================================================================================
ReactanceIU:1.3Beta7
Development Team :
	Vision: John "QUADFather" Mora
	Programming: John "Monkk" Minadeo, John "QUADFather" Mora,
		     John "Evolution" Murhpy, William -Spike- Kimerer
	Graphics: Dwel13r
================================================================================

Direct all questions and bugs to http://xcclan.monkk.com 
forums section

Authors:
	John "QUADFather" Mora	q3_quadfather@hotmail.com
	John "Monkk" Minadeo	q3aMonkk@hotmail.com

* Also, thanks to Myrddin for some VSP logging information!


Background:
-----------
Being great fans of CTF and the InstaUnlagged (IU1.1 and IU1.2) mods by
Paradox and disappointed by the state of the most popular versions of the mod
in use today (1.1 and 1.2Beta) It was decided that we should fix some things,
and so we have. IU1.2 was originally used as a guide for gameplay features. The
entire development staff are pretty hard core CTF players, this mod is
absolutely geared to CTF players, although we have added some general goodies
for non CTF games. And while we do plan on improving support for other
gametypes CTF will remain our highest priority. We also try to gear our
development to server admins as we know how painful this can be to newcomers to
server administration.

State of the Mod:
-----------------
This mod is by no way finished it's in development. We do however feel that
it is in a state which can be enjoyed reliably on public servers. This mod
can be a stand in for any InstaUnlagged 1.2Beta server that uses the Railgun as
the insta-weapon. Currently, the only weapons in the game are the Gauntlet and
the Railgun. There is no way to switch insta-weapons or insta-warmup weapons. 
The "ready" command is also not present yet. There are other various features
which may or may not be there yet or ever. At some point you need to step away 
from what you're patterning your mod off of and let it become an entity of it's
own. Now is that time.

We've "improved" the railjumps we think it's a lot "smoother". Think of the
railgun as a means to move and a weapon, as opposed to a weapon that can push
you around. It requires a touch of getting used to, but you'll like it, trust
us! R:IU supports both IU1.1 and IU1.2 reload after railjumping behaviors. The
knockback settings are similiar but with the 2.01 unlagged code and the way the
railjumping works it's a little subjective. We were very careful to tweak 
settings such as to not ruin the "known" railjumps in popular maps. A improved
Flag Sacrifice system that actually puts your flag near where you went into the
void. Sacrifice is always on, so get used to bringing that flag back yourself
and your team better back you up. Tired of being spawn-camped? We were too, the
spawnspots are now actually random, and you can enable the Stealth Spawn mode
which spawns you invisibly and silent leaving you invisibile for a server
config-ed time during which you can't fire your weapon, but can get yourself
into position. And when we say invisible, we mean invisible, none of that
partial hazy q3 invisibility. After you play with it, you will feel wronged at
other servers without it ;-) We've added options to force all players on your
team or the opponents railgun rail colors because it's nice to know what sort
of firefight you're walking into. We've added the ability to let Team games end
in a tie should that be desireable perhaps in non-clan servers. We have added
Flag hold times, for players and the team as a whole per-capture and a nice
end-of-game summary stats (Railjumps do NOT count as shots and are tracked
seperately, FINALLY!) And for you tourney, ffa, and team dm players, there is
an option to change the score in the HUD Scoreboard (when you hit tab) to
display the Frags per minute instead of a raw score, which certainly puts an
interesting twist. The game still ends at fragcount and all it's just the 
display is new, give it a shot. We have also added a "Top 3" players and scores
in the HUD while you play for those close matches where individual score 
matters. And of course we've added a Speedometer for your trick jumpers and
railers. Oh yes, and logging works!  

Reactance:IU - The Future
-------------------------
Our immediate plans are to add the "Ready" command, add a Max Players Per Team
option, force team and force enemy team player models, incorporate the
insta_weapon and insta_warmupWeapon concept, and add a weapon enable/disable
feature to bring whatever weapons the administrator wants back into the game.
As well as a new gametype or two that we have been brewing up for variety.
We would like to be very clear that we are making this mod for what's left of
the existing Quake3 and in particular IU CTF communities, that's right, you
hard core bastages who know how to use a railgun. There are other games to play
but we are here because we love it and the people who make it possible! Please
feel free to drop by the Reactance Clan's Website who is graciously supporting
the development of this mod: http://www.xcclan.monkk.com Drop by and tell us
what you think, what you like, what you don't like, what you'd like to see 
added to the mod, and please report any bugs you find to us and we will get it
fixed!

