================================================================
 The Eraser Bot                                    v0.90 (Beta)
 by Ryan Feltrin (aka Ridah)
................................................................

================================================================
Title                   : Eraser Bot
Author                  : Ryan Feltrin (aka Ridah)
Homepage                : http://impact.frag.com
Email Address           : ridah@frag.com (try homepage first)

Description             : Human-like AI for Simulated Quake2
                           Deathmatch play and Capture the
                           Flag

Additional Credits to   : id Software for being id Software
                          The Info-Zip team for the zip/unzip tools
                            (http://www.cdrom.com/pub/infozip/)
                          Jack "morbid" Mathews for the
                            installer source
                          Jeremy Mappus (aka DarkTheties) for
                            the MapMod source
                          Grimlock for the colored skins
                          Rowan "Sumaleth" Crawford, for
                            playtesting and suggestions
                          Brett "B-MonEy" McMahon, for his
                            support and ideas
                          Nigel "rkm" Bovey for the linux port
						  IMP for the Eraser logo
						  Pete Elespuru for the consol mod
						  
						  Anyone else who has contributed in
						  any way to the development of Eraser.

Build Time              : ~300 coding, lots of hours testing
================================================================

DESCRIPTION

   The Eraser Bot is a simulated multiplayer opponent, for
   use with id Software's Quake2. It has been developed with
   speed and accuracy in mind, so that you can play with more
   bots, with higher intelligence.


INSTALLATION

   WIN95/NT INSTALLER

   Double click on the EXE file, then specify your Quake2
   folder and press Unzip.

   -OR-

   ZIPPED VERSION (Win95/NT & Linux users)

   Just unzip the files contained in the archive, to your
   Quake2 folder, RESTORING PATHNAMES. This means
   that if you're using Winzip, you must enable the
   "Use Folder Names" option when extracting. For
   pkunzip users (bless their souls), make sure
   you use the -d option.


RUNNING THE GAME

   To run the game, type the following from the DOS Shell
   command line, whilst inside your Quake2 folder:

   quake2 +set game eraser +map <mapname>
   (please read below to find out which maps are supported)

   The from within the game, type "bot_num X" to spawn X 
   number of bots.


SUPPORTED MAPS

   The Eraser is capable of dynamically learning maps, from
   humans whilst playing the game. However, maps that aren't
   supported by the release (and hence will require dynamic
   learning), will suffer from less intelligent behaviour,
   until the map has been played for a while (usually 10-15 mins).

   It is now possible to play the Eraser bot on any map, it will learn
   the map as you play, so just make sure you move around if playing
   a new, or previously unplayed map. You should find the intelligence
   pick up after about 5 minutes of play.

   The following user-made maps are highly recommended, since they are
   best suited for Deathmatch play:

   <mapname>         <url>

   ikdm1             ftp://ftp.cdrom.com/pub/idgames2/quake2/levels/deathmatch/g-i/ikdm1.zip
   severed1          http://planetquake.com/cdrom/ramshackle/SEVERED1.ZIP
   mpq1              ftp://ftp.cdrom.com/pub/idgames2/quake2/levels/deathmatch/m-o/mpq1.zip

   Many thanks to their respective authors.

   Follow the installation instructions for each map, they can be installed
   as usual, to your quake2\baseq2\maps directory, and will work fine with
   the Eraser.


MAP CYCLE

   When running a dedicated server, or using the TIMELIMIT or FRAGLIMIT
   commands, you may want to specify your own cycle of maps. This is now
   possible due to the inclusion of the MapMod code into The Eraser. 

   All you need to do, is edit the file called "maps.txt" in the Eraser directory,
   and within that file, list the series of maps you want to run. When the end
   of the list is reached, the map list will cycle back to the first map.
   
   Thanks to Jeremy Mappus (a.k.a DarkTheties) for the MapMod code.


GAMEPLAY SETTINGS

   Skill Levels

	   You can increase or decrease the level of the opponents, using
	   the "skill" setting. The default being "1", if you set this
	   to "2", then the general skill levels of all bots will be raised.
	   They will still maintain their individuality, just some will
	   be slightly better in areas they may not have been on skill "1".

	   Note that unless you disable "bot_auto_skill" (see below), Bot's 
	   will vary their skill as they play, to make the game more even.
	   The skill setting will be used as the starting skill level for
	   bot's, when auto skill adjustment is enabled.

