1999 Jun 11: 2.0.2
==================
- Uhm, did I meantion that release-day is a pain in the arse?!?!?
  Fixed bug where client's name is not displayed when they leave
  the server.

1999 Jun 11: 2.0.1
==================
- DOH!! Found (small) crash bug.  2.0.1 is what you want. yea baby!
  [all architectures]

1999 Jun 11: 2.0
================
*** OFFICIAL 2.0 RELEASE!! ***
- FreeBSD-x86
- Linux-Alpha
- Linux-x86-glibc
- Linux-x86-libc5
- Solaris-Sparc
- Solaris-x86
- Win32-x86

--> (If you got a 2.0 release before 23:00 (11:00pm) CST 10 Jun 99,
    redownload the current version available).

----> Sorry for the mutiple 2.0 releases.  In the span of 12 hours,
	3 crash bugs managed to surface.  The strange part is that these
	bugs have been there for a LOOOONNNGG time!
	[Note to self:  Weird shit will always happen whenever you try
	 to put out a full release. 8) ]

1999 Jun 08: 1.87-1.99
======================
- Tweaks: Minor tweaks to logfile buffering.  Also applied buffering
  options to ngWS logs (the same ones specified for normal ngLog
  logging).
- Add: More default config tweaks (log buffering).
- Fix: Crashes on maps with no real player spawn points.
- Add: Automatic pausing of the game when the listen server operator
  chooses to view ngStats while remaining in the game.
- Add: Option to do hard video restarts upon return from external
  ngStats viewing that has been invoked within the game:

   nglog_ngstats_vidrestart:
	* 0 = Do not do a hard refresh on the display when Quake2 is refocussed
		after viewing ngStats information.
	  1 = Perform hard rest on video after returning to Quake2.  Note, this
		has a potential for crashing the server.

- Change: Default nglog_flush is now 2 (system default flushing)
- Change: Default nglog_logstyle is now 4 (unique naming for ngStats
  processing)
- Change: Default bots_botfile is now "botcfg/bots.cfg"
- Disable: In-game and end-game external calling of ngStats on non-Win32
  platforms (ngStatsQ2T.exe doesn't exist for Unix platforms right now).

1999 Jun 08: 1.87
=================
- Fix: Process call change to in-game stat viewing.
- Change: nglog_ngstats_logs is now nglog_ngstats_logdir
- Change: New mode under nglog_logstyle:
	  4 = Create uniquely named logs for every map played.
		This setting is required to automatically process
		logs through ngStats while Tourney is running.
- Remove: nglog_ngstats variable.  It was too confusing with the
  nglog_logstyle variable settings.
- Remove: nglog_logmiscpickup  This option is now ALWAYS on in logging.
  If you want ALL item pickups, use the nglog_logallpickups variable.
- Add: More documentation fixes for 2.0 release.
- Add: Changes to all default configs.

1999 Jun 07: 1.85-1.86
======================
- Add: Ability to automatically launch ngStats-processed HTML containing
  all up-to-date frag/player data information in the server admin's
  default browser after a server has been shutdown.  This is ideal mainly
  for people who are playing single player on a listen server:
	nglog_ngstats_browser 0  Do NOT launch a browser after a server
					 has been shut down (default for dedicated
					 servers)
				    1  Automatically launch a browser with
					 latest ngStats info (default for listen
					 servers)
- Add: Ability to log ALL pickups in a game.  While interesting, this
  can cause performance hits, especially if there are a lot of players
  in the game:
	nglog_logallpickups 0  Do not log every pickup  (default)
				  1  Log EVERY pickup
- Add: Ability for players to vote on kicking a particular player.
	---> Command-prompt format:  vote kick <player_name|player_ID>
			(can also be done through the menuing vote system)
	---> Config option:
		 vote_enable_kick 0  Players cannot kick vote another
					1  Players CAN kick vote another (default)
- Add: Ability to view ngStats while in the game.  This option is
  ONLY available to the server admin who is running a LISTEN server.
  The option appears on the main menu of either 1v1/Teamplay or FFA.
- Fix: Removed rune status if a player goes to observer mode while
  holding a rune.
- Fix: Possible crash again related to the hook (null clients)
- Fix: Vote pass/fail is now also evaluated when a player leaves.

1999 Jun 05: 1.84
=================
- Fix: Vampire rune ratios
- Fix: Command-line override for default browser viewing of ngStats
  after a match.
- Fix: Possible solution to rocket-jump aliases triggering new anti-bot
  code.
- Fix: Removal of some debug messages for public release.
- Add: Outstanding Tourney Config Editor by Luis Toscano in the main
  distribution.  Thanks Luis!  Of course, all bug reports for this
  editor go to Luis :)
- Add: All necessary utilites for using ngStats for local log parsing.
  This is some really good stuff man!  Watch out GibStats!!
- Add: Freshen default configs for all these great new options :)
- Add: Updated all documentation for full release.

1999 Jun 03: 1.83
=================
- Add: Even MORE rune settings :)
	runes_perplayer <val>  Ratio of runes to active player counts
				     (default = 0.6).
	runes_min <val>  Minimum # of runes on a level, regardless of
			     rune-to-player percentage.
	runes_max <val>  Maximum # of runes on a level, regardless of
			     rune-to-player percentage.
	runes_enable <val>  Now specifies WHICH runes should be enabled:
		 0 = No runes active
		 1 = Resist Rune
		 2 = Strength Rune
		 4 = Haste Rune
		 8 = Regeneration Rune
		16 = Vampire Rune
	----> This is a bitwise sum setting.  So, to enable ALL runes,
		set runes_enable to 31 (or higher) [1+2+4+8+16 = 31].
- Add: Additional ngStats log processing capabilites.  It is now possible
  invoke the ngStats log parsing utilities from within Tourney to
  automatically update player database information after each map is
  finished:
	set nglog_ngstats [0|1]  Disables|Enables ngStats-format logging.
					 This option is required to be set to 1
					 To activate the following settings
					 listed below (default = 0).

	set nglog_ngstats_exec [0|1]  Disables|Enables automatic ngStats
						backend processing after each map
						is played (default = 1).
	set nglog_ngstats_cfg <name>  Specifies the ngStats configuration
						file to use in processing the server's
						logs.  This config name MUST be
						relative to the
							NetGamesUSA.com/ngStats
						directory under your Quake2/ directory
						(default = "ngStatsQ2T.cfg").
	set nglog_ngstats_logs <name> Specifies where to write ngStats-
						format logfiles.  Again, this name
						MUST be relative to the
							NetGamesUSA.com/ngStats
						directory under your Quake2/ directory
						(default = "logs").
	----> The idea here on the last two settings listed above is to allow
		for server operators with more than one server running on their
		machine to have seperate databases maintained for each server.
		By placing the logs in different directories and using different
		ngStats config files, each servers logs will be guaranteed to
		be seperate (unless, of course, you use the same log directory
		and the same .cfg file :) )

1999 Jun 02: 1.82
=================
- Fix: Turn off runes held on clients' HUD at end of level.
- Fix: Check for soft limits on megahealth pickup for regen/vampire
  runes.
- Fix: Log accuracy info on hard kill of a server.
- Fix: Match stops in Qualifier/Team/1v1 with new log header. Also
  zeros out accuracy information.
- Fix: End of match info alignment.
- Add: More rune configuration options:
	runes_resist <val>  The amount to divide by on damage
				  a player receives (default = 2.0).
	runes_strength <val>  The amount to multiply by on damage
				    a player inflicts (default = 2.0).
	runes_regen_hmax <val>  Maximum health a player can regen
					up to (default = 200).
	runes_regen_amax <val>  Maximum armor a player can regen
					up to (default = 100).
	runes_vampire <val>  Percentage of damage added to a player's
				   health (default = 0.5).
	runes_vampire_max <val>  Maximum health a player can "vampire"
					 up to (default = 200).