[Update: Monkk: 7/26/2006]
Development has slowed a little bit due to major issues from real life for the
core developers. We have been working though, if quiet about it :-) We've taken
a bit of a different tact for development. While InstaUnlagged gamestyle is our
primary concern, with the age of this game and the dwindling number of players
we've decided to broaded our horizons and bring full weapons and items back into
the game allowing for "normal" quake3 style play in an unlagged environment, 
while still having full access to railjumping (if desired, flag sacrificing,
non-randomized spawn spots like vanilla q3, ect) With the goal to bring more
players to the mod, albeit in different styles of play so that everyone can 
enjoy a mod that is being updated. We would like to add optional CPMA physics
but we haven't broached this subject w/ arQon as of yet. In the not too distant
future Reactance:InstaInlag will be shedding it's Insta in the title, as it
will no longer be an insta only style mod. At any rate, we've got a lot to 
do but check the dev servers regularly, we sneak up test build for battering
by the masses to expose bugs before we officially release the server VM out
into the world. Thanks!!

Stats and Logging:
------------------
The log files this mod creates are patterened after OSP's stats and give you
all the stats the CTF player (the non-ctf stats have always worked) needs. If
use VSP for your stats, you will want to use the q3a-osp setting:
	php vsp.php -l q3a-osp reactance.log

Additional Information:
-----------------------
In the ModNotes section you will find a timeline of development and at the end
a documentation for all Reactance:IU CVAR settings and usage.

We have included an example ctf server config file and client config file to
demonstrate the usage of various settings. The client config is not a full
q3config.cfg file, but can be executed from your existing one if so desired.
The server config is ready to go, though you will want to customize the
rconPassword and hostname but you don't have to ;-)

================================================================================
Reactance IU - Mod Devolopment - Notes
Development Team :
	Vision: John "QUADFather" Mora
	Programming: John "Monkk" Minadeo, John "QUADFather" Mora,
				 John "Evolution" Murhpy
	Graphics: Dwel13r

Former Development Team Members:
	Programming: William -Spike- Kimerer
================================================================================

11/22/05	-quad Started MOD

11/24/2005	-quad Unlagged code Version 2.01 merged.

11/24/2005	-quad Instagib Railgun only, Unlimited ammo, Railgun reload 
		time (CVAR), Non team spawn items removed, drop items when 
		fragged items removed, Fall Damage off (CVAR).

12/04/2005	-monkk: 1.1 Insta style rail jumping(CVAR) (KnockBack static 
		reload)

12/05/2005 	-monkk: 1.2 Insta style rail jumping(CVAR) (KnockBack with 
		fast reload (CVAR))

01/01/06 	-quad Auto/Manual flag return (team with 1 person has auto return).

01/10/06 	-monkk: Set inactive client to be moved to spec instead of
		booted	(CVAR)

01/23/06 	added speedometer(CVAR)

01/29/06 	-Quad added crosshair colors - and repaired the
		shader for crosshairs (gfx.shaders) added it to shaders\ 
		folder to the pk3

01/29/06 	-Monkk and Quad added silent respawning

01/30/06 	-monkk: Flag sacrifice code completed (can't return flag by
		killing self, falling into void or lava etc.)

02/01/06 	-quad: Added choice of displaying Frags per minute or frags in tab
		scoreboard

02/02/06 	-quad: Added a Hud scoreboard showing top three scoreres
		(frags) above the lower right scoreboard

02/07/06 	-monkk: Added Mod Game Stats scoreboard at end of game, added
		Individual weapon accuracy end of game scoreboard, added 
		ability to end Capturelimit games in a tie, color string 
		fixes on player hold flag times (Monkk)

02/12/06 	-monkk: Fixed intermittent vanishing flag on player_die,
		fixed divide by zero error concerning shots fired, added 
		Force Rail Trail colors for teams and enemies (see CVAR
		notes)

02/13/06	-monkk: Added default colors for team and enemy team rail
		trail colors

02/17/06	-monkk: sac bugs, flag in non CTF games, team held time, color
		stripped names after mod stats, moved stats to print after 
		intermission starts, sac in water, confused LKG, clamped sacs 
		to 2 then return flag

02/26/06	-monkk: Confused LKG, Flag does not sacrifice in Lava in 
		q3wc3, Names are color stripped after the weapon accuracy 
		stat board is enabled, Team Flag hold times on WTF maps

03/03/06	-monkk:  Fixed confucked LKG, Fixed disappearing flag in
		CPMCTF5 and other "Fog of Death" voids 

03/16/06	-monkk: Added logging compatible with VSP. To parse use:
		"php vsp.php -l q3a-osp LOG_FILE_PATH_HERE"
		(simple example...), Added mod_showFlagHoldTimes to turn
		off printing of the player or team flag held time (just for
		you, Evo baby!), Added Team Counts on TAB/Intermission/player
		death. The background reflects the team that needs more 
		players, yellow if the team counts are even. (For you Killer)

3/17/06		Reactance:IU 1.0 Beta released!!