	   Values: 0 (beginner) through 3 (advanced)

   Bot Names/Personalities

	   You can edit the names and attributes of the bots, by editing 
	   BOTS.CFG, located in the Eraser directory.

   Deathmatch Variations

	   Using the "dmflags" setting (accessed via the Multiplayer Menu),
	   you can enable a disable certain rules. Currently, all settings,
	   other than "Teamplay" and "Infinite Ammo" are supported.

	   "Weapons Stay" means that weapons will remain after being picked
	   up, unless they were dropped by another player. This is a
	   personal favourite of mine, and I think makes the game much
	   more exciting, if less strategic.

	   Please see your Quake2 manual for descriptions of the other
	   settings.

	   Values: Use the Multiplayer->Start Network Server->Deeathmatch Flags
				to set the flags you want to play with


CAPTURE THE FLAG								*** new to version v0.8 ***

	Eraser now supports CTF! Just copy the pak0.pak file from your CTF
	directory to the Eraser folder, then load up one of the CTF maps 
	(q2ctf1 - q2ctf6). Eraser will detect a CTF map, and will enable the 
	CTF code.

	To spawn a group of bots on a particular team, use:

		sv bluebots <name1> <name2> ...			(up to 10 bots at once)
		sv redbots  <name1> <name2> ...			(up to 10 bots at once)

	Otherwise, random bots can be spawned, by "bot_num <n>" (see Consol Variables below).

	Capture the Flags can be found at..

		ftp://ftp.idsoftware.com/idstuff/quake2/ctf/q2ctf102.exe


TEAMPLAY

	Getting Started

		The Eraser bot now fully supports teamplay, with up to 64 pre-defined teams
		(configurable via BOTS.CFG). To create a team with you and some bots, type:
		"cmd join <teamname>". Currently, you can only join teams that have been defined
		in BOTS.CFG (to get a list of available teams in the game, type "cmd teams").

		When joining a team that isn't currently in the game, a group of bots will
		automatically spawn and join your team. The number of bots that join you,
		is dependant on the current value of PLAYERS_PER_TEAM (see CONSOL VARIABLES 
		section), and the number of bots specified for that team in BOTS.CFG.

		To add a team of bots to play against, type "addteam <teamname>". If you
		are running a dedicated server you MUST do this in order for teamplay to
		function, since in dedicated mode, clients cannot create teams using 
		"cmd join <teamname>". They can only join teams that are already in the game.

		NOTE: if you want to play as a certain member of a team, that has a bot
		defined for that team in BOTS.CFG (eg. when I play for IMPACT), you must
		set your name to the bot's name + [abbrev], so for example, I play as
		"Ridah[IDT]". This way the program knows not to spawn another Ridah bot.

	Rules

		Currently, the rules of Teamplay are very simple. Your team gets a frag
		for every frag you score. It also loses a frag, everytime you suicide, 
		fall in lava, or kill a teammate. This will be expanded in future releases
		to support a wide range of Teamplay rules, similar to that of DMFLAGS.

	Scoreboard

		The Teamplay scoreboard is somewhat different to that normal deathmatch.
		When you join a team, you will start seeing the special Teamplay scoreboard.
		This sorts the teams in order, with each team having their sorted players
		to the right. Your team is indicated with the Q2 tag behind the Teamname
		and score.

	Teamplay Commands

		players_per_team <n>

			This secifies the maximum number of player that are allowed to join
			each team.

			eg. players_per_team 8

		join <teamname> OR <abbrev>

			Places you on the specified team. If the Team does not yet exist in
			the game, it will be created (ie. bot teammates will be spawned).

			eg. "cmd join impact", OR "cmd join idt"

		addteam <teamname> OR <abbrev>

			Adds the given team to the game. This team must be defined in
			BOTS.CFG, or it will not be created.

			eg. "addteam impact", OR "addteam idt"

		group	(key "G" by default)

			This tells your fellow teammates that you are starting a new
			squadron. Eventually, most teammeats will get to you, but they'll
			try and pick up useful items along the way, so they may take
			some time if far away. Once they've reached you, they'll follow you
			around, attacking enemies and picking up items along the way.

		disperse

			Tells all squadron units under your control, to immediately disperse.

