Perfect Dark mod:  Beta Release Version 2, ReadMe File
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Table of contents

	1.1 -- Mod Team
	1.2 -- Installation
	1.3 -- Complete Mod File Listing
	1.4 -- Known Issues/Bugs
	1.5 -- Release History
	1.6 -- Contact Information
	1.7 -- Legal Stuff
	1.8 -- Epilogue
		1.8a -- Notes for Modders / Server Admins
		1.8b -- Personal Notes
		1.8c -- Thanks To...
		1.8d -- Honorable Mention

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1.1 -- Mod Team

         Mod Leader:  mrbond113
   	   Animator:  mrbond113
	      Coder:  mrbond113
	     Mapper:  mrbond113
	    Modeler:  mrbond113
	    Skinner:  mrbond113
	  UV Mapper:  mrbond113
   Sound Technician:  kdark1701
 
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1.2 -- Installation

	Place the .u and .int files in your Unreal Tournament System directory.
	Place the .unr files in your Unreal Tournament Maps directory.
	Place the .utx file in your Unreal Tournament Textures directory.
	Read the .txt files for help and/or for hints and tricks.

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1.3 -- Complete Mod File Listing 

	PDark.u           -- UScript Code File
	PDark.int         -- UT Definitions File
	PDFX.utx	  -- UT Textures File
	PD-Grid.unr       -- Arena Map File
	PD-CarPark.unr    -- Arena Map File
	PD-Area52.unr     -- Arena Map File
	PD-Fortress.unr   -- Arena Map File
	PD-G5Building.unr -- Arena Map File
	PD-Felicity.unr   -- Arena Map File
	PD-Felicity][.unr -- Beta Arena Map File
	PD_StratGuide.txt -- Mod Strategy Guide
	PD_Readme.txt	  -- This ReadMe file

	All files except for .unr files are contained within the archive containing this 
	ReadMe.  .unr files are contained within separate .zip archives to decrease strain on
		56k modem users.

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1.4 -- Known Issues

	All maps will likely contain some manner of BSP holes.  While mrbond113 tries to 
	keep these to a minimum, some will still pop up.

	All PD fire offsets are slightly low and to the right.
	Ammo meter does not have digital readout.
	Arm is unskinned; placeholder used.	
	Bots occasionally use Enforcer over PD weapons.
	Bots inaccurate with PD weapons.
	Bots are "inactive" within levels -- seem to camp constantly.
	Clip meter appears, but is nonfunctional.
	Irregular fire rate of Falcon 2 secondary.
	Red side of health meter is invisible.
	Shell casings appear from out the front of the Dragon.
	Spawn with Impact Hammer/Enforcer.
	Undetermined errors with Dragon -- loss of animation, flooded game log.

	If you believe you have found a possible bug in the maps, code, models, or skins, contact 
	mrbond113 at mrbond113@hotmail.com

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1.5 -- Release History

	*** Beta Version 2 ***
	- Pop a Cap Change(s)
		+ Messages pertaining to the victim removed entirely from the chat area
	- CTF Change(s)
		+ Points per capture set to 3
	- Six Slot Configuration via Mod Menu
		+ All original UT weapons available
		+ PD weapons added
		+ Slot placeholder actors
	- New Weapons
		+ Falcon 2
		+ Dragon
		+ Combat Knife
	- Improved Locational Damage -- Damage is scaled depending on what part of body 
		is hit:  x5 for head, x0.5 for legs

	NOTE:  As of BetaV2, all previously included weapons and/or items have been removed to 
		make way for new models and increased function.  Many of the weapons were only 
		for visual delight, and could only be accessed via the console.

	*** Beta Version 1, Alpha Version 2 ***
	- Pop a Cap Change(s):
		+ Victim is chosen at start of match
		+ Upon victim suicide, victim remains the same
		+ Upon weapon change, victim overlay repainted
		+ Messages appear on main screen and chat area
	- HUD Modification(s)
		+ No weapon icons
		+ Perfect Dark health/ammo meter
	- New Multiplayer Arena(s)
		+ PD-G5Building
		+ PD-Felicity
		+ PD-Felicity][ (Beta)
	
	*** Beta Version 1 ***
	- Added Gametype(s)
		+ Perfect Dark Pop a Cap
	- New Weapon(s)
		+ Grenade
		+ Remote Mine  
	- New Eye Candy
		+ IR Scanner
		+ X-Ray Scanner
		+ NVG
	
	*** Alpha Version 2 ***
	- Added Gametype(s)
		+ Perfect Dark Team Combat
		+ Perfect Dark CTF
	- New Multiplayer Arena(s)
		+ PD-Fortress
	- Fixed Map Bug(s)
		+ PD-Area52
			= Windows in "The Hideout" now low enough to shoot out of at a 
				horizontal angle.
			= PD-Area52, Hallway connecting ramp room and underground tunnels 
				climbable by normal means.

	*** Alpha Version 1 ***
	- Added Gametype(s)
		+ Perfect Dark Combat
	- New Multiplayer Arena(s)
		+ PD-Grid
		+ PD-Area52
		+ PD-CarPark

NOTE:  	New multiplayer arenas added after releases are mentioned in the following release.
	Only major bug fixes in code or maps are mentioned.

