===========================================================================

 Quake 2 KICK v1.2 - Readme File

 Created on July 31, 1998
 Last Updated October 5, 1999

 KICK Web Page:
 http://www.planetquake.com/kick

===========================================================================


Introduction:
-------------
KICK is a team based mod for Quake 2 similar to soccer.  The object of the
game is to kick the ball into the goal.

There are four modes of play.  Weapons are allowed.  There's even a
team deathmatch mode just in case you don't like kicking balls around.

Features:
----------
        - Arena style maps.
        - Scoreboards in the map to show score.
        - Four fun modes of play.
        - Ability to use custom ball models.
        - Players wear helmets and hats that can be knocked off.
        - Team Deathmatch mode! You can play regular team deathmatch on any quake 2 map.
        - Ability to play custom .wav sounds from your player to others around you.
	- Smily face characters (use #, $, &, and * chars when chatting) 
        - Ability for servers to cycle maps with different configuration settings.

        - Lots of server options such as:

               . preset weapon configurations
               . ability kick dead bodies and heads around
               . ability to (physically) kick other players
               . adjustable ball expiration times
               . custom server welcome messages
               . custom goal sounds
               . turn frag and goal bonuses on or off
               . force spectators to be invisible
               . optional big gibs
               . play any wav during level intermission

        - No keys to bind. Jump right in and play!


How to install:
-----------------
	1.  Unzip files into 'quake2' directory. (directories will
            be automatically created)

How to start a Kick server:
---------------------------
        1.  type 'quake2 +set game kick +set dedicated 1 +map kick1'
            when launching quake2 from the command line.
        2.  Modify the kick.ini file (optional).


How to play:
------------

Joining teams:

        First, you must join a team.  Press TAB to enter the menu
        selection.  You can either join Blue or Orange teams.  You can
        also be a spectator and just watch in the stands.

        Spectators also have the option of changing to freecam mode by
        pressing the fire button.

        You may also type 'team orange' or 'team blue' in console to
        change teams.


Kicking the ball:

        There are no keys to bind in order to kick a ball.  All you do
        is run up to the ball and it will be kicked in the direction
        you are facing.

        The balls will also be kicked in the direction of your pitch
        angle (up/down).  So if you look up, the ball will be kicked
        upwards in that direction.  Mouselook is highly recommended.



Different Game Types
---------------------
Gametypes are set by the server with the 'kck_gametype #' cvar.


Gametype 1:  Fragball

        If you kill a player from the other team, a ball will be created
        in the color of the opposing team.  To score, you must then kick
        your opponents' colored balls into their goals.

Gametype 2:  Battleball
        
        One neutral ball will be created and both teams must battle to
        score it in each others goals.

        A twenty second countdown will begin to start the game when
        both teams have players.

Gametype 3:  Kickball

        Same as gametype 2 except weapons will not harm any players.
        You can however fire your weapons at the ball.

Gametype 4:  Team Deathmatch

        Deathmatch as teams.  All frags will be part of the team's
        total score.  Scoreboards will display team totals!


Maps:
-----

There are four maps included in this client package:

KICK1    - (1st kick map ever)
KICK2    - (2nd kick map)
KSTATION - "Kick Station"
HAMARENA - "HAMMERtown Arena"
KCENTRAL - "Kick Central"
JUMPKICK - "Jump Kick!"
KICK2R   - "Kick 2: The Revenge" (remake of kick2)

For additional Kick maps, please visit the Kick web page at:
http:/www.planetquake.com/kick

All of these maps have team rooms where players will start after
respawn.  Other team members are not allowed to open the doors or to
enter the rooms of their opponents.  If an opposing player attempts
to enter, he/she will be automatically respawned outside.

The same goes for the balls.  Any ball that accidentally enters any
team's room will be respawned back in play.


Client Commands:
----------------

id - Display's the player's name you're looking at.

saysound <sound> - Plays any .wav file from player in kick\sound
                   directory.  Please note, other players must have
                   the same .wav in their directories to hear the
                   sound.

                   You don't have to type '.wav' at the end of the
                   command.




=========================================================================
 Server Variables and Options:
=========================================================================

These can be set in command line, console, or kick.ini (see below).


kck_gametype 1 (2, 3, or 4)
        Sets the gametype.  (see above)
        Default: 1.

kck_scorelimit #
        Score limit of team goals before level ends.
        Default: 0 (no score limit).

ball_time #
        Amount of time a ball lives before it disappears(in gametype 1).
        Default: 45 (seconds)

balltype 1 (or 2)
        Ball model to use.  Valid balltypes are 1 and 2.  Ball
        1 is the normal ball while ball 2 uses player head models
        as balls(only works in fraball gametype).

        You may also use your own custom ball models by typing
        'balltype <name of ball model dir>'.  Your custom ball
        model must be in kick\models\ directory.