1999 Jun 02: 1.81
=================
- Fix: ngLog logging was broken if only ngWorldStats was enabled.
- Add: More player initializtion optimizations.
- Add: More rune performance optimizations.
- Fix: Grenade/Grenade Launcher selection bug.

1999 Jun 01: 1.80
=================
- Fix: Rewrote the ClientUerInfoChanged routine in Q2.  The current
  format of this function (found in the vanilla DM code) sets client
  RELIABLE broadcasts on the order of the number of deaths within the
  game.  As client name/skin changes are rare for the most part, this
  puts an unnessary burden on both the CPU, but most importantly, on
  the amount of information that must be acknowledged from the client.
  The end result is that the new function is MUCH cleaner in both
  additional CPU processing when clients die, as well as the amount
  of network traffic that is exchanged at this specific points.  Bottom
  line: less client overflows when someone dies (which is not uncommon).
  The performance enhancements here wont be seen on something like a
  1v1, rather, on big open FFA's that have a lot of clients and a lot
  of killing :)  Overall, this makes Quake2 (and Tourney specifically)
  scale better with more clients.
- Fix: Removal of potential wobble in chasecam modes.
- Fix: "team_lockskin" was reall team_lockskins internally.  This
  variable should now work as documented.  It has also been applied
  for 1v1 mode skin settings.
- Fix: Small tweaks to oversights on default configs.
- Fix: Small tweak to respawn portions for a player.

1999 May 31: 1.79
=================
- Fix: Runes surviving across level loads
- Add: Official 0.95 Gladiator library and pak7.pak file added.

1999 May 28: 1.74-1.78
======================
- Fix: Possible protection against 1v1 crashes on client reconnect
- Update: Client-side bot-proxy protection
- Fix: Client IP address logging fixes
- Add: New log format for ngLog: ngStats format
	set nglog_ngstats 0  Disable ngStats-format logging (default)
				1  Enable ngStats logging.  Note, this setting
				   overrides any setting in the nglog_style.
- Fix: Server crashes on in-map (.bsp) explosions.
- Add: Total ngStats integration for external calls to the ngStats
  log parsing facility.
- Add: Lithum-style runes!  Tourney now has the capability to allow
  default runes on map load or for runes to be voted in.  These runes
  are the exact same style as those found in Lithium: Resist, Strength,
  Haste, Regeneration, and Vampire (follows same color scheme as well).
	set runes_enable 0  Disable runes on map start (default)
			     1  Enable runes on map start.
	set runes_flash 0  No player shell flashin when a rune is used.
			    1  Flashes a colored shell around the player when
				 they use a rune.  The color of the shell is the
				 same color as the rune they are holding (default).
	set runes_model <model_name>  Sets the model to use for all runes.
				Default is John Carmack's head :)  For lithium-style
				runes, use "models/items/keys/pyramid/tris.md2".
	set vote_enable_runes 0  Disables rune voting (default)
				    1  Enables rune voting.
- Add: "match_features" list to server_info variables so clients can see
  what additional things are enabled on a server (right now, will display
  either "None", "Hook", "Runes", or "Hook, Runes").
- Add: Bot integration with runes.
- Fix: Random loading of bots (missing var init).
- Tweak: Rune code runs much smoother
- Add: All documentation and default .cfgs revised with latest Tourney
  options.
	---> Full 1.78 release on beta site.

1999 May 23: 1.73
=================
***** NOTE:  As of 1.72, the Gladiator Library has been upgraded to 0.94.
***** This means that all of your .aas map files that you have built from
***** official 1.68 release are "less optimized".  You will need to re-aas
***** and recompute all of your maps if you want the bots to move in the
***** most efficient manner.  Older .aas's of maps WILL still work, but it
***** is NOT recommended to do so.  Please, if you have a problem map,
***** reconvert it with the LATEST winbspc or bspc tool found in the
***** 1.72 distribution.

- Fix: Game window defocus when server was run as listen server and
  ngWorldStats is enabled.  As a result, when a log is sent out, the
  main q2 server window was defocussed and could not be retrieved. Note,
  this appeared to occur if the server was run in accelerated graphics
  mode (i.e., vood, tnt, etc) and did not occur if run in windowed software
  mode.  This applies ONLY to LISTEN servers, not dedicated servers.
- Fix: Accuracy logging for players who leave or switch to spectator mode
  during a synced match (teamplay/1v1).  It was logging everybody's scores,
  not just the leaving party's.
- Fix: Bot detection specifications were reversed from normal.  As a result,
  if a server admin SPECIFIED to detect client-side bots, the deteection,
  in fact, was disabled.  Also tweaked some of the detection to be a bit
  more robust.

1999 May 21: 1.72
=================
- Fix: Small worldstats tweaks to get things going.
- Update: Full 1.72 distribution up for Win/Linux-x86.  Note the new dir
  structure under the main tourney/ directory.  You can use the old method,
  but the new format should keep the root tourney/ directory from growing
  large with stuff like log files.
	---> Full 1.72 distribution up on main site w/Gladiator 0.94 libs.

1999 May 10-20: 1.69-1.71
=========================
- Fix: Various ngLog logging fixes
- Fix: Gladiator var init fixes
- Tweak: Slight change to the bot auto-ready sequence
- Change: WS format for logging and batching
- Fix: Adjust autocam text for FFA mode
- Change: demo_[referee|player] format change:
	0 - No demos/screenshots
	1 - Record demo only
	2 - Record demo and take end-level screenshot
- Fix: ngLog fix for aborted games
- Add: log observer accuracy stats if they were in the game at some point
- Add: Log player accuracy stats if they leave before the match ends
- Fix: UNIX versions of ngWS
- Add: Itemized some suicide types
- Add: No weapon switching during a timeout
- Add: Voting restrictions on spectators also applied for regular DM
- Fix: Possible chasecam crash on particular HUD updates.
- Fix: Connect/Observe ordering if ngWS is enabled.

1999 May 10: 1.68
=================
- Change: Removed RL/GL/G no-ammo fire swap.  This changed the dynamics of
  the game slightly and will not be used.
- Change: Tweaks to score differential updates for FFA modes and also fixes
  small obscure bug.  The skinny: slightly better performance.
- Change: Set default map_* var settings as documented.
- Fix: random bot adds weren't so random.
- Update: Everything working now under 0.93 of Gladiator release.
- Update: All documentation and config files.
- 1.68-FULL released (Finally! :) ).

1999 May 08: 1.67
=================
- Various small little tweaks (sl_log_logbots final chapter (heh), inits to
  try to curb strange run-away Linux servers, etc.)
- Change: Compiles now without any Gladiator dependencies (for architectures
  that do not yet have the Gladiator library build).
- Starting builds of release candidates for Solaris-Sparc (no bots),
  Linux-x86, and Win32-x86.  These are not the finalized revs, just
  ones that are very very close.  The last bits will be for the latest
  (possible) builds of the Gladiator libraries for the various architectures
  and updated bot configs in the pak7.pak.  These releases have the fully
  updated documentation and server config files in them.

1999 May 07: 1.66
=================
- Fix: Final chapter in the sl_log_logbots story.  Now real players
  will show up when they connect/disconnect no matter what the
  setting :)
- Add: Ability to disable matchinfo at the start of a match:
	set match_countinfo  0 - Do NOT display matchinfo during countdown
				  *1 - Display matchinfo during countdown (default)
- Add: Compile Linux versions with some crazy optimizations.  Let me know
  if you have problems with this version.

