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Eternal Silence Beta 3.1
June 20th 2008
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Eternal Silence is a Cinematic Space Mod which pits two capital 
ships against each other in a seamless blend of space warfare and 
tactical infantry combat. Two factions race to destroy each other 
in the depths of space. Pilots coordinate strikes with invading 
infantry in order to take down the behemoth capital ships from both
the inside on-foot and the outside with spaceships. Full of fast-
paced action both in space and on foot, Eternal Silence offers a 
blend of two exciting genres.

This build marks the third beta of Eternal Silence and is provided 
FREE OF CHARGE. This software is provided AS IS without ANY SUPPORT 
OR WARRANTY. Eternal Silence and the members of its team ARE NOT 
RESPONSIBLE for any damage to your computer hardware or software 
because of installing the Eternal Silence Beta. Eternal Silence 
holds the copyright to all its original content and NO part of the 
mod, be it source code, models, textures, script files or any other 
file of any sort offered in this download can be used without 
explicit written consent from the mod leader (Daniel Menard).

Please keep in mind this application is in BETA. If you stumble 
across a bug, please make a post about it in our Bugs Forum at 
http://www.eternal-silence.net/forums/. We will do our best to fix 
any bugs we receive and release hot fixes. Many more content 
patches will follow this release, gradually adding content as 
development proceeds.

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INSTALLATION
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Simply follow the instructions provided in the automatic installer. 
Restart steam and play the mod.

If you are running a dedicated server, simply extract the zip file 
into the directory where srcds.exe resides and start the server 
with the parameter "-game esmod" along with any other standard 
server commands. See server.cfg for a list of commands.

A mailing list for server admins notifying of updates is available.
Post in the Server Admin forum to join.

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PLAYING
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Eternal Silence is a game of large scale battles. The game is split
into 3 phases: Strike, Attack and Defend. The Strike phase is the 
initial phase in every level. Each team must then attack the enemy 
corvettes to win and begin an attack phase. The team to lose all 3 
corvettes will end up on the defense (and open to boarding). When 
your team is on the attack phase you must land on the enemy base 
before the timer expires to capture their subsystems (control 
points). If you are on defense you must protect your capital ship 
from attack until reinforcements arrive. Once reinforcements arrive
the game returns to strike phase where you must once again destroy
the enemy corvettes.

Each subsystem in Eternal Silence has a functional purpose. 
Capturing the enemy shields for instance will disable them and open
their capital ship to extra damage. You will feel each impact on 
the hull. Disabling weapons will stop their capital ship from 
damaging yours.

Note that this is just a brief overview of the game. A full manual
and other info is available on the website
(http://www.eternal-silence.net/manual.php).

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MAPPING
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The FGD for mapping has been provided along with the rest of the 
mod files. The VMF for es_aethra is in this build or on our website
along with a set of starter maps which the team never completed. 
These maps should provide a good example of the entity setup.

A mapping forum is available on our website, the team will answer 
any questions you may have. We will publish custom maps in the 
news. If you are making a custom map, please contact us. We will 
dedicate a section of our website to publishing community maps.

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CREDITS
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For an updated list of credits see
http://www.eternal-silence.net/staff.php

-X-		Art Team	Artist
cornettheory	Sound Team	Voice Actor
Dan Menard	Administrator	Project Lead, Founder, Programmer
Daniel Williams	Art Team	Artist
Marc Moehrlin	Administrator	Project Management & Sound/Music
Michael Duda	Mapping Team	Level Designer
Michael Z.	Mapping Team	Level Designer
Nicodemis	Art Team	Artist
Paul Dalessi	Art Team	Artist
Quaquaversal	Administrator	Administrator
Sapien		Art Team	Artist
tizadxtr	Art Team	Artist
Valo118		Sound Team	Voice Actor

Previous Contributors
X-Ray
bUsh
CatzEyes93
cronium
DC_daNMan
Dete
Duff
Gunship Oracle
Iced_Eagle
John Sheu
KungFuDiscoMonkey
moconnor
Nazeil
OmegaSlayer
pariah223
RaZ
Reap3r
UnsteadyTeddy
Zinge

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THANKS
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We are proud of all the people that are and were involved with the project:

.:echo:., Azreal, Baumschubser, blade01134, cassio, Comprox, crazi_ivan, Darthlarrious, Duke86, Elusive, emiacono, Gaviteros, Grayclay, Jamz, Kevlar, krisvek, Lew-man, LiveForever, logoman56, loveblt, MadSci, Malkavoru, Max, Muddobbers, multiduck, pedro0930, Picklesworth, R4z0r, Roberto, rutix, Sarcastick, SilentNoise, Supersoup, Warrior xXx, Wavesonics

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SPECIAL THANKS
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To Valve for all their support for the mod community, and to all 
the previous contributors who have their great work still in the 
mod.

A big "Thank You" goes out to our partners world wide:
- IGN (www.ign.com)
- Nuclear Fallout Servers (www.nfoservers.com)
- Gameservers.com (www.Gameservers.com)

