The Great Tribal War MOD
Created by GokouZWAR with a lot of help from the guys at the bottom of this file!
Mod status: PUBLIC DEMO RELEASE 3

Thank you for downloading The Great Tribal War Server side demo. To install this game please read the information below. Construction mod has a few speical keys for it's use, read on for details.

Installation:
1) Download this file to your desktop. Extract it to your /gamedata directory. It will create the /gtw folder required to play your own server of the game.

2) Copy the shortcut to your desktop to play online, or copy the offline version to your desktop.

3) Enjoy!


Constructing buildings:

Construction mod packs are carried by the scout armor only at this point.
Teams of guys are recommended for best use. One guy should carry the walkway pack, while another should have the small support beam. Finally one guy could also carry the blastwall pack, but it's not needed as you can make walls with pads as well.
To toggle between the different modes for building walls and beams, hit your PLACE BEACON/MARKER key
If a beam supporting other beams is destroyed, all beams deployed on that beam will also be destroyed. If you make errors, you are recommended to remove that beam by destroying it and not to build off it.
The Auto size will default to 4 meters if nothing it within 15 meters of it.
The Pad piece will auto size itself up to a 16x16 meter square. Recommended size 8x8.
To properly deploy beams, aim at the end or middle of a beam piece and the appropreate face you'd like the beam to deploy out of, and hit your USE PACK key.
It's recommended you start with beam placed on a flat surface or a flat walkway. Placing the starting beam directly on the ground will make your building lopsided unless the ground is PERFECTLY flat.

Teleport Pad:
The new teleport pad allows you to travel great distances in a short time. You can deploy one of these at your start point, then move the MPB to a new location and deploy another there to help you get to your MPB faster when it's not at your spawn point. It also allows a 3rd teleport pad to move you to a remote base quickly. The teleport sequence includes a breif whiteout period where you are "In transit" to the new teleport location. You also have to wait for the pad to recharge before you can use it again. This is generally 5 seconds. You can stand on the pad and someone teleport on to you, but they will appear above you. We haven't tested mutiple people standing on the pad at once, so be careful as you could get stuck or telefragged.

Deconstruct gun:
The new gun to assist in construction. Just aim and shoot at a deployed beam or remote equipment and it will deconstruct into a pack for you to pick up and move to a new location. No need in destroying objects and returning to a inv station. Just get the pack and redeploy it! Also works on other objects such as landspikes, remote inv stations, pulse sensors, motion sensors, and spider clamps.

The Different available building peices:

Small Support Beam: Available sizes (8 meter length only.  Auto size for spaces .4 - 16 meters. Pad pieces for floors and walls)
Walkway: 4x4x1 square piece, (Available angles, 20,45,90 degrees up, 20,45,90 degrees down, and level)
Blast wall: Removed


Revision History:

Beta 0.3:
Game code entirely altered, Thanks to Mostlikely!
All game objects deconstructable (except for bases, and switch)
Added Solar Arrays
Added Teleport Pads
Generators can be moved, but power is removed to all objects on your team.
Large Generators power objects within 150 meter radius of them
Solar Arrays power objects within 50 meters of them and are available at large inventory stations only (2 max per team)
Attackers no longer have the MPB. 3 Packs drop in to form their intial base: Large Generator, Solar Array, and an Inventory station.
Objects deployed on the ground are 50% damaged to begin with. They must be repaired.
To prevent 50% damage, deploy your object inside, or on a beam, pad or walkway, (NOTE: If the construction piece is destroyed your object will vanish too!)
Do not use inventory stations with base assets picked up, YOU WILL LOSE THE PACK!

Known Bugs:
NO ENDGAME SITUATION FOR THE DEFENDERS. Base switches will be added for both teams. At this time there is no way for the defenders to win. Attackers will have to surrender when they have no way to make anything. 
Some objects can be deployed very close to one another causing them to overlap. This should NOT affect gameplay, but it's unwise to do so anyway.
If you use an inventory station while carrying a base object pack, you will lose that pack in favor of the selected pack in your loadout.
Spawn Spheres are still in fixed locations, (we're working on changing that...)

Beta 0.2:
Limited the Construction equipment to 50 beams, and 50 walkways per team
Added the ability to deploy sensors and spider clamps to the construction beams and pads
Added the Deconstruction gun 
Added a deployable teleport pad. 
Removed the 40 meter and 160 meter beams
Strenthened the 8 meter beam and pads
Reduced lag issues when large constructed buildings blow up
Few smaller bugs resolved
Few more bugs still left to resolve

Known bugs:
If the defense uses vehicles and one gets destroyed by the attacking MPB, the defenders win.
If the MPB is destroyed by something other than direct attack (IE driving into water, rolling it) the game does not end properly
Still some small lag issues with construction stuff blowing up all at once.