1999 May 07: 1.65
=================
- Fix: Strange timer bug when voting in new configs.
- Fix: Strange countdown bug when voting in new configs.
- Fix: Several more tweaks for config voting.
- Add: Various bot teamplay controls (with new Gladiator library).
- Add: Made highscores available for Qualifier DM as well.
- Fix: sl_log_logbots fixed and added to player_enter/leave as well.
- Fix: Reconnects for 1V1/Teamplay pauses didn't unpause properly.
- Fix: sv addrandom [x] and bots_minplayers controls were kinda broke.
- Change: bots_minplayers includes active_players-1 in the count, so
  a single player entering wont force a bot to leave (i.e. for auto-
  loading bots when you are playing by yourself).

1999 May 06: 1.64
=================
- Change: "stdlog_logbots" changed to "sl_log_logbots" to maintain
  consistancy.
- Add: "Grappling Hook" death type to Standard Log logging.
- Fix: Spelling fixes in some help texts.
- Fix: Bots now properly show up in the "players" command.
- Fix: ngLog handling for multiple quad/invul pickups for the same player.
- Fix: Added Rocket Launcher, Grenade Launcher and Grenades for auto weapon
  select if weapon-fire-out-of-ammo condition occurs for a player.  It
  seems that vanilla Q2 forgot about these weapons :)
- Fix: Auto select of grenades if they were already in a player's inventory
  (from preseeding during respawn -- server configuration) when they are
  picked up and the player is holding a blaster (like normal weapons).
- Add: Gamename to ngWS batcher call.
- Add: ngWS plug on scoreboard, if ngWS is enabled (all modes)
- Change: Slight change to FFA scoreboard to accomodate ngWS plug.

1999 May 03: 1.63
=================
- Change: Remove disconnect effects/sounds if the disconnecting player was
  a spectator.
- Fix: Mass bot remove even if only a single bot was voted to be removed.
- Fix: Small tweaks to some voting messages.
- Fix: Another tweak in an attempt to curb client overflows at the starting
  countdown of a match.
- Fix: More tweaks to bot auto-readys.. they were too aggressive before.
- Fix: Item expires in ngLog.
- Fix: Added player ID in team_join messages of ngLog.
- Add: "say_team" (messagemode2) can now be used in FFA/1V1 to talk amongst
  only spectators or only active players (depending on the state of the
  player who initiates the "say_team" command).
- Fix: No auto-rotate between highscores and scoreboard during the course
  of a match.  The rotate is in at the end of the level.  To see high scores
  during a match, use the "hiscores" command.
- Fix: "hiscores" command now toggles high scores on/off.
- Comment: Forgot to mention in the 1.62 update, player ID #s (as found in
  the "players" command) can be used in the "accuracy" or "stats" command,
  rather than having to type a player's full name.

1999 Apr 30: 1.62
=================
- Add: Railgun damage to ngLog
- Add: Damage stat output for "oldstats" command
- Change: The way that the accuracy stats are handled internally for client
  query.  With the old system, it was possible to get stats on wrong or older
  player.  Now, bot the accuacy and previous accuracy info should now be
  correct for players from the previous match.

1999 Apr 29: 1.61
=================
- Add: Gladiator bot identification in the "players" command.
- Fix: Whoops! Looks like I forgot to add the stuff in 1.60 in the Linux
  builds. Sorry =)

1999 Apr 29: 1.60
=================
- Add: Total damage given and received during the course of a match for
  each player.  This is given at the end of a dump of a player's
  accuracy statistics.  It should be noted that this is ONLY damage that
  is given (or received) to(from) enemy players.  That is, it does NOT
  count the damage a player does to him/herself.
- Fix: Several false accuracy stats if a player hits a dead body.
- Add: New gladiator library built for Linux-x86 libc5-based systems.  As
  a result, the game has also been upgraded to 1.60 for these systems.

1999 Apr 28: 1.59
=================
- FIX-OF-THE-CENTURY!!!  I have *finally* found my most-loved hook-related
  bug.  I have been tracking this puppy since the beginning.  Finally
  found it.  Finally squashed it.  The rest of this update is just
  "window-dressing". :-)
- Add: Support for removing bot-related entries in Standard-Log format
  logs:
	set stdlog_logbots 0  Do NOT log any bot-related kills or deaths
				 1  Normal logging of bots as players (default)
- Add: Ability for server admins to adjust whether a client's weapon
  is dropped when they die.  This is really just a var for rail-only
  insta-gib-like servers where there is unlimited ammo and only the
  railgun.  Of course, it could be used in any server config:
	set client_deathweapdrop 0  Clients don't drop the weapon they
					    are holding when they die.
					 1  Normal death weapon drop (default)
- Add: Mapname included in the filename of automatic server-to-client
  demo records.
- Fix: "talkto" restricted so that spectators and active players cannot
  exchange private information (cheating is possible otherwise).
- Change: Teammate fratricides will not influence the death count of the
  receiving (killed) teammate, which ultimately (and unfairly) affected
  their overall efficiency rating.
- Add: Match strict mode that does not allow clients to affect their
  ready state once they enter the game.  This is mostly for tournament
  environments where matches are much more controlled with referees and
  admins:
	set match_strictmode 0  Traditional "ready" style of play (default)
				   1  Clients cannot affect their ready status
					in any regard.

1999 Apr 27: 1.57-1.58
======================
- Fix: Bots now handle teamskin changes correctly.
- Change: Military-style (24hr) timestamps now used throughout.
- Fix: Broken DF_SAME_LEVEL set and a map voted in.
- Fix: Linux mapfile CR/LF bug.
- Fix: "talkto" command didnt quite work as advertized.
- Fix: Another attempt at prevent client overflows on a mass bot ready up.
- Fix: Rails should now go through dead bodies and wont add to accuracy
  hit ratios.
- Add: Clients can now use "vote tl" and "vote fl" for voting for timelimit
  and fraglimit values respectively.

1999 Apr 26: 1.56
=================
- Fix: Bug in specific bot voting could cause crash.
- Add: Various warning/error message enhancements (voting).
- Add: Player ID facility available for client use in specifying players
  for particular commands requiring a player's name (r_kick, invite,
  talkto, etc.)  As a result, clients can now use the player's ID rather
  than their name in specifying the player for a particular command.
  ----> To find a player's ID #, use the "players" command.
- Note: A new full release is close.  If server ops running these betas
  could give me reports of server CRASHES, I would very much appreciate it.
  Any additional info that is related to the crashes would be most helpful
  as well.  Send reports to: rhea@ittc.ukans.edu ASAP!  Thanks!

1999 Apr 26: 1.55
=================
- Change: Reduced size of timestamps on auto demo records.
- Fix: Spectators not included in on %n macros.
- Change: Change of the ngWorldStats client-side password var.  The new
  variables is now "ngWorldStats_password".
- Fix: Weird black hole syndrome of "dead spots" on a map should now be
  fixed appropriately.
- Fix: Another possible fix to bot ready ups that cause real client
  overflows.
- Add: Help info for autocam commands.
- Fix: Autocam statusbar updates should now work correctly.
- Fix: Slight optimization for observer statusbar updates.
- Add: Ability for server admins to force bots to leave if there are no
  real players on the server.  This is helpful for dedicated 1v1 servers.
	set bot_noclients 0  Bots leave if no real clients are on (default).
				1  Bots stay regardless of real client counts.
- Add: Specific player talking facility.  With this command, you can now
  talk to a specific player on the server without bothering other players:
	talkto <player_name> <message>
		---> This is also aliased with "talk" and "tell" commands.
- Note: Experiencing weird random crashes with this server.  It seems to
  happen some time during the end of a level.  If anyone finds something
  consistant, let me know asap :)

1999 Apr 23: 1.52-1.54
======================
- Fix: Maps now auto-rotate if only bots are on as well.
- Fix: More autocam tom-foolary.  Switching to chasecam while auto-
  camming a dead player would cause an immediate crash.
- Fix: Expire powerup items now hnadled better in ngLog.
- Add: Client voting for server configs!  This feature is much more
  than just switch from teamplay to FFA.  It allows server ops to
  have multiple configurations available for clients to choose.  For
  instance, it is now possible for a single server to host site to
  normal 1V1 DM, teamplay, rail-only FFA, regular DM with 10 bots, 
  private clan server for practice, etc.  Whatever the admin wants
  to allow for clients is now possible.  All the juicy server config
  is given below:
	set vote_enable_config 0  (do NOT allow client voting of alternate
					   server configs [DEFAULT]).
				     1  (Allow clients to vote on the alternate
					   server config files listed in the file
					   named in "vote_config_list")
	set vote_config_list <filename>
			This file contains a single column of available
			alternate server config files that clients can vote
			upon.  (default = "serverconfigs.txt")

	----> The format of these alternate config files should be
		nearly identical to those used to start a Tourney
		server.  The *only* requirement is to remove any
		"map <mapname>" entries from the file so as to
		prevent a double-map load when a new config file is
		voted in.  Even if you forget, the worst that can
		happen is that clients will have to wait for 2 back-to-
		back loads of a map before they can begin play.

