$Id: Changes,v 1.28 2000/03/05 02:10:12 roderick Exp $

    - unclassified

    	- There's an alternate to high track riding mode based on
    	  weighted frag rate instead of the number of frags.  This
    	  replaces high track as the default riding mode, hitting 5 a
    	  second time puts you in high track mode, then 5 a third time
    	  starts cycling through the players.

    	- You can (slowly) push a monk out of your way.  If the monk
    	  pushes back he leaves trance and is vulnerable.  So, if a monk
    	  is blocking a doorway, push them while attacking.  There were
    	  some weirdnesses with this in testing.  I've tried to work
    	  around them, but we'll have to see if the workaround works in
    	  the real world.  I don't completely trust it since I don't
    	  understand the need for it.

    	- The hook chain links point along the chain rather than rotating.

	- Riders who drop from weirded people no longer stay weirded.

    	- Singe's vengeance head positioning is fixed.  Notably this
    	  causes it not to block your view when you look up.

    	- The rune-tell commands works to remove a displayed "No
    	  Rune" message or other rune description which was already
    	  centerprinted for the last time.

    	- The bomb shows rockets rather than nails as your current ammo.

    	- If you drop a torch trap in water there's a small delay before
    	  you can re-deploy it, to prevent people from creating massive
    	  clouds of bubbles and lagging everybody out.  Thanks to Slot
    	  Zero for the bug report.

    	- All of a torch's attacks have some chance of setting the
    	  victim on fire.

    	- The lumberjack axe does 110 damage rather than 99.

    	- Radiation points can't be pushed out of the map by setting
    	  them under a lift any more.  Previously if you did this, they
    	  could irradiate a large portion of the level!  This has been
    	  there the whole time, thanks to Slot Zero for the bug report.

	- You can't suicide as an observer.

	- The blink rune is really fixed now, I think.  Before it was
	  sometimes reblinking you when it shouldn't have, and vice
	  versa.

	- Previously if you activated your hook right after teleporting,
	  it would be dropped at the next tick.  Similarly, it would get
	  dropped if you jumped out of the water (eg, after getting the
	  megahealth in the slime in The Wizard's Manse).  These are
	  fixed, thanks to Slot Zero for the bug report.

    	- The death orb and lightning rune zaps are dropped while the
    	  intermission runs.

    	- Players can't join a game at the very start of a level,
    	  instead they'll join the game queue and join once the map has
    	  been up for 15 seconds.  Before players were able to join a
    	  full game if they joined before everybody had had a chance to
    	  reconnect.

	  Similarly, players can vote at the start of a level but the
	  votes won't be tallied until at least 15 seconds have passed
	  since the level started.

    	- Fire traps can no longer disappear in a corner (I hope).

	- The FORWARD_MAX_PLAYERS value from settings.qc can now be set
	  at run time via the noexit cvar.  I needed this to be able to
	  use different values for this at different times of day on my
	  server because I can't figure out how to get at the current
	  maxclients value.

    	- People with the ice trap rune are immune to ice traps.  Thanks
    	  to Alex for the suggestion.

    	- You'll get out of a freeze trap faster if you start burning
    	  after you're in it.  Before the code only noticed if you were
    	  burning when you triggered it.

	- I've removed the bogus spawn point on e3m7 (The Haunted Halls)
	  which caused players to respawn where they died.

    	- I've removed the secret teleporters on e4m5 and e4m8 rather
    	  than adding destinations for them.

    	- There's a new (optional, defaults to off) scoring system
    	  based on doing damage rather than making kills.  Here's how
    	  it works:

	    - You get credit for doing damage to other players, regardless
	      of whether you're damaging their health or their armor.

	    - You lose credit for doing damage to yourself, be it by
	      suicide, rocket jumping, swimming in lava, or whatever.

	    - A frag is equal to 150 points of damage.  You have a
	      running counter of damage done which hasn't added up to a
	      frag yet.  If it climbs to 150 you get a frag, if it
	      drops to -150 you lose a frag.  You can get multiple
	      frags from a single kill (by killing somebody with 300
	      health with kamikaze or berserk or quad, eg).

	  The rules are simple, but some of the implications are
	  surprising.  Eg, piercing becomes a much less desirable
	  rune because you get less benefit from each kill.

	- I've moved the bomb, and added a new weapon (the mortar).  I
	  changed the bomb so that it's the alternate for the 5 gun
	  rather than the 7 gun.  In the mod I got it from (DM Plus) it
	  was on 5 gun and so was useful for unseating a camper on the
	  rocket launcher in e1m1, say.  That was one of my favorite
	  uses for it.  I added a mortar (almost like the one in Expert
	  Quake) as a new alternate for the 7 gun.

    	- Quake only does half damage to the attacker for shooting a
    	  rocket at close range, and other kinds of radius damage.
    	  This carried over to all the new kinds of radius damage,
    	  too, but I don't think that's great.  I've changed it so
    	  that you're only protected in this way for some of your
    	  attacks.  The actual list used is the same list which monks
    	  are protected from.  This includes grenades and rockets and
    	  a couple of other things, but notably not bombs.

    	- weapon1 through weapon8 are new non-toggling weapon selection
    	  impulses for the non-alternate weapons.

	- Weapon selection will consider non-flaming weapons if you're
	  under water, even if you have them set to flaming as their
	  primary mode.