	Advanced Teamplay Tactics (Squadron Intelligence)

		As in the "cmd group" described above, you (and the computer) can
		form Squadrons, to increase team performance. You can use this
		feature to guard a highly valuable area of the map, or simply to
		form a posse of destruction. The Eraser is capable of starting it's
		own group, and knows how to lead a pack, so expect to encounter
		entire bot teams roaming (and guarding) in packs. You'll also
		hear your bot teammates start a squadron from time to time, it would
		be wise to follow a bot every now and then, it's possible he knows
		something that you don't.


VIEWABLE WEAPONS								*** new to version v0.8 ***

	Eraser also supports the viewable weapons patch! Just copy the pak2.pak 
	file from your Viewable Weapons directory, to the Eraser directory, 
	then set "view_weapons 1" in the consol while playing Eraser, and restart
	the map.

	** NOTE: Viewable Weapons are only supported by the MALE, FEMALE and CYBORG
	models. To add support for other models, you will need to edit the
	[view weapons] section of bots.cfg.

	The Viewable Weapons patch can be found at..

	ftp://ftp.telefragged.com/pub/tsunami/vwep_pak.zip


CONSOL VARIABLES

   The Eraser now provide a range of customization commands and settings,
   which enable you to populate your server with Bots, when not
   many humans are playing. This means people are more likely
   to come to your server, since there is more chance of finding
   opponents (human or not).

   The following commands are available:

   bot_num <n>

      defines the maximum number of bots

   bot_name <name>

      spawns a specific bot

   bot_auto_skill 0/1					(default = 0)

      disable/enable automatic skill adjustment. When enabled, bot's skill
	  levels will be increased when they are killed (by a human player),
	  and decreased when they kill another human player.

   bot_chat 0/1

      disable/enable bot chatting.

   cmd lag <n>		(CLIENT ONLY)

      adds some latency to your controls. <n> should be a number between
	  0 and 1000. This in effect, adds to your ping time.

	  eg. "cmd lag 500" gives 500ms latency

   view_weapons 0/1										*** new to v0.8 ***

      disable/enable view weapons patch. Just copy the pak2.pak from
	  your view weapons patch directory, to the Eraser directory, then
	  enable view_weapons. This enables you to see which weapons the
	  other bots/players are using.

   bot_drop <name>

      disconnects a the given bot from the game. If you have set bot_num,
	  then you can expect the program to automatically add a new bot in the
	  game. So make sure you set "bot_num 0" before using this command, if
	  you don't want another random bot to join the game.

   teamplay 0/1

      disables/enables teamplay (see TEAMPLAY section above)

   bot_allow_client_commands 0/1		(default = 0)

      disable/enable client-side bot spawning via "cmd bots <n>"

   bot_free_clients <n>					(default = 0)

      specifies the number of client positions to keep vacant
      at all times, whilst there are bots playing. So if
      you have set "maxclients 32", and there are 20 bots
      playing, set this value to 3, so that if the total
      number of clients (players + bots) exceeds 29, a bot will
      be kicked from the game.

      The lowest scoring bot is kicked first, in this circumstance.

      As soon as more than 3 slots become vacant, a new bot will
      be automatically brought into the game, assuming the current
      number of bots is less than the current value of bot_num.

   bot_show_connect_info 0/1

      Disables/Enables the banner that's shown to clients upon
      connecting, indicating that the server is running the
      Eraser bot patch.

   bot_calc_nodes 0/1

      Disables/Enables dynamic node calculation. If you are
      sure that this map has been played enough times, that
      it is unnecessary for the bot to continue learning the
      environment from the humans, just set this to 0. This
      frees up some CPU time, which should make things run
      a bit smoother if lots of humans are playing.


	AUTOMATIC SETTINGS

		It is now possible to save your favourite bot commands/setting in
		DEFAULTS.CFG, so each time you start the Eraser, these settings
		are loaded in.

		Be careful when editing this file, if you stuff it up, Eraser will not
		perform correctly. So make sure you study the above section carefully
		before messing with it.


NEW TO THIS VERSION!

   See the todo list, at http://impact.frag.com for the
   latest list of bug fixes, and features added.

