* New features in Minako Quake 1.92*

- finally got the original Railgun pickup- and weapon model converted ^_^
  Getting the models converted properly was difficult enough already, but that
  was nothing compared to the skinning which was quite a pain in the ass ^_^;;
  Quake1 and Quake2 use completely different skinning methods and also
  completely different color palettes, so you can't simply convert the skin...
  But eventually, after many toil and trouble, I got it to look right.
- made the railgun trail now yellow-orange and made it looking more spirally.
  (Too bad I can't make the trail blue... oh well...)
- new weapon: Particle Cannon ^_^ Rapidly fires accelerated particles with some
  spread. Even comes with Secondary fire mode ^_^
- made Photon Torpedo Launcher and Scatter Missile into one weapon. Primary
  fire mode now fires a scatter missile and Secondary fire mode fires three
  photon warheads.
- added support for the snakeman monster, so you can play maps that use it with
  Minako Quake.
- rewrote some of the code.

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* New features in Minako Quake 1.90 *

- implemented Secondary Fire mode ^_^ You can change from Primary to Secondary
  Fire mode (and back) by pressing 'm'. The HUD will show you whether Primary
  or Secondary Fire mode is active to the right of the weapon name: "Pri" means
  Primary Fire mode and "Sec" means Secondary Fire mode. The setting is valid
  for all weapons. You can configure in the 'chasecam.cfg' if you want Primary
  or Secondary Fire mode by default.
  Currently, only the Energy Rifle and the Railgun have a Secondary Fire mode,
  the other weapons will be added in the upcoming releases.

* Bugfixes in Minako Quake 1.90 *

- fixed the bug causing the "Bad type" error that some experienced in 1.89

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* New features in Minako Quake 1.89 *

- Railgun can now fire two different types of slugs ^_^ Pierce slugs are very
  fast and go through monsters (similar to Quake2), and heavy slugs are
  stronger, but also slower and don't go through monsters.
- when choosing from senshi attacks on ammo out is activated, it now also
  changes to the senshi belonging to the attack that is selected by the ammo
  out function (single player only).
- moved default keybindings to a separate cfg file: 'minako.cfg'. Uncomment the
  line in the included 'quake.rc' to use it.

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* New features in Minako Quake 1.88 *

- major code rewrite and optimization (reduced progs.dat by 14k)
- modified several weapons and senshi attacks (code, fire pattern and
  appearance):
  - Ion Burst Rifle
  - Vulcan Cannon
  - Photon Grenade Launcher
  - Photon Torpedo Launcher
  - Railgun
  - Scatter Missile
  - Shabon Spray Freezing
  - Jupiter Oak Evolution
- Grunts now have a low budget version of the Ion Burst Rifle (well, it was on
  sale at WalMart). It fires two ion bursts which spread to the sides, giving
  it a worse hit ratio for still targets, but a better hit ratio for moving
  targets.

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* New features in Minako Quake 1.85 *

- new weapon: Scatter Missile ^_^ Fires a missile which scatters half-way into
  five warheads. Good against enemies who can't stand still ^_^
- made the Railgun slug much faster and also stronger (uses more ammo now in
  return).
- new extra trail for railgun slug so it looks much cooler now ^_^
- worked on the Railgun weapon model to make it look better
- modified Vulcan cannon so the spread is much tighter now. Also gave it a
  little vertical spread.
- optimized the code and reduced 'progs.dat' by 7k ^_^ (compared to the un-
  optimized version)
- Railgun cheat instead of Vulcan Cannon cheat

* Bugfixes in Minako Quake 1.85 *

- fixed the faulty palette conversion table (only concerns GLQuake)
- fixed the bug that weapon 10 would not be listed correctly in the HUD

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* New features in Minako Quake 1.83 *

- Further improvements of the railgun ^_^ Better usability now.
- Railgun now uses the Quake2 railgun sound.
- Gave the monsters names, so you know whose ass you kicked ^_^
  (names are picked randomly from a list)
- Some code optimizations (weapon/item pickup and misc other stuff).
- Rune and key cheats now work in multiplayer. Other cheats still only work in
  single player, since they would give the cheater an unfair advantage over the
  other players.
- included "config.new" for the keybindings (see the file itself for
  instructions)

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* New features in Minako Quake 1.82 *

- greatly improved the Railgun, it's now much more like in Quake2 ^_^ The
  railgun now has a corkscrew trajectory that gets ever smaller the farther it
  goes, converging towards the target point, just like the railgun in Quake2.
  This makes it much easier now to actually hit someone (or something) with it.
- new railgun slug model - very small like in Quake2 (so you won't actually see
  it) which now leaves a green trail instead of the rising smoke trail before.
  I'd like to give it a blue trail like in Quake2, but Quake1 doesn't have blue
  trails ^_^;;
- added a message when changing railgun modes
- added the rune cheat back in ('impulse 111' now) since some people were too
  lazy to fight the big bosses to get the runes (you know who you are).