3/28/06		-monkk: added score values cvars for various events in the game:
		capture flag bonus, team capture flag bonus, return flag bonus,
		pickup enemy flag bonus, frag flag carrier bonus, frag attacker
		near carrier bonus, defend flag bonus, return your flag for a cap
		to occur bonus, frag the flag carrier shortly before a flag cap
		bonus. Also added a client side command to allow the gauntlet to
		be in the nextweapon cyclce (normally you can't scroll to the 
		gauntletwith the mouse wheel or however you set up your 
		weaponnext / weaponprev binds. suggested by Evoluted

3/30/06		-monkk: fixed damage being reduced when attacker has handicap on,
		phone jack icon does not show during stealth spawn (while player is
		invisible.) Thanks -Spike- and Moopy!

4/1/06		-monkk: fixed late spawning items sneaking into the game (QUAD
		damage on carnagearena1b) Thanks Moopy!

4/2/06		-monkk: added scoring themes, currently support vanilla Q3, and
		"Only Captures Matter" (OCM is zero points for everything though
		your team still counts the captures to win. All hit/shots/accuracy
		still are displayed in the console and in log files for stats
		(Mwuahahahaha!). Locked the points CVARS so they can only be changed by
		setting mod_scoringTheme. Updates to the scoring take place on map
		change. Added cvars for points you get when you :
		kill a teammate, kill yourself, and kill an enemy. These cvars are also
		protected. Also changed the flag sacrifice announce sound to something
		less grating. Fixed g_unlaggedversion to 2.01 (which it has been all
		along)
4/8/06		-monkk:impressive on 3 hits in a row, spawn-protected player
		can't pick up flags, make scoringTheme changeable on map_restart not
		just on map change
4/9/06		-monkk: insta_protection (mod_protection and mod_protectionTime)
		removed mod_stealthSpawn, replaced with mod_protection with support for
		both stealthspawn (you can be killed but appear silently and invisi) or
		battlesuit (you can't be killed, but appear with glow and normal spawn
		effects). Both are controlled by mod_protectionTime for their duration.
		set mod_protection to 0=off,1=StealthSpawn,2=Battlesuit.
4/10/06		-monkk: randomize teams (randomized by hits per minute at end of
		match), made bots not just stand around with their thumbs in their
		asses in non-ctf maps, added most of the cvars for tab auto-completion
		in the console
4/12/06		-monkk: end of game screen shot (client side cvar) - for moop,
		added player name to sacData structure to completely de-couple any
		checking of players after the flag has been dropped by a dying player
		(possible fix for crashing server @ jujus)
4/25/06		-monkk: added a 1.75 second delay to auto-end-of-gamescreenshots
		as well as fixed a problem with it interupting other console commans
		during execution. Clamped the mod_scoringTheme to keep bad values out.
		modified flag touch code to stop logging extraneous item pickup lines,
		as well as stop the flag from looking like it was picked up and then
		re-appearing after the server game dis-allows the touch. General
		tune-ups and optimizations to mod functions for efficiency and 
		performance. Most of these were server side but the cgame was also
		touched. Added the UI VM to the distribution for dependancy reasons.
		Changed the console background image for fun, the final graphics are
		not currently ready. Renamed the ReactanceServer.cfg and 
		ReactanceClient.cfg in the pak0.pk3 to ReactanceServer.cfg.RENAME_ME
		and ReactanceClient.cfg.RENAME_ME respectively to avoid confusion
		for new server admins using it as a base
4/26/06		-monkk: fixed an unlag issue in the railgun fire code. RJ feels more
		"solid" and fixes a lot of the hit/miss inaccuracies -Spike-, Dwel13r,
		and Evolution were seeing. Thanks guys!
4/28/06		-Dwel13r: provided real console replacement graphics for the mod.
		(THANKS Dwel13r!!!!!!!)
			-monkk: fixed bots being kicked on passworded servers (player bots
		not the cheat kind ;-) )
5/6/06		-monkk: added mod_instaWeapon, mod_enableHook, mod_instaGauntlet,
		and mod_instaGib (still in development)	grappling hook can be on or off,
		mod_instaGauntlet allows the server	admin to allow or not allow the 
		gauntlet in InstaGib play. turning InstaGib off enables all weapons and 
		turns off 1 hit, 1 Kill functionality. It's working, however re-enabling
		item spawning isn't complete yet so best to not turn it off because
		there is no ammo to pick up. Will be disabled until item spawning is
		complete.
5/7/06		-monkk: added offhand grappling hook (bind a key to +weapon12).
		mod_enableHook 0 (default)=off/1=offhand grapple/2=grappling hook
		weapon. Added options for randomize teams (see mod_randomizeTeams below)
6/1/06		-monkk: added mod stats and weapon accuracy stats on demand during
		the game. (same as those enabled by mod_enableModStats and 
		mod_enableWeaponDisplay. execute the following commands from the console
		preceeded by a backslash: \gmodstats or \gweapstats or better yet, bind
		them to some keys. These are server computed values so your client asks
		the server for them, and as the response is pretty big, the requests
		can only be issued every 2.5 seconds to avoid players getting kicked
		because of command overflow.
6/2/06		-monkk: added the weapon reload cvars: mod_lightningCycle, 
		mod_shotgunCycle, mod_machinegunCycle, mod_grenadeCycle,
		mod_rocketReloadCycle, mod_plasmaReloadCycle, mod_bfgReloadCycle
7/12/06		-monkk: mod stats and weapon accuracies added for spectators, as
		long as they have fired a weapon.
7/21/06		-monkk: got the mod_instaGib 0 working, powerups dropping on death,
		added cvar for randomSpawn patterns (was always, now it defaults to on
		and it can be turned off to allow normal q3 spawn patterns. 
7/26/06		-monkk: added ^8 (orange) and ^9 (grey) to name colors, these do not
		work in chat's, thats done by the engine not the VMs. :-( Also fixed
		black so you don't need to ^^0 to use it anymore. Added dark grey
		background to ui name setter so you can see black. Added Orange and grey
