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*           Full Metal Jacket            *
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*     A Quake3Arena Total Conversion     *
*                 Beta 1                 *
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*     http://www.planetquake.com/fmj     *
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Installation
------------
Unzip the fmj_beta1.zip to your Quake3 folder. Please select
"Use folder names", so everything is extracted in the correct
folders. This should create an "fmj" folder within your Quake3 folder. 

To start FMJ just execute the "Run FMJ.bat" file withing your FMJ folder.
You can also greate your own shortcut with this command line:

[YourQ3Directory]\quake3.exe +set fs_game fmj +set sv_pure 0

When you start FMJ for the first time, make sure to adjust all the settings
and binds in the "setup" menu.




Important Notes
-----
This is a first beta, do not expect it to be bug-free and perfect. All this was made
in people's spare time and it was made for the fun. After all it's 100% free, so
please consider this.

Report all bugs in our "FMJ Bug/Error Report" forum (http://www.planetquake.com/fmj/ --> "Forum").

You'll probably notice that some weapon/player models are not completly animated, or perhaps not 
animated at all. The reason for this is a lack of time and man-power in this development sector.
FMJ is also missing some sound effects and we have some un-timed sounds like the reload sounds.
We decided to release FMJ without this missing stuff, so the development doesn't get delayed forever
and we don't end up with a never-ending project. We hope that you can understand that intention.
With some luck we'll release a patch with better sounds and anims soon.

Hopefully, you will enjoy the result of our work.




Running a server
----------------
For those of you, who wanna run a dedicated FMJ server, I included 3
sample server cfgs (mission_server.cfg, tsurvivor_server.cfg, tdm_server.cfg, dm_server.cfg).
For running a mission server I also included a "FMJServer.bat" which directly
invoked the misson_server.cfg. Of course you can also use this command line:

[YourQ3Directory]\quake3.exe +set fs_game +set sv_pure 0 +set dedicated 2 +exec [YourServerCfg]




Commands
--------
These are the commands that were added for FMJ:

"reload"		reloads the current weapon
"mode"			switch fire mode(single/burst/auto)
"weapdrop"		drop your current weapon
"zoom"			toggles zoom
"+zoomin"		zoom in
"+zoomout"		zoom out
"teamselection"		shows the teamselection menu
"weaponselection"	shows the weaponselection
"+deploy"		places a explosive charge 
"+button2"		use buttons/doors/elevators
"+goal"			show the mission goal
"clientlist"		shows a list of all clients and their ids
"kickid"		kick the client by his id
"soundmenu"		plays a voice command




CVARS
-----
These are the cvars (console variables) that were added for FMJ:

Server cvars:

"rounds"
1-...			number of rounds a team-game has (default: 5)


"roundtimelimit"
0:			no time limit
1-...			after this time (in minutes) a round is over if nobody wins before


"playerlives"
If a player dies, he looses a life. When he lost all his "playerlives" he's out for the current round.
When he respawns after loosing one life he starts with (100 divided by [playerlives]) less health than
the time before. For example: playerlives is set to 10 and you died 5 times. When you respawn after your
fifth death, you'll only start with 50 health. When you die again you'll respawn with 40 and so on. 
1-100:			the number of times a player can die until he is out for the current round (default: 1)


"g_mapRotation"
In FMJ the map cycle depends on which teams wins the current map. FMJ's map rotation config files, have a
special syntax. If the line in the .cfg is: 	"fmj_aquatica		fmj_bridge		fmj_city"
It would mean, that if you are playing fmj_aquatica and the US team wins the map the next map will be fmj_bridge,
if the Vietcong wins the next map will be fmj_city. The whole listing must end with a line which just contains
the word "end". Look at the all_rotation.cfg for an example.
"*.cfg"			sets the map rotation config file


"g_clientBulletPrediction"
FMJ features code to even out the difference between LPB's and HPB's. You don't have to "pre-aim", because FMJ 
reduces the delay a HPB normally experiences to a minimum.
1:			enabled (default)
0:			disabled (lan usage) for the whole server