Beta 0.1:
Fixed shortcuts to use Tribes2.exe instead of TimeHUD.exe
Added 3 new versions of the Demo map
Limited construction mod to 50 pieces to prevent build spamming and lagging. (May end up going LOWER)
Vehicle pad destroyable again
Removed game from Alpha Status

Known bugs:
Jericho is still a problem. Working on that.
-not really a bug- : If you move the Jericho away from it's starting point, YOU STILL SPAWN THERE! You'll have to walk to the MPB's new location. It's recommended that if you move the jericho, put it somewhere you can get at easily and setup defenses for it. Then, setup remote bases using construction packs, remote inv station, and landspike turrets around the map. Yes you can cover your MPB with a canopy or something by using the Construction mod, but make sure your jericho isn't blown up from collapsing structures. BOTH teams can use construction packs if they are in light armors.

Alpha 8.0:
Updated Construction mod code. Stuff builds a lot better now. (still no deconstruct gun tho, work in progress)
Removed MIS save for demo.
Created public demo map, based on grid 3-2's terrain.
Updated some code to look better and play right.

Known bugs:
Jericho being destroyed by driving into water or rolling does not award the win to the Defending team. - Fix: Don't move the Jericho, just deploy it where it sits, or DRIVE CAREFULLY. If it does get destroyed, just reset the mission. Only cheap losers would destroy their jericho in this manner to prevent the enemy victory. As the game sits, you proably couldn't win as the attackers without the jericho. So you can try to be a cheapass... (MAJOR BUG)

Some minor performance bugs when building large structures, game lags if a large structure is destroyed due to high frame requirements,
game should resume as normal after a few seconds of pause. 


Alpha 7.0:
Added:
MIS mid game save feature
Added Construction mod code to GTW, now you can build smaller buildings (or big ones) mid mission. (won't save for the next tho)
Tweaked some code here and there.

Alpha 6.2:
Bugs Remaining:
The actual Vehicle Pad is no longer destroyable.
Game maps still need to be created.
MIS files for each map still need to be created.
All other bugs from below have been resolved.

Additions for this version:
Adding Construction Mod Code for small support beams and Walkways. (Done By MostLikely, Nice Job!)
Added LIGHT MALE ONLY version of Dukatai Skin
Attempting to create a casualty counter for each team (not working)
Adding the ability to crawl (still waiting on animations from Trojke)

Alpha 6.1:
Initial Alpha build complete. Minor bugs to be worked out:

Friendly team cannot end game when destroying opposing team's objective (IE defenders don't lose if they blow up their flipFlop switch), but they can destroy it to prevent endgame from happening. (Must remove the no-score for same team) thing.
Debrief screen shows the default team names instead of "attackers" and "defenders" and does not update winning team's score to show that they won.
Game maps still need to be created.
MIS files for each map still need to be created.
MIS file has no Header information.

Features thus far:
Endgame works for both teams if they destroy the proper objective
MIS file saved everytime something is destroyed so if the server crashes the match can be continued.
Early warning system enabled for when a player touches the flipflop switch on the opposing team.
Announcer tells player if they are outside of the mission zone instead of annoying beep-beep.
Announcer tells player if they are back inside the mission zone instead of having to watch for the text.
All destroyed game objects are removed when destroyed including the following:
	Generators
	Sensors
	Inventory Stations
	Sentry Turrets
	Base Turrets


Alpha 6.0:
Created endgame situation where if the switch is destroyed automatically ends the mission and goes to the next one.
This version is partially complete. This build is for reference only.


Alpha 5.0:
--Data lost for Alpha 5


Alpha Version 4.1:
Corrected error with switch not switching for good!


Alpha Version 3.0:
Removed Grid 3-3 and moved maps so they are created in the gamedata/base/missions and terrains folder
Fixed Switch so it doesn't swap resources
Added feature that when an enemy touches switch it alerts the defending team. (So don't touch it!)
Fixed switch shields so it cannot be destroyed while gens are up.
Incresed generator shield power so that one guy cannot destroy the gen. (one satchel will tho)


Alpha Version 2.0:
Added 2 Grid maps to the Zip file. Grid 3-3, and 1-3 for alpha testing.


Alpha Vesion 1.0:
Turret Bases are Deployable
MPB Turret is changeable
Gens are difficult to single-handedly kill due to high shield recharge.
Gens explode violently
Inventories can not be destroyed while gens up.
Base Turrets, Generators, Inventory Stations, Sensors, Flip-Flop Switches, Vehicle Pad Stations, and Sentry Turrets are completely destroyable.


A big thanks goes out to our "Totally Talented Technical Team":

GokouZWAR - Project Lead / Founder / Game Coding
BaronUK - Website database design / ASP Coding
Sabo - Lead Coder / Game Coding
Trojke - 3D Modeling & Animation / Game Coding
Mr. Nice Guy - Website Graphics (resigned)
Mostlikely - Construction mod Lead! Made all the stuff for the construction part of GTW!

The Great Tribal War is a registered Trademark of Totally Software (R).  All rights reserved.