JailBreak v2.5
A Quake 2 Modification.
JailBreak 1.7->2.5 coded, designed and coordinated by Dave 'anarchy' Dynerman (anarchy@planetquake.com)
JailBreak 1.0->1.7 coded, designed and coordinated by Dave 'WhiteNoise' Wallin (dwallin@planetquake.com)
Original JailBreak Concept by Dave 'WhiteNoise' Wallin (dwallin@planetquake.com)
JailBreak is a Team Reaction Production 
JailBreak is Copyright 1998-1999 Team Reaction
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JailBreak v2.5 Client Manual

Table of Contents
[1] - Installing and running JailBreak
[2] - What is JailBreak?
[3] - New HUD elements
[4] - The Scoring System
[5] - Commands and Features
[6] - Information for Map Makers
[7] - Credits
         
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1. Installing & Running JailBreak

	JailBreak v2.5 contains remakes and upgrades of virtually every map
ever made for JailBreak. Because of this, we reccomend that you delete your
\quake2\jail\ directory if you have a previous installation of JailBreak.
If you delete the directory, be sure to save any files you wish to keep, such
as key configurations, and map packs. (JBGold, Platinum, NeoPak)
This is the installation procedure:

	1) Create a directory in your Quake2 directory, called 'jail' (it MUST be jail)
	2) Unzip the file jb25cl.zip into your \quake2\jail\ directory

That's all there is to it. All the maps, sounds, models, etc are in the pak0.pak
file and are accessed directly from within Quake 2.

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2. What Is Jailbreak?

        Jailbreak is a team deathmatch mod in the tradition of CTF. There are 
two teams, Red and Blue. Each team has a base, and in his base is a Jail. When
you kill an enemy, he goes to your Jail. Likewise, when you are killed you
will go to their Jail. Once you have team mates in Jail, you can free them
by penetrating the enemy's base and hitting the switch to open the Jail
doors. Other things of note: When your entire team is in Jail, you are all
automatically EXECUTED and each member of the other team's score increases
by the number of players on your team. You will then be spawned out of Jail.
Getting Executed is bad, so try not to let it happen by freeing your teammates.
Fraglimit is measured against your TEAM score, not indidual score. Note that
you also recieve points (frags) for freeing people from jail.

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3. New HUD elements

	There is a new HUD in JailBreak v2.5 that tells you stats about the game
with one glance. On the left side of the screen, about 3/4 of the way down, are
two icons, a red player face, and a blue player face. The top icon on the left
side represents your team. If you forget which team you're on, just see which
icon is on top. To the right of each of these icons is a number. These numbers
represent the number of people in jail on each team. i.e. the number to the right
of the red player face is the number of red players in jail. Bars will also appear
over the faces if anyone is in jail, offering a quick check to see if you need to
go free your teammates.
	On the right of the screen, 3/4 of the way down, are the team scores.
The icons are two little square sets of bars. As with the left side, the top icon
will be your team's. The number to the left of the icon is the number of JailPoints
your team has accumulated. For more information on JailPoints see section 4, Scoring 
information. Whoever gets the most JailPoints when the timelimit or JailPoint limit
hits, wins the level.
	The scoreboard shows both teams scores, lists the players on each team, their
frag count and ping. At the top it also lists the total frag count for the team, and
the number of players on each team.

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4. JailBreak v2.5 Scoring System

	Unlike previous versions of JailBreak, the scoring system in 2.5 is team
based. Each team accumulates 'JailPoints', which are displayed on the hud, by
commiting various actions within the game.
	Executing the other team - 10 JailPoints
In addition to this, your team can get JailPoints by freeing their own prisoners.
The way this works is the percentage of people freed minus one person (the freer)
so that 100% freed means that everyone except one person was in Jail, and that one
person freed them all.

100% freed - 5 JailPoints
75% - 99% freed - 4 JailPoints
50% - 74% freed - 3 JailPoints
25% - 49% freed - 2 JailPoints
1% - 24% freed -  1 JailPoint

It may seem confusing but its really not. Lets say the Red Team has 11 players, all
of them are in Jail except for one player, lets call him Jim. Jim makes it into the
enemy base and frees 10 of his teammates, which is 100% (eleven minus one). The Red 
Team gets 5 JailPoints.