		to the rail color picker ui (Effects color under player settings), and
		added those rail colors to color1, color2 and mod_forceTeamRailColors,
		and mod_forceEnemyRailColors. check those mod_force* cvar settings for
		color number values.
7/27/06		-Monkk: map rotation will now occur when no players are on the
		server, or if only bots are present.
7/29/06		-Monkk: changed callvoting for g_gametype to not break map rotation.
		also mad a few changes so it would compile under TeamArena. We do not
		use this now but may open it up as a sub-project in the future.
7/31/06		-QUAD, Monkk: added Say, SayTeam, and Tell message spamming limiting
		(new cvars: mod_sayLimit, mod_sayteamLimit, mod_tellLimit. 0 disables it
8/1/06		-Zero: fast weapon switching cvar (mod_fastWeaponSwitch) like CPMA.
		-Monkk: fixed the cvar change message reporting with g_instaGib CVAR
8/2/06		-Monkk: fixed original rail color usage for /color1 and /color2.
		colors are: 0=White, 1=blue, 2=green, 3=cyan, 4=red, 5=magenta, 6=yellow
		7=White,8=orange,9=grey. Yes white is duplicated... No good color to
		add... These values work with color1, color2, mod_forceTeamRailColors,
		and mod_forceEnemyRailColors. Fixed a bug in not dropping powerups in
		certain gametypes (all but TeamDM per vanilla q3). added lastmap (like
		the opposite of nextmap) can be callvoted. Moves you to the last map
		in the map rotation you played. Don't set it in your config, the game
		tracks it for you. It does require nextmap to be used in conjunction. In
		cases of no nextmap, lastmap will be set to map_restart. 
8/3/06		-Monkk: changed default cvar value for mod_forceRotate and 
		mod_instaGauntlet to 0 (zero).
8/4/06		-Monkk: can disable any callvote-able setting by setting the string
		disable_VOTE-STRING-GOES-HERE 1 for example:
		\set disable_g_gametype 1
8/12/06		-Monkk: added accuracy sound and text announcement for 4 hits in a
		row in instagib, 3 for non-instagib
8/12/06		-Monkk: fixed mod_forceRotation to not rotate when timelimit is set
		to 0 (zero), fixed modvotes list
8/19/06		-Monkk: added multi-toned hit sounds. cvar: mod_hitTones, 0=normal
		q3 style, 1=tone is based on targets health, 2=tone is based on the
		amount of damage towards target (2 is proMode-ish and would be the
		fairer setting. Server side controlled.
8/20/06		-Zero: Removed mod_randomSpawn in favor of spawnStyle and added 8 more
		spawn types.
		--Zero: Modified ForceModel so it forces the model you have instead of
		Sarge.
9/9/06		-Zero: Added pwnage.wav to FFA and Tourney gametypes
9/10/06		-Monkk: added initial pass at client side mod stats, currently
		does not support the accuracy stats, or a pretty display. To turn it
		on, mod_enableModStats needs to be set to 1 and a new cvar has been
		added : mod_drawModStats (see below for syntax). Changed active player
		time to keep track of total play time so you keep your time between
		team switches (includes moving to spectator and back). Mod stats now 
		also persist across team changes and in the spectator state. Eventually
		this will all be integrated into a Mod Scoreboard that works like the
		normal scoreboard (holding down tab key) and includes accuracies.
		Brought in QUAD's initial pass at adding the ownage sound effect at end
		of game if the point spread is vast enough to warrant it. This should be
		difficult to achieve. Still needs tweaking for gametypes. Zero is
		handling. Also increased the volume of the end game sound so you know
		the game is over :-) Nice!
9/10/06		-Zero: Added new falling damage plain
		--Zero: Factored quad dmage to railjumping when railjumping is enabled with
		mod_instagib 0
9/11/06		-Monkk:fixed colored name in mod stats display, fixed erroneous flag-hold
		times when not holding a flag in mod_instagib 0
9/17/06		-Monkk:added the accuracy client side scores initial rough pass. the
		server needs to have mod_enableWeaponDisplay on and to enable it on the
		client, mod_drawWeaponStats (see cvar documentation below). Also added
		2 cvar's to turn off the say and say_team chat beeps: mod_sayBeep, 
		and mod_sayTeamBeep. 0 is off, anything else is on. Defaults to on
		(added at OldSkooLP!nkF's request 6006servers.com)
9/25/06		-Monkk: finished first pass at client side stat scoreboard. Bind a
		key to "+stats" and it works just like the scoreboard and tab. The
		server needs to have the stats enabled, and the client needs to enable
		the draw cvars (see note of 9/10/06). I also removed the 2 client
		commands \gmodstats and \gweapstats and the end of game console printing
		as you can see them in game. Still need to make sure it overrides the
		scoreboard at the end of the game :-)
		-Quad: added a "pro" style shotgun spread. set mod_proStyle = 1
		to enable it. 
11/11/06	-Monkk: fixed bug in Sacrifice Announce that could cause the server
		to crash if players with long names sacrificed flag. Also fixed
		mod_randomizeTeams. Will not rotate bots, just human players
11/20/06	-Monkk: fixed Mod Stats and Weapon Accuracy from being displayed
		instead of traditional scoreboard when dead... (oops, my bad ;-) )
12/8/06		-Monkk: removed mod_instaWeapon from being shared cvar, was
		erroneously implemented as shared cvar. Added to auto-completion list
4/26/07		-Monkk: optimized time spent in unlagged time shift during railgun traces
4/29/07		-Monkk: added mod_delagRj which will delag the RailJumping. The default is 
		off as it's experimental. Pings of > 120  should see some benefit. It may
		or may not contribute to the "shoot thru" anomoly that some people see.
		Testing at lower pings (under 50) show no difference with it on or off,
		the rail_fire code is currently optimized to run with it off. Turning it
		on shouldn't make a difference... "SHOULDN'T" i say... :/
5/13/2007	-Monkk: added mod_flagSacrifice (0=off/1=on defaults off) for enabling
		/disabling flag sacrifice.
5/20/2007	-Monkk: added maplist command. "\maplist" lists all maps that match:
		maps/*.bsp, when used with a parameter: "\maplist tourney", lists 
		all maps that contain the string tourney. Pattern matching is not