   New features/Bug fixes added to version 0.7:

		+ Advanced Teamplay Tactics implemented (Squadrons, Request Help)
		+ Bot chat facility (chat.txt)

		+ ADDTEAM and CMD JOIN now support abbreviations (eg. "addteam idt", instead of "addteam impact")
		+ Improved map changing, so you can now start a progression from any of
			the maps in the list, and it will continue from there
		+ Improved Lava avoidance
		+ Bots can now swim(!)
		+ dm_weapons_stay mode, bot's don't realize they picked up an item, since it stays SOLID_TRIGGER
		+ If lots of bots, and time/fraglimit expires, when new map starts, infinite gibs occur. Need
			to space out bot reconnections.
		+ Multiple jumping sounds when jumping
		+ Troubles going up stairs in base1 towards machine gun
		+ Discovered some major movement bugs which causes them to walk back and forth in
			the same area. This only occurs on certain maps (base1 for example).

		+ Fixed some NAV stuff
		+ Added pain frames

		+ Rewrote core movement decisions, speed and intelligence advantages

		+ Reading teams doesn't work if bots.cfg doesn't have a CR at the end of file
			(thinks the last player in the last team in a new team)
		+ something_1.bsp doesn't work in maps.txt
		+ Add more thorough checking to "platform not ready" detection 
			(link plaform start node with the platform when loading/creating by using gi.trace())

		+ Reduced route_path/dist to 16bit, instead of 32bit (saves 1meg of RAM)
		+ Railgun less accurate even at highest skill
		+ Save .rt3 zip files as <mapname>_rt.zip, to prevent confusion

   New features/Bug fixes added to version 0.6:

		= Disabling node-creation crashes game
		= Bot sometimes stops and does nothing until shot
		= FPS slowdowns on some systems with 2(!) bots

		+ New Teamplay scoreboard
		+ Fixed more crouching problems
		+ Changing level, teams get fucked up
		+ Bots roam in groups in teamplay

		+ Death in mid-air, body floats in air (also death on platform)
		+ BFG firing sound synchronization
		+ Fatal errors when using saved .rt3 files?
		= When 2 bots block each other, they get stuck

		+ Set Client skin to TEAM's default when joining a team
		+ Client's team not getting set correctly? Bots will attack client's on their team
		+ Fixed SKILL level, it was broken in v0.51
		+ Favourite weapon of Blaster crashes game

		+ Not saving nodes when changing maps
		+ Started work on Teamplay
		+ Added hard-coded bot 'Eraser' (will ignore any bots called 'Eraser' in bots.cfg)
		+ Fixed some more AI problems

		+ Crouching is broken
		+ Disbable node-generation when first "Reached Trail limit" is given.
		+ Add a dprintf() to my_bprintf() so server can see deaths
		+ Changing name during map doesn't reflect in death messages
		+ Bots will abort a taunt if new enemy is found

		+ Fixed a MAJOR portal bug, which somehow crept into the 0.5+ releases. This
			should speed things up CONSIDERABLY, especially on large maps.

   New features/Bug fixes added to version 0.51:

		+ ERASDEFS.CFG is automatically exec'd when starting the FIRST level. When
			switching maps using timelimit/fraglimit, the file is NOT exec'd.

   New features/Bug fixes added to version 0.5:

		+ Spent most of today debugging all sorts of things, and tweaking combat AI
		+ Fix "notarget 1", and remove botdebug from preventing bot's finding enemies

		+ Bot frags don't reset on new level
		+ Incorporated MapMod code to enable map sequencing configuration (see readme.txt for instructions)
		+ Wrote some new danger avoidance code, for rockets & grenades
		+ worked on the player sighting code, trying to balance between intelligence and speed
		+ further tweaking of combat AI, when to abort chasing enemy, etc
		+ Don't chase a human with the RL & > 25 health

		+ Optimizations
		+ Fixed some changelevel problems
		+ add "bot_auto_skill" setting, so that bot's skills are lowered/raised with each kill/death

		+ Re-wrote movement physics, making use of the player movement functions. Solved a
			lot of irregularities, such as walking pu steep slopes, getting stuck in walls, etc.
			Hopefully the CPU hit won't be excessive.

