v8.7e of NLq (eq enhancements)
~~~~~~~~~~~~

    + Setting statusbar can now be sped up tremendously for the ppl with
      outrageously fast pc's (ie. HIGH resolutions). Options for all kind
      of resolutions are added (with slightly more then 640x480 as a max)
      Keep in mind that this value is STORED in a SETINFO var.
      Just put "setinfo statusline 25" in your config.cfg for a resolution
      of 640x400. (use "setinfo" to see your most favourite setting).
    + Team Arena spawning is now Rocket Arena style. BEWARE that you can
      _also_ flag this spawn setting through to menu or console. So normal
      teamplay games like CTF or DM can be played with this setting as well.
      Freaky, but might be nice for private training sessions.
    + On request of KillerBug, CTFRanking has been implemented.
      However, keep in mind that CTFRank is a util devised for _FFA_ CTF
      servers, not for competition servers. It should work properly, but I
      won't give any guarantees. If it bugs, give me a holler on the eq forum.

    * Fixed a bug which has a very very long lifespan. Sometimes it occured
      that a countdown started in the middle of the match. Occured when a
      clanleader decided his/her clan was ready afterall during the match,
      triggering a countdown if the OTHER clanleader was allready ready. DOH.
      My clanmatey Bop focused my attention on this bug, and it's now fixed.
      It accored during a OR3-NTS clanwar, and Cyrano screamed his loungs out
      at the time of the bug. Sorry 'bout that Cyr :-)
    * Finally fixed the "honor" statistic in Team Arena. Now it truly reflects
      the honor (high honor is playing fair, ie. 1-1's. low honor equals
      gangbanging with 2-1 or 3-1 etc.)
    * End of war scoring fixed (don't quote me on that), it wasn't a serious
      bug, just 'annoying'. When two teams finished equally, it reported the
      team with the highest internal team number as the loser. Should be
      fixed.

    ! Gibstats (again requested by KillerBug) will be in when I have the time.

v8.7c of NLq (captured.com preparation)
~~~~~~~~~~~~

    ! Well, it's nearly a month ago captured.com has opened up some webspace for
      the website, so it had better move right now. This'll take some heat of
      my pal Richard Brookhuis aka John, since he's hosting my site on his linux
      machine.
      Voor de Hollanders en Vlamingen - er komt nog wel een unieke Nederlandse
      site voor NLq, of liever, eQ UniWAR. Dat is nog toekomstmuziek en kan ieder
      moment veranderen (wat een slag om de arm!), maar ik ben er zelf redelijk
      zeker van dat het een go is.

   !! In case you want to upgrade to this release, it's no hair better then 8.7a,
      it just has some minor cosmetic changes.

v8.7a of NLq (bugfix release)
~~~~~~~~~~~~

    * Major bug surfaced. Whacky things like firing grenades/rockets with
      a nailgun or some other contraption.
      A discussion with Mutilator and Valor on the cistron server helped me
      get an angle on the bug, and I'll go check it out right now.
      The day after, a eq forum posting, screenshot and demo from Bami helped
      crack the case.
      12:21 bug targeted and reproduced with ease. Will fix this after I help
      dad get the Christmas lighting out of the tree.
      12:40 beginning bug extermination procedure
      12:45 bug elimination probability 99.9%, tested and found extinct.
      Thanks go to Valor, Mutilator and Bami for helping out with constructive
      criticism (no pun intended).

    + Team Arena will now tell how much your opponent had left when he whacked
      ya.
    + Disconnected players will be reghosted into the game with correct stats.
      You'll have to get killed or kill someone to register this on a client.
      -sigh-
    + Added a powerup toggle for each powerup individually.
      Ouch, that one should have been implemented a long time ago, thnx for
      the kick DTAWOM! and Majic :)
    
    ! In the works, 1-1 Team Arena will map to default Rocket Arena style
      (ie. no respawn when a round begins)
    ! Will do a "spring clean" on the mod when I have the time.
    ! Dfenz is waiting over a month now for the QW-Assasin mod.
      Planning to add Competition style FFA and Assasin to NLq.
      In case you don't know what Assasin is, it's a Q2 mod, ffa style where
      each players get a target to assasinate. Everyone's tied into a loop
      and eventually you'll wind up in a 1-1. On top of that, you don't know
      who is trying to assasinate you.

v8.6g of NLq (release)
~~~~~~~~~~~~

