
                             JailBREAK v1.7b
                              for Quake2!

		Coded by Dave Dynerman (anarchy@planetquake.com)
			       (anarchy)
   Based on JailBreak 1.6d - Coded by David Wallin (dwallin@planetquake.com)
                             (White Noise)

         SEND ALL QUESTIONS AND BUG REPORTS TO deathpain@hexenworld.com

0. Installing & Running

        You should have unzipped this file into your quake2\ directory.
The zip already includes the 'Jail' subdirectory in its structure, so make
sure you preserve pathnames when you unzip. To run the game just start quake
with the following command line:

quake2 +set game "jail"

And then you're on your way. The maps are called Jb1 and jb2 respectively.

1. What Is Jailbreak?

        Jailbreak is a deathmatch mod in the tradition of CTF. There are two
teams, red and blue. Each team has a base, and in his base is a Jail. When
you kill an enemy, he goes to your Jail. Likewise, when you are killed you
will go to their Jail. Once you have team mates in Jail, you can free them
by penetrating the enemy's base and hitting the switch to open the Jail
doors. Other things of note: When your entire team is in Jail, you are all
automatically EXECUTED and each member of the other team's score increases
by the number of players on your team. You will then be spawned out of Jail.
Getting Executed is bad, so try not to let it happen by freeing your teammates.
Fraglimit is measured against your TEAM score, not indidual score. Note that
you also recieve points (frags) for freeing people from jail.

2. New screen elements

Your team picture is included in the upper left hand corner. Look at this
if you are unsure what team you are on. Next to it, on the right, will be
your team's current score. If someone on your team is in Jail, then bars
will appear overtop of your team picture. This means you should go rescue
them.

NEW: Now the other team's pic and score is displayed as well. Your team/score
will always be displayed in the upper left, and the opponent's on the right.
The number of people in jail is also displayed for each team. This number
appears on the outside of icon (the side facing the edge of the screen).

3. Additional Controls

        You can use "/cmd changeteam" at the console to change teams if things
look a little unfair. However, I recommend that you do not abuse this feature
because that just sucks and people will hate you.
NEW:
        Admin changeteam: just do "/cmd changeteam [adminpass]" where
[adminpass] is the password on that server. This was meant ONLY for clan
games, not for public games. It's recommended that servers set up their
pass.txt file with a unique password.
        Notice! If you try to change teams faster than 5 seconds,
you will get gibbed! Your frags are also reset everytime you change teams
so doing it is just plain dumb. It was designed to help if the teams should
somehow get unbalanced, not for you to cheat.
        A feature for server operators - The file maps.txt is included and
placed in your Quake2 directory. You can add other map names to this file
and they will get randomly loaded. The max number of map names is somewhere
around 16, so try not to go past that. Note that the map name does not
include extension or path. Players in the game can get a list of maps by doing
"/cmd showmaps". Note that if a map already has an exit, maps.txt will be
ignored, and the map defined exit will be used.
        To fire the turrets you will need to bind a key to "+use". Spacebar
works well. To get off a turret, hit jump. It is easiest to get off if the
turret is leveled or pointed slightly up.
        You can use "cmd ident" to find out who someone is (their name). Just
point at them.
        NOTE: You can now play THE JAIL GAME while in jail. Use the actions
'Flippoff' and 'Salute' to do it. Basically, you stand facing the other person
and you try to hit them with Flippoffs or block their Flippoffs with Salutes.
If you block them, they lose 1 point. If you connect, you gain one point.
Total score is tracked.
        NEW: You will now be transported back to your base as soon as your
team succesfully executes the other team. This is done to stop one team from
camping out in the other team's base and ruining the game. Servers can
optionally toggle this off if they so desire. See the server ops section.
        Scoring: 1 frag for killing someone
                 1 frag escaping from jail
                 EACH player on your team gets as many frags as their
                         are players on the other team for an Execution.
                 -10 frags for walking back into either jail
        OTHER NOTES: You lose all your frags when you disconnect. If you are
using this to try to get out of jail, you are making it impossible for your
team to win. This practice is highly looked down upon and practically everyone
regards it as lame. This is cheating.