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CHANGELOG
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Version 3.1 - June 20th 2008
[ADD] - Added mine dropper to bomber gunner. Allows them to lose fighters.
[ADD] - Added a button above the gunship spawn so you can spawn at your home base at all times
[ADD] - Added Target last attacker control
[ADD] - Added cl_crosshair_inf console commands to customize crosshair size and color
[ADD] - Customizable phase time on per-map basis (see worldspawn)
[ADD] - Players now get points for killing nukes
[FIX] - Optimized lighting effect for napalm projectiles
[FIX] - Dead capital ships no longer render their hangars.
[FIX] - Anti-desertion actually works now
[FIX] - Gunships no longer give "Land Here" objective when hangar is locked
[FIX] - Passengers now hear incoming missile warnings
[FIX] - Commands for targeting enemies no longer include missiles
[FIX] - Ship cannons fired indoors are easier to hit with.
[FIX] - Bombers now appropriatly get damage from their own bombs
[FIX] - Removed UTF corvette hole
[BAL] - Reduced grenade launcher damage by 25%
[BAL] - Reduced grenade launcher clip from 5 to 4
[BAL] - Increased bomber damage by 50%
[BAL] - Increased bomber range slightly
[BAL] - Removed bomber movement limitation while charging
[BAL] - Decreased flamethrower range by 40%
[BAL] - Decreased flametrap duration and size by 50%
[BAL] - Changed the way subsystem capturing functions to disable spawns quicker during a battle
[BAL] - Evened capital ship damage so attackers won't lose by default
[BAL] - Reduced Interceptor and Heavy Fighter ammo to make them more dependent on rearming
[BAL] - Increased attack phase time
[BAL] - Decreased Swarm Missile Range from 500 to 420
[BAL] - Increased NGM Fighter HP to make it more competitive (450,280) to (550,300) [UTF = (500,280)]
[BAL] - Increased gunship gun firing rate

Version 3.0 - June 6th 2008
[INITIAL VERSION] - Release of 3.0, way too many changes to post

Version 2.3 - March 1st 2007
[FIX] - Changed default controls
[FIX] - Bindpanel now copies default controls appropriately on first run
[FIX] - Cleaned up infantry HUD rendering code for performance
[FIX] - Fastswitch is now the default weapon selection method
[FIX] - Hacker turret now switches entire player view, no longer small screen
[FIX] - SMG ammo counts now display on hackbox when turret is deployed
[FIX] - Hacker turret now properly attributes kills
[FIX] - Hacker turret no longer damages friendlies with FF off
[FIX] - Extra network optimizations on bullet events
[FIX] - Swarm Missiles now more swarmy
[FIX] - Shrunk down weapon list in space
[FIX] - Player_hurt events are no longer broadcast to the entire server
[FIX] - Weapon list not displayed when it is empty
[FIX] - Fixed overlapping of throttle text with "AUTO" and "FREE"
[FIX] - Fixed reload sound on NGM Tank Buster
[FIX] - Removed distance from player and subsystem waypoints
[ADD] - New icon for Locked Subsystems
[ADD] - Message on capture bar for Locked Subsystems
[ADD] - Tank buster now has ion beam visuals
[ADD] - Removed subsystem list on bottom left.
[ADD] - Minimap with subsystems and local player displayed
[ADD] - Enemies no longer have IFF Boxes in Infantry, only friendlies
[ADD] - Passenger HUD Element now displays name and seat number
[ADD] - Requisition rate now displayed next to requisition number
[ADD] - Ships now gib once destroyed.
[ADD] - External Subsystems now have voice warnings for attack and destroyed
[ADD] - Capship indicators for other capital ships in the map
[ADD] - New icons for external subsystems.
[ADD] - Armor guy will now glow when player is being healed
[ADD] - Medics now have pinkish boxes around them to distinguish them from regular soldiers
[ADD] - New Map: ngm_aethra with revised layout by Moconnor.
[ADD] - ngm_destroyer layout revised.
[BAL] - 4x damage multiplier for tank busters vs. ships
[BAL] - 4x damage multiplier for ion bombs vs. ships
[BAL] - 1.5x damage increase for ion beam vs. ships

Version 2.2 - February 13th 2007
[FIX] - Fixed medic exploit and healing aura
[FIX] - Removed subsystems from team outpost bases in es_asteroid
[FIX] - Made center base capturable by both teams and added a subsystem in es_asteroid
[FIX] - Fixed texture problems in ngm_destroyer
[FIX] - Updates to aethra station materials
[FIX] - Default mouse sensitivity in space increased

Version 2.1 - February 8th 2007
[FIX] - Fixed loophole in victory conditions which one server found (and it sucked).
[FIX] - Allowed friendly fire on ships in the hangar regardless of friendly fire setting to stop griefers from stopping spawns.
[FIX] - Better volume check on ship spawns.
[FIX] - Fixed controls getting locked after server hitch in hangar.
[FIX] - es_aethra hangar hole fixed.
[ADD] - Added Medic Class to the lineup. Uses the Carbine. Unstackable healing aura
[ADD] - Guns with no secondary now zoom when secondary is clicked. For ease of use.
[ADD] - sv_reqpool variable: Sets a multiplier for the requisition pool of each team, to control game length.
[ADD] - Added space spotlights to es_asteroid.
[ADD] - More focused es_asteroid scenario with external subsystems
[ADD] - Use keys 1 to 6 to switch seats in gunship, must be bound

Version 2.0 - February 4th 2007
[INITIAL VERSION] - New Beta, almost too many changes to write here.

Version 1.1 - October 2nd 2006
[FIX] - Removed impulse 101 exploit
[FIX] - Allowed Bludgeon during reload
[FIX] - Reduced lag tremendously
[FIX] - Grouped impact shots together
[FIX] - Allowed OK button to be pressed when alive on class menu
[FIX] - Changed victory conditions to something more logical
[FIX] - Removed Ion bomb weapon switch exploit
[FIX] - Removed UTF Pistol Silencer
[ADD] - es_aethra_scenario now includes Aethra Core
[BAL] - Slowed down runspeed from 220 to 180
[BAL] - Reduced accuracy and damage on machineguns slightly
[BAL] - Increased Carbine damage
[BAL] - Added an extra ship spawn to NGM Surefire
[BAL] - Centered the hangar subsystem on Aethra

Version 1.0 - September 23rd 2006
[INITIAL VERSION]

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Eternal Silence
http://www.eternal-silence.net
#esmod on irc.gamesurge.net