
Spirit of Half-Life 0.5     (20/10/01)
  
  by Laurie Cheers (spiritmail@valve-erc.com)
                       =================

Thanks for downloading Spirit! If you have any questions, or
suggestions for new stuff that might be useful, or ESPECIALLY if you
find any bugs, please email me at the address above, or visit the
forums at http://spirit.valve-erc.com.
  
The latest version of Spirit can always be downloaded from:
  http://spirit.valve-erc.com


  (I mean it about the bugs, by the way. If you don't tell me about
them, they won't get fixed...)



How to test your installation of Spirit of Half-Life:
-----------------------------------------------------
IMPORTANT: Spirit of Half-Life, like most mods, requires you to
have at least Half-Life version 1.1.0.0 installed on your computer.
If you haven't already done so, you'll need to upgrade before you
can use Spirit.
  
  1) Start Half-Life as normal.
  2) Click on "Custom Game", click on "Spirit of Half-Life" in
the list provided, and then click the "Activate" button. (The words
"Spirit of Half-Life" should appear at the top of the screen.)
  2) Now press escape, click on New Game, and explore the demo level.
(If you've seen the demo level that came with version 0.4, there
won't be anything new to you in this one - except that the crane now
works a lot better.)


How to set up Worldcraft 3.3 to make levels for Spirit of Half-Life:
--------------------------------------------------------------------
(I hope this is all accurate...)
  
  1) Open Worldcraft. (You may find it useful to resize the
Worldcraft window, so that you can read these instructions without
having to keep moving it around.)
  2) Bring down the Tools menu and select "Options..."
  3) Select the Game Configurations tab of the window which comes up.
At the top of this tab you'll see a pull-down menu of game
configurations (which at the moment, probably only contains
Half-Life), and to the right of it, an "Edit" button. Click Edit,
then click Add, type "Spirit" and click OK. Now close the Edit Game
Configurations window.
  4) Pull down that Game Configurations menu and select Spirit. All
the other fields in the window will now have turned blank; we'll fill
them in one by one.
  5) Click the "add" button next to the Game Data files display, find
your Half-Life directory, open the Spirit subdirectory, and double
click on spirit.fgd.
  6) Leave the "Texture Format" and "Map Type" menus alone, and select
yourself some sensible "default entities". I suggest "light" and
"func_wall", but it's up to you.
  7) Set your Game Executable Directory to C:\sierra\Half-Life. (or
whatever your Half-Life directory is).
  8) Set your Mod Directory to C:\sierra\Half-Life\spirit.
  9) Set your Game Directory to C:\sierra\Half-Life\valve.
 10) Your RMF directory is up to you; I use
C:\Program Files\WorldCraft\RMFs\Spirit, but it doesn't really matter
where you save them.
 11) Congratulations, you've now set up Worldcraft to make Spirit
levels.



How to build and run levels for Spirit of Half-Life:
----------------------------------------------------
Making levels for Spirit is a lot like making levels for normal
Half-Life:
    1) In Worldcraft, select File->New, and when prompted, choose
Spirit as the configuration you want to use.
    2) Build your level as normal. For information on the new features
Spirit has to offer, check out EntityGuide.html in your
Half-Life/Spirit folder.
    3) When your level is ready to go, bring up the Run Game window
in Worldcraft as usual, and type "-game Spirit" in the box for
Additional Game Parameters. Now the game will use Spirit instead of
normal Half-Life.


How to distribute levels made for Spirit of Half-Life:
------------------------------------------------------
You have two options, really...
  A) Release your bsp file(s) as normal, but point out to people
that they'll need to download Spirit to use them. This is probably
the easiest method for you to organise, and will reduce the size of
the download if your players already have Spirit installed.
  B) Release your levels as a mod, which includes spirit.dll and a
new liblist.gam file, etc. This looks more professional and is easier
for players to use, but takes a little more effort and makes a larger
download (and if you don't already know how to do it, I recommend
sticking with method A). If you do use this method, please remember
to credit me somewhere.

And hey, if you release a level which uses Spirit, tell me- I'd like
to have a go!

 
Information for Mod-Makers:
---------------------------
If you're making a mod, the source code for Spirit is available for
you to base things on - my only request is that you credit me if you
make use of it.
  If your mod uses Spirit code - either the normal dll, or your own
recompiled version of the source code - then why not advertise that
fact on your website, with a "Powered by Spirit" logo?
  For both of these, and more, see the website.


Credits:
--------
  All design, documentation, new coding, graphics, sprite files, and
  almost all bugs are by me, Laurie Cheers. Code is based on that
  from Valve's Full SDK release 2.1.
  
  The SpiritDemo level is by MR.

Thanks go to:
  Morlam for his work on the spirit.fgd file.

  Autolycus at valve-erc.com, for his continuing support, and for
  hosting the Spirit website.

  Peter Coffey for being a generally good bloke.
  
  Whoever came up with that lovely method for making rain.

  Thanks, also, to all the people (far too many to list here) who've
  sent me suggestions and bug reports. Spirit wouldn't be the same
  without the sense of community.

Oh, and thanks to everyone at Valve, for obvious reasons. Keep up
the good work!