        For example, if you wanted to use a coconut monkey model
        as a game ball then you'd copy the model into a new
        directory such as in kick\models\cmonkey.  Then you'd
        configure your server with 'balltype cmonkey'.  Note,
        the clients must have the same model in their directories
        to see the new ball model.

        If you'd like to create your own ball model then just
        look at the ball .md2 files as examples.

        Default: 1.

kick_body 0 (or 1)
        Allows dead bodies to be kicked.
        Default: 0.

kick_player 0 (or 1)
        Kick live players around.  Not recommended unless you want
        total chaos.
	Default: 0

biggib 1 (or 0)
        Creates big gibs of arms and legs if player is gibbed.
        Default: 1.

droppack 1 (or 0)
        Instead of dropping weapons when a player dies, a normal
        quake2 ammo pack will be dropped instead.
        Default: 1

killbonus 1 (or 0)
        If set to 1, the player will be awarded 100 health if he
        frags someone.
        Default: 1

goalbonus 1 (or 0)
        If set to 1, the player will be awarded 100 health and 50
        armor if he scores a goal.
        Default: 1

noammo 0 (or 1)
        Removes all ammo items from map. (usefull if preset
        weapon and ammo are defined by the server (see below)).
        Default: 0

motd filename.txt
        Displays given welcome message at beginning of level.
        Default: "welcome.txt"

int_music sound.wav
        Plays given .wav sound during level intermission..
        Default: "" (none)

goalsound sound.wav
        Plays the given .wav sound when a goal is scored.  Be sure
        to use the forward slash '/' for pathnames instead of the
        backslash.
        Default: "" (none)

invis_spect 0 (or 1)
        Makes spectators invisible.
        Default: 0

mute_voice 0 (or 1)
        Disables the player's 'saysound' command.
        Default: 0

sv_game_stats 0 (or 1)
	Displays game scores at end of level in the server console.
	Default: 0

old_ball_physics 0 (or 1)
        set to 1 to use the old ball physics if you don't like the new one
        from v1.21

ball_friction .25 (0 - 1)
        higher the number the less the ball slides.
        For example, you could set it to 0.1 and the ball will slide across
        the floor as if it were made of ice.

ball_bounce .5 (0 - 1)
        amount ball bounces.  Higher the number the more it will bounce.

kick_strength 800
        Kicking power.


Server Commands
---------------

sv scores - will display the game's score and player stats
sv createball - spawns a new ball


Preset Weapon and Ammo Configurations
-------------------------------------

By default, the weapons, ammo, and armor must be grabbed by the players
where those items are placed in the map.  You can, however, give
predetermined weapons, ammo, and armor to the players when they enter
the game and after respawn.  Here are the console variables to control
each item:

w_shotgun
w_supershotgun
w_machinegun
w_chaingun
w_grenadelauncher
w_rocketlauncher
w_railgun
w_hyperblaster
w_bfg
armor_jacket
armor_combat
armor_body

If you wish to start each player with a rocket launcher with 35 rockets,
you would then add:

w_rocketlauncher 35

Also, if you pregive a weapon, that weapon will be removed from the map.
You may also choose to use the 'noammo' console variable to remove all
ammo from the map.

And if for some reason, you'd like to remove a specific weapon from the
map, you may add:

w_rocketlauncher -1

and all rocket launchers will disappear.



Map Cycling and Server kick.ini
--------------------------------

To make life easier, you can cycle maps and change server settings
by modifying the 'kick.ini' file in the 'kick' directory.  Each
console command or variable under each map name will be executed
when that map is loaded.  That way you can configure each map any
way you want.

Also, the first map in the .ini will not load automatically so you
must always launch your server with a +map like:

quake2 +set game kick +set dedicated 1 +map kick1

That's all you need.  After that, the maps will cycle as normal.



Server tips and suggestions:
----------------------------

All changes should be made in 'kick.ini' for your convenience.

You may also cycle the same maps again but with different gametypes
or different settings to add more variety to your games.

If you hate kicking balls but love deathmatch then why not run KICK as
a Team Deathmatch only server and cycle Quake 2 dm maps instead?

You can also change the motd text file for each map load.

You can put together or make your own sound packs with wav files
that players can use to taunt/cheer each other using the 'saysound'
command.  Don't forget the goal scores and intermission sounds too.
Works great if you want to personalize your own LAN games with your
friends.



============================================================================
 Credits:
============================================================================

Mod Creator:
------------
Doyoon Kim - design, programming, maps (KICK1, KICK2, KSTATION, HAMARENA,
             KCENTRAL, JUMPKICK, KICK2R), models, skins, graphics, and
             whatever else that was necessary including the Kick web page
             and this readme.txt... :)

nick : GreenMachine
email: dkim@planetquake.com
web  : http://www.planetquake.com/kick

Additional Thanks
-------------------
big0nes - made the great AZARENA, KICKBACK, and OUTPOST maps
Jon Renner - for helping me out with the kick3 map when KICK was first
             released

and id Software for being the coolest game company.