    * Minor things patched from 8.6a, can't exactly remember what.
    * Only one admin can kick/ban/force2spec at a time. In addition to that
      players disconnecting, disjoining etc should not screw up kicks etc.
      So when you hit a number, you kick the right player.

    + Added toggle for weapon/backpack tossing. Combining weapon/backpack
      tossing in DM is now an option. Might be cool for DMM1 matches.
      Suggested by Gemini.
      Keep in mind that NLq allows WEAPON tossing in DMM3. Don't go crying;
      you'll only get ammo the first time you pick up a gun (respawning will
      reset this ofcourse).

    ? Still looking into the "whacky quakeworld style damage" that nq players
      complain about. Currently trying to figure out if it has to do with
      prediction and a lagdistance potential of client-server position.
      </END-HALFLIFE-SCIENTIST-TECHNOBABBLE-MODE>

    ! Halflife kicks major ass. It has the DOOM atmosphere, yet 100 times
      better. Also has a nice X-Files spin to it which makes replaying the
      game another experience.
    ! Working on QW Assasin (D-Fenz is bugging me continually in getting it
      done ;)

v8.6a of NLq (wxs release)
~~~~~~~~~~~~
        
    + Added softbans and force2spec 'kick' options. Force to spec is preferred
      for any admin, and allowed for voteadmins. Softbans were actually in the
      code since 7.8f, but not activated (well, you could softban yourself
      with a development impulse)
    * Fixed kicks to support four teams instead of two.

v8.5w3 of NLq (beta release)
~~~~~~~~~~~~~

    * Fixed end of war stats and honor.
    - Reporting admin netnames with new adminstructure is whacked.

v8.5w2 of NLq (wxs release)
~~~~~~~~~~~~~

    ? Implemented patches for mach4impact falling dead on the floor can't
      spawn stuff and proxy flakeyness on level change/connect.
      Didn't work.
    - End of war stats flakey (honor whacky, invisible clan names)

v8.5w of NLq (wxs release)
~~~~~~~~~~~~

    - A mysterious bug surfaced during LGN-GM; crashing into the floor/wall
      at a huge speed and dying resulted in very rare occasions into clients
      not being able to respawn. Entering kill would yield "Can't suicide --
      allready dead!". Sad to say, this is a piece of code embedded in the
      QWCL or QWSV, not in the mod. Furthermore after inspecting the code I
      can't make heads or tails out of the bug; it isn't visible in any way
      in the code that would be involved here.

    ? Still prevalent, proxies like Qizmo and Cheapo can run into some WIERD
      freaky stuff when warping levels, and connecting. Seems to happen a lot
      more with NLq then on other mods. Couldn't reproduce this, but code was
      changed, and hopefully cheapo won't choke so often.
      Just for the record, the (GL)QWCL hasn't got any probs at all.

    * Moved polyadmin structure to server.cfg file, editing the source code
      is a HUGE barrier. Anyway, the server can house up to 64kb of localinfo
      data, should be enough. The source code method might be preferred for
      server admins as this will keep all the admincodes hidden for rcon
      admins (and allows for true infinite admincodes).
    * Split some dynamic map entity spawning code up, and improved development
      impulses to match a certain level of user friendlyness. This'll allow
      people to make turf or 4way id level adjustments when managing a non
      turf- or 4way-only server.
    * Changed homepage.
    * Warmup is now toggleable through the menu, team arena is also accessible
      from the menu since it's out of beta (murphy's law will pop up, coun't on
      it).
    * Made cosmetic changes in the look and feel. Aborting a clanwar by vote
      should be smoother now (especially for kombatteam freaks)
    * Patched some arena bugs

