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docs: Mark BFP config file (bfp.cfg) and particles as done, add more details about Monster gamemode and fix directory slash in Yrgol dev journal
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README.md

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@@ -31,6 +31,7 @@ A legendary Quake 3 Arena mod from the late 90s to early 2000s.
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- [x] Auras
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- [x] Balanced player physics movements (different from the original BFP, but balanced for gameplay)
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- [x] Beam trails
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- [x] BFP config file ([bfp.cfg](bfp.cfg)) (a sample of how the game saves general binding and BFP cvar stuff in a cfg file)
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- [x] Bind key to recover ki energy
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- [x] Bind key to toggle speed (ki boost)
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- [x] Blinding Flash (blinds players during 6 seconds)
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- [x] Ki trails
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- [x] Melee feature
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- [x] Remove some items like powerups and health pickups
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- [x] Particles
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- [x] Powerlevel and Power Tiers indicated on old docs
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- [x] Playable third person mode and first person vis mode
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- [x] Remove weapon visuals (models and stuff)
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- the player monster's ki trails are larger than other players'
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- the player monster generates bigger bubbles, smoke, and antigrav rock particles when charging/using ki boost
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- player monster's first-person and first-person vis mode viewpoints work properly
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- player monster's third-person camera has improved focus (similar to BFP's standard third-person view but scaled for giant characters)
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- player monster's third-person camera has improved focus in the code (similar to BFP's standard third-person view but scaled for giant characters), it can be enabled by setting `BFP_MONSTER_CAMERA_VIEWPOS` macro to `0` and recompile the code, although the traceable crosshair looks a bit jerky
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- `g_monster` cvar enables the monster/big monkey feature (that happened in the RC/beta versions)
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- available in the UI, maps marked as `monster` besides `oozaru` can be viewed in the GAME SERVER menu
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- team last man standing has the following in-game differences compared to the original:
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* [bfp_weapon.cfg](cfgs/bfp_weapon.cfg)
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* [bfp_weapon2.cfg](cfgs/bfp_weapon2.cfg)
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BFP config (optional - general binding and some client stuff, unused. WARNING: when executing, game might crash):
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BFP config (a sample of how the game saves general binding and BFP cvar stuff in a cfg file):
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* [bfp.cfg](cfgs/bfp.cfg)
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docs/old_dev_journals/yrgol_dev_journal.md

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Starting BFP:<br/>
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There are two ways to start BFP. The easiest way is to use the mods menu in Quake 3. From the main Quake 3 menu, click "mods". Then find "Dragon Ball Z: Bid For Power" on the list and highlight it. If you have a lot of mods installed, you may need to scroll the list in order to make BFP visible. Once you have BFP highlighted, click on the load button and BFP will start.
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The other way to start BFP is to use the command line arguments `+set fs_game bfp`. An easy way to do this under Windows is to create a shortcut. Highlight the quake3 icon in whatever directory you installed Quake 3 into, and press ctrl-c to copy the link. Press ctrl-v to create a shortcut to quake3. Right click on the new shortcut and go into the properties menu. Under the `shortcut` tab of the properties menu, change the target to `C:Quake 3 Arenaquake3.exe +set fs_game bfp` if you installed Quake 3 into C:Quake 3 Arena. Use this new shortcut to start BFP.
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The other way to start BFP is to use the command line arguments `+set fs_game bfp`. An easy way to do this under Windows is to create a shortcut. Highlight the quake3 icon in whatever directory you installed Quake 3 into, and press ctrl-c to copy the link. Press ctrl-v to create a shortcut to quake3. Right click on the new shortcut and go into the properties menu. Under the `shortcut` tab of the properties menu, change the target to `C:\Quake 3 Arena\quake3.exe +set fs_game bfp` if you installed Quake 3 into C:\Quake 3 Arena. Use this new shortcut to start BFP.
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BFP loads its own config file called 'bfp.cfg'. This allows either way of starting BFP to work without any config file problems.
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