4. For map makers..

        There are a few things to know if you intend to make a map. First
are the special spawn spots. Here is a list of special spawns:

1 = red, 2 = blue

info_team1_start        // Spots where team1 starts
info_team2_start        // spots where team2 starts
info_team1_jail         // Places where team1 members appear in jail
info_team2_jail         // same for team2

For the jails, I recommend an enclosed area with a door triggerable with a
switch. You can use the trigger_speaker to play a sound effect when the
button is hit like I have in my map. You will also need to put a trigger_jail
entity in front of the jail door. When a player touches this, the flag that says
whether he is in jail is set to false (in other words, it takes him out of
jail).. So you need that. You will also need to give it the 'nodraw' flag.

Another thing of note: for the switches which free the prisoners, you must
set the spawnflags according to which team you are freeing. For example,
if a switch is freeing team 1 (red team), then set the spawnflags to 1. Like
wise, if you are freeing team 2 (blue) set it to 2. This prevents teams from
opening their own bases.

These are the new sounds used in jailbeak:

jail/jailbrk1.wav       - "prison break in red base"
jail/jailbrk2.wav       - "prison break in blue base"
jail/jailbrk3.wav       - easy listening music for the poor souls waiting in jail.
jail/jailbrk4.wav       - More easy listening music, composed by Nate Kozloski of Team Reaction

To play a sound, use target_speaker... Go find a tutorial somewhere on using
this. It's pretty easy, but there are a bunch of options. Jailbrk3 is played
as an ambient sound ("attenuation" "3").

I will be releasing the source for my map to aid others in making JailBreak
maps.

NEW: You must put a trigger_jail with spawnflags = 64 inside the jail. This
will tell Jailbreak that a person has re-entered the jail. Stick it near the
door where people must touch it.

NEW: The Rust site can now be found on planetquake! This site is excellent if
you need a tutorial of any kind (for editing maps). I believe the address
is www.planetquake.com/rust/

NEW: Turrets can now be made multiple barreled - all you have to do is add
another "info_notnull" as a target. It will shoot from a random turret each
time you fire..

NEW: Added spawnflag 8 for func_explosive
Anyway, this will cause it to respawn after 'wait' has expired, after being
destroyed, making it good for base walls and things that you don't want to
get destroyed after the first five seconds of play and then stay that way..
Set 'wait' to how long you want it to stay destroyed for.

5. For server ops

If you are running a jailbreak server, you must put a fraglimit, since this
is the point of the whole game. A good fraglimit is 100 (for a 4v4 game).
Bigger games deserve higher fraglimits.

Also, be sure to see the above section in 'additional controls' which talks
about the maps.txt file. With that you can easy add new maps to your server.

NEW: It is recommended that you do not set the max players above 32. The maps
simply do not have enough spawn spots to accomodate any more players.

NEW:
You must now also keep a pass.txt. If users use this password to change
teams they can change to a team even if it has more players than their
current team.. So it would be useful for setting up clan games and stuff.
It's recommended that you think of a unique password to put in this file.

NEW:
Also, dmflag 4096 was added. Setting this flag will turn OFF teleporting teams
back to their own base after an execution. In order to set this flag you will
need to take your current dmflag value, whip out your calculator, and add 4096
to it. You can set that at the console.. "DMFLAGS 4096" or whatever. It's not
recommended that you do this, but I made an option for this for completeness.

NEW for 1.5:
The clans.txt file has been added for clan matches so that teams can be assigned
automatically by the server. The format of the file is as follows:
<Clan Abbreviation> <Clan full name (limited to 32 characters)> <team assigment>
do one on each line for neatness. An example of a valid entry would be:
[CP] Cupcake 0
Make sure the abbreviation is EXACTLY as it appears in the player's names. This
is how we figure out which team they are on. Also, team 0 = red and team 1 = blue

NOTE: It is also recommended that you run a server with FORCE_RESPAWN, and
SPAWNFARTHEST on.