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5. Commands and Features

- Clan Competition Mode
	
	If a server is running clan competition mode, you will be able to use this. It
works much like QWRing did for QuakeWorld. First, you and your buddies set a team name
a good choice is a clan abbriviation, 8 char limit. For instance, if I was in clan ABC, 
I would pull down the console, and type 'set team ABC' - as would the rest of my clan,
the opposing clan does the same, only with their abbreviation. Then each person has to 
enter a command - ready - in the console. When all players are ready, the match will 
begin. You can have only two teams, so if 2 teams are formed, but some people did not 
issue their ready command, they will have to set their team to one of the existing ones, 
and enter ready. To see the existing teams, type 'compinfo' or press 'q'

- Radio Sounds
	Sounds are accessed through a menu. Press 's' to access to the sound menu.

- Jail Game
	You can only play the jail game in jail. To play you need a partner, look
at someone else in jail and press 'p' Your partner must look back at you and also 
press 'p' Once you both are partnered with eachother, you can play the game. Hit
the 'j' key to roll your dice. Both players must roll, then the next turn begins.
If you tie you each win 5 points, if you win you win 10 points + 1/4 of your
partner's points. Press 'b' to access a buy menu, you can use the points you win
to buy anything from weapons to a free teleport out of jail.

- GS Logging
	The server must enable this by setting 'stdlogfile' to '1'
	It will create a stdlog.log file, which follows the GSLog Standard

- Identification
	To turn on persistent identification, hit 'i'

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6. For map makers..

        There are a few things to know if you intend to make a map. First
are the special spawn spots. Here is a list of special spawns:

1 = red, 2 = blue

info_team1_start        // Spots where team1 starts
info_team2_start        // spots where team2 starts
info_team1_jail         // Places where team1 members appear in jail
info_team2_jail         // same for team2

Second, you MUST use func_jail_button for the jail release buttons, it works
like a normal button, and is used for scoring. Spawnflag 2 is red button, 
flag 4 is blue button.

Additionally, we have created several entities to make your mapping easier:
trigger_team_once - A one-time trigger, activated only by one team
		    Spawnflag 32 for red only, 64 for blue only
trigger_team_multiple - As above, except re-triggerable
trigger_team_hurt - Will only hurt specified team

For the jails, I recommend an enclosed area with a door triggerable with a
switch. You can use the trigger_speaker to play a sound effect when the
button is hit like I have in my map. You will also need to put a trigger_jail
entity in front of the jail door. When a player touches this, the flag that says
whether he is in jail is set to false (in other words, it takes him out of
jail).. So you need that. You will also need to give it the 'nodraw' flag.

Another thing of note: for the switches which free the prisoners, you must
set the spawnflags according to which team you are freeing. For example,
if a switch is freeing team 1 (red team), then set the spawnflags to 1. Like
wise, if you are freeing team 2 (blue) set it to 2. This prevents teams from
opening their own bases.

These are the new sounds used in jailbeak:

jail/jailbrk1.wav       - "prison break in red base"
jail/jailbrk2.wav       - "prison break in blue base"
jail/jailbrk3.wav       - easy listening music for the poor souls waiting in jail.
jail/jailbrk4.wav       - More easy listening music, composed by Nate Kozloski of Team Reaction

To play a sound, use target_speaker... Go find a tutorial somewhere on using
this. It's pretty easy, but there are a bunch of options. Jailbrk3 is played
as an ambient sound ("attenuation" "3").

I will be releasing the source for my map to aid others in making JailBreak
maps.

NEW: You must put a trigger_jail with spawnflags = 64 inside the jail. This
will tell Jailbreak that a person has re-entered the jail. Stick it near the
door where people must touch it.

NEW: The Rust site can now be found on planetquake! This site is excellent if
you need a tutorial of any kind (for editing maps). I believe the address
is www.planetquake.com/rust/

NEW: Turrets can now be made multiple barreled - all you have to do is add
another "info_notnull" as a target. It will shoot from a random turret each
time you fire..