		supported. Should support > 413 maps depending on the size
		of there names. the internal buffer is 5120 chars for all mapnames
		including their extensions. This is a somewhat expensive operation
		as are the new related commands, memory wise in comparison to the
		majority of the internal buffer sizes, but, on a modern server...
		this should not be an issue. And you can always, use less maps...
		Also added "\callvote mapnum" to vote to a particular map by
		number. also added "\mapnum" server console command (use rcon on
		remote servers). 
9/23/2007	-Monkk: added mod_ambient cvar to shut off ambient sounds. Defined to
		be target_speaker ents with the looping attribute set. Also Added first
		pass at quickmodes (Essentially a "managed" cvar batch setter. Managed
		in that it reverts values back when a quickmode is changed. Two 
		commands: \qmlist which shows a list of quickmodes and 
		\qmset QUICKMODENAME where QUICKMODENAME is one of the quickmodes listed
		by \qmlist. Experimental, use at your own risk.
9/24/2007	-Monkk: fixed issue with untellible server message when callvote with no
		parameter was used
9/25/2007	-Monkk: synced all the cvars in the mod with the list below
9/30/2007	-Monkk: retooled the help system, simpler format, easier parsing. added
		"help" command (help alone will return a list of help topics, or
		"help " will get you the specific help. Also retooled quickmodes.
		when you set a quick mode, any cvar changed by the quickmode will be noted
		and saved prior to changing. When a new quickmode is ran, or qmrevert is
		used, the previous quickmode's settings will be reverted prior to running
		the new quickmode. added the following commands: qmset, qmlist, qmrevert
		qmset runs a quickmode, qmrevert unruns the last quickmode, qmlist will
		provide a list of quickmodes on the server. At some point the help
		system will be both client and server supported (currently the server
		provides the help for the client which is wasteful but proved convenient
		to proof of concept the help system initially. I expect this to change
		but not sure when.
10/06/2007	-Monkk: created a cfgparser framework for easier working with data files
		now supports cpma style configs where used. Also retooled the helpsystem
		to use the new framework. It is still all serverside as of this time.
		Slight changes to the help display text is all that is noticeable to the
		end user, this was all done for easier programming in the future. Also
		added DOS style wildcards for maplist. To get the current behavior, use
		\maplist *MAP_STRING* where MAP_STRING is the partial text of a map name
		to find.
10/07/2007	-Monkk: moved the cfg parser and help data system into QShared. Also had
		to move trap_FS_* calls to there as well. Unfortunately, CGAME does not
		support trap_FS_GetFileList so us developers need to be carefully calling
		it. It will currently give you a helpful error message and crash Q3.
10/10/2007	-Monkk: cg loading of help list because it has no access to 
		trap_FS_GetFileList() support from the engine. In anticipation of the
		cgame handling of the help system. Also added helpdata structure to UI
		VM for the graphical help system / cvar editor under current dev. 
10/11/2007	-Monkk finished the cgame help implementation, looks just like server
		only without the server trip. converted server help to be exactly that,
		it can be called from rcon or the actual ded server console. Will be
		retooling Maplist to go on client connect and protect against DOS due
		to maplist spamming.
10/15/2007	-Quad: initial pass at UI help system (Help button from the main menu
		upon loading the mod. release 1.3b4
10/27/2007	-Monkk & Quad, finished up the last of the tweaks to the help ui 
		(disabling/renabling controls depending on CVAR / Command or VM type,
		borders to more define the controls areas, moved the valid values list
		above the descriptions as the console help displays it there. Added the
		numbers 0-9 into the LARGE font used to render banners, (quite a pain
		but now they're there.)
10/27/2007	-Monkk: renabled setting of CVAR values for server only CVARS. Be 
		aware, these settings are Server controlled so when you connect to 
		a R:U server, they will be stomped by the server's settings. It is
		able to be set so that you may set these settings then start a 
		listen server using your values. Mostly an aid for those not too
		comfortable with console based configuring...
10/27/2007	Monkk: Released 1.3 Beta 5, started new branch for beta 6
2/28/2008	-Monkk: Fixed broken off-hand grapple. Thanks Evolution for
		aid in locating the problem and R@ncid Me@t of CL2 for finding
		it (bastard :P sorry it took so long to fix...). While I was in
		there I added 2 grapple related cvars (server controlled):
		mod_grappleDistance and mod_grappleSpeed.
3/2/2008	-Monkk: Completely redid the offhand grapple to not force the sound
		on the weapon itself, but instead on the hook that is being fired. When
		one is attached to the wall with the offhand grapple, the grapple
		continues to make the sound. You will also notice the sound
		originates from the hook missile. This is due to having no
		weapon actually firing it. The normal q3 grappling hook weapon
		gun acts the same as it always has. Also added cvar for
		mod_ambientWeaponSound which will disable the sounds of the RG,
		LG, and BFG
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Current CVARS :
++++++++++++++++
CVAR Name		Default	Description
			value	
--------------------------------------------------------------------------------
mod_takeEndSS	0	Take a screenshot of scoreboard at the end of the game/
					0=off/any non-Zero integer turns it on. 200 KB a screenshot
					may not want to always keep this on ;-) CVAR resets to off
					between start-ups of quake3 so you need to manually turn it
					on when you want it running. It will stay on once set until
					you quit from quake3. Note: putting it in your config will
					turn it on every time you run the mod, you have been WARNED!!

