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VERSION 40B >
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HOW TO INSTALL AND RUN A SERVER: Unzip this WITH FOLDERS (very important) to your Tribes2\GameData folder. Make sure there is a folder called scripts containing other folders all containing many .dso files. Also, this is very important, make sure I zipped the /shapes folder, which should contain .cs files. If I didnt do this, it will crash you. You can either: tell me to fix it by mailing me OR copy the shapes folder from an earlier version or another mod. You can use the shortcuts supplied in the \Talon2 folder for running the game, or use your own. Just a note, Dedicated means there is no local player, ie you host and its just a console. If you host non-dedicated, it can lag more, especially if your system has trouble running T2 at a good framerate. If you have any trouble, mail me at Talonhawk@planettribes.com
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IF YOU HAVE PROBLEMS: There are a few reasons you could be having problems running a Talon2 server. 
- First, make sure you have the correct directory structure. There should be a Talon2\Scripts and a Talon2\Shapes, and in the scripts folder, at least 5
  subfolders each with scripts in them. Some versions of winzip don't extract folders, so this happens to people occaisionally.

- If you still cant host, you may have the "Pure server" option on. This makes your server verify that it is only using BASE T2, which will cause Talon2
  files not to execute. 

- Another problem that you could be having is a dso problem. Im not sure why these happen, but you can try deleting all your base dsos, hosting a base server
  (so you recompile these base dso files) and THEN hosting a Talon2 server. You might need to do this if your Talon2/scripts directory and subdirectories
  have tons and tons of .cs.dso files which arent included in this zip (meaning these files have been compiled into the talon2 dir for some reason). This
  may also lead to problems running Tribes2 with other rule sets besides Talon2.

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REVISION LIST:

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----- v. 40B ---------------------------------------------------------------------------------------------------------------------------------
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// Updated to work with the new patch!

// NEW STUFF:
// kicking/tackling now stuns the target for a very short time and does more damage (depends on speed/mass)
// jumping off of damageable players has a 60% chance to knock them over like running into them does
// beamsword causes instant damage when you turn it on if a person is in the beam's path (about disc damage)
// Pulse cannon redone
// ELF Gun does damage differently (2^(attackers-1)) (1 player = 1x, 2 = 2x, 3 = 4x, 4 = 8x, etc, PER PLAYER)
// Players can now pick up parts of multi-use packs (like force emitters)
// Looting any item displays quantity (not just ammo)
// Blastrifle look changed
// Changed how the flag area camping works. At first it will push you away (hard) then slowly kills you.
// Dart Gun now fires tranquilizer darts instead of poison ones. 2 consecutive hits will cause 5 second immobility!
// Nuke pack can be used on the ground. It takes 30 seconds to place, 1:30 to detonate. It is weak, too.

// New on death drop conditions: Shockwave/gibs drop everything
// but electrical (spasming death) causes them to drop thier weapon
// AND there is a 25% chance to drop weapon anyway

// BALANCING CHANGES:
// Autocannon damage slightly reduced
// Peacemaker can turn again
// Plastique can be detonated with 1 sniper shot
// Cryo grenade splash range lowered back down a tiny bit
// Players who switch to observer will lose ALL points (to prevent them from escaping death this way)
// Clamp turrets shield weakened
// Shocklance can 1 hit players who are knocked down
// shieldpack protects against EMP
// Force Emitters arent damaged by EMP anymore, and recover faster from EMP overloads than from normal overloads
// Infiltrator can take more than 3 clamp turret shots (6 now)
// Infiltrator jump can be used while on water
// Blastrifle damage lowered
// Fake death doesnt make you drop weapon/pack (since this is normal now)
// Inventories recharge pulse cannon ammo, instead of draining it
// Titan overcharge is now a 100% increase in energy, before it was about 50%
// Titan can now handle overheating up to 165 instead of 145, this makes suicide harder and
//       also makes the overcharge ability more useful.

// FIXES:
// players cant use command map to re-control to thier player if they are faking death, mind controlled, or stunned
// unguided missile messages will always show up now
// players cant stick targeting laser targets by switching to RSMS mode while firing
// targeting laser no longer says "Targeting halted" after you finish targeting for RSMS
// lag from igniting flamethrower gas reduced a little
// bugs when being knocked down and killed are fixed
// Cloaking pack UE fixed, re-enabled
// Looking around in 3rd person doesnt move laser targets
// Nuke EMP isnt blocked by any barriers
// fixed the MCB warning's "secondss"
// bugs caused from dissasembling fixed
// reason turret bugs fixed
// going into water stops burning
// removed a bunch of echoes
// PJ superstats no longer registers fake deaths as suicides
// beamswords no longer hang around after a played is blown apart with one turned on
// wildcat mines are team-friendly
// Nuke-bearing vehicles wont dissapear if you buy a new plane or if you leave them alone, and
//       buying a vehic while they are on pad doesnt delete them either
// Frozen players cant control thier body while frozen.

