WHATS NEW
=========

version 2.52
------------

General
- Cover, Defend, and Snipe waypoints now appear correctly on the in-game map.
- The mouse look setting should no longer get reset to its original value if you change it from within the action phase.
- Smoke grenades should now show the smoke grenade model when in a player's hand.
- "Double Bluff" victory conditions have been fixed so that if a terrorist kills a hostage, both teams lose.
- The AIs will no longer stop following their plan if the leader gets killed during a Cover, Snipe, or Defend plan step.

Multiplayer
- Fixed a crash on game start when someone chose the "Electronics" specialty.
- CLARIFICATION: The IP address of the displaying machine is shown in the session screen. The server's IP address shows on the server machine, and the clients see their own IP addresses.

Mod System
- Fix the built-in mods to only show up in the interface when appropriate.
- Fixed the MaxOperatives.txt and MaxTerrorists.txt files to be case insensitive on the mission file names.

Movement / Combat Model
- Fixed the "can't fast sidestrafe while zoomed" to "can't fast sidestrafe while zoomed a lot". It now works identical to the run restriction.

version 2.51
------------

General
- Added a game option that lets you set a preferred action display mode (Complete Action Bar, Map and Ammo Only, No Action Bar).  This is default display mode used when you first enter the action phase.
- Fixed C4 to no longer be an obstacle to movement.
- Added a new option to RSConfig that allows you to hide the desktop when switching game modes. A full-screen black window was added in Urban Operations to hide the desktop on some video cards when switching graphics modes. This was causing some issues (either appearing as a memory leak, or a crash when starting the action). We believe we have fixed these issues, but just in case you may toggle this option. By default it is turned off.
- Fixed the soundvol entry for the AW Covert so it is properly silenced.
- Fixed the muzzle flash on the AW Covert to be the proper size.
- Surrendered terrorists and hostages will no longer look around. Since the terrorist look-around motion looks like they have a gun, this should help prevent panic among players when surrendered terrorists look like they pull out a gun.
- Fixed the texture on the MP5K to eliminate holes.

Movement / Combat Model
- Fast sidestrafe now uses the "Walk Fast" values from the weapons. I hated having that value not do anything anyway...
- If you have an analog axis mapped to look up/down (either mouse look is on, or a joystick is mapped to this function), the center view key will no longer have any effect.
- Peeking or changing magazines now causes a reticule bloom.
- You can no longer fast sidestrafe while zoomed.

Multiplayer
- Textures animate correctly in multiplayer.
- Fixed a cheat that allowed players to increase the height of operatives beyond a reasonable level, making enemies easier to spot.
- The servers IP address is now displayed next to the message of the day on the servers session screen.
- Fixed a server crash when a client had quotes in their clan name.
- Multiplayer now calculates correct number of magazines when extra primary or secondary magazines is selected.
- Added an option to the Multiplayer session screen to turn reticule knock off.
- Added an option to the Multiplayer session screen to turn third-person camera off.
- Fixed the uniforms for co-op missions to be the correct uniforms rather than arctic.
- Fixed the insertion zones for the Hacienda co-op missions so they will no longer crash with more than 2 players.
- If a multiplayer mission becomes invalid due to players leaving during the countdown timer, the session screen should no longer be left in an unusable state. All interface elements should be properly reactivated.
- Fixed some constants cheats that were possible by editing memory while the game was running.

Single Player
- Fixed a crash in the Roster screen that occurred when adding a reserve sniper or recon team member to your team, then selecting someone on your team.
- Fixed a crash in single player if using one of the multiplayer-only stand-alone items.
- The planning interface will no longer allow horizontal portals to be fragged, flashed, or breached. This avoids a potential crash and other wierdness as these portals were never meant for these actions.

Mod System
- Changes to weapon ammo types (count or type) done via a mod now work correctly.
- Mods system resets correctly now when client exits game where server auto-activated mods.

Urban Operations v2.50
----------------------

General
- Added missing button sounds throughout the user interface.
- Added a black "Cover Window" that's displayed when the renderer resets (no more white flash or desktop displayed when starting the game or missions).
- Added UOResult*.log files, these are the single player equivalent to the RSResult*.log files generated by Rogue Spear.  They are basically a snap shot of the end game results statistics.
- The "Disable this Dialog" setting gets reset each time you start a new campaign.  So if you still want them disabled, click on the checkbox again to suppress each of them.
 
