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			   DeathMatch Manager for Quake 2
				   Version 1.0

				By Steve Streeting 1998
			     email: sjs@sadavar.demon.co.uk
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CONTENTS
========

1.	What is Deathmatch Manager?
2.	Installing Deathmatch Manager
3.	Using DMManager
4.	Configuring Maps
5.	Configuring Midi
6.	Setting Up Messages
7.	Configuring Sound Effects
8.	Future enhancements
9.	Known Bugs
10.	Acknowlegdements
11.	Comments
12.	Legal Stuff

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1. What is Deathmatch Manager?
==============================

Deathmatch manager is a tool for making your Quake 2 deathmatch sessions that little bit
more interesting. It allows you to specify the level maps to use, allowing automatic 
progression through all your custom DM maps. It also plays MIDI files, so you can have
those heart-pumping (and often ridiculous) tunes as a backdrop to the screams of the dying. 

You can also customise the death messages that appear during the fray, and finally alter
the sound effects to give it that personal feel.

DMM consists of 2 parts:

	a) A Windows-based configuration manager to maintain the customisations
	b) A gamex86.dll to run the modifications in Quake 2

Also included in this install package are a number of WAV and MIDI files which I find good
for deathmatching with. This is to give you a feel of DMM; if you don't like them, by all
means change them. That's the idea! ;)

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2. Installing Deathmatch Manager
================================

Server Machine
--------------
After unzipping the archive, run SETUP.EXE. Choose to install DMM to a folder DIRECTLY
BELOW your Quake2 folder (e.g. c:\Quake2\DMM). 

IMPORTANT: DO NOT use spaces in the name of the folder to create, since Quake2 does not
work properly if you specify a game dir with a space in it .
e.g.(Quake2.exe +set game "DM Manager" is interpreted as +set game "DM" by Quake 2)
I believe this is Id's problem since it doesn't work even if you surround the game dir with
quotes, as shown above. It doesn't matter if the path to your Quake2 folder has spaces in 
it, just make sure that the folder you install DMM into beneath it doesn't.

The install will copy the majority of files into this folder; the exception is the WAV
files which will be placed in the baseq2\sound folder underneath your Quake2 folder.


Client Machines
---------------
Clients do not have to have most of the files required to run DMM, since the rules are
governed by the server. However, clients must have copies of the custom maps (in their 
"baseq2\maps" folder), and copies of the WAV files you set up for custom sounds (in their
"baseq2\sound" folder).


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3. Using DMManager
==================

Configuration Manager
---------------------

To run the configuration manager, double-click on DMManager.exe in the installation folder,
or select "DMManager" from the Programs section on the Start Menu.

The manager has 4 tabs, labelled "Maps", "Midi", "Messages" and "Sound Effects". Each of 
these tabs is described in more detail in the later sections of this file. The "OK" and
"Cancel" buttons save or abandon the changes in ALL 4 of the tabs.


Running Quake2
--------------

To run Quake2 with the modifications in place, run Quake2 with the following command line:

	QUAKE2 +SET GAME "<DMMdir>"

Where <DMMdir> is the folder into which you installed DMM.

This ONLY needs to be run on the server. Clients can run standard Quake 2. Note that 
custom maps and custom sounds need to be copied to clients, however.

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4. Configuring Maps
===================

DMM allows you to specify a list of maps for the server to cycle around while you play. 

When you start the configuration manager (see section 3 for how to start it up), the window
will default to the "Maps" tab, showing a list of maps to be run. To add maps, type them in
the box supplied, and click "Add" (or press return). 

For a quicker way to add custom maps, click on "Browse". This will give you a list of the
BSP files in your Quake2\baseq2\maps folder. Select as many as you like, using the standard 
<shift> or <CTRL> combinations to select multiple items, and click "OK" to add them in.

Once you have a list, you can use the "Move Up", "Move Down" and "Remove" buttons to 
alter the list.

When you run the modifications, Quake2 will automatically change maps at the end of a DM
session. When the list is exhausted, the server will jump back to the first map on the list.
If, at any time, you manually jump to a map that is in the middle of the list, the server 
will note the point at which you jump in, and continue the list from that point.


