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<<				Fluf_Mod 1.0 Beta				  >>
<<										  >>
<<		A Jedi Knight Academy Single Player Modification		  >>
<<		Copyright  Raven Software LTD 2002, Activision			  >>
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Primary Code:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Packaging:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Email:		JaedenRuiner@wayoftheleaf.net
URL:		http://www.wayoftheleaf.net/

Special Thanks:  JediMoves.com, JediKnightII.net, JediKnight.net, Jk2files.com,
		 Raven Software, LucasArts.
	  And all the loyal fans and followers who have made the Jedi Knight gaming 
	experience as phenomenal and entertaining as possible.  I have always loved 
	the Jedi concept, as for me "balance" as well as "knowledge and defense" are 
	keys to life.  George Lucas rocks if for nothing else but the concepts he has 
	devised and interpreted from Joseph Campbell.  
	  Contained within this Read me is a list of known bugs, glitces, and otherwise 
	minor annoyances that I haven't quite worked out of the system.


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<<				   Single Player				  >>
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- Save game isn't perfect with the modifications I've added.  Sometimes it can get
a little confused as to the current model or skin you are supposed to use (like for
the robe toggle).  Especially if you are running multiple saves for this MOD on the 
same system.  This can be fixed by going into the In Game Character Menu (ESC once
game is loaded) and resetting up your model/skin for the character.

- Glitchy between mission videos.
The method by which I was *ABLE* to create this MOD utilized some Icarus cinematic
editing and menu script editing.  By doing this, after certain missions the "debrief"
videos of luke or kyle are sometimes wonky, or might play twice, or may have audio
but no video.  However, since we've all played the game enough I figured this is 
easily overlooked as the fun of this mod is to play the game in as many ways as you
can selecting different force combinations for different characters in different runs
through the game.  

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<<				   Multi Player					  >>
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There are more multiplayer glitches than single player, because well, it's code and 
sometimes systems weren't designed with some future changes in mind.

- For some reason the Key Binding Control Screen doesn't seem to refresh when 
starting up the game.  You open it, assign the keys, close it, and open it again, and
many commands will list a "???" where the key should be.  The Values are there, and 
they remain bound the jampconfig.cfg file instructs, but they don't seem to want to 
display in the menu.  Not sure why.  

- Chuck Saber is rather testy, because the Raven soft Missile code was "specially" 
written for sabers, where as I am more or less treating it like a launched rocket, or
blaster bolt.  The only different is once it makes impact (on any solid object - ie 
wall, not a player, them it goes right through) it turns off and bounces.  WATCH THE 
BOUNCE.  I'm still not perfect on the bounce physics and the saber can sometimes end 
up in a most peculiar place.  

- Force Grab
Well, to explain this it is rather simple....but not.  Basically, the grab is a little 
twitchy.  Your aim has to be decent for the grab, and once holding the item and moving 
it around, well, it can make some rather awkward jumps.  This is because Raven did two 
things: 1 - left/right rotation is computed as a -180 to 180 degree as opposed to 0 to
360.  2 - there is no flag to indicate the last turned direction.  Combine thes together
and it is very difficult to tell if the play was turning left or right if you move the 
mouse fast enough, which can sometimes play havoc on the grabbed item.  

- Force Grab - Throw
When using push or pull, the force grab effects works quite well, but when attempting to 
simply throw it, by move the mouse fast and letting go of the "grab" button, it doesn't 
quite get the speed of the turn calculated right.  This is due to the previous issue, 
which means the math isn't lining up perfectly so sometimes the item just falls where
grab was released.  

- Force Grab - Bounce Physics
Similar (but worse) issue as with the chuck saber effect, where sometimes items can get 
stuck after they are thrown.  I'm definitely working on this, but I'm at a point where I
want people to actually see this MOD, and get some feed back on the design, etc, etc, 
etc.