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* New features in Minako Quake 1.80 *

- new Senshi attack: Sailor Uranus' World Shaking ^_^
- In the episode with the lava monster (E1M7), Sailor Venus now says her speech
  when she picks up the rune ^_^ I'm using her German speech, because it rocks.
  "Ich stehe fr die Liebe und fr die Gerechtigkeit. Ich bin Sailor Venus, und
  im Namen der Venus werde ich dich bestrafen!"
  in English: "I stand for Love and Justice. I am Sailor Venus, and in the name
  of the Venus I will punish you!"
- help screen (press F1) with the keys for all Senshi attacks and inventory

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* New features in Minako Quake 1.78 *

- Now you can change the senshi by a single keypress! ^_^ (only single player)
  No console commands are neccessary anymore. 
- When selecting a senshi attack, you automatically change to the appropiate
  senshi! ^_^ Now every senshi does only her attacks and not those of others.
  Includes Sailor Venus' Love Me chain as well. Only works in single player!
- purple sky texture redone as it didn't look good with high gamma
- added instructions on how to change the textures in the maps

* Bugfixes in Minako Quake 1.78 *

- fixed: wrong text being displayed when changing the "Ammo out" mode

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* New features in Minako Quake 1.75 *

- rearranged the mandalas in Mars' Burning Mandala attack so it looks more like
  a cirlce now
- added the original sound effects when firing the mandalas
- moved feature list into what's-new.txt and put it in a better format

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* New features in Minako Quake 1.73 *

- Senshi attacks are now handled like weapons, i.e. you can select them and
  then fire them using the attack button (not the glaive attack or the Love Me
  chain). This was kinda tricky and required the rewriting of several parts of
  the code, but it works now ^_^ Of course, the upper status bar is not any
  useful more now - use the Head-up display to see which weapon (or Senshi
  attack) is currently selected and how much ammo of any type is left.
- when your current ammo is running out, you can now choose whether Senshi
  attacks or only weapons are being picked
- changed the remaining morning star on the Venus Love Me chain to a small
  heart
- reworked the obituary messages and added some for the senshi attacks
- you can get now monster obituary messages (not broadcasted, only sent to the
  player who killed the monster)
- lava balls are bouncier now

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* New features in Minako Quake 1.70 *

- optimized Burning Mandala attack. Instead of all fire rings being launched
  simultaneously, they now fly at the enemies one after each other which is
  closer to the original attack
- new sounds for Crescent Beam and Burning Mandala attacks
- added Moon Tiara action (with model and sound), Sailor Moon's attack from the
  first season to kill the Youma
- added Shabon Spray Freezing (including model and sound), Sailor Mercury's
  attack to freeze the enemies
- added Jupiter Oak Evolution attack (with model and sound). It shoots a lot of
  charged projectiles at the enemies.
- now you can change the senshi by typing a simple command in the console - no
  need to use the multiplayer setup anymore ^_^

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* New features in Minako Quake 1.65 *

- added "Sailor Mars Burning Mandala", complete with model, sounds 'n' stuff
- changed hook into "Sailor Venus Love Me chain" with completely new models
  and sounds 
- new palette created with ScrewPal (no... not what you think ^_^;;)

* Bugfixes in Minako Quake 1.65 *

- minor bugfixes 'n' stuff

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* New features in Minako Quake 1.62 *

- worked on player skin some more
- replaced the standard font with a new one done by PropheT]1MS[, looks much
  better now ^_^

* Bugfixes in Minako Quake 1.62 *

- reworked all skins so they're now multiples of 32 in width and height (except
  the player model skin, due to Qme's nasty 20-frames-limit ^_^;;)
  This sould fix the incorrect skin size error
- Railun in charge mode now only fires when charged. Also, you can't move while
  charging the Railgun

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* New features in Minako Quake 1.60 *

- added Sailor Venus' Crescent Beam attack ^_^
- completely new weapon: Railgun with two firing modes ^_^ 
- changed WeaponCycle and WeaponCycleReverse to include it
- all weapons reworked, most noteable changes:
  - new Vulcan Cannon with new sound and new pick-up model which now replaces
    the Fusion Cannon
  - added spread-fire ^_^ mainly for Photon Torpedo Launcher and Ion-Burst
    Rifle, but also for the new Vulcan Cannon
- updated HUD to the changes
- redid plasma ammo-box graphics for the new palette

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* New features in Minako Quake 1.50 *

- Yay! Finally there's an inventory! ^_^ (was really tricky.) Now you can store
  Quad-Damage, Ring of Shadows, Pentagram of Protection and Biosuit and
  activate them whenever you need them! ^_^ When you pick up one of the four
  items, it will be added to your inventory, and there will also be a message
  which tells you which key to press to activate the item on pick-up. You can
  see in the HUD which items you currently have (Q=Quad, P=Pentagram, R=Ring,
  B=Biosuit). You can have more than one of each (there is no limit), but you
  cannot take items to the next level.
- better models for the pick-up warheads (missiles), also bigger models for
  the used ammo boxes
- if a player dies in deathmatch or coop, the backpack contains all weapons
  (not only the one that was active). Also, weapons and ammo from backpacks
  appear in two lines now.
- improved player model (esp. the boots)
- new palette (again) with even better colors ^_^
- reworked the status bar pics for the new palette