		NOTE: .rt3 file format now being used, since some .rt2 files have become useless,
			and are causing some of the AI problems

		+ Reduce MAX_NODES back to 512, seems to use up too much memory at 1024
		   !!! make sure ReadTrail() doesn't exceed new MAX_NODES setting !!!
		+ "SZ_GetSpace overflow without allowoverflow set" still occurs (falling into lava?)
		= MAJOR fps slowdowns on some systems
		+ CanPickupAmmo() not entirely accurate (was working, but result was ignored in RoamFindBestItem() )
		= Use "game_dir = gi.cvar ("game", "", 0);" instead of hard-coded "Eraser" directory
		+ General AI debugging, bots appear to stop for no reason, then restart
		+ Footstep/Jumping sounds
		+ Add average ping to BOTS.CFG (just for looks)
		+ Bot's don't pickup AMMO intelligently

   New features/Bug fixes added to version 0.4:

	   +  Added a SERVER ADMIN section, see below. This version has
		  been worked on heavily, to enable servers to run the
		  Eraser bot patch, to automatically spawn more bots
		  to make the game more enjoyable.

	   + Increase reaction time for bots after sighting a player (say, 0.8 seconds)
	   + Limited FOV for sighting players
	   + Need some way of saving which platforms/teleporters have been routed

	   !! Linux port functioning !! .. was an optimization flag causing wierd behaviour

	   + Fixed bug that prevented intelligent abort attack from functioning

	   + created "bot_calc_nodes" to enable/disable dynamic node-table calculation
	   + Bots should avoid danger, like grenades, BFG and rockets

	   + further optimized .rt2 filesize by rounding off the route distances and scaling
		  down to one byte
	   + considered deleting all source code, but was convinced by a grass-hopper
		  that someday my hard work will not result in getting stabbed in the back

	   + re-worked all consol commands, added lots of server settings:
		  bot_num - maximum number of bots in game at once
		  bot_name - spawn a specific bot
		  bot_allow_client_commands - enable/disable client bot commands
		  bot_free_clients - make sure <n> client spots are open at all times
		  bot_show_connect_info - enable/disable the Eraser specific banner shown upon connecting to the server

		 So it's now possible to run a server, that constantly spawns and drops Eraser bot's,
		 to keep the game interesting :)

	   + Fixed more AI stuff

	   + implemented "fuzzy" portals to speed up "nearest node" determination
	   + increased MAX_NODES from 512 to 1400 as a result of new portal tech

	   + time/fraglimit crashes game
	   + Update weapon attributes to match latest Q2 codebase
	   + Aiming still too good in skill 1
	   + Chaingun build up like real players
	   + "cmd botname <name>" then "cmd bots 2", second command only spawns one bot, and first bot loses all forms of intelligence

	   + Added dynamic route-table generation (deathmatch 99) (!!!)
	   = Showstopper: SZ_Getspace overflow without allowoverflow set.
	   + Skins/Bot names with spaces in them don't work
	   = Bots disappear after some time

   New features/Bug fixes added to version 0.3:

	   + Some bots become transparent after death
	   + Loads of AI fixes
	   + Weapon selection based on circumstances (used to use each weapon until out of ammo)
	   + Bots lose intelligence over time
	   = Bot's get stuck in sloped (downwards) walls when jumping
	   + Added support for custom skins, and client play via network, without installing the Eraser on clients
	   + Restored the original Q2 scoreboard
	   + Fixed timelimit
	   + "cmd botname <name>" no longer case-sensitive
	   + Fixed various AI stuff

   New features/Bug fixes added to version 0.2:

	   + NODES: Add support for ladders
	   + NODES: Add support for teleporters
	   = NODES: Add support for lifts/plats
	   + Fix some jumping problems in MINTRO
	   + Bots now avoid falling in lava/slime more intelligently
	   + Increase accuracy of CanMove()
	   = Bots occasionally get stuck at top of ladder in MINTRO
	   = Bots fire grenades too high when enemy is up-close
	   + Bots should go for any weapon when visible, if not attacking enemy
	   + Remove unlimited ammo, do weapon change checking when out of ammo
	   + NODES: When jumping, check best route is less than jump_distance * 2, rather than a hard coded value
	   + Support for skill levels
	   + External file support for Bot names, skins and skill levels (skills are adjusted according to the consol "skill" setting)
	   + Distributive thinking, so bots out of the client's view are processed between server frames
	   + Lots of optimizations
	   + Bots with a high "Combat" rating can crouch while attacking


FREQUENTLY ASKED QUESTIONS

   Q: What sort of actions do I need to teach them most efectively ?

