[Introduction]
Welcome to the first public test release of construction.
Keep in mind that this release is an tech demo only and for futher information please refer to the fact-oneliners.
If your anctious to get started please refer to [quick start].
I hope, you apriciate the work that was done to get you this release and have fun. :D

Mostlikely.

[Quick start]
-Run the exe to start the game.
-Take a quick look at the key bindings for reference.
-Report any bugs back to me.
-enjoy.


[One liner facts]

(About these facts)
-All these facts where created by and thus purly opinions of me, mostlikely.
-All of these facts contain plenty of spelling mistakes and gramatical erros. Life with it.

(The construction team)
-All positions of the team currently working on construction are still open, certainly including, but not limited to, Head Coder (currently Mostlikely), Project leader (currently ?Plutonium), Public relations (currently ?Brack).
-Positions will go to the most capable and willing.
-There have been numerous conflicts among the current team members.
-None of the current team members have jet given up on either the project or eachother.
-Each team member however agrees that working in different directions and getting constantly changing tasks does not help the project as a whole.


(The project)
-All features you hear from anyone, or read about anywhere, will be atleast twice as bad and take atleast twice as long as you'd expect, untill you actually see it rolling over your screen.
-Unlike popular believe, the project is not called 'construction the game', this is however the correct temporary name untill futher notice.
-The current goal is to recreate and improve onto the 'construction mod' concept for tribes2. This goal is however under constant debate and change.
-No bunnies will be harmed for this project.
-The background setting for the game will not be the tribes universe, but rather an titan ea like universe, wich is also under constant change and debate.
-There are currently no plans to turn the project into an proffit francise, eventho some team members would like to.
-The project is always open to coprerate hostile takeover by an profesional team of coders, however the current team won't sell out cheap.
-There was money spend on this project.
-No time will be spend on 'poop guns or piss rays' if I've got an say in it.

(The tech demo)
-The tech demo might be bug ridden and could be highly unstable.
-The tech demo contains only an small amount of the features currently included in the 'construction mod'.
-The tech demo uses an equal if not slightly improved deploy algoritm compared to the 'construction mod'.
-There are no vehicles in the demo.
-Online capabilities have been disabled and can be re-enabled at the users own legal risk.
-None of the features where tested for online use.
-All models and textures currently shown in the demo are place-holders and will be replaced at some point in time.
-Most of the placeholders are not our legal property, some are.
-The tech demo is freacking 20 megabites of wasted space large.
-The tech demo includes 3 fully working deployables including the light support beam, the walk way and the floor.
-None of the deployables are physically up to tribes2 standarts and donnot take damage or use power.
-There are 2 working weapons included in the demo including the 'rifle' wich can act like an construction tool.
-The rifle/construction tool is able to peform 3 basic construction functions including, deconstruct, rotate and spin.
-All functions buttons are respectivly equal to their tribes2 counterparts.
-Players will spawn with all 3 deployables an rifle and rifle ammo wich is needed to operate it.
-Spin is an showcase of the dynamictransform function included in the tech demo.
-Dynamic moving object are not solid to static players (unless standing on them), static items or other deployables.
-The demo includes placeholder maps slightly modified to include construction challanges.
-The demo includes seperate placeholder music for each map.
-You will not be able to distinguis engine changes made by me or general torque features unless you own the torque engine.

(Work in progress)
-Expect all following releases to screw twice as much up as any tribes2 patch did. (wich is bad yes)
-Engine made traingle pads will be more flexible but less pretty than moddled triangle pads. (both are 0% done)
-Constructable space ships will be done right after the deployable planets (wich is not in your life time).
-Increasing the object limit of 1024 is being worked uppon and has so far 0% of succses.
-Big sucsess is being made with the 'we are the brack' missions and should be done right after the constructable space ships.
-Requests and suggestions have an probability of being listened to respectively to their usefullness, solidness, interestingness and 'I actually stopped and thought about this'ness.
-Black force fields are not hard, (or usefull for that matter).
-Models are being worked uppon as we speak.

(Scripting)
-The majority of the 'construction mod' features can be scripted with the current build without any engine changes.
-There are disabled/unused engine features in the current build accesable by script reading.
-Vehicle code is currently included in the engine and very simular to t2 vehicles.
-All script code is open source untill futher notice.


[Contact info]
Mostlikely,
buffer_box@hotmail.com
