Title:				Quake Royale
Author:				Rich Whitehouse
Date:				2007-02-17
Version:			0.1
===============================================
Welcome to Quake Royale. You can find the basics in this readme, but for more
details and help, visit the web site at:

http://www.telefragged.com/thefatal/qr/

Recommended reading in this document for the typical user/player includes
"installation instructions", "getting into the game", "performance", and
"playing the game".


INSTALLATION INSTRUCTIONS
-------------------------
Extract the zip file to your Quake folder, with directory structure. You will
end up with this file and two executables (qr_cl.exe and qr_sv.exe) in the
main Quake folder, and a qroyale subdirectory with all of the assets and extra
subdirectories under it, if you extracted the zip file correctly. If everything
went into your main Quake folder, you did it wrong.

Quake Royale works with the shareware version of Quake as well, which you can
obtain from ftp.idsoftware.com. It also works with Open Quartz, if you wish
to use that.

The included qr_sv_linux.bin is for Linux servers. Those of you who are server
admins can presumably take it from there.

GETTING INTO THE GAME
---------------------
Once installed, you have the choice of starting the server (qr_sv.exe) and/or
the client (qr_cl.exe). The server has a server.cfg in the qroyale folder that
you can modify to suit your personal needs.

The client has a built-in server browser, which by default points toward the
same master server as the server. You can get to this under the multiplayer
menu, and use it to view all of the other active Quake Royale servers people
are running.

PERFORMANCE
-----------
By default, Quake Royale comes with all of the visual features turned on. This
may be a little slow on your machine. You can change performance feature
settings in the Options->Video Options menu within the Quake Royale client.
If you are lacking in video card/system RAM, it's strongly recommended that you
enable texture compression, as Quake Royale upsamples all original Quake textures
by 2x or 4x, which leads to a large amount of memory use. You can also disable
this upsampling with the following command-line option:

qr_cl.exe +gl_hq4x 0


For extra unsupported tweaking, the following cvars are available:

gl_surfSpriteDensity (requires map reload)
gl_fognear
gl_fogfar

If you find the grass sprites are slowing you down too much, you can lower the
density value in an attempt to reduce the number of them. You can also adjust
fog distances. Surface sprite rendering distance is dependent on fog as well.

BOTS
----
The Quake Royale server includes some crudely implemented bots. You can add
bots by using the "addbot" command in the server console. To get rid of them,
use the "status" and "kick <userid>" command as you would to kick a normal
client. The bots are currently very primitive, but will at least put up a
fight, and know how to get around the map.

PLAYING THE GAME
----------------
Be sure to set up your name and controls in the menu beforehand. Quake Royale
offers some new functionality that you will want to take advantage of, including
an automap display.

Upon entering a Quake Royale server, you will remain in the starting room until
more than one player enters, or until the round ends if one is in progress.

Once a match is ready to begin, Kitano (the in-game overseer) will issue
instructions for players on what to do before beginning the round. Be sure not
to disobey him, or you might regret it.

During the preparation period, players cannot use their weapons. However, they
can form alliances which will last through the round. To propose an alliance
to another player, simply go up to them and push the attack key. If you wish
to accept an alliance, go up to the player who proposed to you and push the
attack key. Allies are able to see each other on their automap/radar screens,
but are free to betray each other at any time. Work with your ally, but keep
an eye on him. Additionally, when allied, all team chat goes directly and only
to your ally.

Kitano will issue each player a backpack during preparation. What is in the
backpack is completely random. Some possibilities might include ammo, weapons,
body armor, a tracking device, or something super lucky.

Once all players are prepared, Kitano will begin the match. Players will be
transported out to the island (or whatever the theme of the map may be), and
begin their fight for survival. Danger zones will activate through-out the
round, slowly decreasing the available playing field. If you run into one of
these danger zones, your explosive collar will activate. Hurry up and get out
of it before something bad happens. The duration between danger zone activation
depends on how many players are still alive, and helps set the pace of the
action. You can see danger zones that are active on your radar as flashing red,
and ones which are about to become active as flashing yellow. Pay attention
and plan your route accordingly.

RELEASE NOTES
-------------
v0.1:
This is the first release of Quake Royale. It has barely been tested and may
be buggy. Be sure to visit the web site and forums to report issues. If you
get a Windows crash, please include the exception offset (Windows should list
this) in your bug report.
For a list of features and other information, as well as new content and maps,
visit the web site.

SOURCE CODE
-----------
Source is included in a zip file in the qroyale folder within this zip. See
the QR_ReadMe.txt file within that zip for details. Quake Royale makes use
of code and/or concepts from the following projects:

2xSaI
http://elektron.its.tudelft.nl/~dalikifa/

hq2x/hq4x
http://www.hiend3d.com/hq2x.html
http://www.hiend3d.com/hq4x.html

The GIMP normal map plugin
http://nifelheim.dyndns.org/~cocidius/normalmap/

zlib/libpng
See the proper license documents in client/zlib.

ADDITIONAL THANKS
-----------------
-Josh Heidorn, for assisting with initial stability testing and offering
 helpful feedback and suggestions.
-FrikaC, for writing FrikQCC, the QuakeC compiler used for compiling Quake
 Royale's qwprogs.dat code.
-marv of TeleFragged/LinuxGames, for setting me up with some SSH action
 so that I could compile the Quake Royale server binary (and for being
 reasonably patient when I continually break things on TeleFragged).

LEGAL DRIPPINGS
---------------
Rich Whitehouse accepts no responsibility for any damages that may result
from the use of Quake Royale or related files and/or materials. In the
event that Quake Royale may attempt to murder end user's family, end user
assumes responsibility for any outcome, positive or harmful, and accepts
liability for damages of surrounding objects and/or persons which may be
suffered during termination of end user's precious and beloved. End user
agrees to these terms without question, because end user does what end
user is told.