1999 Apr 22: 1.50-1.51
======================
- Add: Added date/timestamps to auto-recorded clientside demos.
- Add: Ability for referees to terminate a match in progress.  The
  new ref command is "r_stopmatch".. type "r_help" for info.
- Fix: "kickplayer" on a bot caused weird things to happen.
- Fix: If server was passworded, voted in bots couldn't join.
- Fix: Probable fix to weird status bar goings-ons when u toggle
  between autocam and chasecam.
- Fix: Various small bot teamplay tweaks and crash fixes.
- Add: High scores for Regular DM FFA mode!  This system is an auto-
  configuring setup that will create directories and score histories
  as needed.  When first enabled, it will create a highscores/ dir
  under your main tourney/ directory.  It then creates new directories
  based on the port # of the server running the high scores.  Below
  this, each map will have its own unique high score history file.
  Ranking is based on the setup of the server:
	- Finite fraglimit:  Ranking based on FPH (Frags Per Hour)
	- No fraglimit, finite timelimit: Ranking based on Frag count.
	- No fraglimit, no timelimit: No high scores kept.
  Also, only the WINNER of the current round is eligable to be placed
  in the high scores list, if they rank high enough.  Thus, this
  high scores list is really a WINNER's high score list.. hmm, maybe I
  should rename it :)

  --> Server var:  client_highscores 0  (do NOT keep high scores)
						 1  (keep high scores [DEFAULT])
  --> client command: highscores

  ======>  High scores will automatically show up approximately 9 sec
	     after viewing the scoreboard.  After 9 sec of viewing
	     highscores, it will go back to normal scoreboard.  It will
	     continue to cycle in this fashion.  So, as a note to server
	     admins, setting nextlevel_click and nextlevel_default vars
	     to something greater than 20 sec will allow clients to get
	     a full view of both the scoreboard and the current high score
	     list for the given map, when a match is complete (i.e., end-
	     of-level scoreboard viewing).
  =======> Also, if the timelimit/fraglimit of the server changes, the
	     high score lists WILL be reset to reflect the currect server
	     parameter's player rankings.
  =======> Remember, this ONLY works for regdm play (match_mode = 0).
           It does NOT work in any other mode of play.

1999 Apr 19: 1.49
=================
- Fix: SEVERAL nasty bugs related to voting that were introduced
  with adjusting for bots in the game. Everything should be normal
  now :)
- Prep: Last bits of changes for the Linux-glibc port for the bots.
  Should have something for Linux with bots here quite soon now.

1999 Apr 18: 1.48
=================
- Fix: Auto-readies of the bots sometimes caused overflows.  This
  should now be fixed.
- Change: Voting. If in anything beside Regular DM mode, observers
  can NEVER vote or participate in a vote UNLESS everyone connected
  is also in observer mode.  That is, if nobody has joined the game,
  then observers can initiate and partake in the voting process,
  otherwise they can't vote (or be counted) in any new proposals.
- Fix: Some boundary conditions for referees when changing time/frag
  limits to prevent weird things from happening.

1999 Apr 17: 1.47
=================
- Fix: Vote percentage info displayed if bots were in the game.
  BTW, bots dont vote for or against any vote in progress, and
  are not considered in the overall vote count.
- Tweak: Small menuing tweaks.
- Add: Ability to now vote for specific bots in the Gladiator
  menu.  Kind of handy feature :-)

1999 Apr 16: 1.46
=================
- Fix: Autocam sometimes gave some "Cant find pic:" error msgs for
  tracked dead players.  This has been fixed.
- Fix: Chasecam and autocam now more efficient in updating only
  those who need to be updated.
- Fix: Bots will NOT auto-ready up if bots_warmuptime is set to 0
  and the last non-bot player leaves the server.  The bots, when
  bots_warmuptime is equal to 0, will ONLY ready up if their is
  at least one real client on the server.  To hold bot-only matches,
  set bots_warmuptime to something other than 0 (like 60, to let
  all bots load in).
- Fix: Bringing in voted bots when bots_minplayers is set and
  bots_autoload > 1.  Now, bots_minplayers only specifies the
  number of bots to load and maintain from the start of a match.
  Voted in bots are not bound by this limit and are counted
  seperately in seeing which bots need to be added/removed when
  new real players connect/leave.
- Add: Correct logging of bots under ngLog and ngWorldStats logs.
- Note: will add 1.46 .zip and auxillary gladiator stuff shortly
  to the beta site.  I need to run some last-minute tests :-)

1999 Apr 15: 1.43-1.45
======================
- Fix: Autocam wouldnt let go sometimes :)
- Fix: Dead bodies showing up at start of 1v1/teamplay matches.
- Change: If running a listen server, double-obituaries won't
  show up anymore for the player running the server.
- Fix: Autocam wont activate if no players in the game, and will
  put the autocammer into observe mode if all active players
  leave.
- Add: If a referee votes, the vote in progress will pass or fail
  based on the referee's vote.
- Add: Full support for Galdiator bots v0.92.  It is now primetime
  for Quake2's best server-side bot!  These bots can be used in any
  of Tourney's 4 modes.  You will need most of the files found with
  the official Gladiator distribution.  This distribution can be
  found at: http://www.botepidemic.com/gladiator
  However, I have included an auxillary .zip that contains most of
  the Gladiator distribution, plus a few extras.  There are several
  new server-side variables that need to be tweaked to get them
  running with Tourney:
	set bots_autoload 0  Bots are not automatically loaded into
				   the server at any time. Bots can only
				   be brought in through a vote. (default)
				1  Automatically loads ALL of the bots
				   specified in the <bots_botfile> config
				   file.
				2  Automatically loads <bots_minplayers>
				   bots at the start of each level. As
				   more real players enter, more bots
				   start to leave.  In 1v1 mode, however,
				   no bots may be automatically loaded at
				   the start of a map under this option.
				3  Same as option 2 (above), without the
				   restrictions of the 1v1 mode.
	set bots_botfile <filename>  The config file that specifies
				all possible bots to load from either
				autoloading or random bot votes.  This file
				is *necessary* to use Gladiator bots under
				Tourney (default name = "bots.cfg").
	set bots_warmuptime <time>  Specifies the amount of time
				before a bot will "ready up" in qualifier,
				teamplay, or 1v1 modes.  If the <time>
				value is set to 0, then a bot will auto-
				matically "ready" itself when all other
				real clients have moved to "ready" status.
				Note that a bot must be in the game for 10
				seconds before it performs its auto-ready
				function.
	set bots_minplayers <value>  Specified the maximum # of bots
				plus real players that can be on the server
				at a time.  If the sum of the players + bots
				is greater than this <value> then the appro-
				priate # of bots will leave until the sum is
				equal to <value>.  If there are more real
				players then <value>, then no bots will be
				allowed on the server.  Hence, the maximum
				number of bots that can be on the server at
				at time with bots_autoload set to 2 or 3 will
				be <value> bots.
	set vote_enable_bots 0  Doesn't allow bots to be voted in or out
					(default).
				   1  Allows clients to vote bots in or out.
					---> This is the only way that bots
					     can be allowed to be voted into a
					     server by clients.
	set vote_bots_max <value>  Specifies the maximum number of bots
					   that can be voted in by clients
					   (Default value = 8).