    	- Weapon selection prefers flaming weapons for torches.

    	- A long standing Quake bug left corpses/heads of people who had
    	  quad glowing under some circumstances, this is fixed.

	- If you kill somebody with a pet shambler, the shambler gets
	  very annoyed.  It appears over its fallen master's body and
	  gets a bit of quad and a hankering for your head.  It goes
	  away after a little bit, or when it gets killed.

	- Bombs stick to people instead of exploding immediately.  The
	  functionality of this works fine, but there's a problem with the
	  way it bomb looks when it moves around under some circumstances.
	  See the bug list for info.

	- Runes are no longer lost when a pack rat disconnects from the
	  game.  Thanks to Obs. for the bug report.

	- Monks are vulnerable to telefragging.

    	- Vampires can't get more health from their victims than their
    	  victims possess.  This weakened the vampiric rune too much,
    	  though, so I set it so that their extra health rots more
    	  slowly.

	- When the game assigns you random colors it won't set you to
	  red/blue or blue/red or the like, so that you won't get
	  kicked by Qsmack's prohibition on such combinations.

	- Cloaked bombs don't tick.

	- Houngans get 5 zombies rather than 4.

	- When you switch ridees their rune type is displayed.

    - New Runes

    	- Rune of Good Armor, long discussed.  When you have this rune
    	  all the armor you get counts as red armor, plus you can hold a
    	  ton of the stuff.  Quake won't display an armor value over
    	  255, though.  So, I've set it to use the armor color to give
    	  you an idea of how much armor you've got.  If you have this
    	  rune then your status bar shows green armor for armor values
    	  from 0 through 255, yellow armor for 256 through 511, and red
    	  armor for 512 through 767.

    	- Rune of Quad Damage:  Activating this rune gives you quad
    	  damage for a few seconds.  As with the shield rune, there's a
    	  delay while the rune recharges before you can activate it
    	  again.  Thanks to Slacker for the suggestion.

    	- Jack of All Runes:  You get the abilities of a number of
    	  other runes but in less potent form.  It gives you some of
    	  the features of regen, good health, resistance, strength,
    	  haste, piercing, and action movie arsenal.

    - Admin

    	- Admins can get the camouflage rune at any time, to help spot
    	  cheaters.  Thanks to Mental D. for the idea.  Use impulse 116
	  for this (this is the same impulse you'd use to get this rune
    	  in T1_RUNE_CHEAT mode, "rn-camo" if you're using the supplied
    	  alias.cfg).  Stand in an obscure place and see if the suspect
    	  acts as if he can see you.

    - Game play

    	- +sattack-best is a new switch firing command which uses your
    	  best safe weapon.

    	- If you try to attack with an alternate weapon for which you
    	  don't have enough ammo, you'll switch to your best weapon
    	  instead of automatically using the non-alternate form of the
    	  weapon you've got selected.  So, if you try to use a BFG
    	  under water when you don't have enough cells, you won't zap
    	  yourself.

    - Rune tweaks

	- The repulsion rune pushes much more powerfully.

    	- Lumberjacks prefer to use the axe.

    	- Players with environmental protection are saved from barrels
    	  and squishing, and they don't trigger spike shooters.

    - Bug fixes

    	- Your grenades weren't repelled properly if you had the rune of
    	  repulsion.

    	- Monks in trance were still vulnerable to their own attacks,
    	  but they shouldn't have been.  Eg, if a monk set off a bomb he
    	  would trance before it exploded but still get hurt.

    	- If you had the pack rat rune and you used a rune cheat impulse
    	  to get a different rune, you weren't dropping the runes you
    	  had picked up as a pack rat.

    - Other

    	- There's some new info on setting up a server in the Configuring
    	  file.  It isn't much, but it's more basic than what was in
    	  there before.  A lot of people were asking me how to set up a
    	  server.

    	- The intermission doesn't exit just because a new client connects.


Version 3.2  Fri Oct 15 00:03:52 EDT 1999

    - New runes:

    	- Rune of Armor Piercing, thanks to Korn for the idea:  Your
    	  attacks ignore your opponent's armor.  This is nice both in
    	  that it lets you kill them more easily (most people die with
    	  just 1 rocket), and in that there's more armor left for you
    	  when they die.  This is a powerful rune, but not so bad as you
    	  might at first think, mostly because when you damage yourself
    	  you pierce your own armor.

	- Rune of Self Preservation, thanks to Camouflage and Mental for
	  the idea:  When you've got it your own attacks don't hurt you.
	  (This is nicer than the buggy teamplay 1 rules, not even your
	  armor is affected.)  This lets you be a real menace with the
	  BFG and (on servers which haven't disabled it) underwater
	  discharge, and of course it's a rocket jumper's delight.

	- Zen Monk, thanks to Powerbilt:  You're mostly invulnerable if
	  you stand still if you haven't attacked for a few seconds.
	  You're still vulnerable to kamikaze, berserk, and BFG blast/hit
	  attacks.  Damage doesn't move you around.  Plus, of course, you
	  don't take damage from falling.

