      ReDeMpTiOn WoS release notes

	http://www.planetquake.com/redemption/

      credits
      =======
            Programming and design	RiEvEr 
            Original bot spawn routine Scott Alden (aldie@ritual.com) 
            Original source code and engine Ritual Entertainment + 2015 

      * * Current release version is 1.00 * *

      This version is written with the 1.04 WoS source code release

      installation instructions
      =========================
Unzip this archive to thr root of you hard drive that SiN is installed on.
If you have not installed SiN in "X:\program files\sin\" then you're on your own :)
Then make a copy or your desktop shortcut for SiN and alter the properties of the copy - adding 
        "+set game red_2015 +deathmatch 1 +map 2015dm1 +maxclients 8 +b_number 5"
        to the command line. 

        Read the rest of the docs so you know what else you can do! 
      You don't have to just play on "2015dm1". To use a 
      different map just pull up the console and type "map MAPNAME" where 
      MAPNAME is the name of the map you want. Got that? Good... 
      SiNCest is your best option for starting the bots up - go get it! It now 
      includes ReDeMpTiOn support on a seperate tab! 
      If you want teamplay by SKIN or MODEL, just set dmflags accordingly. 

      arena style play mode
	  =====================
      There is a new file, "arena.ini", which sets up the arena style play. You 
      need to start the game with a command line like: "+set deathmatch 1 +set 
      b_arena 1 +set maxclients 8 +map sincity" The map command should match the 
      first map listed in the arena.ini file. 
      This mode of play is the one from the arcade machine and involves steadily 
      decreasing numbers of bots on each map, decreasing fraglimits and 
      increasing difficulty levels. Try it out, see how good you really are. be 
      warned - the bots only attack players in this mode! They may accidentally 
      kill eachother, but you are their real target! If you make it past the 
      last level you get a little surprise so it feels like it was worth the 
      effort. 

      The arena.ini file format is: 

mapname (number of bots) (bot starting skill level) (fraglimit for this map)

      route file support
      ==================
      Route file support is implemented, but is very basic.The bots now use 
      these files for basic item collection and to chase opponents. You are no 
      longer safe hiding upstairs in Sindm6! I will be teaching them to use it 
      as sniping points etc. As soon as I have any significant improvement 
      available, I'll post it! 
      The command to activate route creation is "set b_dropnodes 1", this will 
      cause you to drop nodes (like breadcrumbs or pebbles in a maze) that the 
      bots will use to find their way to objects that they see. In future the 
      bots will use these nodes to navigate around objects and implement 
      tactical positions or personalities. Try not to die while creating routes, 
      it could be confusing for the bots when they try to follow that path :) 
      To save your created routefile, just type "writenodes" at the console and 
      then restart that map. If you play a map for a long time it is worth 
      writing the node table out to disk since you will probably have added a 
      lot of new links to the routefile during play. 

      random bot names
      =================
      You asked, you got. To enable random botnames add +set b_random 1 to your 
      command line, or type at the console before spawning bots. This will then 
      spawn bots randomly from your botnames.cfg file. Currently the size of 
      that file is limited to 100 bot entries. This can be expanded if anyone 
      thinks they really need more than 100 bots available :) 

      ReDeMpTiOn skill levels
      =======================
      Ok, just to keep the net freaks happy I've added a skill variable 
      "b_skill" which can have values from 0 (completely useless) up to 10 
      (fairly lethal). To use it go to the console and type in set b_skill N 
      where N is a number from 0 to 10. The skill level defaults to 4. Level 0 
      bots don't strafe so are ideal for net newcomers who want to learn to 
      deathmatch. Level 10 bots will eventually become the complete ninja 
      b*st*rd killers you all yearn for. 

      bots that reconnect
      ====================
      Using the CVAR "b_number NUM" will spawn NUM bots that reconnect after 
      each level change. This lets you use map cycling and just fight your way 
      through against a group of opponents like we do on live servers. 
      autoskill setting
      If you fancy a game with an increasing level of challenge then set the 
      "b_autoskill" cvar to 1. This will increase the bots' difficulty level 
      every time the game detects that you are beating them ( every 5 frags). It 
      sets the accuracy level for all bots equal to the b_skill level so if you 
      start on b_skill 0 you get 11 levels of difficulty to work your way 
      through! I tried this one on one with a bot and made it to level 7, which 
      seems to be about my level of skill really [grin]. You can check the skill 
      level by typing "b_skill" in the console and the game will tell you what 
      it has set it to. 

