)

   Now, in order to get a list of which servers are running Hot Potato 
   CTF, simply launch GameSpy and click on the Hot Potato CTF tab! When 
   you find a server you want to join, just double click on the server 
   line!

1.2. Finding and connecting with a Quakeworld server 
   Do you want to connect to a QuakeWorld server running Hot Potato CTF
   but you are not using GameSpy? 
   
   You need to know the IP and port of the server with which you want to 
   connect. Remember that you cannot connect to regular Quake servers 
   using QuakeWorld! If a port number is not specified for a QuakeWorld 
   server, the port number is the default of 27500 and you do not need to 
   type it in order to connect. You can find a list of Hot Potato CTF
   servers at http://www.captured.com/hotpotato

   Let's assume that there is an HPCTF Quakeworld server is 127.0.0.1 
   (This is what's known as the IP address of the server)
      
      * Change to your quake directory 
	 eg. cd \games\quake
      * Start QuakeWorld
	 qwcl +gamedir hpctf +connect 127.0.0.1

   Let's assume that there is an HPCTF Quakeworld server is 127.0.0.1
   and the port number is 27501
      
      * Change to your quake directory 
	 eg. cd \games\quake
      * Start QuakeWorld
	 qwcl +gamedir hpctf +connect 127.0.0.1:27501

1.3. Finding and connecting with a regular Quake server    
   Do you want to connect to a regular Quake server (not QuakeWorld) 
   running Hot Potato CTF but you are not using GameSpy? 
   
   You need to know the IP and port of the server with which you want to 
   connect. Remember that you cannot connect to regular Quake servers 
   using QuakeWorld! If a port number is not specified for a regular
   Quake server (not Quakeworld), the port number is the default of 26000 
   and you do not need to type it in order to connect. You can find a 
   list of Hot Potato CTF servers at http://www.captured.com/hotpotato

   Let's assume that there is an HPCTF Quake server is 127.0.0.1 
   (This is what's known as the IP address of the server)
      
      * Change to your quake directory 
	   eg. cd \games\quake
      * Start Quake
	   * Using WinQuake (Windows 95/NT)
		winquake -game hpctf +connect 127.0.0.1
	   * Using DOS Quake 
		q95 -game hpctf +connect 127.0.0.1

   Let's assume that there is an HPCTF Quake server is 127.0.0.1
   and the port number is 26001
      
      * Change to your quake directory 
	 eg. cd \games\quake
      * Start Quake
	   * Using WinQuake (Windows 95/NT)
		winquake -game hpctf +connect 127.0.0.1:26001
	   * Using DOS Quake 
		q95 -game hpctf -port 26001 +connect 127.0.0.1

2. How to Play

2.1. There is one flag in each map
2.2. Teams score points only by returning the flag to their team base
2.3. The flag can be in one of four states
   2.3.1. Home 
       Every map has a home position for the flag. This is where the flag
       will initially appear when the map loads. Additionally the flag gets
       returned home after it has been returned to base by a team or it has
       been left untouched away from home for 30 seconds. Any player can
       pick up the flag when it is home.
   2.3.2. Carried
       When a player picks up the flag they become the flag carrier and the
       status bar will show a flag icon in the color of the owning team.
       Additionally, the flag carrier will have white markings on their skin.
   2.3.3. Free
       A free means that the flag is away from home and available to all
       players except for the last player to possess it. Free flags will 
       emit a blip sound that will asist players in locating it. Free flags 
       that have been left untouched for 30 seconds will be returned home.
   2.3.4. Passing
       When the flag carrier passes the flag it drops in place and appears
       in the color of the flag carrier for 5 seconds. During this time
       only teammates of the flag carrier may pick up the flag. If a teammate
       hasn't picked up the flag within 5 seconds the flag becomes free.
2.4. Flag carriers can't hold on to the flag forever
   Once a player picks up the flag he has a number of seconds in which to 
   either pass the flag or get the flag back to the team base. This is known
   as the hold time. The hold time will vary by map and is chosen such that
   players can never make the run from the flag home to their team base
   without having to pass the flag. If the player holds the flag too long
   they gib and the flag is freed. 
2.5. Pass the flag by using impulse 234
   You will not have enough time to drop the flag if you have to go to the 
   console to type this command every time you want to drop the flag, so 
   use a key binding to make this simpler.

   e.g. bind p "impulse 234"
   Type this from the Quake console or put this in a file called autoexec.cfg 
   in your quake\hpctf directory. If this doesn't make sense to you, most
   players will be able to assist you once you are connected to a server. 
   
   Now whenever you need to pass the flag just hit the letter p
2.6. Once you have passed the flag you cannot pick it up again until someone
   else picks it up first or the flag returns home because it has been 
   untouched for 30 seconds.
2.7. Killing flag carrier frees the flag
   Killing the flag carrier always causes the flag to be freed

3. More useful information

3.1. Observers
 
     On some servers, players initially start out as observers, a limbo 
     state in which they cannot harm other players, cannot be harmed, 
     cannot pick up objects, float around instead of normal walking/running, 
     and cannot open doors or pass through teleporters. Observers appear 
     in white on the status bar and rankings screen. On these servers, 
     players must manually choose the team they wish to join. See "Joining
     a team" below.

3.2. Joining a team

      Some HPCTF servers will automatically place you on a team shortly 
      after you connect. If the server doesn't have auto-join enabled, then
      you can join a team by typing one of the following commands from 
      the console:

	  join_red - Join the red team
	  join_blue - Join the blue team
 
     The color command can also be used if the color specified is that of an
     existing team. The join_* commands are the recommended method of joining
     a team.

3.3. Scoring

     Team scores are displayed on the status bar and in the rankings screen. 
     Only one player per team shows the team score, everyone else on the 
     team displays -99. This allows for team rankings to be shown on the
     status bar. 

3.4. Talking with teammates
    
     Normally, when you use the T key to talk with other users, this 
     information is displayed to all other players. If you want to also be
     able to send messages to only your teammates, use the following 
     instructions:
	 a) Put the following into your quake\id1\autoexec.cfg file:
		bind r "messagemode2"
	 b) During a game you can hit r to get the say prompt but the
	    message will only be displayed to other members of your team.

4. Exploring Hot Potato CTF with only one player

   Sorry, but Hot Potato CTF was designed to run with a minimum of 1 player
   on each team and for a real game needs at least 2 players per team. 
   However, if you are the curious type you can add "+deathmatch 129" on 
   your command line before the +map command.

5. Contact information
   Email              : Gary Griggs (cyberdog), qteam@stomped.com
   Main Website       : http://qteam.stomped.com
   Hot Potato Website : http://www.captured.com/hotpotato