mod_railJumping	0	( turns on railjumping )

mod_hitTones	0	(adds multi-toned hit sounds when a target is hit.) 0=normal
					q3, 1=based on target's health at time of hit, 2=based on
					damage inflicted to target. 2=more proMode-ish, and more
					"fair"

mod_railjumpBehavior 	1 	( 0 = static KnockBack railgun reload cycle
				(ie:1.1Insta), 1 = dynamic KnockBack railgun
				reload cycle(ie:1.2Insta) )

mod_allowInvisiWallJump 1 	( turns on and off invisiwall rail jumping )

mod_railjumpReloadCycle 500	( quick railgun reload cycle time during
				KnockBack, used with mod_railjumpBehavior 1 )

mod_selfKBDistance	100 	( distance from wall to activate KnockBack and
				railgun reload cycle(if activated) )

mod_selfKnockback	100 	( distance you get Knocked Back )

mod_fallDamage		0 	( turns off fall damage )

mod_opponentKnockback	0	( amount of target knockback when hit )

g_inactivity		0	(sets time in seconds before inactive client 
				is moved to spec(0 = off) )

mod_proStyle		0	( in development ) Currently only enable the "pro" style 
				shotgun spread pattern.

mod_sacAnnounce 1-7  : 	0	off (no announce sound or text)
			1	small text (like a chat message)
			2	big text (centered in the HUD)
			3	small text & big text (both text modes: 1 & 2)
			4	sound only
			5	sound and small text
			6	sound and big text
			7	small text and big text and sound (everything)


mod_drawSpeedometer 	"0 0 635 200 .5"	Show a spedometer
				[show(speed)] [show(maxspeed)] [x(position)] 
				[y(position)] [alpha(translucency)] 

mod_drawModStats 		"0"		Show the client side mod stats.
				0=off/1=on with background/2=on with no background and text
				translucency .mod_drawWeapStats and mod_drawModStats must both
				be set to 1 to display the background.

