we'll be including a usermenu.txt in the pk3
that way the default one works on pure servers
if people want to use a custom one, that's still possible by putting it in a pk3 that overrides it (not sure about a usermenu just in the q3f dir)

*** Beta 1d update

Features and Commands:

Added new CTF style map: q3f_well (remake of Well6).
Added new Nailgun model and skin.
Added visual warnings for team count / avg ping imbalances.
Added map vote page, enabled by g_mapVote 1 (after players click ready at intermission), rcon mapvote, or admin map vote.
Precache all used sounds (may help users running from CD, won't help sound problems).
Minigunner now has no 'no cells' warning.
Kludged 2night3 to have rain (at default settings).
Changed voting slightly, if a timeout occurs, checks at least a third of the players have voted and then tallies.
Improved automatic team selection based on player counts/score/team frags.
Player class 2d icons added (contributed by somebody, name unknown).
Centerprinted messages are copied to the console.
Added 'lastweapon' command, to switch back to last used weapon.
Added spectate option in team menu
Added mirror<type> damage to g_friendlyFire, e.g. "half mirrorfull".
Added cg_autoReload to set whether clip automaticaly reloads when empty
Added dropammo command (uses placeholder ammo boxes for now)
Added cg_drawMem for debugging purposes (shows free memory left).
Added sv_minRate (in game, not server), to prevent rate cheating. Default 1500.
Added failsafe to reload same map if the nextmap variable fails to load a map properly.
Added 'changeteam' command

Gameplay

Complete overhaul of all balancing relating to damage and self damage with subtle changes across the board using a much more efficient (and slightly more complex) system for damage calculation.
Sniper sight now visible to potential victim if it lies on their face (display tints red)
Specialised armour now has 50% protection instead of 15%.
Flametrooper rocket damage reduced by 80% (now mostly just burns people).
Jumps are now relative to ground entity velocity.
HE charges 'fizzle' if changing teams/classes/disconnecting.
Added 'ceasefire' powerup (powerdown?), prevents players shooting/throwing grenades/building/laying charges.
Disguised agents now give 'enemy' pain sound instead of ally pain sound.
Player 'lives' implemented.
All active projectiles/grenades for a player are destroyed if changing team.
Sniper can now head-shot a crouching player properly.
Sniper adjusted for better snapshots.
Altered Grenadier pipe allocation.
Grenadiers now get 'reserved' pipes if there's more than one Grenadier on the same team.
Super-Nailgun damage/rate of fire adjusted.
Nailgun damage/rate of fire adjusted.
Increased syringe attack range.
Minigunner now has single barrelled shotgun.
Increased crouch and swim speeds a bit

Entities

Added 'target_semitrigger' for random triggering of entities.
Added 'misc_onkill' and 'misc_onprotect' ents for custom scoring (or whatever).
Added func_explosion entity.
Added func_door_rotating entity.
Added 'overrideteams' field to func_commandpoint
Removed 'team_' prefix from worldspawn keys, plus removed the 'player' bit from the '_playerlimit' keys.
Removed 'team_' prefix from worldspawn keys, plus removed the 'player' bit from the '_playerlimit' keys.
'usegive' / 'usetarget' / 'use_<team>_<broadcast>' strings to allow use of carried goalitems.
func_hud now understands <state>_shader fields (overridden by <state>_model).
Integrated func_train ents into the extended entity system.
Fixed 'nonteamset' on func_commandpoint not working properly
Fixed func_hud problem with entity 'packing' breaking player display lists.
Fixed checkstate criteria that was broken on map entities.

Bugs

Autosentries and supplystations will now be telefragged if a player spawns on top of them.
Engineer no longer loses a frag on destroying his own autosentry.
Atomatically executed map configs were broken.
Clip-based weapons could be fired beyond the ammo left in the clip if it wasn't a multiple of the ammo-per-shot.
Debug info no longer produced in .qvm builds.
Removed "You cannot shoot without both feed on the ground" sniper rifle message.
Removed 'you have nothing to discard' message.
Stopped player angles 'jumping' when agent invisibility stops.
Fixed bug where soldiers could should the enemy through floors (such as forts sniper deck)
Fixed dartgun and railgun so that they now work in vertex lighting mode
Fixed (finally) endless agent gas. Just a mental block after all.
Fixed gravity to work properly on all entities (Ziggurat Vertigo, anyone?).
Fixed bug where players would drop keepondeath flags and keep nodrop flags (instead of the other way around).
Fixed bug where players remain at intermission point while choosing a class.
Fixed in-game server browser problem, courtesy of BgHurt at http://www.planetquake.com/fury
Fixed bug where dropping a goalitem with a speed scale value didn't fix the player's speed properly.
Fixed crash after player is TK-banned (CG_Obituary: target out of range), and altered criteria slightly.
Fixed bug where minigun had wide focus on the first shot that quickly dwindled.
Fixed bug in entcode where team scores would not be altered unless there was an activator.
Fixed possible 'vote-rigging' bug. (thanks to UA-Static and others for pointing out that one).
Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
Fixed bug where spectators didn't teleport through doors, they now also teleport through doors with a targetname
Fixed bug where a sniper could kill teammates even when friendlyfire was off
Fixed a crash with the classmenu

News:

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