CAVE QUAKE II 5.2 with source, no deathmatch
--------------------------------------------
1) Edit run script to reflect the base directory of CAVE QUAKE II
   on your system.
2) For audio, edit .aud file in src/AUD to reflect the base directory.
3) For audio, run vss version 3.1  (vss version 2.2 can also be used)

New for version 5.2:
--------------------
  1) Support for compiling with newer versions of Performer

New for version 5.1:
--------------------
  1) Source code is provided
  2) Compiles with both CAVElib (www.vrco.com) and BOXlib (www.visbox.com)
  3) Compiles under IRIX and Linux
  4) Deathmatch code removed - the networking was based on the original
     version of CAVERNsoft which would be hard to find let alone compile.

New for version 5.0:
--------------------
  1) Support for door, platform, and rotating models. These make the
     maps a lot more interesting. In previous versions of CAVE QUAKE II,
     doors were removed and platforms did not move.
  2) Collision detection is rock solid now.
  3) Improved performance

New for version 4.3:
--------------------
  1) Ability to load custom maps. Put any Quake2 map in src/maps and
     name it custom.bsp (or make a soft link). In the run script,
     set the third commandline argument to 6. Uncomment the line with
     PFNFYLEVEL in it. This will let you know if any textures are missing
     when the map loads. If textures are missing, copy them to the
     appropriate directories (e1u1, e1u2, ...)
  2) Added the Id deathmatch maps q2dm1 (The Edge) and q2dm8 (Warehouse)
     to the distribution. You can try one of these by setting the third
     commandline argument to 6.
  2) Included Performer font with distribution. Before, systems without
     Performer wouldn't show stats since the font couldn't be loaded.

New for version 4.2:
--------------------
  1) Improved rendering of transparent objects. Water looks better and
     now there are windows!
  2) Added visual pain cue. Screens flash red when you are hit. This is
     especially useful if you are running without audio. To disable:
 
       setenv CAVE_QUAKE_VPAIN off

  3) Minor bug fix. Before, it was possible to get duplication of health
     and armor items.
  4) Made it so that when you are in deathmatch mode, one of the players
     cannot go on to another level.
  5) Less text output.

     Note: if CAVE QUAKE II is installed on your system and individual
     users want to customize their settings, they should copy the run
     script to their home directory and edit it.

New for version 4.1:
--------------------
  1) Fixed a deathmatch networking flaw. Before, if one system was 
     significantly faster than the other it introduced some bad gameplay
     effects. Thanks to Kevin Curry for the deathmatch that revealed this
     problem. :)
  2) Made it easier to start deathmatch. As soon as the second player
     connects the game automatically goes into deathmatch mode. 
  3) Reset button works properly in deathmatch now.
  4) CAVE QUAKE II now cleans up its CAVERNsoft threads even if it exits
     abnormally. Thanks to Stuart Levy for the tip. 
  5) Added a navigation scheme for those that do not have a joystick on
     their wand. To enable this scheme, add this line to your run script:

       setenv CAVE_QUAKE_JOYSTICK off

     Navigation speed is based on the distance of the wand from your
     body. Rotation is based on wand orientation. When using this scheme,
     the regular navigation choice during the intro will be ignored.

New for version 4.0:
--------------------
  1) Reduced sound distortion. This used to happen frequently when many
     monsters were attacking you at once.
  2) I've modified weapon damage, firing rates, and projectile speeds
     based on official Quake2 stats.
  3) Added audio chat tool. The tool is based on CAVERNsoft and runs
     seperately from CAVE QUAKE II. Part of the reason is that I'm
     concerned about audio feedback. You may need to use a headset
     microphone.

     If you want to test it out, look in the chat directory.
     To run between two machines "foo" and "slop", type "runChat" on foo
     and "runChat foo" on slop. Make sure that both your input and output
     sample rates are the same as your vss2.2 server (usually 32kHz).

     Thanks to Jason Leigh and Nikita Sawant for this tool!
  4) Added armor and health items! Health packs add 25 health points up
     to a maximum of 100 points.  Armor adds 50 armor points up to a max
     of 100 points. When you have armor, 60% of damage is taken by the
     armor until it is depleted.
  5) Respawn pads. Only used during deathmatch. Makes deathmatch a lot more
     interesting. When you die you reappear elsewhere in the level.
  6) Implemented strafing. To Strafe, roll wand left or right past 30 degrees.
     Strafing allows you to move laterally while keeping your gun pointed
     at your opponent. This is key in deathmatch... Note: strafing speed ramps
     between 30 to 60 degrees. After 60 degrees, speed is at its max.

     To disable strafing, add this line to your run script(s):

       setenv CAVE_QUAKE_STRAFE off

  7) You can now choose among 4 different characters to represent yourself
     in deathmatch. The character that you see during the intro is you.
     Press right button to switch between the different characters.
     In single-player mode, the only effect will be that different sound
     files are used.
  8) Animated weapons. I got a lot of crap from people about the weapon
     not moving with the character during the intro. This also applies to
     your opponent during deathmatch.
  9) Reset button. This was suggested by several people. If you find yourself
     in a bad situation :), hold all 3 wand buttons and you will go to
     the beginning of the current level. You can also use the 'r' key on
     the keyboard.