		Just make sure you run around, and collect things. If you
		camp the whole game, they won't learn much at all. You only
		have to do this once, then the data is saved, so the next
		time you play the map, you won't have to worry about the learning
		at all, since it will be switched off.

   Q: Will the learning be establised from both human players or just 
      the serverside player ?

		All human players in the game create node data, when dynamic table
		generation is enabled.

   Q: When the game starts, it says "ERROR: Game is version X, not Y"?

		Eraser is only compatible with Quake2 v3.12 - v3.14, other
		versions of Quake2 may not work. To get the latest version of
		Quake2, go to "http://redwood.stomped.com/".

   Q: The game starts, but I don't see any bots?

      To spawn some bots, type "bot_num <n>", where <n> is
      a number from 1 to 24. They will then enter game at 1 second
      intervals (to try and reduce telefrags).

	  eg. bot_num 4

      You can also spawn a specific bot using "bot_name <name>",
      where <name> is the bot's name. You can get the list of bots
      from bots.cfg, which you'll find in your Eraser directory.

	  eg. bot_name cipher


   Q: I start the game, but when I type "bot_num X" it just repeats the command,
      like I had said it instead, what's up?

		Check your Quake2 directory. If there is a gamex86.dll file in there, 
		delete it. This solves 99% of such problems. If this is not case for
		you, then you have probably got the command line, or installation
		wrong.


   Q: I'm trying to setup an Eraser CTF server, but everytime a client connects
      they can't join the game?

		That's because the client doesn't have the CTF files installed in
		Quake2\Eraser, since that's the directory the server is running. So
		you need to do one of the following:

		1) rename your CTF dir to CF_backup, then rename the Eraser dir to 
		   CTF. Then start the game with quake2 +set game ctf ...

		2) Tell the clients to make an Eraser dir under Quake2, and copy
		   the pak0.pak file from their CTF dir to the Eraser dir.


   Q: The bots sometimes stand around looking bored?

      There are still some glitches in the bot decision-making that can result
      in bots getting stuck. Usually a rocket up their ass helps get them down :)


MAKING CLEAN ROUTES

   Here are a few tips to keep in mind when creating routes for new maps:

	Walk up stairs first, where possible. Otherwise a series of jump/landing
	nodes will be dropped as you go down, which uses up excess nodes, and
	is less accurate than walking nodes.

	If you jump off a ledge, try and make a path back to the jumping position 
	as soon as possible. This will prevent all other nodes from having to
	recalculate best routes later on, after the return path is made.

	The same applies for teleporters and platforms, try and get back to 
	the starting position ASAP.

	Turn on bot_debug_nodes, then enable the scoreboard. If you see "optimizing
	route xxx -> yyy" showing a whole range of numbers, then it's best to stop
	here for a bit to let it catch up. You will see this come up fairly often
	while building a new map, so not to say you should always stop when it's
	optimizing, just that if you complete a link back to a jumping locaiton
	(for example) it will need to recalculate a whole bunch of new routes.
	Stopping after the link is made for a minute or so, will prevent new routes
	from having to be calculated over and over, as surrounding nodes find better
	routes.

	Also, try to walk a nice line, rather than dodging around picking up items
	all over the place. The straighter the line you walk, the more realistic the
	bot's will move. Keep in mind that the bots will automatically pick up items
	along the way, if they are available, so you don't have to leave a trail that
	picks up items, just make sure you walk within the vacinity of all items.

	When loading a map, dynamic node placement will be disabled, IF AND ONLY IF,
	all items in the level have a node nearby, OR the total number of nodes
	exceeds 512 (the absolute limit is 750 I believe).

	Only jump when necessary.

	Type "cmd showpath" to enable the green line debugger. Just hit fire to
	set it's position to where you're standing, then move around and watch
	the path change. If it disapear's, i means the path is severed, and needs
	to be traversed to fix it up.

	Try not to die.


DISCLAIMER

   This is a BETA release, I therefore will not take responsibility
   for your system barfing after playing the game. I can however
   guarantee that I have not purposely added any malicious content
   to this application. If you believe this to be incorrect, then
   I'd be happy to discuss the matter with you.

   You may freely distribute this archive, as long as it remains
   PERFECTLY intact, as distributed on our home page:
   "http://impact.frag.com/". Thanks.


Please report show-stopper bugs to: ridah@frag.com

enjoy,
-Ryan Feltrin