NEW for 1.7:
I added lots of cvars. This is what you can do:

sv_vwep 1/0 - Turns beta vwep support on/off (Your clients will need the vwep 
              pak2.pak to be able to see vweps)

sv_floodprot n - Where n is the number of lines a person can do in 6 seconds, if the
		 person exceeds this amount, he/she will be kicked

sv_area_damage 1/0 - Turns area damage on/off (2x damage to head, 1/2 damage to legs)

NEW for 1.7b:
sv_allow_cyborg 0/1 - Allows or disallows clients to use the cyborg model - implemented
                      because of NULL SKIN bugs with some people
sv_scorenum n - Where n is the number of total names to be listed on the scoreboard, for
                both teams. Default is 24, i.e. 12 names on each team, additional people
                people not on scoreboard will now be recognized by "x more.." same as in 
                CTF.

6. Notes

        Turrets are flaky. They can sometimes hurt the person riding them,
they are tough to aim, occasionally tough to get off, and sometimes if you
die and respawn too quickly you will appear back on the turret. Use at your
own risk. I am also aware of the 'no frame for xxxx' bug.. I don't think this
is something I can fix - it's a ID left in the game (they've probably fixed it
by now, I just need the newer version of the source). If you get this bug,
don't worry, it will stop printing error messages after a few minutes (heh),
but if you want, you can restart the level and the problem will go away.

7. Credits

1.7 Coding by Dave Dynerman (anarchy)

Coding, Levels, sound, some art, and concept by Dave Wallin (White Noise)

Special thanks to Hentai for VWep and area damage code (hentai@intelegenesis.com)

Special thanks to Danny Berlin for all his help and support. You rock Dan! ;)
Thanks to all the people in #staff who helped me test this, and had a definate
        impact on the final product. You know who you are.
Thanks to the makers of Loki's Minion's CTF for the awesome player skins
        (and LM CTF!)
Thanks to Majestyk for doing the FAQ
Tin again for the new player skins!
Extreme thanks to Ridah for releasing his player controlled Turret code, and
        for his work in general in the Quake community.
Also thanks to DeathPain who did the web page, and Tin who made the Jailbreak
        logo (the Jailbreak site is at www.planetquake.com/rxn/jail/)
Whoever the musician is who wrote "It's only just begun" and the respective
        music company.. I downloaded the midi off a music page and I don't
        really know who it is, so I can't thank them properly. This is the
        song played in the jails. NEW: The musician is Carpenter but I don't
        anything else.
Also, thanks to Planetquake for all the wonderful services they've provided
        me and other similiar Quake fanatics with. ;)
Thanks to TechnoMage for the intro cinematic, and Nate Kozloski for the sounds
        accompanying it.

Maps:

JB2 - Me (WhiteNoise) dwallin@planetquake.com
TINJB1 - Tin (tin@planetquake.com)
JBPALACE - <Anonymous>
JB3B - Me
HAAKJAIL - Haakonsen (haakonsen@gamespy.com)


I use Quark and Tin uses BSP, but we will probably be moving to
QER soon.

Also, the textures e3u1/BANNER2C,e3u1/BANNER2D,e3u1/BANNER2E,e3u1/BANNER2F
were added to the .pak (capitalization is only for emphasis.. they are lower
case). These are the same as bannerc, bannerd, and bannere

Cool places to go:

www.planetquake.com/rust/
        Awesome level editing site - they have tons of tutorials. I consulted
        them myself when trying to figure out the turrets.
www.planetquake.com
        For your every Quake related need
impact.frag.com/
        Look for the Morbo model here, as well as the Eraser bot and other cool things
        from Ridah, Rowan Crawford and the other cool impact people.
www.frag.com/deconstruct
        Deconstruct, a modelling and art site from the dude that did the Waste model
www.gamespy.com
        Get Gamespy here! BUY IT!!!~~! (shameless plug)
inside3d.com/skinning
        Spawn22 and Tigger have a skinning page here

A word from the author:

One final request - I don't want to see a million versions of Jailbreak out
there.. Like Bob's Jailbreak, or Billy's Jailbreak.. Please respect my wishes,
and my idea. You are allowed (of course) to do levels. If you do a level, and
it's REALLY good, send it to me and I'll consider putting it in the next pak.

You can email me at dwallin@planetquake.com
Please direct any questions to Deathpain, at deathpain@hexenworld.com
The JailBreak page is: www.planetquake.com/rxn/jail/
Please stop by for the latest updates and news.