New for version 3.2:
--------------------
  1) Balanced the weapons by replacing the blaster with a hyper-blaster.
  2) Brightened stats and improved frag counter.
  3) Added two different ways to "salute" your opponent during deathmatch.
     For a "military" salute, bring the wand close to your glasses. For a
     rather rude salute, do the same while holding down the middle wand
     button.
  4) Changed the "rotate by wand orientation" form of navigation. You
     rotate only when you are moving. This allows you to stand still and
     shoot off center without rotating.
  5) Added two extra, 3rd party maps. These maps are numbered 4 and 5.
     They are primarily intended for deathmatch but they can also be used
     in single-player mode. Map 4 is a wide open area and map 5 is a
     more confined space. Both maps are less detailed than the 3 base maps
     and so there's better performance. Neither is connected to any other
     map, so to get to one of these maps, you must specify it on the
     commandline.

     NOTE: for deathmatch, make sure you and your opponent are on the same
           map!

New for version 3.1:
--------------------
Thanks CAVE QUAKE II 3.0 users for your feedback. The new features are:

  1) Found a way to brighten the maps without washing out the detail by
     applying a gamma correction to the textures but leaving the lightmaps
     alone. Makes a huge difference! You can vary the gamma correction using
     a commandline argument.
  2) Improved collision detection.
  3) Deathmatch improvements including audio cue to signal that somebody
     has connected to you for DM and a frag counter. Frag counter displays
     when you die. Also, opponent's gun is no longer completely independent
     of his body. He faces the direction in which he is shooting for a more
     realistic look. Before, he could appear to be looking away but have his
     gun pointing at you.

New for version 3.0:
--------------------
Uses CAVERNsoft 2.3 (sproc version) for deathmatch. No more pthread problems!
If you still have problems or want to disable deathmatch alltogether, add this
line to the run scripts:

  setenv CAVE_QUAKE_DM off

Uses CAVE Library Version 2.6g with NCSA extensions. These extensions include
support for the SpaceTec Space Orb. This is useful if you do not have a CAVE
wand or similar input device. The Space Orb is a 6 DOF game controller that
costs only about $40! Go here for more information:

  http://www.spaceorb.com/

To enable the Space Orb you will need to edit your CAVE config file. If
you want to use it simply as a replacement for the wand (and put a tracker
sensor on it), add the following lines:

  wand spaceorb
  controllerport /dev/ttyd2
  controllerbaud 9600

If you want to use the spaceOrb as both a wand and tracker, add these
lines as well:

  trackertype spaceorb
  trackerport /dev/ttyd2
  trackerbaud 9600

  sixDOFmode 196  
  sixdofrotsensitivity 24.2
  sixdoftranssensitivity 20.
  sixdofvalsensitivity 1.2

  serialtracking y

Using the spaceOrb for tracking can be very useful with the CAVE simulator.
 
Projectiles! As a result there are two new weapons: the blaster and the
rocket launcher. Machine gun and shotgun bullets are still invisible 
because they move so fast.

Improved monster behavior including a couple of suprises for those that
have played earlier versions of CAVE QUAKE II.

Overall, it's definitely a more intense experience!

Deathmatch:
-----------
Start CAVE QUAKE II on one machine and connect to it from another
machine. For instance, if you have two machines foo and slop, you
can type "run" or "run_static" on foo and then type "run foo" or
"run_static foo" on slop.

Deathmatch can be stopped at any time by pressing 'q' and restarted by
pressing 'd'.  If restarting does not work then that means that the other
client probably went down for some reason.

Note: if you get completely lost, either kill yourself with the rocket
  launcher to respawn elsewhere or use the reset button ('r' on keyboard
  or hold all three buttons at once).

IMPORTANT: Deathmatch assumes that players are on the same map.
  If not, it won't make much sense...

Hints:
------
When playing, you may occasionally get stuck in some area where
you can't get out. Holding down button2 with your other hand
will let you go through walls. 

Click button2 to switch guns. Right now there is a blaster, a
rocket launcher, a machine gun and a shotgun.

There are two forms of navigation: rotate by joystick and rotate
by wand orientation. When rotating by joystick, point the wand in the
direction you want to go and push forward on the joystick. Push left
or right on the joystick to reorient the CAVE. When rotating by wand
orientation, you should always face the front wall otherwise you will
spin around in circles. Generally, rotating by joystick is better in
the CAVE and rotating by wand orientation is better with an Idesk or
InfinityWall. 

Lifts do not move. Walk towards the back of the lift and you will
be instantly transported to the top of the lift. This doesn't work
in reverse, so just jump down to the bottom. Certain lifts will
take you between maps. When theme music starts playing, this means
that a new map is loading.

To turn off the theme music, add this line to your run scripts:

  setenv CAVE_QUAKE_THEME off

I sometimes do this. I then run vss2.2 at a sample rate of 44.1kHz:

  vss2.2 -srate 44100 &

and play different music using an mp3 player. In fact, you can find
most of the Quake2 music on the web in mp3 format.

Doors have been removed from the maps. A closed door is most likely
a door to the next map. Get close to the door and you will go to
that map.

For fun, instead of just killing the monsters, let them chase you
around. The best way is to walk backwards so that they are in front of
you. For instance, you can get them to jump out the window in the first
map!

One of the best things about the CAVE demo verses the game is that
the gun follows the wand. Hold it straight out in front of you to
see the gun better. You can even "roll" the gun. 

Note:
-----
This demo is still under development. Check back with me often!

  http://brighton.ncsa.uiuc.edu/~prajlich/caveQuake/

Enjoy!
-Paul
 prajlich@ncsa.uiuc.edu