// FX CHANGES:
// Fusion Cannon
// Pulse Cannon
// Electrocution deaths
// Heavy grenade
// Blastrifle
// Hornet
// Behemoth (cannon and rockets)
// Pheonix (cannon and missiles)
// Cryo Grenade

// Admin commands: In order to save processor time when parsing admin chat, I've made it necessary for super admins to type ^a before they use the cheaty
// admin commands. So to do ^zap, you'd do ^a ^zap <name>
// I've also added:
// ^ko <time> - knocks the player over
// ^punish <option> - like running THPunish(<option>);. If you havn't used this command before, it has a lot of wierd punishments. #0 can cause people to be
//    frozen forever though, instead of killing them. This usually just confuses them.
// ^give was changed a little. now you have to put the # of item before the name. Ex: "^a ^give 1 mortar all" would give everyone a mortar.

// Also, there are a bunch of unmentioned (little) changes.

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----- v. 39B ---------------------------------------------------------------------------------------------------------------------------------
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NEW STUFF:
// Chem mine added
// New bullet holes for different weapons
// Flak gun, Commie redone
// Sensor Array Pack: compatible weapons: mortar, tempest, missile, swarmer, peacemaker
// Cloaking Pack now cloaks friendly objects within 28 m
// New HUD colors
// Autocannon, Flak gun Redone
// Pestilence/darts is contagious
// Bouncing off of players/walls
// You can knock people over (drop thier gun too) if you are moving quickly.

BALANCING CHANGES:
// Warrior can carry 14 grenades now, by default
// Sniper Rifle reload time decreased 400 msec
// Peacemaker main missile speed and turning changed - its a lot crazier now
// Flak Turret damage and shock reduced 40%
// Railgun now travels through walls in a straight line, so you can now just center on thier location and fire
// Shocklance can 1-shot Marauder now (from behind, of course)
// Infiltrator shield comes back 60% slower
// Beamsword damage fixed (it was actually bugged at being too high)
// More EMP and Force emitters allowed, EMP emitters allow more spacing
// Railgun charges 33% faster (from 3 sec to 2 sec)
// Missile Launcher seeking mode max velocity decreased 15%
// Tank nuke range reduced 66%
// Assassin gets 3 more C-4s

MINOR FIXES:
// Plasma gun burning now displays a message
// Hurricane bombs dont blow up on the plane
// Flak Turrets and guns should never crash anymore
// Hacking vehicle stations works correctly
// ACD cloaking bug fixed
// Damge radius is now used correctly when detonating flamethrower gas (was stuck at 5m)
// Observer is observing you messages dont display unless observer watches you for at least 5 seconds

GRAPHIC CHANGES:
// Swarmer
// Plasma Gun
// Most fire effects, including flamethrower
// Railgun
// Beam Sword
// Player being hit: If you are high health and are shot, sparks fly instead of blood
// Vehicle damage/death particles
// Blood
// nuclear explosion
// non-splash weapons efffect corpses
// nuke
// cryo grenade

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----- v. 38B ---------------------------------------------------------------------------------------------------------------------------------
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NEW STUFF:
* RSMS can now lock onto players with no heat, and now has target queue!
* Flamethrower works more like a real one now (range limited, but doesnt fall) and its ignitor can be turned off, allowing you to pump out explosive gas!
* Railgun redone graphically
* Interceptor Spike Module - shoots down RSMS missiles instantly
* Flame/Incendiary weapons can catch people on fire
* Blaster and Tempest look changed (only cosmetic)
* Sniper rifle has a laser if you feel like turning it on, for fun. Might do something later.
* AA turrets now shoot timed flak bursts
* Grenade Launcher has a 6 grenade maximum now, but damage is higher per grenade. It gives it a whole new feel.
* Nuke: effects improved, some splashes and a wave if detonated on water, on maps with moisture (water, precip) the famous cloud condensation effect occurs, detonation height set to 75 from 50, shockwave is more realistic in that you CAN hide from it, but you must be indoors or have a wall or barrier directly in front of you.
* Tractor is now a grappling beam style weapon. It acts similar to an ELF gun in that it can graple to objects like players and vehicles, but it can also latch onto walls and ground if they are in range.
* RPG -> Missile Launcher. Only Marauder can use its EMP mode, so it still acts like an RPG in many ways.
* Assault Rifle -> Centurion Assault Cannon. A big remake here, but same idea. Grenade launcher on it is visible
* Dead players can be effected by EMPS, shockwaves, explosions, etc, enough shooting will gib them too
* When you gib it makes the pools on the ground

BALANCE CHANGES:
* Talon2 now adjusts map cielings to be at least 600 m on all maps. This might lead to some wierd situations, but the 250m cielings were pissing me off
* Plasma Gun burns 10 seconds shorter and does much less to non-players (to prevent hit and run base raping)
* Cluster Bombs should do more damage now
* Artemis missiles cause real damage now
* Reaper MCB turret uses less energy
* MPB only requires 15 m of room instead of 100
* RSMS missile avoids terrain better
* Repairkit scales amount to heal to your health
* Deployed Sensor Jammer only effects same team
* Forcefields dont slow you down
* Warrior gets more ammo and Repair comes back 10 seconds faster (50 sec)
* All armors get more flamethrower ammo
* Ammo pack amounts/contents updated
* Marauder ammo Regenerate rates tweaked
* Behemoth and Pheonix handling tweaked
* Behemoth guns do less damage per hit and are more innacurate, but fire much faster