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7. Credits

1.7->2.5 Coding, design, and coordination by Dave Dynerman (anarchy)
2.5 Release coordination, help, friendship and general great companion ship by Cyclone (thanks man!)
1.0->1.7 Coding, Levels, sound, some art, and concept by Dave Wallin (White Noise)

Thanks to the makers of Loki's Minion's CTF for the awesome player skins (and LM CTF!)

Tin again for the new player skins!

Extreme thanks to Ridah for releasing his player controlled Turret code, and
for his work in general in the Quake community.

Thanks to Sumaleth for his awesome player models - Zumlin Morbo and Brawn

Thanks to Stecki for his Fuel model

Also thanks to DeathPain who did the web page, and Tin who made the Jailbreak
logo (the Jailbreak site is at www.planetquake.com/rxn/jail/)

Also, thanks to Planetquake for all the wonderful services they've provided
me and other similiar Quake fanatics with. ;)

Thanks to David 'Zoid' Kirsch for some CTF textures and DLL code.

Thanks to Vansen for helping out in Crunch time

Thanks to Mank for help with some icons

Special Thanks to Ned Dog and Hard Body for their beta server and help

Thanks to Zoran for compiling the Solaris/Sparc versions

Beta Testers:
Howitzer - Lead Tester
Cyclone 
HardBody 
NedDog 
Vansen
EasyRider  
El Kabong   
Black_Shadow   
Apathy   
Justakiller   
dncenter   
Rhazor   
Tripzerobond   
Scrotch_Fire   
KillDawg   
Dragon Mage

Sul
Maps:

Cyclone:<cyclone@thepeel.com>
jb25map1.bsp,
jb25map2.bsp,
jb25map3.bsp,
jb25map4.bsp,
jb25map6.bsp,
jb25map7.bsp,
jb25map26.bsp.

Saint Bob:<etsmith@mindspring.com>
jb25map5.bsp,
jb25map15.bsp,
jb25map17.bsp.

Guru:
jb25map6.bsp.

Wister:<wister@geocities.com>
jb25map7.bsp,
jb25map14.bsp.

FatSmoke:<jwjanko@dc.jones.com>
jb25map8.bsp,
jb25map12.bsp,
jb25map20.bsp.

Obwando:<obrienr@syntech.net>
jb25map9.bsp.

mne[MON]ik:<mnemonik@planetquake.com>
jb25map10.bsp.

HaakonED:<haakonsen@gamespy.com>
jb25map11.bsp.

KnightBK:<KnightBK@home.com>
jb25map13.bsp,
jb25map24.bsp,
jb25map25.bsp.

Neotic:<curly@rdr.net>
jb25map16.bsp.

Dragonmage:<Draygnmage@yahoo.com>
jb25map18.bsp,
jb25map28.bsp.

Sul:<Sul_ANM@gmx.net>
jb25map19.bsp.
jb25map23.bsp.

Filth:<filth@ravenarchives.com>
jb25map21.bsp.

Slacker:<neil.hanson@virgin.net>
jb25map22.bsp.

BeerHunter:<beerhunter_qed@hotmail.com>
jb25map27.bsp.

Cool places to go:

www.planetquake.com/rust/
        Awesome level editing site - they have tons of tutorials. I consulted
        them myself when trying to figure out the turrets.
www.planetquake.com
        For your every Quake related need
impact.frag.com/
        Look for the Morbo model here, as well as the Eraser bot and other cool things
        from Ridah, Rowan Crawford and the other cool impact people.
www.frag.com/deconstruct
        Deconstruct, a modelling and art site from the dude that did the Waste model
www.gamespy.com
        Get Gamespy here! BUY IT!!!~~! (shameless plug)
inside3d.com/skinning
        Spawn22 and Tigger have a skinning page here

A word from the author:

You can email me at anarchy@planetquake.com
You can email WhiteNoiz (modgod) at dwallin@planetquake.com
Please direct any questions to Deathpain, at deathpain@hexenworld.com
The JailBreak page is: www.planetquake.com/rxn/jail/
Please stop by for the latest updates and news.