	- Human Torch, thanks to Powerbilt:  Lava doesn't hurt you
	  (though you can still drown in it if you stay submerged),
	  but water does.  Bumping into people can set them on fire
	  (but it lasts longer than the fire caused by bumping into a
	  non-torch burning person).  Flaming weapons (alt 3 and 4)
	  don't hurt you, and attacks you do with them do more damage.
	  You can toss flaming traps which ignite people when they're
	  triggered.

    	- Pack Rat, thanks to Powerbilt for the idea:  You can pick up
    	  extra runes and carry them around.  (You don't actually use
    	  them, you just carry them.)  This helps you in several ways:

    	    - If you pick up enough, you get bonus frags for every kill.
    	      By default you get 1 bonus frag for each 33% of the runes
    	      which you're holding, so with the default maximum of 16
    	      runes you'll get 1 bonus frag per kill if you have 6 to 10
    	      runes, 2 bonus frags for 11 to 15 runes, and 3 bonus frags
    	      for each kill if you've got all 16 runes.

    	    - The runes you hold are kept out of the game, so it gets
    	      harder for the other players to get runes.  Of course, that
    	      will make you a juicy target for the runeless multitudes.

    	    - In team games, you can give the runes to your teammates.
    	      Use your rune-delete key to drop the runes you're carrying.
	      (Use it a second time to actually delete the pack rat
	      rune, in which case you can pick up one of the runes you
	      were holding.)

	  You can't pick up a rune if you killed the owner (that would
	  make it too easy for good players).

    - Game play:

    	- There's a new vote-team command, it works like vote-exit.
    	  If you use it while team play is off you'll vote to turn
    	  it on, and vice-versa. Admins can control what team play
    	  mode is used, and the percentage of players required to
    	  change modes, via settings.qc.  They can also lock the
    	  current team mode in by setting a teamplay bit (or by
    	  using a teamplay value which isn't one of the two possibly
    	  set by voting).  Thanks to Obs. for the idea.

    	- Team frags are tracked as they happen.  Previously they were
    	  totalled from the current stats, so if you scored some frags
    	  then changed teams your new team would get credit for them.
    	  That's no longer the case.

	- The team-stats command displays the winning team's lead.

    	- Admins can change a player's team with the new admin-team-change
    	  command.

	- Admins can put a player into a full game with the new admin-join
	  command.

    	- Riders in hightrack mode don't switch players automatically
    	  during the first 90 seconds of a level.

	- Fire runes (torch and fire walking) won't appear under water.

	- The damage done by the hook can be specified separately for
	  rune, Lithium, and free hook modes.  The defaults cause the
	  rune hook to do 25% more damage, and the Lithium hook to hurt
	  66% less.  The free hook still doesn't hurt at all, but you
	  can change this by editing settings.qc.

	- Regular burning people get out of ice traps faster.  This was
	  already the case for people with the fire walking and torch
	  runes.

	- Invincible people can burn.  This is especially important for
	  protected spawnees hitting torch traps.

    	- The BFG lava ball is placed a little lower so it doesn't block
    	  your view.

    	- It used to be that the last person to burn somebody got credit
    	  for the damage.  This has been changed so that credit goes to
    	  the person who originally set the target on fire.

    - Rune tweaks:

    	- You won't pick up a worse armor type if you have regen, even
    	  if there's more of it.

    	- Hasted BFG shots travel faster (in addition to taking less
    	  time to warm up as they always have).

    	- Houngans can have 5 zombies rather than 3.

	- You can't switch with a teammate.

	- The color shift applied to cloaked and shielded players is
	  less pronounced.

    	- The gravity rune can't be used on e1m8 (Ziggurat Vertigo).

    - Bug fixes:

    	- The game doesn't crash on levels without armor (e1m7).

    	- You can use the hook to activate secrets in free hook mode.

	- You can't set your teammates on fire if both health and armor
	  are being protected.

	- You won't get assigned to a team just before you become an
	  observer when you connect.  I think this should also fix the
	  "tried to change teams" problem if you join right away.

    	- Previously you could keep attacking with lighting and the nail
    	  guns if you didn't release the attack key when you got
    	  shootphobia, hit a freeze trap, or entered intermission.  This
    	  is fixed.

    	- Your rune is removed when you die, except for phoenix and
    	  vampire.  This isn't supposed to cause any player-visible
    	  changes, it's just a code fragility improvement.  Eg, it used
    	  to be the case that a player lying dead or disconnected could
    	  leave a gravity well out forever, that wouldn't have been
    	  possible if Singe had written the code this way.

	- admin-kill doesn't work on observers.  I had a report that
	  this would crash the server.  I couldn't reproduce that, but I
	  changed this anyway.


Version 3.1  Sun Jun 27 12:02:07 EDT 1999

    - I'm releasing this sooner than I'd like, with some things on the
      "release critical list" (not really critical things, just things I
      wanted to at least look at before releasing).  Something has come
      up and I won't have time to work on it for a month or so, so I
      decided to release what I have now.  It's a solid release with a
      lot of new features and bug fixes compared to 3.0, it's just not
      quite as far along as I'd wanted.

    - There's a Gamespy tab for Artifact-RJS.  It's included in the
      distribution, and you can download it from
      http://www.argon.org/artifact-rjs/Artifact-RJS.qst.  The mod had a
      jump in popularity over the past few weeks (don't ask me why),
      we're up to about 10 servers now.