	Client commands:
	================
		vote addbots <# of bots> -- Propose vote to add bots.
		vote rembots <# of bots> -- Propose vote to remove bots.
		---> Same functions can be used through the menu voting
		     facility as well.

	*NOTE*:  If you dont want to use Gladiator bots at all, you
		   NOT need any of the items found with the Gladiator
		   archive (gladiator.dll, q2dm?.aas, bots.cfg, etc.).

1999 Apr 13: 1.38-1.41
======================
- Add: Client IP address logging for ngLog
- Fix: Rework start-of-match gib clearing to reduce overflows.
- Tweak: More hook junk.
- Change: 7 (or greater) players in teamplay mode now force a
  reduced scoreboard to be displayed.
- Add: Paul Jordan's AutoCam (with some slight tweaks).  This camera
  follows where the action is taking place, rather than giving a static
  over-the-shoulder look.  There are options for this camera,, and will
  update this at a later date.  Suffice it to say that it is nearly
  identical to the Eraser and BattleGround AutoCam command set.  To
  use it, either type:
	autocam
  at the console, or hit the FIRE button while in observer mode.
- Update: More tweaks on autocam (1.41)

1999 Apr 10: 1.34-1.37
======================
- Add: Pop-up menu for client that is invited during a teamplay match.
- Rework: Internal ID system (for logging)
- Rework: Accuracy stats tracking (internal)
- Fix: Reconnects during teamplay match where the disconnected client's
  position in the team does not allow the reconnecting client to
  automatically join the match (as it previously did).
- Fix: Better handling of reconnects (more consistent now).
- Fix: Oops, player_ban and player_file where mistyped in the source.
  This feature should now work as expected.
- Added: In chasecam during teamplay, chased target's score and teamname
  are given, along with the chased player's name.
- Fix: Tweak a bit on the jump to switch players, to prevent inadvertant
  rapid switching of players.
- Added: Console timestamps.  This allows operators who use the
  console.log additional information on relative times matches are played.
  As a result, there is a new server var:
	console_timestamp <value>
		--> <value> specifies the number of maps that are played
		    between console timestamps.  Setting <value> to 0 disables
		    this feature.  Default timestamp interval is 10.

1999 Apr 08: 1.33
=================
- Fix: Overflow protection on mass "readys" for entire teams or players
  on the server.
- Fix: Rapid scoreboard requests are handled better to prevent overflows
- Fix: More tweaks on reconnects.  Players shouldnt be able to reconnect
  from previous levels now.  Still have weird transients on legitimate
  reconnects, however.
- Fix: Can now join teams in a called time-out puase of the match.
- Fix: Tweaks to the 1v1 menus (various).
- Add: Console logging of IP address of connecting client.
- Add: Different scoreboards on larger teamplay matches.  This will allow
  for more players to be displayed on a team's roster, and should also
  address the overflows at the end of a level that seem to be popping
  up more frequently now.  Let me know what you think on the layout.

1999 Apr 01: 1.32
=================
- Fix: Scoreboards on 1v1 were sometimes screwy with the wrong pics/info
  in the dogtags (i.e. players were swapped on the dogtags vs. their text
  stat info).
- Fix: Cannot vote while match is paused for any reason.  This sometimes
  caused the server to remain in pause mode indefinitely.
- Fix: Sometimes the auto select for team/1v1 teams in the menu chose the
  wrong team.  This has been a nag for some time :)
- Update: All docs and .cfg files for 1.32 release.
- Release: Full release of Tourney version 1.32

1999 Mar 30: 1.31
=================
- Fix: Client pressing ESC while in a menu will desync the menu status
  for the client, requiring two keystrokes to get back to a menu.
  Everything should now work as expected.
- Added: Team-based map/player/entity-sensitive messages, as found in CTF.
  This was basically a straight rip from the CTF source, so this should
  work as expected (except identifying those silly flags of course :) ).
  For those not familiar with these types of messages, Tourney now has the
  ability for a player to give location/status-based messages to other team
  members.  All that is needed is to put special character sequences in
  their team-specific messages:
	- %l/%L : Gives speaking player's location on map.
	- %a/%A : Tells the amount of armor the speaking player's currently
		    possesses.
	- %h/%H : Tells the amount of health the speaking player's currently
		    possesses.
	- %w/%W : Tells the current weapon the speaking player is currently
		    holding.
	- %n/%N : Tells the closest player to the speaking player.
  This info is only given if the player uses the above-mentioned sequences
  with the "say_team" or "steam" commands.

1999 Mar 29: 1.30 ports
=======================
- Ported OSP Tourney DM to the Solaris (Sparc) architecture.  I compiled
  it on a Solaris 2.6 system, let me know if this causes any problems.
- Ported OSP Tourney DM to the Linux Alpha architecture.  This is only
  a glibc port (are there any libc5 systems out there?)
- 1.30 appears to be solid.  Will be doing another full release here with
  updated documentation within the week.

1999 Mar 28: 1.28-1.30
======================
- Added: Ability for players to view player stats from previous match.
	oldstats - Gives listing of playernames that had stats from
		   previous round.
	oldstats <playername> - Gives stats of player from previous round.
- Added: Team join codes.  These are a bit different than traditional join
  codes as they are not automatically assigned to a team.  There are two
  ways to set joincodes:
	1.  A client can set a local variable, named: default_joincode, with
	    a string of up to 15 characters to use as the join code.  This
	    string is ONLY used if it is preset before connecting and the
	    player joins a team captain.
	2.  The captain of a team sets the joincode manually with:
		joincode <new_joincode_string>
  Players on the team can view the team's joincode by typing "joincode" by
  itself (this also applies to team captains).  For an observer to use a
  team's joincode to join the team, all they need to do is simply type:
	joincode <team_joincode_string>
  If the string is correct, Tourney will automatically place them on the
  team with the joincode specified.  Thus, the client will not need to
  issue a manual "team" or "join" command after entering the proper joincode.
- Added: Accuracy logging to ngLog logging.  When ngWorldStats comes online,
  players will be able to view their cumulative weapon accuracy statistics
  over all games.
- Updated: Help menus for oldscores, oldstats, and joincode commands.
- Fix: Proper logging in ngLog for item expires for Invulnerabilty.
- Tweak: In team/1v1 modes, Team_A will ALWAYS be displayed on top in the
  scoreboard, even if they are losing.  This keeps the scoreboard consistant
  for people who like to look at the scoreboard frequently in team/1v1
  matches.  I have no idea why they do it (the HUD has all relevant info),
  but people were complaining, so it is now so!
- Tweak: Bot detection was just a little TOO sensitive.  I've relaxed it a
  bit, but it is still quite reliable in detecting true bots.  Sorry for all
  those false accusations :-)

1999 Mar 26: 1.27
=================
- Fix: Team player counts when there were 2 or fewer active players on the
  server.
- Fix: Startup score for the player's team.
- Small tweaks to teamplay scoreboard to fit 4 players for each team
- Added: Shorter timer on voted/referee map changes during the course
  of a game in either FFA/teamplay/1v1.

