Gunslinger Quake2 Changes Log

Version 1.2
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- Fixed jerky movement when ITEM_WEIGHT is enabled
- Can no longer alt_fire cannon underwater
- No more "moves into first place" messages when the first-place player is killed

Version 1.1
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- Fewer cvars are set SERVERINFO to prevent "Info string length exceeded" warning message
- Fixed a problem with AI target acquisition
- Added keyboard sensitivity settings for zooming
- Fixed combination of Laudanum and White/Purple artifacts
- WEAPNEXT and WEAPPREV now include the hatchet and molotov cocktail
- Players now get points for kills made with the bowie knife
- Revised sound for coach gun

Version 1.0
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- New "The Big Heist" playmode available
- New "Last Man Standing" playmode available
- New updatable menu code from scratch, with kinder network code to reduce overflows
- New "commands" command to list all available Gunslinger Quake2 specific commands
- New "motd" command to review the message of the day
- New "team" command to choose a side
- New "drop last" command that automatically drops the last item you picked up
- New server options: ARTIFACT_MIN_TIMEOUT and ARTIFACT_MAX_TIMEOUT allow held artifacts to expire
- New server option: ALLOW_CANNON lets a server admin choose not to allow cannons in a game
- New server option: DROP_BAG flag to allow players to drop money bags in The Big Heist playmode
- New server option: DROP_BADGE flag to allow players to drop the Sheriff's Badge in Badge Wars playmode
- New server option: CLEAR_TEAMS flag tells the server to create teams from scratch after each level
- New server option: MAX_HOLES variable sets the maximum allowed number of bullet hole entities allowed
- New server option: ARTIFACT_GLOW lets you turn off the glow around artifacts
- New scoreboard layouts and icons
- New light style: 12 (flicker #3)
- New light entities: light_lamp1, light_lamp2, light_lamp3, light_candle1, light_candle2, light_torch1, light_campfire1, light_hearth1
- All kinds of new sounds
- INI file support removed, all configuration now done with console variables in a standard Quake2 CFG file
- MatchMod's -=BotCrusher=- code included
- Faster attack speeds for hatchet and molotov cocktail (will produce odd effects on clients with older version models)
- Match statistics at the end of each level
- Player ID displays the name of the player in your crosshairs if close enough (and the player's health level, if it's a teammate)
- Players using the cannon are now immobile unless ITEM_WEIGHT is enabled
- More visible (and realistic) recoil affect
- Speed of the "Flesh of the Salamander" regeneration increased slightly
- Damage of the "Aura of Pain" artifact has been doubled
- "Flesh of the Salamander" regeneration stops at 200 health
- Can no longer use "Tongue of the Leech" to get over 200 health
- Optimized id's bullet code to make the Sharps Rifle dead-on accurate... but only when using the scope!
- Pump-action shotgun slightly slower to reload and activate
- Changed the Yellow team to White, for more consistency with 4-Team CTF maps
- Player names are now unique to a game
- Ranking announcements when a player takes first place
- Normal hand and sensitivity restored if you were zoomed at the end of a level or when you died
- Minimum movement with ITEM_WEIGHT on has been upped to 20%
- Your weight carried now affects your speed up ladders and in water
- Players no longer pick up a weapon if the already have it, theirs is full, and they are at max ammo
- Hatchets only stick to "worldspawn" brushes... in other words, they no longer embed in movable doors, plats, or other hatchets
- Cannons and cannonballs now drop at your feet, they are not thrown
- Sheriff Badge, artifacts, and unique weapons now respawn if crushed behind a door
- Fixed "weapnext" and "weapprev" functionality


Version 0.99c
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- Fixed the Coach Gun bug (you didn't really want 6 shots in your double-barrel shotgun, did you?)

Version 0.99b
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- Everything is now in a PAK file, so the previous version should be deleted
- The team damage option in Badge Wars mode now works
- Reduced cannon blast radius in primary firing mode
- Slightly increased cannon damage and blast radius in secondary firing mode
- Removed "ghost" scoreboard players (hopefully)
- "Drop Artifact" no longer says "unknown item" if you aren't carrying one
- You can now drop ammo using the inventory commands (INVNEXT, INVPREV, INVDROP)
- Disconnecting players do not spawn a Sheriff Badge anymore
- A lot more models, icons, and sounds are now precached
- The Sharps Rifle can read a player's SENSITIVITY, ZOOMSENSITIVITY, and UNZOOMSENSITIVITY
  settings for mouse speed when using the scope if they are flagged USERINFO
- Player is informed while under respawn protection (safe mode)
- Removed some hyperactive code that was causing "Player overflowed" problems
- Renamed "Health" to "Bandages", as it should be
- Message-of-the-day support
- Story finished

Version 0.99a
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- Changes?  From what?  This was the first release!