I began noting the changes as of Wednessday, February 18, 1998
Too late, though.
The timeline begins at the bottom of the file and goes up, of course

month/day/year
--

--6/26/98
turned the homing missile into a regular homing missile, cus I couldn't get the 'follow around corners' code to work.  I'll reactivate it someday.
homing missiles don't tell you what they are homing anymore.  They also change targets constantly

--6/13/98
The flamethrower no longer sets walls on fire, just the floor
Flame on the floor only burns for 10 sec.
People set on fire only burn 10 sec.
You can only have a limited # of places on the floor that you set on fire (decrease packet overflows)
Grenades now blow up crucified zombies

--6/6/98
Fixed Suicide bomb
fixed dropping wrong items in deathmatch(having all weapons in backpack and throwing a super-shotgun when you have axe, pulsegun, or grapplehook selected)
fixed the backpack bomb waiting 2 seconds before exploding

--5/6/98
fixed morph monster(now correctly turns into zombie)
added laser targeting system

--5/2/98
Added Harpoon--Pulls enemies to you

--4/29/98
Killing a summoned monster no longer increases the killed monster counter
Teleporting a pet on top of a monster gibs the pet instead of the monster

--4/24/98
Switched the autolauncher and chaingun places.  Press 9 once for chaingun, twice for autolauncher
the chaingun doesn't take as much time to be ready to fire

--4/21/98
Fixed the proximity mine: it is now thrown like a radiotag, but explodes when something goes near it

--4/18/98
autolauncher must now gain speed before being able to fire
added chaingun!
now able to pick up autolauncher and chaingun (will sometimes replace lightning bolt)
fixed radiotags going through walls

--4/14/98
No longer reports the deaths of entities other than monsters and players
Made wind take ammo
Made the shotbomb fire like a grenade
Fixed rockets firing rapidly
Fixed the Grappling hook being selected before the Magic axe.
Fixed weapon selection: couldn't select old weapons if didn't have ammo for new weapon
Fixed being unable to pick up all 250 nails
Fixed weapons giving you the wrong type of ammo when picked up
Fixed the error where you select an old weapon, and then want to select a new weapon, but it is the old weapon of that number key.  Example: push 2 twice to select shotgun, then push 3 once and it was the old SuperShotgun
Ammo boxes give you more ammo
You no longer automatically switch to the grappling hook when you get it because it's useless as a weapon, and whatever you had before was better.
The nail launcher only lasts 5 seconds, and fires a lot less nails.  This will lower ping in netgames and help with slowdowns and packet overflows.
The probes now rotate around their enemy in a wider radius.  This was done to avoid the grenade and rocket probes blowing themselves up, and so that monsters find it harder to kill them.
Got falling working again

--4/13/98
Fixed end of Game!!!  Donno why it didn't work, but I did some stuff to fix it.
Made the LargeMissile's explosion work better but the missile travels slower

--4/7/98
Fixed the weapon selection bug(kept on saying "no grenade in slot, using standard grenade)

--4/5/98
You no longer recieve a backpack from summoned monsters
Fixed the Death Knight sword bug (wasn't killing anything)
The deathknight now does more damage with his sword
Fixed the bug where summoning monsters doesn't cost ammo
Re-arranged the order of some weapons (sorry, but it was necessary)
Changed the times it takes after firing certain weapons to be able to fire again
You can now use Teleport Behind Enemy in a single player (that's why I re-arranged the weapons)
Added Summon Morpher
When a summoned dog is playing dead, and gets up to attack an enemy, when it's done (if it's alive) it will play dead again
Fixed the bug where you could teleport behind an enemy that is far away

--4/4/98
Made alarms last 5 minutes(It was stupid that they dissapear after 40 sec)
Made grunts fire superspikes in Nightmare skill
Lasers do more damage than superspikes

--3/30/98
Fixed monsters being there in a deathmatch

--3/28/98
the grappling hook will not be selected as the best weapon over the magic axe
fixed grunts weapons: made it so that grunt fires rapid fire in any skill level except easy
Gave the shalrath a split missile

--3/24/98
added the ability to toggle deathmatch cheats on or off
fixed the stupid error in a deathmatch where the player is gibbed and one of the gibs is a gun
you now get shells and rockets from a grunt's backpack
fixed the magicaxe fireing in the wrong direction
gave the ogre the rocket launcher
gave the grunt the nailgun and lasergun, which go nicely with his rocketlauncher

--3/23/98
I haven't done much cus I've been working on my webpage
You no longer gain a frag for killing anything that isn't a player
Did a major fix on the obituaries
The guardian now has a white particle effect so you won't mistake it for the grappling hook
replaced demo1 with an updated version
the autolauncher is no longer selected as the best weapon

--3/14/98
!!!I can't believe I could be so stupid.  I had named the pak file pak1, so it wouldn't even work!  People won't even be able to use it!  that's fixed now
Added the AutoLauncher1000

--3/10/98
Added the Large Missile and Ricoche Missiles

--3/9/98
Made it so that monsters are only replaced by items in a deathmatch when "deathmatch 4" is typed at the console

--3/6/98
Fixed the decoy frames, it was using the run frame instead of the last walkframe, making it look stupid.

--3/4/98
Fixed the annoying debug message that tells you how fast you move.  Sorry bout that.  Also fixed the grapple-hook-spawn-point debug message
Gave Storm and the trigger_thunder a better thunder sound

--3/3/98
Gave the black hole a grey particle effect so you can see it
fixed wind pushing torches and flames and crucified zombies
made wind more powerful when you have more health
made fireballs (rarely) set you on fire
slamming into a wall real hard hurts (was kinda hard to fine-tune this without ruining falling, but it works quite well now)
falling hurts a little bit less
monsters are hurt by falling and slamming into walls

--2/27/98 - 2/28/98
Fixed guardians powerup other guardian that is too far from enemy and doesn't fire bolt, and I allowed multiple powerups on 1 guardian
Fixed the proximity mine (it now blows up when there is something within a certain PROXIMITY or radius).  Just a stupid mistake, forgot a couple of lines of code
Made torches and flames set you on fire
FIXED THE START-WITH-WEAPONS BUG!  HA-HA!  IT'S FINALLY FIXED!!!!
You now throw the grappling hook like the backpack when you die.
The small storm cloud only lasts 10 seconds now
The Grappling hook now spawns to a random part of the level (or not so random?)
Fixed up the "room" level.  It now has less packet overflows, and has a cool thing at the end.

--2/21/98
Fixed riochet-nails getting stuck on floor(not completely, tho. just removing them when they're stuck)
Messed around with split missile, made it fly better
fixed the 'enemy is behind homing missile and there's no code for that so it decides to just move forward like the stupid piece of crap it is' bug by disabling the gradual-turning.  I may re-enable it later, when it works
Made Genious homing missiles even smarter, but less powerful (the code looks like it should now work, but for some reason it is getting occasionally stuck, donno why)

--2/19/98
Fixed missiles getting stuck when leapfrog monster explodes
Added Homing Split missile

--2/18/98
I made the kinetic energy spell only last 5 seconds.  It's cruel, but it was making the KineticEnergy Powerup seem useless.  It was the only way, and the spell was too powerful anyway.
The explosive-shell shotgun is back!  And, as an added bonus, it actually works!
I think I fixed the morph monster getting stuck in walls, donno.