    - Administration

    	- Administrators can pick a level to play (both from the menu and
    	  with the change-level command).  Thanks to 1KrazyFool for some
    	  of the ideas I used for the implementation.

    	- There's a new splash screen.  You can change what's on it by
    	  modifying some strings in settings.qc.  You can use this to
    	  display your server's name, web page, email address, or
    	  whatever.

	- The mod now has Qsmack support.  Qsmack is a program which
	  will allow you to do more flexible and extensive banning than
	  POQ provides, among other things.  See
	  http://lemur.stanford.edu/clan9/qsmack/ and the instructions
	  in settings.qc in the source distribution for more info.

	- The game execs a file called startlevel.cfg at the beginning
	  of every level.  I use this to have my server automatically
	  switch into team mode on Wednesdays (and out on Thursdays),
	  you can use it for whatever you like.

    	- I've dropped the admin-kick-hard command.  I'd originally
    	  written this function to deal with people who changed their
    	  client's disconnect command so that the game couldn't kick
    	  them.  I've rewritten the kick command to use localcmd("kick #
    	  N\n") instead of stuffcmd("disconnect\n") so it is no
    	  longer necessary for that, plus I've been getting complaints
    	  about people using it indiscriminantly.

    	- Admins will see other admins (both when riding or being
    	  ridden, and when using show-players).  Admins are told when
    	  somebody tries to become an admin (regardless of whether they
    	  succeed or fail).

    - New runes

    	- The lumberjack rune, thanks to PowerBiltx.  It ups your
    	  maximum health to 250, gives your axe better reach and much
    	  more damage, and causes your other attacks to do a little
    	  more damage.

    	- The houngan rune, thanks to Tom Coleman for the idea.  If you
    	  activate it you'll place a zombie camper.  This is only somewhat
    	  like a zombie in the normal game.  It's much beefier, deadlier,
    	  and it doesn't move.  You can have three of them at a time.  (A
    	  houngan is a Vodun (aka Voodoo) priest.)

    - Game play

    	- You're protected from damage for a few seconds when you spawn
    	  (unless you attack or pick up something).

	- Use "vote-exit" if you want to exit the current level.  If
	  enough players do the same the server will do it.

    	- You drop any armor you have left when you die.  The resulting
	  armor acts like normal armor in that you won't pick it up if
	  it contains less total protection than you've got already.  An
	  alternative would be to have it add to your current armor
	  (scaled, of course), but I think this way is better because it
	  helps good players less than others (the others need the armor
	  more, good players already prioritize getting armor).

	- The rune description stays on your screen longer, for about 5
	  seconds.  The standard 2 second centerprint was often not
	  enough time to read the description for people new at the mod.
	  You can remove it from the screen sooner by using rune-tell.

	- If you kill somebody with a barrel you get credit for it.
	  Further, barrels respawn.

	- Quad and invincibility transfer to your pets (shamblers and
	  zombies).

	- You can't grapple players in free hook mode.

	- There's a new team-stats command to show the team scores.  It
	  runs automatically at the end of the level if team mode is on.

    	- The team-change command works whenever enforced teams are
    	  active.  Before it would only work if you were allowed to
    	  switch to any team, now it will work even if you're only
    	  allowed to switch to smaller teams (switching you if there is
    	  a smaller team, doing nothing otherwise).

    	- When the server is in team mode it tells you that and gives
    	  you a summary of the settings when you join the game.

	- There's a new enforced team mode in which the player with the
	  most frags can change to any valid team.

	- The intermission will exit automatically after a while so the
	  first player to connect to an empty server doesn't have to sit
	  there while the level changes.

	- Players who sit idle as corpses will automatically become
	  observers after a while.  This is nice for full games (it lets
	  somebody else join), and it helps vote counting, level size
	  selection, forced teams, and the like work better.

	- When an admin uses the exit-level command the game prints a
	  message letting players know who did it.

	- The show-riders command tells riders who else is riding the
	  person they're on.

    - Rune tweaks

	- Vamps only get back damage they do to other players' health,
	  not damage they do to their armor.  This also fixes the bug
	  with vamps taking health from invulnerable people.

    	- Shamblers are team-aware.

	- Monsters can't see cloaked/camouflaged people.

    	- Using the hook decloaks you.

	- You keep your hook and current weapon (if possible) when you
	  respawn with phoenix or vamp.

    	- You keep your current weapon if possible when you switch with
    	  somebody.

    	- You swap lithium hooks when you switch with somebody.

	- If you switch with something which has more than your max_health,
	  your health rots back to your maximum in the normal fashion.

	- When you trigger an ice trap you're told who placed it.

	- You receive a message when you have a radiation point, ice
	  trap, death spot, or hologram expire if you still have the
	  rune.

	- Explicitly thrown weird bubbles go much farther and faster.  Also,
	  I changed them not to take your velocity into account, so if you
	  throw one while running backwards it will still go (from your
	  perspective) forwards.

	- Shamblers automatically become unstuck if they appear in walls
	  by themselves (but not if you place them there).

	- The electric rune doesn't zap invincible people who have no
	  armor.  I probably wouldn't make this change if it were just
	  for invulnerability, but it affects spawn protection, too.

	- The radiation and jumping runes take your view offset into
	  account.  (You'll be hit if your head, not the center of your
	  body, is visible.)