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* New features in Minako Quake 1.42 *

- new pick-up and weapon model for Photon Grenade Launcher since it didn't look
  all that great with the new palette
- used ammoboxes (except missiles) will leave back a sphere: orange-red for ion
  cells, green for plasma and purple for normal cells
- all new models for missile boxes: 4 little warheads for big boxes, 3 for
  small boxes and 2 for used boxes

* Bugfixes in Minako Quake 1.42 *

- fixed a bug which made some weapons malfunction (I rewrote some of the code,
  and it didn't quite work out there - but it's all fixed now)

-------------------------------------------------------------------------------

* New features in Minako Quake 1.40 *

- economic ammo and backpack pickup ^_^ You only take as much as you need and
  leave the rest for later.
- In single player only, weapons will leave back backpacks with the remaining
  ammo (if any).
- Backpacks (normal or from weapons) will not disappear anymore - they are only
  removed if their contents is used up
- Now you can use other armor to repair the armor you currently wear ^_^ If the
  used armor is weaker than the one you wear, the armor points will be
  calculated respectively. The remaining ammo will look somewhat damaged. 
- new palette with brighter, more vivid colors ^_^ Since I was quite dicontent
  with idgamma, I did my own palette. The colors are much brighter and more
  vivid now ^_^ Also, there are no washed out colors, and none of the brighter
  colors were leveled.
  I'm quite pleased with the overall effect, but a few textures don't look
  quite as they should... the good news, it was no problem to make new textures
  which look even better (you find them in minako.wad).
  The bad news, since the dumbasses at id decided to put the textures into the
  level files rather than putting them into one (or more) central texture wads,
  you'll have to change every occurance of the texture ^_^;; A pain in the ass,
  I know... thank id for that. Yes, you can use your rocket launcher there >:-)
  (or whichever weapon you prefer).
  You can also use the textures in minako.wad for your own levels, as long as
  you give me credit.
- new console background

* Bugfixes in Minako Quake 1.40 *

- when picking up the fusion cannon, it wouldn't change to it if it's better
  than the current weapon

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* New features in Minako Quake 1.30 *

- new weapon ranking (also used in single player)
- new way cool Chase Cam which you can freely move into all three directions of
  space (x, y and z) ^_^
- laser targeter instead of the puny standard crosshair
- Head-up display (HUD) to display your stats in full-screen mode
- for single player games, you can set a flag in 'chasecam.cfg' to enable
  items2 rules:
  - standard health boxes all start as 25s boxes in appearance, with the same
    amount of health equal to the avg. of what was on the level originally.
  - standard health boxes give up to 100, then change in appearance to 15 boxes
    and spin off into the room if any is left.
- improved player.mdl
- put the text file in a better format ^_^

* Bugfixes in Minako Quake 1.30 *

- WeaponCycle (forward) wouldn't select Vulcan Cannon
- when picking up the Fusion Cannon, you wouldn't get the Vulcan Cannon as well
- when selecting Light Saber with WeaponCycle (forward), there was no saber
  activation sound
- cheats would give 200 cells instead of 100

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* New features in Minako Quake 1.15 *

- improved Chase Cam

-------------------------------------------------------------------------------

* New features in Minako Quake 1.14 *

- cleaned up config file and removed entries which could possibly cause errors
- now single files instead of a pak (per request)

* Bugfixes in Minako Quake 1.14 *

- fixed a bug in the Cyle Weapon command (thanks Korb for pointing it out)

-------------------------------------------------------------------------------

* Bugfixes in Minako Quake 1.1 *

- fixed the bug that weapon #7 wouldn't display in the status bar
- fixed a bug in a cheat code that would only give you half the missiles

-------------------------------------------------------------------------------

* New features in Minako Quake 1.0 * (based on my Hitech Weapons patch)

- changed the face in the status bar to Minako, complete with all expressions
  and conditions ^_^
- replaced all players sounds with sounds that fit her
- Venus sign in upper-right corner for disk access
- Senshi model as player model replacement, looks like Sailor Venus with the
  preset colors ^_^
  I made it multi-player compatible, so you can select different shirt and
  pants colors:
  Shirt color: hair, front bow, back bow
  Pants color: collar, elbows, skirt, boots
  If you use the Chase Cam in Single Player and want to change the colors, go
  to the multiplayer setup.
- reworked qc's with Quake v1.06 source instead of 0.96 source before,
  optimized old code and added new stuff
- The installation procedure is easier now - there's no need to unpack your
  pak files anymore
- Also, fully compatible with GL Quake now! ^_^