1999 Mar 25: 1.26
=================
- Fix: Renames after every kill in ngLog and Standard Logs
- Fix: Handling of DF_SAME_LEVEL dmflag setting to allow map to stay on end
  of level UNLESS a new map is voted in or changed by a referee.  This was a
  small small small bug to fix (hi wise :) )
- Fix: Small fixes to player recovery that could cause problems during
  teamplay/1v1 and sometimes in regular dm modes.
- Added: New variable to enable/disable auto-player recovery:
	set client_recover 0  (disable auto-recovery (default))
				 1  (enable auto-recovery)
	---> note, you will need to have this set if you also enable the
	     team_duelrecover and team_recovertime variables.
- Added: Viewing of scores from previous match.  Clients can view results from
  the previous match by typing: oldscores   This old scoreboard can then be
  turned off by hitting the normal scoreboard bind (i.e. F1).

1999 Mar 22: 1.23a-1.25
=======================
- Change: Complete rework (again) of mode cycling for players.  FIRE will cycle
  you between OBSERVE, CHASE, and IN-EYES.  While in CHASE/IN-EYES, the jump
  button will let you switch players.  In OBSERVE, the jump/croutch work as
  normal.  Note, on initial connect, the jump button in OBSERVE will bring up
  a menu if the server is in Teamplay or 1V1 modes, and a match has not started.
- Fix: OMG! The item banning on item cycle spawns was broken for several
  versions.  Its incredible nobody pointed this out on dm8 with power armor
  disabled. ;)
- Fix: When a match is in countdown mode before starting, the parameter screen
  is no longer persistant.  It will stay onscreen for about 10 sec or until
  a player looks at the scoreboard, at which time it will be turned off.
- Fix: Disabled chat flood protection during match pauses.
- Fix: No end of level stats dump for observers.
- Fix: Possibility of a match remaining in indefinate pause mode if conditions
  are just right.
- Fix: Referee in-eyes cycling.
- Fix: Sticking scoreboards when match is just about to start.
- Fix: Some reports that Tourney under Win95 needs additional libraries
  that come by default with Win98/NT, thanks Micro$oft (i.e. ws2_32.dll).
  I have recompiled 1.25 with some different, older libraries and hope this
  will fix some of the problems with running Tourney on a Win95 box.
- Added: OVERFLOW RECOVERY!  This has been added in many flavors:
   - Regular DM: Reconnects from clients who leave unexpectantly will
     log back in with all of their stats intact, so long as the map has
     not cycled or in intermission period.
   - Teamplay: If not a 1v1, reconnecting clients will be placed back in
     the game immediately with all stats intact.
   - 1v1/Teamplay(1v1): Configurable way to handle this.  Normally, if a
     client disconnects for any reason, the match is immediately terminated
     (since there are no players on one of the "teams").  With the new overflow
     recovery stuff, admins can make Tourney force a pause on matches to allow
     clients time to reconnect.  To enable this, there are 2 new server variables:

	set team_duelrecover 0	* (disable auto-pause)
				   1    (allow auto-pausing of matches)
	set team_recovertime <time in sec>  (default = 0)

	----> Both of these values need to be non-zero for the auto-pausing feature
		to work as described above.
- Added: Player allow/deny ban lists.  This was brought in for large tournament
  play and scheduling, but may be useful for private servers on the net:
	set player_ban 0 * (all clients are allowed, except those specified)
			   1   (all players are rejected, except those specified)
	set player_file <filename>  (default = players.txt)
			A straight text file with names of players (1 per line) that
			are to be either allowed or denied access to the server.
	---> It should also be noted that when player_ban is set to 1, there is
	     also a further restriction in that no two players may have the same
	     name while connected to the server.
- Info: I would like to say that OSP Tourney DM was used exclusively down at
  Extreme Annihilation with no problems whatsoever.  There were approximately
  70 matches played with Tourney, and there was not a single overflow or server crash.
  Of course, many of these matches were 1v1, but the FFA qualifier with 20+ people
  ran as smooth as any of the 1v1 matches.  Demos/stats/etc. at:

	http://www.netgamesusa.com

- Info: Look for Solaris and Alpha ports soon.  I've conquered alot of the basic stuff
  that has been nagging me for a while.  Also, more concentration on Gladiator bot
  interfacing will also be done.  It's there now, just pitifully implemented for casual
  use.  

1999 Mar 09: 1.23
=================
- Fix: In-menu voting due to silly timer debouncers.
- Fix: Small possibility of sudden-death overtime NOT
  ending on first kill, if both players die in same server frame.
- Relased: 1.23 full (did ya guess that 1.22 WASN'T officially released?)
- Now *extremely* paranoid.

1999 Mar 07: 1.20a-1.22
=======================
- No release of 1.20 cuz of crashes :)
- Fix: Absolute final, never again to be seen problems with persistant grapples
  sticking to players when stange conditions arise (at least I think so).
- Fix: Changes to messages when in Observer/Chasecam/In-Eyes modes
- Fix: In-Eyes looks better, woo-hoo!  Its still not perfect, but looks much
  better unless the chased player looks down at an extreme angle.
- Added: Command timer debouncer to prevent client command flooding for CPU/network
  intensive commands.
- Added: More protection of crash prevention in weird states.. kind of a secondary
  exception facility for handling otherwise impossible states that may occur (i.e.
  observers dying, chasers taking damage, etc.), but shouldn't.
- Change: FIRE to pull up menu in regular/qualifier DM now automatically places a player
  in the game (i.e. no initial pop-up menu).  This seems to have been a nit for a lot
  of people :)
- Change: "join" or "team" command with no params shows the player's current team.
- Change: "Ready" reminder in warmup moved from 60 to 90 seconds.
- Change: Made several more client commands available at level intermission time.
- Official release of 1.22!  *ducks* (again, no bots enabled yet.. soon tho, promise!)

1999 Mar 05: 1.20
=================
- Fix small vote bug that could cause crash.
- Small adjustments for hook for official 1.20 release.
- Updates tourney-commands.txt and readme.txt for 1.20 release.
- Released 1.20 update (with bots NOT enabled).

1999 Mar 05: 1.19a-1.19b
========================
- Changes to the format of button clicks for mode switching and menu popups
  when in observer/chasecam mode:
	- FIRE will always bring up a menu, mo matter which mode.
	- JUMP/CROUCH will toggle between chasecam and in-eyes mode (observer
	  mode has been taken out of the loop in this change for mode toggles).

1999 Mar 04: 1.18a-1.19
=======================
- Fix: Grapple sticking + suicide = spiderwebs :)
- Change: "team" command is now aliased to join command for compatability with
  those "other" teamplay DM mods ;)
- Fix: Allow accuracy/stats commands at end of level.  Can also talk in the
  console at end of match.
- Fixes: Small tinkerings with the Gladiator bot code
- Fix: (NULL) weapons on kill entries in both ngLog and StdLog.  I did this
  completely different and it seems to work.  I will keep on it and see if
  I made any new issues show up.
- Change: Jump/Couch does not pull up menu in "observe" mode.  It still works
  as expected in chase modes, however.  Use <inven> key or "menu" (in the
  console) to pull up a menu while in observer mode.  A consequence of this
  (intended) is to allow the use of jump/crouch movements to move straight
  up/down without bringing up the menu.  This makes it easier for precise
  placement of the observer cam in certain areas.
- Change: Players ACTIVE in the game during a team/1v1 match can now vote.
  Observers/chasers cannot initiate nor vote on proposals while a match is
  in progress.
- Add: address logging/bot connecting info for ngLog on newly connected clients.
- Change: Observer mode now moves at approximately double the rate of normal
  player movement.
- Add: Can now configure warmup health/ammo:
	set warmup_health x	(default = 150)
	set warmup_armor y	(default = 200)
- Add: Can now configure countdown timer before match starts:
	set match_countdown x	(default = 30, must be >= 11)
- Add: Match prestart condition.  This is a percentage of clients who are
  ready, but is (usually) less than the full percentage requirements for clients
  who must be ready for a match to start.  In this mode, weapons are removed
  from players to "encourage" them to ready-up:
	set match_prestartpercent x		(default = 50)

1999 Feb 26: 1.17c-1.18
=======================
- Fix: Qualifier mode suddenly dropping out at various times when players
  enter/leave during a match (i.e. moving to chasecam mode, etc.)
- Fix: Crash if someone is chasing another during qualifier mode and the
  scoreboard is displayed for anybody.
- Fix: "notready" will not stop a coundown if match_readypercent is still
  satisfied even after the player moves back to notready status.
- Added: Weapon accuracy information
	accuracy/stats - Displays weapon stats for the client for the
			   current (or previous, if in warmup) match.
	accuracy/stats <player_name> - Same as above, except views
			   stats for the client under <player_name>.