    - Notable internal changes

	- The nomonster.qc source file has been renamed to nomonst.qc to
	  help people using DOS, blech.

	- The server uses localcmd() to kick players now, rather than
	  stuffing a "disconnect" command, so players won't be able to
	  circumvent it.

	- Hooking players is completely disabled if you set HOOK_DAMAGE
	  to 0 in settings.qc and recompile.

    - Bug fixes

	- You won't switch from rider to observer mode at a level change,
	  you'll continue riding whoever you were on before.

	- If the player you're riding leaves the game or becomes an
	  observer you will stop riding or (if in hightrack mode) switch
	  to the new top dog.

	- It was possible to get multiple shamblers if you dropped the
	  shambler rune and picked another one up very quickly.  This is
	  fixed (though a host of similar bugs remain).

	- The obituaries and frag counting for squishing deaths are
	  fixed.

	- Flaming missiles (from the lava gun and flamethrower) can't
	  pass through water anymore.

	- Pentagram dropping (by committing suicide, eg) was totally
	  broken.

	- If you finished a level while switchfiring the lightning gun
	  or one of the nail guns, you'd keep firing all through the
	  intermission, using up your ammo.  This is fixed.

	- Previously if you died with a gravity well out you could lie
	  dead and the well would stay there indefinitely (unless you
	  happened to have exactly 0 health when you died).  This is
	  fixed.

    	- I've worked around a bug which allowed too many runes to
    	  appear in the level.  I couldn't figure out how to actually
    	  fix it, see the comments in the Todo file.

	- trigger_setskill works in non-deathmatch mode.

    	- Some monsters weren't choosing the right kind of attack, or
    	  the right way to attack.

	- I think the bug which would sometimes cause you to get fragged
	  for trying to change teams if you joined right after connecting
	  is fixed.  Let me know if you see that happen.

	- I finally found the cause of the bug which prevents the server
	  from changing levels sometimes (and which also leaves the game
	  in a state in which players can't respawn or jump, and aren't
	  harmed by liquids).  See the comments at the new changelevel()
	  in rjs.qc if you're interested.


Version 3.0  Sat Jan 16 23:59:23 EST 1999

    - Big thanks to Jared Larsen (aka KnyteHawke) who is responsible for
      many of the changes in this version.  If anybody else wants to
      join us in working on the code, mail me.

    - I'm afraid I didn't keep as careful track of the changes this time
      as I should have, so this list is probably incomplete.  Sorry
      about that.

    - Game Play

    	- There's a number of new weapons (a flame thrower, lava gun,
    	  flash grenades, bombs and BFG).  The administrator can disable
    	  them, they're enabled by default.

    	- Some of the new guns can set you on fire.  When you're on fire
    	  you can set other people on fire by bumping into them.  You
    	  can put out the fire by waiting or by jumping in water or by
    	  getting armor.  The burning does different amounts of damage
    	  per unit time depending on how hard you're burning.

    	- If you get killed with a powerup (quad, ring or envirosuit)
    	  you drop it and somebody can pick it up.  It will wear out at
    	  whatever time it would have worn out if you hadn't dropped it
	  (its clock keeps ticking even while it's lying there on the
	  ground).  This idea comes from Quakeworld.  This can be turned
    	  off.

	- Megahealth boxes aren't directly involved in rotting your
	  health any more, so they always respawn after the same amount
	  of time (60 seconds).

    	- If you squish another player (such as in the killing boxes in
    	  dm2 (Claustrophobopolis)) you get a frag for it, rather than
    	  it counting as a suicide for them.

    	- There's a grappling hook.  Normally this is a rune like any
    	  other.  The server can also be configured so that everybody
    	  gets the hook, or so that the hook behaves like in Lithium
	  (you have to find a vore ball (a little spiky purple ball) in
	  order to get the hook).

    	- The rune of athletics is a new rune.  It lets you stay under
    	  water longer and gives you a super jump (via the rune-use
    	  button).  I'd like to have this allow you to run faster, but I
    	  don't think that's doable in POQ.

	- Riders start out in hightrack mode.  In this mode you'll
	  automatically ride the player with the highest frags.  If you
	  hit 5 again to switch ridees you'll leave hightrack mode.
	  Hit 4 to stop riding then 5 to ride again to get back into
	  hightrack mode.

    	- There's a a HUD.  This still needs work so it isn't on by default
	  (eg, there's no way to adjust the screen position yet).  Use
    	  hud-toggle to try it.  If you use it you might also want to
    	  turn on quiet mode (via quiet-toggle) so you don't get the
    	  regular centerprinted messages about runes.

	- Riders now give you the red key rather than blue.

    	- There are spiffy menu colorizations.

	- You don't get the red pain flash or head jerk if you get hit
	  but don't actually take any damage.  This mostly affects
	  playing in team mode.

    - Rune tweaks

	- You can remove the phoenix rune while you are dead, to prevent
	  somebody waiting for you to spawn from getting a frag.

    	- Environmental protection is proof against gravity.

    	- I've put a brake on the blink rune.  You can blink quickly a
    	  few times, but if you keep doing it you'll have to wait longer
    	  and longer between blinks.  The delay between them times out,
    	  it times out faster if you use it less often.

	- If you telefrag somebody who has vengeance, you die.

	- Vampires get 5 health from 15 and 25 point health boxes.

