			
				Version History

Although version 3.04 has already been released, I left it in the readme.txt
since it is only a few days old.

Changes in v3.03
- In the spy.cfg: changed the cl_forwardspeed of all disguises to more
  accurate speeds. Added a little to make the spy a little faster,
  so a disguised spy will overtake his same classed target, without 
  causing suspicion... :)
- Added a comms file for the assassins in The Hunted: assassin.cfg
- Removed the prime_gren2 from ALT
- Added a fire button to ALT. This for easier, lighter and more accurate
  mouse movement during sniping.
- Altered some texts here and there in the cfgs, but the messages remain 
  the same.
- Removed the normal throw grenade type 1 & 2 bindings (keys <r> and <f>).
  You can only throw a previously primed grenade now.
- Added the move/swim up command for concussion jumping out of the water. 
  Bound to <r> at the moment.
- Removed the reload key <q> since pressing this key is no longer needed.
- Moved the "Incomming to Flag/Key"-message from <i> to <q>. This for 
  conveneance reasons.
- Added a fully automated concussion- or grenadejump to the scout, medic 
  pyro and the soldier, for those of you who don't want to do it 
  manually. I don't know who's alias it is, I got it presented to me.
  It wasn't fully functional yet, so I altered it a bit...
  At the moment it is bound to <v>.
  I don't use it: it locks your movement for the duration of the 
  countdown...
- Added an other auto-loading file: class_sel.cfg. This file holds the
  aliases used for choosing your class and defining some class parameters
  The slots.cfg now has some space available for adding or modifying.
- Added an alias to the class cfgs. This makes you say your class and 
  whether you're on offense or defense, when choosing one: 
  [DEMOMAN] ---> DEFENSE or [SOLDIER] ---> OFFENSE, etc
- The reload function after you release the mouse1 is a little altered:
  It prevented normal respawning after death. The change is that it  
  still works, but that you can respawn normally: no pressing right or
  left arrow to disable the reload. (Thanx to Derek Gates)
- Removed the weapon sound for the nailgun. It used to lock the game up
  and I couldn't get it fixed. 
  If the game still crashes or locks up when you change weapons, edit 
  the class cfg's and remove the "play sound.wav" from the weapon 
  aliases. And please report back to me if the game still lock up while 
  changing weapons with this modification/remedy (?).
- Corrected the problem of not beeing able to change teams to team 
  yellow or green during play. Now you should be able to change to any 
  of the team, as long as there are no number restriction's to that team,
  and the team_yellow and team_green aliases are defined in the map cfg!
- Removed some type-o's from this file, added some text to a few 
  sections and I added a new section: 9. Creating New Map Config Files.

Changes in v3.02:
- Made every menu echo its contents to the top left corner of the 
  screen, a suggestion made by Alex (U know who u are :-) )
- Made every submenu header say in the console what submenu it is
- Added a hopdeath to the spy. This silent feigns you for as long as
  you press the button. (Copied from Noone's TFC Script)
- Added an "unfeig, throw grenade type 1 and refeign" possibility to 
  the spy's noisy and silent feign. (Copied from Noone's TFC Script)
- Added class_help: pressing F11 reports the available class-keys to
  the console
- Added a Team Yellow team and Green team-selection alias (stored in 
  the map configs, since not every map has a Yellow or Green Team!)
- Removed the lastinv command from key e
- Added quick weapon selection to key e
- Removed the last and next inventory buttons from the mousewheel
- Added the grenade_type1 and/or grenade_type2 OR sniper zoom to the 
  mouse wheel. This makes the mousewheel a class specific button
- Removed the grenade_type1 from the mouse button 3
- Added class specific Affirmative and Negative team says: "[Spy] 
  Negative" or "[Soldier] Affirmative"
- Moved the slots_special1 & 2 from the spy.cfg and the slots_special 
  from the engineer.cfg to the slots.cfg to make sure there is enough 
  space left for further adding or changing. And they are slot config, 
  so they belong there, don't they :-) This move makes the slots.cfg
  full (7 kb)! If you should want to add to this one, make a new 
  cfg-file and add it in the valve.rc file to make it auto-load!
- Added the following communication to 2fort_def.cfg, rock2_def.cfg 
  and well_def.cfg: under item
  	Defense (F3): F2=[Need 1 (more) defender at flag/yard]
- Added the following communication to the 2fort_def.cfg: under item 
  	Guard (F4): F2=[Flagrunner escaped to elevator].
- Added the following communications to the well_def.cfg: under item 
  	Guard (F4): F2=[Flagrunner escaped to attic]
	      	    F3=[Flagrunner escaped to ramproom]
- Added a continuous reload to the mouse button 1: once you release the 
  fire button, the weapon you are holding starts to reload (if 
  appropriate). Read section 2 for notes!!!
- Added rocketjump bind for the soldier and a pipebomb jump for the 
  demoman