Mods
- Significantly improved mods support.  The "mods" command line param is gone and replaced by an in-game graphical interface.  The mods system can be looked at as a complex file management system.  It manages which files get read and written to, handles combining many similar small files into one large virtual file, and much, much more.  Mods not created by RSE are not supported by RSE and you should not call the tech support line.  The place to go is the customer forums on www.redstorm.com.  You will find many helpful hints there from the development team and other mod makers.
 
Main Menu
- Added new "Custom Mission" option.
- Added a CD check for minimal install to prevent problems when attempting to load a mission later on.
 
Single Player Menu
- Added support for multiple campaigns (and campaigns within mods).
- Lone Wolf and Terrorist Hunt options were moved to Custom Mission menu.
 
MP Session Menu
- Added "Adversarial with Terrorists" as separate game type, these are subset of the maps that used to be grouped under "Adversarial".  It was added to assist with map selection since there are many more maps.
- Added "Rules" setting under "Cooperative".  It was added to assist with map selection since there are many more maps.
- Enabled "Show Enemies" and "Random Maps" for cooperative missions.
- Map names are displayed using more common names (i.e. "The Met" vs. "Pandora Trigger").
- You can use the Right+Ctrl in place of the Enter key to send team chat messages in team games.
- You can set the number of terrorist (multiplayer max is still 30) for cooperative terrorist hunt missions.  This is great when you only have a couple players or you want to reduce network lag.
- Mods are automatically synced up as part of the join game process.  If you join a "mods" game and have the mod, it's automatically activated.
- The active mods are listed at the top of the chat box so clients are aware they joined a "mods" game.
- The character and uniform selection boxes are no longer locked during cooperative start game countdown.
- Improved cheat protection (i.e. ammotypes are verified by server, much more).
- Both servers and clients experience reticule displacement in multiplayer games.

Options Menu
- Added new "Mods" section.
- If you press the F1 while viewing the mods section of the options screen, the entire contents of the ModsContents.txt file for the currently selected mod is displayed in a dialog box.  This file is used by the mod maker to list important information about their mod.  If you get "No Help Available" displayed, that means the mod maker chose not to include any information with their mod.  This information is optional and mods will run fine without the file.
- Added "Preferred Map Zoom" game option, this will be the default zoom setting for the mini-map when you start a new mission.  This is very handy for getting off to a quick start in missions.
- Added "Preferred Rate of Fire" game option, this will be the default ROF setting for your primary weapon when you start a new mission.  This is very handy for getting off to a quick start in missions.
- Added "Force Feedback Mouse" support and an option for selecting between a force feedback mouse and joystick if you have both installed.  If you have neither or just one installed, this setting is ignored.
 
Remap Keys Menu
- Added six new team orders action keys.  These are orders mode shortcut keys.
- Added the ability to import your current key settings from Rogue Spear into Urban Operations.
 
MP Bound Keys Menu
- Added "None" as valid motion that can be associated with a bound key, use this if you just want to send a text/voice message without having your actor perform any associated motion.

Replays Menu
- Added active mods names (those active when replay was recorded) to replay description textbox, these same mods *must* be active and prioritized exactly the same in order for the "View Replay" button to be enabled.
   
MP End Game Menu
- You can use the Right+Ctrl in place of the Enter key to send team chat messages in team games.
 
MP Wait Menu
- Fixed time limit display, it should countdown properly in 5 second intervals (a registry setting).
 
Action Phase
- Added ejecting shells when you fire your gun.
- Added fullscreen ammo display for guns.
- Terrorists can throw frag grenades now.


version 2.05
------------

The special keyboard keys (arrow keys, numeric keypad, etc.) can once again be remapped under non-English versions of Windows.

Rogue Spear should now run under Windows2000.

GameSpy support has been added. As part of this, the behavior of the "Announce Server" option has changed. If this option is checked, your game info is broadcast to the GameSpy master server.

The server will no longer pause until the armpatch timeout has expired while waiting for clients who have armpatches turned off.

The server will no longer pause until the armpatch timeout has expired if they have armpatches turned off.