mod_drawWeapStats 		"0"		Show the client side mod stats.
				0=off/1=on with background/2=on with no background and text.
				translucency. mod_drawWeapStats and mod_drawModStats must both
				be set to 1 to display the background.

mod_sayBeep	1	Enable the chat sound when normal chats are recieved

mod_sayTeamBeep	1	Enable the chat sound when team chats are recieved

mod_speedResetTime 	0 	(the amount of time that u can be standing 
				still before the max speed is reset 
				(in seconds), 0 is disabled)

mod_crosshairColor 	7	(sets the color of the crosshair to a static
				color; cg_crosshairHealth must be 0 for this 
				to take effect; Colors: 0 - black, 1 - red, 
				2 - green, 3 - yellow, 4 - blue, 5 - cyan, 
				6 - magenta, 7 - white)

mod_fragRateScoreboard 	0 	(set to 1 to see Frags per Minute instead of 
				Frag count under score in tab scoreboard)

mod_drawHudScore 	0 	(set to 1 and see the top three players scores
				(frags)	above the Hud scores on lower right)

mod_allowTie		0	any non-zero integer will result in 
				capturelimit games being able to end in a tie
				at the timelimit

mod_enableModStats	1	zero for off. Displays stats and end of game 
				in console

mod_enableWeaponDisplay	0	and non-zero integer will turn it on. Displays
				individual weapon accuracies at end of game

mod_forceTeamRailColor 	-2	Forces the rail trail color of all team mates 
				to be the same color specified: (-2 = off, 
				-1 = default rail colors (Red team is Red,
				Blue team is Blue), otherwise a range of 
				integers between 0 and 6. These numbers 
				correspond to the color1 and color2 settings 
				the rail guns effect uses color1 is set in 
				the UI by choosing rail color. the values 
				correspond to the following values:
					0	: White
					1	: blue
					2	: green
					3	: cyan
					4	: red
					5	: magenta
					6	: yellow
					7	: white
					8	: orange
					9	: grey
				No effect in Free For All or while a Spectator

mod_forceEnemyRailColor -2	Forces the rail trail color of all enemies
				to be the same color specified: (-2 = off, 
				-1 = default rail colors (Red team is Red,
				Blue team is Blue), otherwise a range of 
				integers between 0 and 6. These numbers 
				correspond to the color1 and color2 settings 
				the rail guns effect uses color1 is set in 
				the UI by choosing rail color. the values 
				correspond to the following values:
					0	: White
					1	: blue
					2	: green
					3	: cyan
					4	: red
					5	: magenta
					6	: yellow
					7	: white
					8	: orange
					9	: grey
				No effect in Free For All or while a Spectator

mod_gauntletInWepCycle	0	Allows the gauntlet to be in the weaponnext / 
				weaponprev

mod_grappleDistance	800	Maximum distance a the "hook" can travel before it is
				considered a miss
mod_grappleSpeed	800	Speed at which you are pulled by the grapple once it
				has attached (and how fast the hook travels)

mod_showFlagHoldTimes	1	Enables printing of the time the player and
				the player's team (in the event of a flag capture) has 
				held the flag. Any non-zero integer will result in 
				turning the printing on.

mod_protection			0	SpawnProtection: 0=off/1=StealthSpawn/2=Battlesuit
				StealthSpawn: Spawn invisible, can be killed, no spawn visual
				or auditory effects. Battlesuit: Spawn visible with Battlesuit
				glow, can't be killed (by players, world and telefrags can
				kill you), normal visible and auditory spawn effects. 
				neither protection mode allows you to fire. It's intended use
				is lower mod_protectionTime

mod_protectionTime		325	Number of milliseconds for the spawn protection
				provided by mod_protection stays in effect. Admins, tweak at
				will

mod_randomizeTeams		0	Reorganize the teams after matches end.(map_Restart
				will not re-organize the teams). Sorts by Hits per Minute (as
				seen in the mod scoredboard) Valid setting values are:
				1: sort by Hits
				2: sort by Scores (will sort by hits if mod_scoringTheme is 1 
				   (Only Captures Matter))
				3: sort by Hits Per Minute [not a good randomizer, recommend 
				   not use]
				4: sort by Accuracy [not a good randomizer, recommend not use]

mod_spawnStyle	0	0 = random pattern
					1 = random pattern + speed
					2 = random pattern + speed/health
					3 = random pattern + speed/health + enemy
					4 = random pattern + enemy
					5 = vQ3 pattern
					6 = vQ3 pattern + speed
					7 = vQ3 pattern + speed/health
					8 = vQ3 pattern + speed/health + enemy
					9 = vQ3 pattern + enemy