"g_showPersonalScore"
0:      		don't show the frags of a player in teamplay on the scoreboard
1:     			show the frags


"g_weaponsWeight"
0:			the weight of weapons don't affect the player's speed
1:			the weight of weapons do affect the player's speed


"g_motd"
Server admins can set a "message of the day" with this cvar. The first line of the "message of the day"
is shown on the loading screen. The complete message can contain mulitple lines seperated by "\n". It's
shown in the middle of the screen, when a player connects, for [g_motdTime] seconds.
For example, if g_motd is set to: "Agent Orange\n\nRunning FMJ Beta1\nwww.xyz.com\nAdmin: admin@xyz.com"
the player will see "Agent Orange" on the loading screen, when ge connects to this server. After the
connection is completed he'll see the full message like this:

   Agent Orange

 Running FMJ Beta1
   www.xyz.com
Admin: admin@xyz.com


"g_motdTime"
number of seconds the motd is displayed


Client Cvars:

"cg_movingCrosshair"
0:			stops the dot inside the crosshair from showing you where you'll hit
1:			enables the dynamic corsshair (default)


"cg_spinfx"
0:			don't show any spawn effect
1-...			let the camera spin faster/slower around the player when he spawns


"cg_goalAtStart"
0:			don't show the mission goal when joining a mission game
1:			show the goal when joining (default)


"cg_autoScreenshot"
0:			don't do a screenshot of the scoreboard when the map ends (default)
1:			do a automatic screenshot


"cg_autoDemo"
0:			disables the automatic recording of a demo in team games (default)
1:			enables it


"cg_drawBombbar"		
0:			disable it
1:			show the status bar when placing a bomb (default)


"cg_drawGrenadebar"
0:			disabled
1:			show the "power" bar when throwing a grenade (default)


"cg_explosionSmoke"
0:			disable
1:			enable the smoke effects for explosions (default)


"cg_particles"
0:			disable all particles
1:			display half the number of particles
2:			display the full amount of particles (default)


"cg_switchEmptyWeapons" 
0:			weapnext/weapprev won't cycle through empty weapons (default)
1:			weapnext/weapprev will also select empty weapons


"cg_hudFile"
You can change the positions of the different HUD elements (ammo bar, lagometer, ...) by editing or creating
new ".hud" files with a text editor.
0:			uses the default hardcoded HUD
"huds/default.hud"	the default .hud file (default)
"*.hud":  		uses specified .hud file



Credits
-------
teamFMJ is:

Christoph "]missi[" Brser		(lead/code)
Coen "The Eternal" Campman		(code/web)
Daniel "Meth0dDan" Skolovy		(2d)
David "ThermO" Kennedy			(lead/maps/2d/sounds)
Kenny Bentley				(anims)
Marcel "WarHammerII" Eichner		(3d/2d/web)
Matt "PitchBlende"			(pr)
Michael "STU" Gabor			(maps/2d)
Oscar "K-RuzH" Pastarus			(maps/2d)
Tobias "SenseOred" Gustaffson		(3d/anims/2d)
"Kierian_54"				(music)


Additional credits:

Benjamin "Baenae" Sasse			(2d)
"Makrill"				(3d/2d)
"Bar-B-Q"				(voice)
Jan "Satannum" van der Weg		(anims)
Paco "LOL" Schallenberg			(support) ;)




Legal notes
-----------
The creators of FMJ Q3 accept no responsibility for any damage or injuries resulting
from use of this software. You download and install this software at your own risk.

Full Metal Jacket Q3 is distributed free over the Internet and is covered by Id Software's 
"LIMITED USE SOFTWARE LICENSE AGREEMENT". It must not be sold (in any form) or distributed on 
physical media unless with permission from Id Software.

All media and other content used in FMJ is property of their respective owners. You are not
allowed to re-use any content without the permission of the creator (teamFMJ). Visit 
http://www.planetquake.com/fmj to contact teamFMJ.




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Copyright (c)2001 teamFMJ