    - Administration

    	- There are a bunch of new administrator commands.

    	- The server can forward players to a different server when the
    	  game is full.

	- You don't get a key in your display when you have administrator
	  mode on.  For now you'll just have to keep track in your head.

    - Bug fixes

	- The red pain flash and head jerk are properly transferred to
	  riders.

	- The level selection code was broken for non-random sized map
	  selection (which is what I use), it is fixed.  I'm embarrassed
	  that it took me so long to fix this bug.

	- You don't get the "This area is radioactive!" message if
	  you're not actually being hurt.  This affects both team mode
	  and players with the environmental protection rune.

	- The quad finishing sound is precached, so it will appear for
	  players with the phoenix rune on quadless levels such as e1m3.

	- The twirly head weirdness transfers to riders.

	- There's no key manipulations when you're not in deathmatch
	  mode, so single player and coop modes work better.

	- Previously your color would be screwed up if you ended a level
	  frozen or with shields on.

    	- The obituaries are fixed, for both new weapons and old.  Eg, if
    	  you fire a rocket at somebody but then switch to the shotgun
    	  and then the rocket kills them, the death message says you
    	  killed them with a rocket, not with the shotgun.

	- Id's code tried to make it fatal to try to telefrag an
	  invulnerable person, but the code had a bug and it didn't
	  work.  It does now.

    	- A couple of switch fixes:  You don't remain glowing if you
    	  get switched with while you have a powerup, and superhealth
    	  rotting works after switches.

    	- If you switch from being a vampire to being an observer, your
    	  health used to rot.  This is fixed.

Version 2.1-rjs-1.4  Sun Aug 16 15:20:13 EDT 1998

    - Oops, my change to the map selection code made it so that you'd go
      to the start map after dm6, previously you'd loop back to dm1.
      I've put the default behavior back the way it was and introduced a
      new option to make dm6 go to the start map.  To turn this on set
      the 32 bit in your noexit value (NOEXIT_DM_NO_LOOP).  This setting
      will additionally make it so that if a player exits the start map
      via the end exit the DM levels will play, and if the game chooses
      the next map (via time or frag limit) it will play the DM levels
      in between episodes 4 and 1.

Version 2.1-rjs-1.3  Sun Aug 16 11:19:00 EDT 1998

    - There's additional code to prevent spawn frags.  If all of the
      regular spawn points are taken, the game will spawn you on a weapon
      or an ammo or health box.  You should never get spawn fragged, even
      at the start of a level.  There is a chance you'll be spawned in a
      closed room, though, and have to wait until somebody opens it up
      (or suicide).

    - The blink rune now blinks you onto a randomly picked item rather
      than trying to pick a spot randomly.  I think this makes it a much
      more useful rune.  It can still get stuck like it did before, but in
      this case it now automatically reblinks you, so you are guaranteed
      to move if you hit your rune-use button.

    - The map selection code now chooses the DM maps after playing
      episode 4, then loops back to episode 1 after running through
      them once.

    - Many of the large circular start/end level teleporters in the game
      (the ones which are often associated with the secret levels) have
      an extra teleport spot located just above them.  Some of these (on
      levels e4m5 and e4m8) have no destination, so if you go into them
      the server crashes (on any server, this isn't specific to this
      mod).  I added the missing destinations to prevent the crash.

    - Previously if you finished a level while switchfiring you would
      start with the wrong (alternate) weapon selected on the next
      level.

    - The colors used for the particle effects, such as death spots and
      freeze traps, can be controlled via settings.qc.

Version 2.1-rjs-1.2  Wed Jul 15 18:48:30 EDT 1998

    - This release is hot on the heels of 1.1, mainly because of these
      bug fixes:

    	- My admin passcode was accidentally configured into the
    	  progs.dat distributed with version 1.1.  This release has
    	  the admin passcode disabled (until you recompile with your
    	  own code) as I'd intended.

	- The rider's eyes are placed lower again, so they are less
	  visible.  They're placed in the higher position only when
	  necessary to work around the vis bug.

	- Your current ammo display (in the lower right hand corner)
	  wasn't updated when you got ammo from a weapon or backpack.

	- Levels selected deterministically by the number of players
	  weren't being checked for repeats properly.

	- When you respawned with the phoenix rune your weapon wasn't
	  drawn.

	- Under some circumstances (related to the phoenix and vampire
	  runes) you could die while switchfiring and come back up still
	  firing.

    - Also included are these new features:

	- There's a new option, DM_NO_DISCHARGE.  If set then using a
	  lightning gun under water, or jumping into water with the
	  electricity rune, only hurts the person who does it.

	- Another new option (in settings.qc) controls whether the code
	  which selects the map by the number of players uses any random
	  variation (sometimes playing smaller levels with larger number
	  of players, and so on).  The default is still the same (to
	  include the variation).

	- exit-level is a new command, available only to players with
	  admin mode set, which exits the current level (as if the frag
	  or time limit were reached).


Version 2.1-rjs-1.1  Mon Jul 13 21:46:04 EDT 1998

    - Game play

    	- In weapons-stay mode (aka deathmatch 3 mode) you can get ammo
    	  from a weapon even if you have it already, just like in normal
    	  deathmatch mode.  So, the same amount of ammo is available,
	  but you never have to wait around for a weapon.  Give this a
	  try, particularly if you tried it before but didn't like it.