v8.5n of NLq (wxs release)
~~~~~~~~~~~~

    ! Whoohoo, Bill Gates head for cover -- NLq has topped the 900.000 bytes
      limit.

    * Finally patched remembering teams like it should.

v8.5e of NLq (closed beta)
~~~~~~~~~~~~
    ! Apparently, Cheapo has a lot of problems with level changing and sv_gamedir
      changing. Symptoms are showscores on continually like if you were dead.
      Plus the mod doesn't recognize you with the "who" command, and probably
      with everything else as well. Remedy would be a ".reconnect".
      The std QWCL hasn't got any problem though! How are Qizmo users doing?

    + Added enhanced end of war MATCH and CLAN stats. Match stats will show
      which clan won, and how much time is left if the stats are requested
      during a war with "score" or "scores". Clan stats will show stats
      dependant on the type of game, DM will show teamhugs and the spreading
      of those hugs across that team, CTF will show captures and recoveries
      per team, TURF will show total level control and turf score, Team Arena
      will show team accuracy and combat honor (low honor means 2-1's and
      3-1 gangbangs).

    * Patched another bug from 8.5d, now Team Arena ought to be more stable.
      No guarantees yet :)
    * Patched remembering lastteam to not use setinfo keys. Don't remember why
      those were used anyway.
    * Patched a long standing flaw with CTF plats, most noticeable in ctf2m8.
      -whoops- thought this was patched the instant NLq turned DM/CTF.
      Now elevators can't be held in one fixed position by standing on them,
      in _any_ teamplay mode, so DM plats behave the same as CTF. Probably is
      fairer as well.
      Thnx go to Vigo for detecting this flaw.

v8.5d of NLq (closed alpha)
~~~~~~~~~~~~

   !! Project size hit another threshold, now FastQCC v1.01 won't do it either.
      Switched to ProQCC. Allthough it's quite slower then FastQCC it doesn't
      screw up with 900kb compiled progs.
    ! Non NLq related rant: Quake3 arena is going to rock. Well at least from
      a programming point of view. No more trojan-hazards when installing a
      mod like with Quake2; the Q3 programming language is going to be compiled
      but interpreted ANSI-C. This bodes well for flexibility and application
      of mod coding. The small drawback might be interpretation CPU usage.
      Nevertheless, client side mod code would allow much much more visual
      effects for much much less bandwidth requirements (compared to Q1 and
      even Q2, which had bandwidth optimization). Allready looks to be a kick-
      ass product. Now lets hope the gameplay is Q1 equivalent.

    * After a stressed 5-5 in the RAGE arena, the new "healthspawn" command
      ought to lighting things up. Instead of holding a player in the astral
      plane waiting for a free spawn spot he/she is now hurled onto a health
      pack (if enabled, which is the default server setting). Unfortunately,
      this won't aid 5-5's in Final Arena levels, since there aren't any
      healthpacks. What kind of FREAK wants a 5-5 in an arena anyway?
    * Fixed dead bodies in Team Arena reverting to clan color.
    * Now dead players should be able to properly chase their teammates (and
      choose which one by hitting jump)
    * Patched long standing "multiple clanleaders per clan" syndrome (ouch).

    - Known bug: dynamic entity spawning in some id levels produces double
      weaponry. (doesn't remove id weaponry on some very unpopular maps)
      Current maps that are fixed: e4m8, dm5.
      Bugged maps: e2m6, this one is tough, requires a lot of tinkering.

      Please mail me if you find any more entity bugs in other id maps.
    - Other known bugs which I can't decipher from my handwriting.

    ? Also, the idea of Detail modes comes to mind :) High detail would
      include floating gibs, swaying bodies from a grapple, etc.
    ? I'm beginning to look at the possibility to add TeamFortress support :]
      Though I hardly doubt if it'll be worthwhile. Version 2.9 of TF isn't
      (to my knowledge) available to the public, and isn't being maintained
      by TeamFortress Software anymore. If you perchance find the actual 2.9
      source (not any lower version), please mail me.
    ? Another heavy testsession has been completed at WXS; 5-5 Arena in the
      RAGE arena (which only has two spawnpoints). Team Arena proved to be
      unstable with 10 people to spawn in a 2 person arena.

v8.5g of NLq (release)
~~~~~~~~~~~~