MISC FIXES:
* Hurricane/Valkyrie flares now shoot out to the sides more
* Hurricane nuke now controlled by bomardier (to standardize position that uses nukes to be the gunner seat)
* Hurricane bomber bomblets are now accurate for the bombsight (as accurate as cluster bombs get)
* Rapier napalm edited, now correctly goes over buildings (instead of popping up on the bottom)
* Both big bombers have bomb reticules for the pilots
* Pheonix and Behemoth get some nice fx on the guns
* Smoke grenades should be both more useful and less laggy
* MANY fx redos in this version
* Damaging/killing a player by using a Shockwave Rifle will give you credit for the damage. This means you can get TK point pentalties, have the damage blocked if TD is off, or even get points for smashing enemies.
* Flak gun explosion is different and lags less also, shells explode on impact now
* Beam Sword blood is updated to new look (less pink)
* A message for laser guided bombs is fixed
* All situations where you bleed but are not hurt should be fixed (ie while shielded or in a plane)
* Did some things to conserve object numbers (sourceless god spawner atom)
* MLRS turret and Aerial Laser turrets shouldnt lock up anymore (actually they still do but they do it much less)
* Hurricane Bomber flares use turret's energy, not plane's
* Death messages for reason turrets

NEW ADMIN COMMANDS:
* ^overload <name> - titan overload w/o splash
* ^gib <name> - *pop*
* ^nuke <use damage> - just like before except you can use damage using 1 in the 1st parameter (default 0)
* ^lastnuke <use damage> - changed for the damage or not thing (btw this nukes the last spot you did)
* ^port <name> - teleports player to where you are looking
* ^freeze <state> <name>- sets freeze state of player, you must use 1 (frozen) or 0 (mobile)
* ^spawn <type> <datablock> - currently only supports vehicles (^spawn vehicle <db>)
* ^clearLaserTargets - this isnt really new, but first time its been documented. it isnt necessary anymore because I fixed most of the target bugs, but if someone gets one stuck, you can use this.
* ^godmode <useLightningShield> - changed so only if you put in 1 do you get the "reactive" armor :)
* ^give <db> <amt> <name> - changed so you can really, truly, give now. hehe. Also, if it is an ammo using weapon, ^give now gives you 500 of that weapon's ammo.
* ^energy <rate> - sets your recharge rate (1 is high, 5 is very high, 100 is practically infinite)
* ^control <name> - allows you to mind control. to go back to self, do ^control revert
* ^godarmor - gives you the god armor
* ^spawntalonunit - spawns a talon unit bot, which use the secret god armor and every weapon in the game. Thier skill is set at 1.2 (1 is highest) so they will airdisc you 5 times in a row then midair you with thier 300 blastrifle charge. If you are bored, try one out.

NOTES:
* Airbases (which you may or may not have seen on Talon2 Testing) ARE DISABLED in this release, but SHOULD be in for the next version.
* The map-caused datablock crash shouldn't happen EVER in this version, unless the map uses over 40 datablocks.
* If you're an admin and you want to have some fun, give yourself the item reasonmk3. It has at least 7 modes on it. Just dont whip this out on newbs or you will scare them away from my mod...

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----- v. 35B ---------------------------------------------------------------------------------------------------------------------------------
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* nuclear weapon pack for artificer, can be used to attach nukes to mammoth, hurricane
* emp generator pack
* balanced beam sword damage (capped swinging damage and reduced vehicle damage)
* railgun can penetrate walls
* fixed up a few fx things
* more blood
* evil dart gun
* all the rockets from a swarmer or behemoth rocket launcher lock now if the first shot was locked
* launchpack fx changed
* peacemaker damage for HE and Drunken lowered
* nuke damage changed a tiny bit from what 35 betas were like, also death messages
* possible minor changes that I forget


ADMIN COMMANDS: There are a few things a superadmin can do, and since I get asked for them a lot, here they are:
* ^give <item> <amount> = forces the game to give you <amount> of <item>. The thing is, you need to know the name of the item.
* ^nuke = spawns a non-damaging nuke where you are looking
* ^zap <name> = smites <name> with lightning. include clan tags
* ^godmode / ^godmodeoff = turns on/off god mode, which makes you invincible and auto ^zaps anyone who attacks you (even teammates)
* In console, TFuncPunishment(%client,%tag) = use client ids which you can find with listplayers(). Only use this if you know what you are doing.
Tags: 
0 = freeze and throw grenades, this doesnt always kill them and they end up getting stuck. so, dont use it much
1 = gibs them and continues to gib them when they spawn. use again to remove permanent effect
2 = flings client up, them smashes them brutally into the ground
3 = no death here, just makes them flip weapons constantly and flash red on their screen a lot
4 = lightning zapping