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1.6 -- Contact Info

	modDB Mod Profile:
	http://mods.moddb.com/1970

	Mod Homepage:
	http://perfectdark.beyondunreal.com

	Mod Forums
	http://forums.beyondunreal.com/forumdisplay.php?f=522

	BeyondUnreal Mod Profile:
	http://mods.beyondunreal.com/mods.php?id=188

	Mod Team Contact:
	mrbond113@hotmail.com

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1.7 -- Legal stuff

	Distribution of this modification for the Unreal Tournament engine over electronic 
	media (e-mail, forums, BBS, IRC, IM, FTP, P2P, etc.) or CD's is allowed provided that:
		1)  Downloading is free of charge, unless payment is the fee for a download service.
		2)  Zip archive and all files contained within are left unchanged.

	Violation of any of these terms is an indirect violation of copyrights by Rare (c). Original
	map, weapon, skin, and gameplay concepts are copyrighted by Rare (c).

	Maps, script code, models, and skins cannot be used with or as a base for other maps, 
	scripts, models, or skins unless explicit written permission is given by their respective 
	author(s).

	More legal information can be found at:
		http://perfectdark.beyondunreal.com	

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1.8 -- Epilogue

	1.8a -- Notes for Modders / Server Admins

		A few things of note for modders:
			- All Modders:  Maps, script code, models, skins, sounds, and textures cannot be 
				used with or as a base for other maps, scripts, models, skins, sounds, or 
				textures unless explicit written permission is given by their respective 
				author(s).
			- Mappers:  If you want to create your own maps for the mod, a few things you must use:
				+ Slot Actors (NavigationPoint >> PD_Actor)
					These are fairly self-explanatory.  Actors marked "Slotn" 
					(where n is the slot number) are the weapon representatives, and 
					those marked "Slotna" are the ammo representatives.
				+ Multiple Gametype support
					This is not much of an issue right now.  In order for CTF to work, 
					you must place a FlagBase for each team (Red and Blue).
				+ Replacement Actor (Actor >> Info >> Mutator >> PD_Weaps)
					One (and only one) of these must be present in the map in
					order for weapon replacement to take place.
			- Coders:  Code is rarely commented beyond an introductory header.  If you need
				further explanation on something, please e-mail me.
					

		Also a note for server administrators:
			- The Perfect Dark mod is not optimized for net play.  Therefore,
				it is unlikely the mod will work at all for online play.  
				I, mrbond113, take no responsibility for damage caused by 
				the mod because of ignorance of this warning.

	1.8b -- Personal Notes

		mrbond113, Mod Leader, Animator, Coder, Mapper, Modeler, Skinner, UV Mapper
		- I've learned so much over the year plus the mod has been going.  I'm very
			thankful of those who assisted me in my quest for acquiring my modding
			skills.

	1.8c -- Thanks To...

		A SUPER COLOSSAL thanks to:
	
		- The folks at Strategy-X, for all their support towards the mod, and for hosting
			the mod for FREE during its preliminary stages.
		- modDB, for being the best damn place to spread news about the mod.
		- Everybody at AtariCommunity, for patiently answering almost all of my questions.
		- bb_drac, for creating such damn good mapping tutorials which started me on my way
			to become a mapper, and eventually, a modder.
		- The folks at BeyondUnreal, for hosting the mod for FREE during its largest growth,
			and for being a veritable goldmine of information and support.

		And a thanks-but-no-thanks to:

		- Tom_Andrews, Viking-Claw, dwan24, buju_personified, harry1rocket, and every 
			other mod deserter for making me realize (through their abandonment) that not 
			everyone is as motivated as I am to see things through to the end.  Without their 
			blatant show of disloyalty, I likely never would have learned so many modding trades.

		And, of course, the ultimate level of thanks and silent respect goes to...
		- Epic, Digital Extremes, Infogrames, and everybody else who contributed to the making
			of Unreal Tournament.  Thank you for making the best damn game ever.  Period.
		- kdark1701.  He is the only person to join the team and STAY.  His perseverance and
			loyalty will never be forgotten.
		- ME.  There have been times when the mod was supported by only one person, when
			times have been so bleak as to warrant resignation.  At no time, however,
			has surrender been considered.	(I am human, I can't be modest all the time.)

	1.8d -- Honorable Mention

		This section is dedicated to those people who have had some positive bearing on the
			mod, whether it be through consistent support from the forums, or through
			direct effort.

		- GAMESOULja, for consistent, continued support of the mod throughout the year plus
			of production.

		- Razoran, for his assistance with sounds during the short period when kdark1701 was
			indisposed with equipmental troubles.

		- Darkness, for continued support, his inspirational modding skills, and for politely 
			refusing my request to do the mod beforehand, which invariably forced me to 
			learn and do it myself... ;)

		- Porkmanii, for insightful ideas and discussion on demand.
	


	Thank you for taking interest in the Perfect Dark mod for Unreal Tournament.  I hope you will
	continue to support the mod and its team members.