      bot accuracy levels
      ===================
      This sets the accuracy level of the individual bots. If you are not using 
      botnames.cfg, or you set accuracy to "-1" for any bot, the accuracy level 
      will be set equal to the b_skill level. 
      The bots will fire "scatter shots" that tend to miss the target. These 
      shots are distributed in an area whose size is inversely proportional to 
      the accuracy setting. This means that level 0 bots miss all of the time 
      while level 10 bots don't miss. 

      user defined skin and model support
      ===================================
      Ok, I did it. ZenMan might actually smile today... To use your own models 
      or skins, create a file called botnames.cfg inside your redemption 
      directory and list in it the botnames, models, skins and accuracy you 
      want. Here's the one I've been using to test it: 

AntiBody[RB]		pl_blade.def	blade_chembase		-1
BubbaH[RB]		pl_blade.def	blade_chembase2		-1
ChunkIE[RB]		pl_blade.def	street_blade		-1
DesdEmonA[RB]		pl_elexis.def	elexis_base4		-1
ElSee[RB]		pl_elexis.def	elexis_base6		-1
FarraH[RB]		pl_elexis.def	elexis_base2		-1
GroundHog[RB]		pl_jc		jc_base3		-1

      As you can see it is just a series of lines of text, each one containing 
      Name Model Skin Accuracy in that order with tabs or spaces seperating 
      them. Be aware that if the skin does not come with an icon you will not 
      see the correct picture in the scoreboard. You can't use spaces in the 
      name, please don't try it :) 
      ReDeMpTiOn will spawn the bots from this file, in order, each time you ask 
      for a bot. Once it exhausts the list in the file it goes back to randomly 
      spawning bots from an internal hard coded list. 

      teamplay support
      ================
      Also now supports teamplay by model or skin. If you don't know the dmflags 
      settings or don't want to use the menus, get SiNCest - it'll do it all for 
      you. 

      message of the day
      ===================
      A new text file is now supported, "motd.ini". You can put a server message 
      in this file in the redemption directory that will be displayed to all 
      players when they connect - you decide what goes in there! A sample is 
      included in the archive.
 
      maplist implemented
      ====================
      Another new file in the redemption directory - "maplist.txt". Put a list 
      of maps in it that you want the game to cycle through and it will :) An 
      example is included with the archive. 

      level related problems
      ======================
        WHATEVER - avoid this one. The last time I saw problems like this for 
        bots it was because there was an error in the level textures so that the 
        bots could see through walls and detected certain solid surfaces as 
        lava! Something like that is going on here but I don't have time to 
        figure it out right now. If any level designers can check it out, let me 
        know what you find. 
        PARADOX - avoid at all costs :) I cannot get the bots to work on the 
        correct gravaxis settings and haven't got a clue what's wrong. Every 
        time I try to fix it I screw up the main code and have bots shooting at 
        walls on the other levels - weird! It looks like a delta angle problem. 
        There have been reports of problems with teleports, keep me posted guys. 

      command summary
        bot : Spawns a single bot from the console that doesn't survive 
        levelchanges 
        botkill : Removes the last bot spawned up to as many times as there are 
        bots. 
        b_number [0 .. MAXCLIENTS-1] : Spawns bots that stay across level 
        changes. 
        b_skill [0 .. 5] : Sets bot skill level 
        b_autoskill [0/1] : Increases bot skill level if you are winning. 
        b_arena [0/1] : Tells bots to target only humans and uses the 
        b_arena.ini file. 
        b_random [0/1] : Randomly select and spawn bots from botnames.cfg 
        b_dropnodes [0/1] : Provides feedback during route creation. 
        writenodes : Console command to write out your newly created route file 
        (*.bms) in the routes subdirectory. 

      Disclaimer
      ============
      I accept no responsibility for anything that gets screwed up while you are 
      using ReDeMpTiOn - this is FREE software and any risks are your own so 
      don't even think about blaming me :) 

      Copyright notice
      =================
      This software is copyright (c) RiEvEr 1999. Large chunks of it are 
      copyright (c) Ritual 1999. You may not sell this software, or use it for 
      any commercial purpose without my permission. You may include this 
      software on FREE CD collections, such as magazine coverdisks. Ritual 0r 2015 can 
      include it on any compilation they may put together too :) 

 