mod_enableHook	0	0=off/1=Offhand hook (bind a key to +button12),
			2=Grappling Hook Gun weapon (no offhand grapple, bind a key to 
			"weapon 10"). Requires map_Restart

mod_instaGauntlet		1	0=off/1=on. Enables gauntlet in InstaGib mode
				(gauntlet always present in non-InstaGib) Requires map_Restart

mod_instaGib			0	0=off/1=on. Enables 1 hit/1 kill functionality, as
				well as limit game weapons to the mod_instaWeapon value and
				removes all but CTF Flags from the game. Turning this off should
				work, however as of this writing (5/7/06) the item spawning
				isn't re-enabled so you will only have the machine gun and no 
				amunition to pick up. It is NOT recommended to turn off at this
				time. (You have been warned but feel free to try devmap and give
				all) Requires map_Restart.

mod_instaWeapon			7	The InstaGib weapon all players get. valid values
				are (you can't set the gauntlet or grappling hook as insta
				weapons) :
				2 = Machine Gun,
				3 = Shotgun,
				4 = Grenade Launcher,
				5 = Rocket Launcher,
				6 = Lightning Gun,
				7 = Railgun (Mod Default)
				8 = Plasma Gun
				9 = BFG

mod_scoringTheme		0	The scoring/points theme you'd like the server to
				run. 0 = plain vanilla Quake 3 scoring, 1 = 
				"Only Captures Matter" (zero points for everything, CTF flag
				capture count per team is the only score in the game. (mod
				stats and log files still allow for shots/hit/accuracy
				displays) The individual points for Vanilla Q3 are listed below
				as the default value. The map needs to be changed or restarted
				for the changes to go into effect.

mod_railgunCycle		1550	( railgun reload cycle time )

mod_lightningCycle		50		( lightning gun reload cycle time )

mod_shotgunCycle		1000	( shotgun reload cycle time )

mod_machinegunCycle		100		( machinegun reload cycle time )

mod_grenadeCycle		800		( grenade launcher reload cycle time )

mod_rocketReloadCycle	800		( rocket launcher reload cycle time )

mod_plasmaReloadCycle	100		( plasma gun reload cycle time )

mod_bfgReloadCycle		200		( bfg reload cycle time )

mod_sayLimit		0	(limits say commands to this number in a 2 second amount of time)

mod_sayteamLimit	0	(limits say_team commands to this number in a 2 second amount of time)

mod_tellLimit		0	(limits tell commands to this number in a 2 second amount of time)

mod_fastWeaponSwitch	0	(0=off/any positive intger = on. Enables fast weapon switching)

mod_flagSacrifice	0 (0=off/1=on Enables flag sacrifice)

mod_suicideDropsFlag 0 (0=off/1=on. If on, suicide will not auto-return the flag)

mod_ambient	1	enable ambient sounds. (0=off/1=on) If turned off, the music track will also 
				be shut off

mod_ambientWeaponSound 	1	enable ambient weapon hums on the RG, LG, and BFG. (0=off/1=on).

mod_enableReady		0	(0=off/1=on. Allows the use of ready in games prior to beginning match.)
				
mod_muteSpectators	0	(0=off/1=on. Mute the spectators for players in game)

mod_muteTourneySpectators	0	(0=off/1=on. Mute the spectators for tourney games)

mod_protectionFire	0	(0=off/1=on. Allow a spawn-protected player to fire.)

mod_readyGrace		0	(0=infinite/Number of seconds to ready.)

mod_allowVote		1	(0=off/1=on. Allow voting on on Mod CVARs.)

mod_delagRj			0	(0=off/1=on. Allows the railjump to be delagged which can improve the smoothness
						of the game for higher pinged players (90 and above))
						
mod_forceRotation	0	(0=off/1=on. Forces map rotation even if players are not on server.)

mod_lastmap			""	Used internally for use when a callvote command is issued with lastmap as the mapname.
						Like nextmap only backwards. 
	
//these are all server protected, here for reference
mod_ctfCaptureBonus	5	what you get for capture

mod_ctfTeamBonus	0	what your team gets for capture

mod_ctfRecoveryBonus	1	what you get for recovery

mod_ctfFlagBonus	0	what you get for picking up enemy flag

mod_ctfFragCarrierBonus	2	what you get for fragging enemy flag carrier

mod_ctfFlagDefenseBonus	1	bonus for fraggin someone while either
				you or your target are near your flag

mod_ctfCarrierProtectBonus	1	bonus for fraggin someone while either
					you or your target are near your flag
					carrier

mod_ctfReturnFlagAssistBonus	1	awarded for returning a flag that
					causes a capture to happen almost
					immediately

mod_ctfFragCarrierAssistBonus	2	award for fragging a flag carrier if a
					capture happens almost immediately

mod_ctfCarrierDangerProtectBonus	1	bonus for fraggin someone who has
						recently hurt your flag carrier

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