1999 Feb 20: 1.17b
==================
- Major bug hunt, killed 4 or 5 crash-enabling bugs.

1999 Feb 19: 1.17a
==================
- Small adjustments to hook to help with slingshots
- Better clearing of gibs at match startup
- Small fixes to match startup that appeared to be causing strange crashes

1999 Feb 19: 1.16-1.17
======================
- Added: Gladiator server-side bots!  However, because of some
  anticipated updates from the bot author (Mr Elusive) and some further
  integration for teamplay/1v1, I have disabled bots in this release.
  Big thanks to Mr Elusive for all the support and help he has provided
  in getting the Gladiator bots together for Tourney.
- Added: Complete item voting abilities for clients.  You can now vote
  for things such as bfg/quad/invul/power armor availabilities as well
  as quad drop, weapons stay, hurt self, hurt team settings.
- Added: match_latejoin 3 to relax all team-locking restrictions for
  late joiners from entering a teamplay match.  Most teamplay servers
  should still be run at match_latejoin 2 setting to ensure complete
  uninterrupted teamplay matches.  This option was added at the request
  inclusion of RA/CTF-style playing modes.
- Added: teamplay serverinfo variables for remotely viewing matches from gamespy.
- Change: Default direction for unknown commands in a teamplay match
  will be as team messages.
- Fix: nglog filenaming on manual map changes
- Fix: Nasty invite bug that gives either weird information or crashes
  server.
- Fix: Nasty server crash if players try to invoke referee status when
  certain conditions are present on the server.
- Overhall: The entire voting system layout.  It should be much more
  convenient and less clumsy to navigate thorugh the vote menuing
  subsystem.

1999 Feb 15: 1.15b-1.15e
========================
- Fix: Player ID bug introduced in 1.15a
- Fix: Startup crashes if no .cfg was used (match_mode not initialized
  properly).  This should now allow people to run demos from the
  tourney directory as well as startup tourney without any specific
  config files.
- Fix: HUD info for people joining a teamplay match in progess.  This
  also was a cleanup for people making mode switches while a teamplay
  match was in progress (HUD-wise).
- Added: An input debouncer to limit the input a client gives while:
	- In chasecam (switching players)
	- In menu and making selections quickly
	- Switching between observe/chase/in-eyes quickly
  Bottom line for all of this is to limit client input that can result
  in unnecessary overflows while in any of these modes.
- Tweak: Various aspects of the menus (window-dressing, as wiseguy
  calls it :-) ) for better, more logical layout.

1999 Feb 11: 1.15a
==================
- Added a new feature to allow clients to change the HUD layout for
  the on-screen timer.  This was at the request of several people who
  use a viewsize < 100 and had overwrite problems on the countdown
  timer.
	Client command:  hud	   (toggles timer location)
	Server variable: client_hud  (0 = right-side, 1 = middle-bottom)
	---> Also accessible by the client menu
- Tweaked timer a bit to improve network efficiency. Requires 10% less
  bandwidth (over time) to update timer.
- Tweaked client ID to use less bandwidth as well through some client-
  side caching.

1999 Feb 09: 1.14l-1.15
=======================
- Added more commands to help menus
- Cleanup of some internal structure
- Cleaned up some client messages for 1.15 release
- Updated Readme.txt and tourney-commands.txt
- Cleaned up all distribution .cfg files
- Released official 1.15 distribution of OSP Tourney DM

1999 Feb 08: 1.14j-1.14k
========================
- Added the ability to call timeouts during a teamplay or 1V1 match.
  Captains are the only members that are allowed to call timeouts for
  a team.  The command(s) to do this are:
	time/matchpause/timein
  This command is a toggle.  That is, the same command is used to call
  both a timeout and the subsequent timein.

  Two server admin variables are also provided with this feature:
	match_pausetime <value> - <value> specifies the duration of a
					  time-out in seconds (default = 60.0).
	match_timeouts <value> - Specifies <value> timeouts available
					 for each team/player for an entire
					 match (default = 3 timeouts).
  Note that referees CANNOT call timeouts unless they are also a captain
  of a team.  They can, however, call time-ins if a match has been paused.
  If a referee needs to pause a match, (s)he can always use the referee
  command "r_mpause" to pause a match.
- Fixed the occasional bobbing effects on players when they hook walls
  or ceilings.  This may also help modem (or lagged) players who
  have been experiencing sling-shot and weird velocity effects when
  reeling all the way in on a hook.  I will keep an eye on this on the
  servers.
- Client-side BOT detection is now fully implemented again.  Note that
  this is a new method that should be able to detect more than just
  ZBOT clients (if any other legitimate ones exist).  Of course, there
  is a new server variable associated with this feature:
	client_botdetect <0|1>
				  0 - Disable bot detection
				* 1 - Enable bot detection (default)
  Many thanks go out to Riviera for helping me out with this feature!!
- Updated tourney-commands.txt file to reflect new server vars and client
  commands (tourney-1_14k-commands.txt).

1999 Feb 07: tourney-commands-1_14i.txt
=======================================
- Current revision of the tourney-commands.txt file that is found
  in the main distribution.  This has all server variables documented
  that are current with v1.14i of OSP Tourney DM.

1999 Feb 07: 1.14h-1.14i
========================
- Various matchinfo updates
- More fixes and handling of hook
- Enhancements to team locking mechanism
- Better handling of client init upon connect/reconnect
- Fix to client count if a player overflows on map changes
- More aliasing of common commands
- Many teamplay enhancements, with addition of power for captain
  player.  The following are commands available for the captain:
	readyteam/teamready - Readies all players on team.
	unreadyteam/notreadyteam - Unreadies all team members.
	captain <player_name> - Allows captain to give up captain
					status to <player_name>.  Note,
					"captain" by itself gives info on
					the team's current captain.
	kickplayer/remove <player_name> - Removes <player_name> from
						    the captain's team.

	-----> Note, these commands are also available to any referee.
		 The format of the commands for the referee are exactly
		 the same, save for an additional parameter <team_name>
		 that is to be inserted after the command and before any
		 <player_name> parameters, if needed.
		 (e.g. captain <team_name> <player_name> for ref version
		 of reassigning team captains.)

1999 Feb 05: 1.14e-1.14g
========================
- Looks like have finally tracked down the crash bug.
- Slight changes to client id tagging for observers.
- Various ngWorldStats logging fixes/updates.
- Initial implementation of team captains.  They have no power
  right now, but hey, people can be captains :-)
- Some adjustments to level start gib clearing.  Dead bodies are
  completely removed than just being relocated (some maps have
  their coords set up really wacky).

1999 Feb 04: 1.14c-1.14d
========================
- Possible fix for occasional end of level crashes.  Lets keep our
  fingers crossed on this one!
- Referee commands now available for clients already in the game.
	referee <password>
		<password> is either the referee_password setting or
		the rcon_password setting.  If both of these passwords
		is either NULL or "none" then this option is not
		available to clients.  Please refer to the
		tourney-commands.txt file accompanied with the
		main distribution for a rundown on all referee
		commands available.
- Added "chasecam" and "observer" mode selections to the main menus
  for both teamplay, 1v1, and regular DM modes.

