		============================
                     	R E A D M E 
                ============================

                   Quake 4 World Beta 2.1
                  for Windows(r) only


** Warning, Linux version is not present in this pack !

===========================
  I N S T A L L A T I O N
===========================

After download, unzip the downloaded file into your q4 install directory. You should have a new q4w directory with the following eight files in it :

q4w-b2.1-win32.pk4
q4w-resources.pk4
q4wdm1.pk4
server-ctf.cfg
server-tdm.cfg
server-tourney.cfg
description.txt
readme.txt
q4w.bat


======================================================
  F E A T U R E S   &   K N O W N     I S S U E S
======================================================

******************************************
beta 2.1 - Release Date : december/23/2005

* New Features

- from bug reports :
	* black maps on local
	* wall hacks on some maps
	* Simple items code partly rewritten including dropped items.
	* Correction on plasmagun's projectiles

- Features coded/modified :
	* LG's knockback was reduced 50->30

	***********************************
	* Cvars (modified or added / vq4) *
	***********************************

		// server side :

		- si_normalSuddenDeath
			0 = q4 original feature (players respawn in overtime with goal to first frag/cap to win)
			1 = q3 style, with additionnal time (by default)
		- si_additionnalTime xx
			xx in minutes. Duration of overtime when running with si_normalSuddenDeath = 1. 
			If overtime ends with still a tied game, overtime is applied again.

		- si_bunnyHop (clientcallvotable)
			0 = no bunny.
			1 = bunnyHop enable. (default)

		// client side :

		- ui_drawspeed :
			0 = off
			1 = on
		- ui_countdown :
			0 = like in q4, displayed time is remaining time,
			1 = like in q3, time is current time since start of the match (by default)
		- pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch, pm_runroll, pm_bobup, pm_bobpitch, pm_bobroll are 
		  now client side and set by default to 0 and are archive (saved in default .cfg file).
		- g_fov is archive now (saved in default .cfg file).
		- g_showGibs
			0 = off
			1 = on
		- g_simpleItems (warning, nomip will be implemented for next release. On very low quality, it should display ugly items..)
			0 = off
			1 = on
		- g_simpleItemWeaponWidth xx : cheat protected
		- g_simpleItemWeaponHeight xx : cheat protected
		- g_simpleItemWeaponUp xx : cheat protected
		- g_simpleItemArmorWidth xx : cheat protected
		- g_simpleItemArmorHeight xx : cheat protected
		- g_simpleItemArmorUp xx : cheat protected
		- g_simpleItemShardWidth xx : cheat protected
		- g_simpleItemShardHeight xx : cheat protected
		- g_simpleItemShardUp xx : cheat protected
		- g_simpleItemAmmoWidth xx : cheat protected
		- g_simpleItemAmmoHeight xx : cheat protected
		- g_simpleItemAmmoUp xx : cheat protected
		- g_simpleItemHealthWidth xx : cheat protected
		- g_simpleItemHealthHeight xx : cheat protected
		- g_simpleItemHealthUp xx : cheat protected
		- g_simpleItemPowerupWidth xx : cheat protected
		- g_simpleItemPowerupHeight xx : cheat protected
		- g_simpleItemPowerupUp xx : cheat protected

		- dev_addBot : Spawns a bot which doesn't move cause there is no AI (1: Marine, 2: Strogg) : cheat protected
		- dev_removeBot : Remove the bot you indicated by its client ID. : cheat protected

****		(from xbattle mod - Thx you Bandit ^^)

		- pm_stairJumps <0|1> allows strafejumping on stairs
		        on e.g. The Edge where long stairs are used it's not possible to SJ on
		        on them. In multiplayer you can do "clientcallvote stairjumps 1" to enable
			it. All it does is enabling you to step on stairs, when you're in air.

		- pm_smoothBoxJumps <0-16> allow smoother jumping on boxes
		        0    - Off
		        1    - smooth box jumps a little (default)
		        2-16 - more smoothing

	 	       If the stairjump fix is enabled, in Q4 you have the possibility to do
		        boxjumps, because the stairjump fix enables you to step on stairs,
		        while you are in air. If you have a box that is max 16 (max stepsize)
		        units higher than your jumpheight, you can step on it as on stairs and
		        jump to the next box. that's called a boxjump. but in some places,
		        like in "the edge" on the upper yellow armor, it is hard to do a
		        boxjump, because the box is too big, then you need to jump very exact
		        on the box, to do the boxjump. All smoothboxjump does is increasing
		        the max stepsize, when jumping in the air (doesn't work on ground).
		        This makes boxjumping possible from more positions much easier. Anyway,
		        someone may think, that it adds speed to get up there, but it doesn't.


******************************************
 Known issues
******************************************
- arm's player buggy with some weapons
- rotation after teleport (contacting Id/Raven for that point)
- g_hud must be set to "hud" !


******************************************
  P A S T   V E R S I O N S
******************************************

******************************************
beta 2 - Release Date : december/20/2005

* New Features

- from bug reports :
	* teleport and eye direction bug : fixed.
	* HUD weapon list not visible before first switch : fixed.
	* Switch LG -> RL : not a bug. Closed.
	* burst while firing HB : fixed.

