Title	: Generations
Filename: genv93.zip
Version	: 0.93
Date	: October 25th, 1998
URL	: www.planetquake.com/generations

MAJOR BUGFIXES
==============
Menu restored. some monster code cleaned up
Rocket Bug is fixed
Models and Graphics have been cleaned up
Most Pic not found errors gone
Quake1 Eyes error gone

ADDITIONS
=========
Map pack
qe1m2, qe1m3, qdm1 and qdm5 by Serbeus
qe4m3 by Merc 
genctf1 by Bleach

Teleporting sounds better
Axe works better
Falling damage/sounds true to orignal
Rocket/Grenade blast is much much better
Q1 Skin variable , e.g 	type set q1skin "red" in console change skin
			or add it to your autoexec.cfg
IP banning
Random Class option
CTF entity file support for DM maps
Classes are more balanced

Installation
============
Unzip into C:\ or whatever drive Quake2 is installed in, while resotring pathnames.
Let it overwrite files.

Another important thing, if you plan to play Generations CTF, you will have to copy the 
Q2CTF pak0.pak file to the 'quake2/gen' directory, or better, to the 'quake2/baseq2' where
it can be used by any mod. Also make sure you have the Quake2 Deathmatch maps PAK.

Playing Instructions
====================
For Single player, just start quake2 as   
	'quake2.exe + set game gen'
and start a new game using the Quake2 menu. The game will prompt you to select
a Quake2 or Quake class if you havent already done so. Then its party time :D
To play the New Slipgate Central map, start quake2 as
	'quake2.exe + set game gen + map qe1m1'

For Multiplayer, connect to a Generations server using Gamespy.
A custom GameSpy Tab is included in the zip, which can make finding servers easier.

Server Information
==================
NEW : CTF and DM games now use different maplists.
      if u set gen_ctf to 1 the server will load the ctfmaps.lst file
      otherwise its dmmaps.lst

Deathmatch	same as any Quake2 server
Teamplay	'+ set gen_team 1' will start a team game. 
		Default are classbased games. 
CTF		Generations has Autodetection of CTF maps,
		simply include a CTF mapname in the ctfmaps.lst file, 
		to include it in rotation.

NOTE:
CTF and Teamplay make use of a "limit" variable which sets the capture limit 
and the total team frag limit respectively. 
Include "+set limit x" in your command line where x is the Capture limit
to set it up. Otherwise, fraglimit and timelimit can be used. 

Generations uses a "genflags" variable like the "dmflags" to store flags.

genflags 1    sets up Red vs Blue Teamgames , IF teamplay is on. (i.e gen_team is 1)
genflags 2    will enable Random Classes, the menu is disabled 
	      (Overriders CTF/Team forcejoin flag)
genflags 4    starts a FULLY LOADED game. No items are spawned, 
	      and everyone spawns with all weapons/armor.
genflags 8    starts a QUAKE1 ONLY game. No menu is presented, everyone starts as a 	    	      Quakeguy, and even if a Quake2 map is played, the items in it will be from 	      Quake1
genflags 32   only applies to CTF. Everyone spawns at their base all the time, if this is on.
genflags 128  Deathmatch only server. Ignores CTF maps in the maps.lst
genflags 256  CTF only server. Ignores DM maps in the maps.list

For e.g "+set genflags 5" will start a RED vs BLUE, FULLYLOADED game

Generations also shares some settings with regular Q2CTF for the dmflags variable

dmflags 131072	will start CTF in ForceJoin mode
dmflags 524288  no Techs are spawned in CTF

dmflags 262144  Applies to both CTF and Teamplay. Turns on Armor Protect from Teammates.

IMPORTANT NOTE : Since id software hasnt yet released the 3.19 source I cannot change the 
		 Quakeguy's air control in the dll. I can only ask that you run servers 
		 with "+set sv_airaccelerate 1" to fully enjoy the Quakeguy. Thanks.

Maps
====
As this beta has been limited to only Quake and Quake2 player class, only Quake based
maps are included. Rest assured we do have some amazing Doom2 maps, but they are 
being kept for the final release. Plus all the Quake shareware maps are planned.
Current maps include

qdm2	
qdm3	
qdm4	
qdm6	
qe1m1	
qe1m2
qe1m3
qe4m3
qdm5
qdm1
genqctf1


Upcoming Features
=================
Doom2 and Wolf3d player classes (they've been working for a long time now, 
				 just making them look better :)
Doom2 midi music for both Single player and Multiplayer games.
Eraser Support - not a promise :D


Bugs
====
Single player might be a bit buggy when you do a "give all". Working on it.
Quake1 Rocket Explosion is the best it can get, same goes for the Lighting Gun.
The Quake2 Parasite Monster WILL shoot lightning instead of his tentacle.
I had to override its effect, I could not have done the Lightning for Quakeguy otherwise.

Team
====
Skid		Programming, Orignal Concept and Design, and TONS of odd jobs :D
DaTa		Quake maps (dm2,dm3,dm4,dm6,e1m1) in charge of Quake1 testing
DNite		Webguy, Co-creator, Graphics, Skins etc	
Cricket		Doom weapon models 
Hawkmoon	Doom maps, (map01,map02,map07, CTF map based on map01 and map03)
Hellfire	Wolf3d weapon models
Frankie		Wolf3d player model and Vweaps
NeuroBasher	Models and Art

Thanks To
=========
Kricket  -  for his amazing Doom player model, 
            we wish him best of luck with Endor Productions.
idsoftware, 
Dan Martin from the "DeathMatch Essentials v1.1" Quake mod, 
and Xeno - for the ultimate Quakeguy player model.
Serberus - for his great map conversions (serberus@clarionuk.co.uk)
Bleach	 - for the CTF map 		 (bleech@mindless.com)
Merc 	 - for e4m3			 (arbon@earthlink.net)
CurMo    - from Moxill Interactive for his great Menu code. (curmo@msn.com)
VirusBoy - for providing me with feedback and lots of help with odd jobs :D 					 (zman777912@geocities.com)
Dicion	 - for Beta testing, PR		 (dicion@planetquake.com)
ClassicCTF Quake2 mod - for the Quake CTF scoreboard graphic. Checkout their mod at
			"www.captured.com/cctf"


and a HUGE thanks to id software for making the best games ever !

Wolf3d (tm), Doom (tm), Quake (tm) and Quake2 (tm) are copyright id Software, Inc.