1999 Feb 04: 1.14b
==================
- Fixed the id tagging facility so that players cannot see other
  players through water unless some part of the other player's body
  is visible (i.e. head sticking out of the water).  This also goes
  the other way so that players in water cannot see out.  However,
  players in the water can see other players in the water (obviously).
- Added fast weapon-switching support (like RA2/Lithium):
	set client_fastweap [0|1]
		* 0: Disable fast weapon switching for clients.
		  1: Enable fast weapon switching for clients.

1999 Feb 03: 1.12a - 1.14a
==========================
- Various ngLog/StdLog fixes
- Added individual score on HUD during teamplay
- Addition of several items in ngLog
- Removed chat flood protection for team chats
- Removed gibs/bodies that accumulate during warmup when a qualifier/
  team/1v1 match begins.
- And a fix for an embarrassing bug for observers/chasers that was
  introduced when allowing people to switch to observer/chasecam mode.
  I won't comment on it any further :-)

1999 Feb 02: 1.12
=================
- Loosened restrictions on entering/leaving chase or observe modes
  during a match.
- Teamlock/Unlock features now available:
	lockteam/teamlock/lock: locks a team's player count.
				Additional players can join only if
				they are "invite"d.
	unlockteam/teamunlock/unlock: unlocks a team's player count
- Fixed a couple of small bugs for ready/notready status in warmup
  mode.

1999 Feb 01: 1.10c-1.11a
=========================
- Removed current z-bot protection.  It was causing too many wierd
  thibngs to happen (like couldn't pick up grenades).  Well, now
  will write my own, no more freebies :-P
- Added: Ability for admin-locked teamskins (1v1 or teamplay)
	set team_lockskin [0|1]
		* 0: Clients can change teamskins
		  1: Players cannot change default teamskins.
- Added: Unique teammate id tagging
	set team_idteam [0|1]
		  0: No special "teammate" id tagging
		* 1: Differentiate teammates on `id' vieiwng
  --> Note, you can enable this option and disable allow_id variable
      to allow players to "id" their teammates, but not any member
      of the opposing team.  Looks really nice, I must say :)
- Several significant code optimizations to help with overflows and
  general playability over the net.  In other words, less stuff is
  sent to clients each frame.
- Configurable server->client rate settings now available.
	set client_maxrate <value>
		Default <value> is 8000.  Setting <value> to 0 allows
		for any client rate setting (i.e. disables this option).

1999 Jan 29: 1.10b
==================
- Fixed: Standard Log formatting.  You can now safely use Standard Log
  under OSP Tourney DM to get expected results in things like GibStats.
  Boy I loused this one up :-)
- Added a space " " as another illegal character for client-side demo
  record filenames.

1999 Jan 28: 1.08-1.10a
=======================
- Fixed: Possible server crashes at end of level.
- Fixed: Possibility of players dropping items during warmup modes.
- "vote yes|no" now works as expected.
- Implementation of chat flood protection.  3 new server vars (ripped
  from the id 3.20 release):
	flood_msgs <value> : # of messages allowed in a time interval
	flood_persecond <sec> : Time interval (in sec) for flood_msgs
	flood_waitdelay <sec> : Amount of time a player is muzzled
				if they are flood chatting
- Fixed: hooks possibly showing up at level intermission.
- Added: Z-Bot protection
- Added ability to carry over player-voted values.  Before, all
  voted values would revert back to original server defaults between
  level (map) changes:	vote_carryover <0|1> 0 = keep server defaults
			     		     1 = carry over voted values
- Added ability to ignore player counts in map rotation logic:
	map_nocount <0|1> 0 = Use player counts when deciding on next
			      map
			  1 = Ignore map player counts
- Fixed client-side auto-records in naming conventions.  Some player
  names would create invalid filenames for the demo.  Consequence
  was that the demo would not be recorded.  Now, illegal characters
  are stripped before the demo file is created.
- Fixed: Standard Log logging.  It should work now as expected
- Added in complete support for ngWorldStats.  However, log file upload
  mechanism is not quite finished completely (for reliability reasons).
  The abilities are in the server, just disabled for the time being.
  Will keep everyone advised and the pieces needed to enable
  ngStats/ngWorldStats (ngWS) later.

1999 Jan 25: v1.06j-1.07a
=========================
- Fixed hang bug with hook that would allow you to stay connected to
  the hook if you got stuck on something during the reel-in.
- Fixed really nasty nasty bug that would cause server crashes if a
  player sent a CTF-based message (i.e. "I am at %s with %d" would
  lock a tourney server up tight :-/).
- Slight code optimizations to improve performance.  This is only the
  beginning :-)
- Officially registered with the CLQ.  Frag away on a tourney server
  without worry of lost time on the 'Q :-)
- Overall tourney seems now to be MUCH more stable and run a little
  smoother.

1999 Jan 12: v1.06g-i
=====================
- Fixed problems with log file handling that would crash Linux
  systems after one or two map changes.
- Fixed small possibility of an observer coming into the game with
  -100 frags.
- Small server_info variable update changes (internal).
- Logging fixes.

1999 Jan 10: v1.06d-f
=====================
- Fixed long-standing bug where server would crash if a client
  entered chasecam/observe mode right after death and just before
  respawning back into play.
- Fixed case where an observer/chaser could issue "kill" and cause
  a server crash.
- Fixed overflow problems when clients enter chase mode after being
  in the game.  Sometimes an old menu would pop up and be immediately
  cleared on next server frame.  More of a cause for confusion to the
  player than anything else.  This would also happen periodically when
  a "menu" would precede a player's deathmatch scoreboard after a
  death.
- Last one related to chase mode changes: if player entered chase
  right after death, the chased target would be viewed as if the
  chasee was in his death view the entire time (i.e. lying on
  "something" and looking up and to the right to some degree).

1999 Jan 09: v1.06c
===================
- Initial release of Linux and FreeBSD versions of tourney.
- Allow for option where latecomers can join in on a game
  already in progress for teamplay matches.
- "invite" command enhancements and fixes
- Various scoreboard fixes for all match types
- Overhaul of real-time ranking information
- Various tweaks on periodic warmup messages
- Chasecam/Observer fixes for external server queries
  (like gamespy info on chasers/observers)
- Misc. teamplay fixes/enhancements- Fixes to chasecam (not all done)
- Fix of time/frag limits on menu voting
- "observe" invokes true observer mode, not chasecam
- Several manual "join" bugs fixed
- Auto-cycling of maps in teamplay/1v1 modes to prevent stale maps on
 servers that have not been visited for some time.
- Fixes to chasers/observers time when they enter the game.
- Fixes to team scoreboard of if match is aborted (i.e.  somebody leaves).
- Added starting armor amount and type config options
- Allow enable/disable of self-damage in regular FFA modes.
- Can now enable/disable packs
- Revamp of hook to allow for specifying hooks of any color
- Various command additions to allow people accustomed to similar types
  of mods the same command set for similar functionality.
- HUD updates in warmup mode.
- Fix bug where multiple hooks could be deployed.
- Team-specific colored hooks.
- Change scoreboard if a map is voted on for change.
- Reduced end-of-level timers if a map is voted on to change level.
- In teamplay/1v1 leader's dogtag will always be on top.  Same is true
  for end of level console dump of match stats.
- Revamp of Standard Log facility to allow portability to other architectures.
- Allow private team chat messages with "say_team" or messagemode2.
- Allow for definable percentage of players who must be ready before a match
  starts (i.e. can configure so that only 75% of players in the game must be
  ready before a match begins).
- Added in configurable delay between hook deployments.
- Fixed "invite" to work with both menu and console-based join commands.
- Some small fixes to menus suddenly popping up while in chase/observe modes.

1998 Dec - 1999 Jan v1.00a - v1.06c:
====================================
- Internal enhancements and patches
	Limited Distribution

1998 Dec 23: v1.00
==================
- Initial Release