	- Impulses work even when you are attacking.  For most people,
	  the most important thing this will affect is that you can use
	  your rune even while attacking.  Eg, if you shoot a rocket
	  and then activate the shield rune, the shield will come up
	  immediately rather than waiting until the rocket animation
	  finishes.

	  See the Notes and Playing files for more info.

	- There's a new server side switch firing system in place to
	  allow easier and more robust quick-rocket and quick-grenade
	  and the like bindings.  Eg:

	      bind s +sattack7	// quick rocket
	      bind d +sattack6	// quick grenade

	  You can use +sattack1 (axe) through +sattack8 (lightning gun).

	- There's a new command, best-weapon, which will make current
	  the best safe weapon for which you've got ammo.  If you use
	  this in conjunction with the switch fire system you'll never
	  have to select a weapon again under normal circumstances.  See
	  the Playing file.

    	- The fix-angles command fixes weirdness, too.  I did this
    	  because there are probably still bugs which can leave you
    	  with weirdnesses turned on inappropriately.  To prevent abuse
    	  it can only be used once per minute.

    - Rune tweaks

    	- If you're a vampire and you leech up some health after you die
    	  (by hurting somebody with a grenade you fired before you died,
    	  for example), you come back to life.

	- Both the dual teleport and recall runes store the direction
	  you are facing in addition to your position.

	- You don't drop a backpack when you die with the phoenix rune.

    	- When the action movie arsenal rune gives you a weapon you'll
    	  switch to it if appropriate.

    	- You won't get zapped when someone with the electricity rune
    	  jumps in the water if you're not in water yourself.

    	- The electricity rune gives you 10 cells rather than 25 again,
    	  but it still generates a cell every 5 seconds.  Also, you
    	  don't get the initial stock of cells at the beginning of each
    	  level.

    	- The message you get when somebody with the teleport shuffle
    	  rune switches places with you is "Someone tried to telefrag you!"
	  rather than "Someone stole your place!".  I changed it because
	  I was always getting it confused with the switch rune message
	  ("You've switched places!") in the heat of the moment.

	- The switch rune swaps your armor.

	- The old bug which caused you to appear to stand still while
	  riding a lift or a moving platform while you had the camo
	  rune is fixed (but note that you are not invisible while on a
	  moving platform).

    - Other bug fixes

	- Sometimes you would connect to the server and yet not be able
	  to pick up certain runes (you'd get the "This was your rune"
	  message).  This is fixed.

	- The laser sight and chase cam, which were always buggy and
	  never documented, have been dropped.

	- Previously, if you picked up a megahealth box and it didn't
	  put you over your maximum health (such as with the good health
	  rune) it would respawn in 20 seconds.  It now respawns in 60
	  seconds.

	- If you picked up the flight rune while standing ankle deep in
	  slime or lava, you wouldn't stop being hurt even though you
	  left the liquid.  This is no longer the case.

	- Teleporters work for observers.

    - Team mode

    	- Enforced team mode doesn't assign random shirt colors any
    	  more.  This helps people figure out that team mode is on much
    	  faster.

    	- When enforced team mode is switched off the game assigns
    	  random colors to everybody.  This helps people realize that
    	  teams aren't active any more.

    	- The shambler rune is disabled in team mode, because it isn't
    	  team aware yet.

	- Often observers were fragged when joining the game in enforced
	  team mode, that is fixed.

	- It was sometimes possible to join the game as an observer
	  without being assigned to a team.

	- Observers are now forced to remain color 0.

    - Level selection

	- You can control which maps will be played by editing
	  settings.qc and recompiling.  Download the source
	  distribution if you want to do this.  Instructions are
	  at the top of the settings.qc file.

	- Alternately, you can set NOEXIT_MARLINSPIKE_LEVELS to
	  get the level selection that I use on my servers.

	- Setting NOEXIT_CHOOSE_BY_NPLAYERS doesn't restrict the
	  levels to those I play on my server any more.  Either edit
	  the settings.qc or use NOEXIT_MARLINSPIKE_LEVELS for that.

	- Setting NOEXIT_CHOOSE_BY_NPLAYERS without NOEXIT_RANDOMIZE
	  works.  The level which is played next is based on how many
	  players there are, but the levels are played in order.

	- When NOEXIT_RANDOMIZE is set, the levels don't repeat
	  until they've all been played (or nearly all, in the case
	  of selecting without regard to the number of players).

    - Other server behavior

	- It's easy to customize a number of game settings, such as which
	  maps the server will play, the item and powerup respawn times,
	  and the enforced team colors by editing the settings.qc file
	  and recompiling.  Download the source distribution if you want
	  to do this.  Instructions are at the top of the settings.qc
	  file.

        - The server can be set to allow people with the electricity rune
          to enter the water safely.  This is controlled in settings.qc.

    	- The server can be set to allow rider-hide mode.  In this mode
    	  a player can choose not to let riders know what armor, health
    	  and items he has.  By default this is not available, the
    	  server has to be configured to allow it.  This is controlled
    	  in settings.qc.

	- The mod's version is appended to the teamplay variable, so
	  that servers running the mod can be spotted programmatically.

    	- There is more thorough obnoxious name handling.

	- The blue key is properly removed if your rider leaves the
	  game.