- Features coded :
	* player respawns with 110/0 instead of 100/0.
	* Weapons :

		What we had in beta 1 :

		# Weapon | dmg splash/dmg speed firerate Clip KnB Range

		# RL     | 120   120/100   1100     0.75    5 100
		# GL     | 120   150/100    700      0.6    5 100
		# RG     | 100        dh   inst        2    5 100
		# MG     |   5        dh   inst      0.1   50   5
		# LG     |  25        dh   inst      0.1   25  50   768
		# SSG    | 110        dh   inst     1.25    5  10
		# NG     |  18    75/10    1200      0.2   50  30
		# HB     |  10    35/5     1800      0.1   50  15
		# GT     |  30                       0.5   50

		Changes to be tested for beta 2 :
		+ RL : dmg 110
		+ GL : dmg 110
		+ RG : firerate 1.8
		+ LG : dmg 12 firerate .048
		+ NG : dmg 25 speed 1400 ammo 40 knk 50 firerate 0.16
		+ HB : dmg 12 speed 1900 ammo 40 firerate 0.08
		+ SG : firerate 1.1

	* BunnyHop is harder.
	* New weapon sounds
	* footsteps sound player removed
	* overtime in DM, TDM & CTF run as in q3 by default (see cvars section for more information). 
	  Tourney enhancement will be done later.
	* Simple items
	* smoke rox was removed
	* new grenades brightskins

******************************************
beta 1 - Release Date : december/08/2005

* Features

	gfx 		: Added marine & strogg brightskins.
	sounds 		: Added New Marine and Strogg sounds - New pain sounds.
	game 		: g_fov unlocked
	game 		: Turn off autobalance "feature"
	game 		: Player force respawn 2" and no minimum time
	game 		: Added Normal timer or countdown timer.
	game/physics 	: Added Bunny hop & air control.
	game/physics 	: Added teleport exit feature (keeping same direction after taking it).
	game/player 	: Added players speed set to 380.
	game/health 	: Yellow, Orange and Green ball every 20"
	game/weapon 	: Added instant switch delay after reload.
	game/weapon 	: Ammo Box every 20"
	game/weapon 	: Ammo Box every 20" Remove correction about #42
	game/weapon 	: Weapon 15" in 1on1 and 30" in other game type
	game/weapon 	: SSG dmg 110 (11x10), firerate 1.25, KnB 10
	game/weapon 	: NG dmg 18, splash radius 75 / dmg 10, speed 1200, firerate .2, …
	game/weapon 	: RL dmg 120, splash radius 120 / dmg 100, speed 1100, firerate …
	game/weapon 	: RG dmg 100, firerate 2, KnB 100 …
	game/weapon 	: NG dmg 18, splash radius 75 / dmg 10, speed 1200, firerate .2, …
	game/weapon 	: MG dmg 5, firerate .1, KnB 5 …
	game/weapon 	: LG dmg 25, firerate .1, KnB 20 …
	game/weapon 	: Ammunition at weapon spawn : RL/GL/SSG : 10, RG : 5, NG/LG/HB/MG …
	game/weapon 	: HB dmg 10, splash radius 35 / dmg 5, speed 1800, firerate .1, …
	game/weapon 	: GL dmg 120, splash radius 150 / dmg 100, speed 700, firerate .6, …
	game/weapon 	: Gauntlet damage reduced to 30, rate from 0.4 to 0.5
	game/weapon 	: Ammunition Box : RL/GL/SSG : 10, RG : 5, NG/LG/HB/MG : 50
	game/armor 	: Added localized pk4 (zpak_english, zpak_french, zpak_italian, ..) for GA.
	game/armor 	: Added GA (Green Armor) entity, should be working but we need a test map to do this.
	game/armor 	: RA every 35", YA every 25", GA every 25", shard every 20"
	game/armor 	: Shard gives +2
	game/armor 	: Armor protection 75%
	game/armor 	: Max armor = 200 (no armor points tickdown)
	game/armor 	: RA sets to 200, YA sets to 100, can't take weaker armor
	game/pu 	: PU every 90"
	game/pu 	: Quad damage x4
	cvar 		: Added dev_addBot and dev_removeBot commands. No AI yet for the bots.
	cvar 		: Added forceModel cvars and the simpleItems cvar (not yet functionnal).
	cvar 		: Added g_coundown.
	cvar 		: g_fov can be saved in Quake4Config.cfg.

===============================
  T H E    F U T U R E   : -)
===============================

******************************************
beta 3 - Release Date : January 2006

* Features planned (sort by priority order)

	all reported bugs.

	gfx 		: Nomip on simple items
	gfx 		: Nomip on hud icons
	gfx 		: constant improvements in tweaking effects (cg_noTrail, etc)
	game/physics 	: smaller hitbox
	game/physics 	: Double-jump
	gfx 		: Forcemodel enemy
	gfx 		: Forcemodel friendly
	gfx 		: ForceColor enemy
	gfx 		: ForceColor friendly
	cvar 		: forcemodel brightskins in progress
	gfx		: New huds
	gfx		: mod menu will be in high res.
	game/physics 	: Max Player Speed 1200 ?
	game/physics 	: Possibility to "run on the water" at a certain speed, with an angle limitation for any
			  turn (a big loss in speed).
	game 		: Advanced armor system
	game 		: weapon balance (still in discussion).
	gfx 		: Brightskins for the grenades (and other weapons ?)
	gfx 		: New MG models
	gfx 		: New RG models
	gfx 		: New RL models
	game 		: q3 overtime system on tourney.
	game 		: Enhance RJ.
	game/armor 	: Shards initial protection level
	gfx 		: Armor icon on hud
	game 		: Motd
	game 		: Country Flags
	game 		: statistics hud
	music 		: New menu music
	
	

===========================
   C O N T A C T    U S
===========================
Web : 		http://www.q4w.org
Web/forum : 	http://www.q4w.org/forum
irc : 		#q4w on Quakenet
Email :		q4w@hotmail.fr