    * Fixed e4m8 and dm6 std ctf maps. They contained double weapons/items.
    * Arena observers can now only chase their teammates when they're dead.
    * Changed death32c 4wayCTF conversion.
      The BLUE base is relocated from the "ra-spot" in DM6 to the "ga-spot".
      This is to encourage blue engagement of red, and to try to take some
      load of the yellow base in DM4. Pretesting of this new layout has
      shown that each base is at rougly 10 to 11 seconds walking time apart
      (a few grapples here and there included)
      Transittime between yellow and blue used to be around 6 to 7 seconds.

v8.5b of NLq (release)
~~~~~~~~~~~~

I did a stat check, since I love stats;
 NLq has over 35000 lines of QuakeC code.
 NLq's source is more then a megabyte in size.
 Compiled as qwprogs.dat NLq sizes over 800kb.

    ! Another infinity loop fix, this time the result of combining unorthodox
      CTF weapon cycling code with a no-spawnfrags-at-beginning-of-war code.
      Was discovered thanks to a heavy crash test involving Team Arena.
      Thanks go to members of OR3 and SuX for their infinite patience :)
    ! Touched up end of war stats, should now be 8-8 players and up proof.
      Seems QWSV doesn't like a _sequence_ of loops which (cumulatively)
      iterate around 100 times. This accounted for a lot of crashes.
      Great, this another 'shortcoming' in QuakeC. Just about as annoying
      as the lack of a string concatenation routine.

    + Players who die in Team Arena can now 'respawn' and walk around in a
      ghost/observer fashion. Their color is white so you can easy determine
      who is facing who.
    + Added a 4 team ctf level: e4m8, the Nameless City.
    + Altered death32c 3 team ctf level a bit; rl and gl now closer to dm6 base

    * Fixed omnisound from 8.3b
    * Arena observers now make no sounds whatsoever (swimming, getting out of
      water) and kan respawn when they're stuck in water.
    * Fixed flag/flagcarrier protection scoring flaws. Thnx go to squiz. Was
      due to 4way ctf.
    * Shortened countdowns between rounds in Team Arena.
    * Added support for Arena maps (note that most maps only have _two_
      spawnpoints! This is icky in 2-2's and up). 
    * According to the spawning style, players can be held up in a 'limbo state'
      when all spawnpoints are filled, completely eliminating spawnfrags.
      It'll only happen in QuakeWorld and Balanced spawning settings. This should
      aid playing 2-2's and up on arena maps with not enough spawn points.
    * Now some ammo in dm6 and other id levels are properly removed in Team
      Arena. Seems like some id maps still use the WRONG way of making ammo
      items!

    ? In the heavy testsession with OR3 and SuX the first 3 team death32c CTF
      2-2-2 match was played. It was a success! Man that was impressive.
      Only downside was that death32c still is somewhat a mistery in it's
      layout for hardcore CTF players.
      Still needed for a throurough playtest is a 5-5-5 CTF, and of course
      layouts for 3 to 4 teams ctf in other levels, or alterations for d32c.
    ? I'll be on the lookout for good 4 team ctf levels. Also, designing a new
      fresh TURF level might be a cool idea.

Previous versions
~~~~~~~~~~~~~~~~~

    ? Didn't keep a record. Lets just say it was painful in getting the bugs
      out. A lot of ppl helped, but an equal lot of ppl whined.