	- The keys aren't copied from a ridee to a rider.  This is in
	  anticipation of allowing people to ride observers, but that
	  still doesn't work.

	- The rider's eyes are moved up a little to work around the
	  problems withing seeing when your ridee is in waist deep
	  water (such as looking at the grenade launcher in the Ebon
	  Fortress).  This causes the eyes to be visible a little more
	  often, alas.

	- There's an administrator mode.  Currently this allows you to
	  join a full game, and to ride people without their knowing it.
	  You'll need to assign a passcode and recompile if you want to
	  use this feature, see settings.qc in the source distribution

	- The game's standard runes (in the last map of each episode)
    	  and keys (such as the buggy blue key in Hell's Atrium) are
    	  removed.


Version 2.1-rjs-1.0  Sun May 31 18:21:49 EDT 1998

    - Big changes

    	- There's a web page for the mod, separate from my Quake server
    	  page.  It's at http://www.argon.org/artifact-rjs/.  It contains,
    	  among other things, a server list and some user documentation.

	- There are observer and rider modes.  (Rider mode is like a
	  chase cam, but you see through the eyes of the player you're
	  tracking, and you see the messages which are shown to them.)
	  You can freely switch between playing, observing and riding
	  (though you can only switch from playing when you're dead).

	- You start off as an observer with a menu.  The menu system
	  contains instructions on how to play the game and a description
	  of the commands.  There's a option on the menu which will bind
	  a set of standard keys to the Artifact commands.

	- The server defines aliases for the impulse commands when you
	  connect.  The current aliases are:

		command			impulse
		-------			-------
		rune-use		100
		rune-tell		99
		rune-delete		98
		show-players		97
		show-riders		96
		fix-angles		95
		show-settings		94
		cam-toggle		30
		laser-toggle		31
		cam-type		32
		show-pos		192

	- It's possible to set the server to limit the number of players
	  in the game.  I've set my server to allow only 10 people to
	  play (as it used to be) but Quake will allow 16 people to
	  connect.  If you try to join the game while it is full you'll
	  be put into a line of people waiting to play, while you wait
	  you can observe or ride.  As soon as somebody who is playing
	  leaves or becomes an observer the first person in line will
	  join the game and everybody else will move up.

	- There's an enforced team mode.  This is a teamplay mode in
	  which there are 2, 3 or 4 teams and everybody is required to
	  be on one of them.

    - Little changes

    	- You're given a little description of your rune when you pick
    	  it up and when you use rune-tell.  Thanks to Brian Kelley both
    	  for the idea and for almost all of the descriptions.

    	- The rune drop delay is more configurable.  It can be set to no
    	  delay, 5, 15, 30, 60, 120 or 240 seconds, or set so that you
    	  can't drop runes at all.

    	  I think that an interesting variation on the game is to disable
    	  rune deleting, set random rune models, and set it so you don't
    	  drop your rune when you die.

    	- The show-settings command lists the current state of the
    	  configuration variables.

	- I've switched my code from a BSD-style license to an Xfree86-style
	  one.  The substantive difference is that you don't have to output
	  the copyright notice.

	- Runes no longer bunch up at the origin (such as at the exit
	  teleporter in The Installation).

	- The electric rune gives you 25 cells rather than 10, and generates
	  one cell every 5 seconds.

	- The shielding rune recharges in 4.5 seconds rather than 6.  The
	  shield still lasts for 3 seconds.

	- dm1 (Place of Two Deaths) has been dropped from the by-player-count
	  level rotation.  It had been out of the rotation for a long time
	  (it's an unpopular level) but it slipped in just before the release
	  of 0.2.  e3m7 (The Haunted Halls) and e4m2 (The Tower of Despair)
	  have also been dropped from this rotation.

	- Teamplay 1 mode will allow you to hurt yourself.  The other
	  teamplay modes already had this, it was a bug that a teamplay of
	  exactly 1 didn't.

	- As a workaround for batman villian syndrome, the fix-angles command
	  resets your angles.  Use this if it seems that your head is tilted
	  to the side after somebody switches with you or the like.  (Another
	  workaround is to use a teleporter.)

	- There's no "Released from ice trap" message if you're killed while
	  frozen.

	- Sometimes you were told you discharged somebody when really you
	  just zapped them, this is fixed.

    	- The blink rune almost always works, and it won't put you over
    	  slime or lava.  It has a higher chance of blinking you to
    	  somewhere nearby, though, so it still needs work.

    	- The dual recall rune gives you an upward pointing spike over
    	  your head, so your opponents will know to try to stay away
    	  from you.


Version 2.1-rjs-0.2  Tue Apr  7 22:28:59 EDT 1998

    - Add run-time configuration switches.  See the Configuring file for
      details.

    - Parameterize quad replacement, long quad respawn delay, LAN mode,
      Singe's random level code, non-fatal exit touching, rune cheat
      mode, rune dropping on death, picking up your own rune, consistent
      rune models.

    - Add optional pentagram replacement, fast rune spawning and long
      rune drop delay.

    - Don't allow the start map hole to appear.

    - Improve distribution and prototype handling in Makefile.

    - Automatically notice when cvars change rather than checking them
      only when people spawn.


Version 2.1-rjs-0.1  Sun Mar 22 16:09:08 EST 1998

    - Initial release.