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5. Configuring MIDI
===================

DMM allows you to specify a list of MIDI files to play. Click on the "Midi" tab to use
this feature.

Adding MIDI files is the same as adding maps to the list. The difference is that MIDI files
must be in the DMM installation folder. Copy your MIDI files in here to use them. Again,
use the "Browse" button to add MIDI files easily. Don't worry about long file names for
MIDI files, they will work fine.

You can listen to the MIDI files both while in the "Browse" window, and when in the main
MIDI window by using the play / stop buttons in the window. Just click on the MIDI file you
want to hear and click on the play button.

HOWEVER - MIDI files will ONLY play on the server. This is an unavoidable limitation, I'm
afraid, since Quake2 was never designed to play MIDI files, so I had to add MIDI code to 
the gamex86 DLL. Since this only runs on the server, only the server will play MIDI. I don't
think there's a way around this. ID's design means that all the rules are on the server,
with the clients having a very basic functionality (which AFAIK you can't alter without
hacking the Quake2 EXE). Sorry! The MIDI part of DMM is therefore most useful for those 
who play in the vicinity of each other (ie a LAN).

Clients running the patch (which of course, they don't need to) will hear MIDI when they
start Quake 2, but it will stop as soon as they join a server (the DLL is killed then).

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6. Configuring Messages
=======================

DMM allows you to change those boring messages that Quake 2 sends when people kill each 
other in deathmatch. Simply click on the "Messages" tab to edit them.

By default, the messages I use will be there. Just edit the text as appropriate, using 
'$v' to represent the victim's name, and '$a' for the attacker's name. Quake 2 will insert
the names at run-time.

There are separate messages for suicide, environment death, and for each of the weapons.

Don't get too extravagant with the messages; people don't have time to read lengthy ones 
in the heat of battle! The limit is 100 characters, including names, so aim for a limit of
about 50 characters per message. This is easily enough IMO.

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7. Configuring Sound Effects
============================

This version of DMM allows you to alter the sound effects for picking up weapons and items
(separate sounds per weapon and category of item), and to add extra sounds when players 
are killed.

Click on the "Sound Effects" tab to alter these sounds. I had planned to include weapon
firing sounds too, but I have been pressed for time, so these may follow in a later version.

To change a sound, click on the effect you want to change and either type the name of the 
WAV you want to use (no path), or preferably use "Browse" to find the one you want.

Note that to work in Quake2, sounds must be in WAV format, must be MONO and 8-bit. The
configuration manager will play ANY wav sounds, so check / convert formats using a WAV
editor if you get problems. All the WAVs provided with DMM have been converted already.
Sounds must be in the "baseq2\sound" subfolder underneath your Quake2 folder. The "Browse"
option will only let you select from this folder too.

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8. Future Enhancements
======================

I hope to be able to implement the following in future versions of DMM:

a) Alteration of more sound effects, notably weapon firing effects
b) Frag logging and league table of players
c) Inclusion as on/off options of other popular patches like damagematch and bounty
d) Addition of new items / powerups

I do NOT intend to include any weapon additions or patches in DMM. ID finally got the
weapon balance right in Quake2, and to unbalance it with new or altered weapons would be 
heresy!

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9. Known Bugs
=============

When starting the server, I have noticed that sometimes demos won't play, giving a 
"version incompatibility between game and map" type error. This happens when the startup
demo tries to play, for example.

This does not seem to affect play at all (all Quake2 maps still work fine), so I have
not looked into it very much.

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10. Acknowledgements
====================

The map switching code is based on a modified version of the Quake2 Map Mod produced by
Jeremy Mappus (aka. DarkTheties). I also reused his text file loading code in other places
(with a few alterations) because it was faster than writing from scratch. Acknowledgements
go to him for supplying his source (which is more than some stingy mod coders do!)

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11. Comments
============

Comments and feature requests (I'm not promising anything) to me at:
			
				sjs@sadavar.demon.co.uk

Check the following Web Page for updates to Deathmatch Manager:

				http://www.sadavar.demon.co.uk/DMManager.html

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12. Legal Stuff
===============

As usual, the author accepts no responsibility for the consequences of the use or misuse
of this patch. Use it at you own risk.