Support has been added for users with multiple network connections to choose which connection to use for a multiplayer game.

The problems with the "Lock Teams" option should be cleared up.

The blank dialog that a client received when joining a full game should now display the proper message.

Clients who disconnect during the loading sequence will no longer crash if they reconnect while the game is still in progress or in the results screen.

The armpatch timeout was reduced to 30 seconds meaning laggy clients will not delay multiplayer game starts for more than that period of time.

Clients that disconnect during the loading sequence will no longer delay the game start until the armpatch timeout has expired.

Clients who disconnect and rejoin before a game starts will no longer delay the server until the armpatch timeout has expired.

Hitting escape during a multiplayer loading sequence will no longer cause a hang or crash.

Version 2.04
------------

Found and eliminated some bandwidth hogs in multiplayer.

Fixed the pink areas and bad text on Permedia 2 cards.

Fixed the crash when playing back a replay that was recorded with AutoRun turned on.

Fixed a potential lockup if a player jumps off a ledge while AIs are following.

The "Invert" option on the joystick remapping screen should work correctly now.

Fixed auto-aim being turned on when the player attempts to switch teams during the early stages of a death motion.

Players who join while a game is ongoing no longer send their armpatches immediately but rather wait for the next game to start. This fixes the problem of players joining during the action causing a lag for everyone.

Added a new multiplayer only map called "Bunkers".

Fixed the short freeze that occurred when selecting "Mission Orders" from the briefing screen.

Replaced "Ready To Continue" messages on multiplayer results screens with ready indicator in player list.

Server can force the game to continue past the results screen after a multiplayer game instead of waiting for all players to click continue by pressing the forward arrow a second time.

Disable the observer mode key when running a replay.

Kick out terrorists in terrorist hunt / lone wolf farther if they are in the same room as the insertion zone / base. If they are in a different room, they can be anywhere. This reduces the incidents of terrorists starting off right in the team's face.

Adjusted which weapon skill was used at what zooms. Full submachinegun zoom now uses full assault skill, instead of using a bit of sniper skill.

AIs will now call "Clear!" once they have cleared a room.

Changed the Steyr AUG to use the rifle reticule to stop confusing players.

Removed the intermediate zoom level on the G36K.

Changed the "if you are zoomed, you can only walk" to be "if you are zoomed more than an MP-5 can zoom, you can only walk". This is 3X.

Loosened some of the server-side gunshot validation checks to lessen the penalties for high-ping players.

Improvements to the camera code to eliminate some cases of the camera being outside of the world after dying.

Added support for Creative's EAX.DLL so more players can get EAX effects.

Improved the support for foreign keyboards in the remapping screen by detecting keys that are in a different location from a US keyboard.

The forced time delay between trigger pulls is no longer increased if you are wounded.

Character scaling in the X and Z directions is now capped between 0.1 and 1.0 to avoid a cheat that allowed players to run faster than they should.

The Rommel.CXP file now goes through the mod system properly so it can be edited as part of a mod.

Fixed some bad character models in the Train Yard Lone Wolf and Terrorist Hunt missions.

Changed default player selection on multiplayer results screens to be local player instead of first player.

Updated formatting and contents of multiplayer RSResults*.log files.

Added an option to RSConfig to force fullscreen and run DXDiag. Added some system information.

Reduced problems with flashing during loading sequences.

Loading screens will continue to animate while waiting for others to finish their loads instead of stopping the animation and appearing to freeze the system.

Multiplayer games will not start in cooperative multiplay until all active and observer players have finished loading.

Disconnecting users in a multiplayer game will no longer alert terrorists with a death noise.

Server locks the game temporarily during the countdown sequence to prevent other users from joining and halting the game start.

Fixed a number of problems with text being truncated or cut off improperly.

Custom armpatches no longer show up on some terrorists in multiplayer terrorist hunt missions.

Fixed problem with some characters causing the truncation of the rest of the string (most common with higher ascii, accented characters).

Ten lines of chat are now allowed.

Chat will now wrap if it is longer than the width of the screen.

Eliminated "ghost" Rogue Spear task on taskbar when you quit game.

Fixed the body armor assigned to certain terrorists.

Made some cosmetic adjustments to the rangefinder portion of the binocular reticule.
