History
=======

V1.4, 06/13/97:

Yow - it's friday, 13th - what a perfect day for a new release of MeGaDeatH!
I've been having a real busy time recently so this version doesn't feature
as many new things as I would have wanted to put in. Yet, I am leaving on a
vacation for three weeks and I wanted all of you to enjoy what has been
finished so far. The code has been pretty well debugged and should work without
any major glitches! :)


New:
- Giant Strength
- DepthCharges
- FlashBang grenades
- Artillery support
- Fake Death
- HoloProjector (last in - not fully tested but it should work)

Changes:
- added an impulse to stop the sniper rifle from changing +/-mlook by itself
- the grappling hook can now be employed independant of any weapons fired.
- added shell ejecting to both Shotguns, the Sniper Rifle and the Chaingun.

  TECHNOTE: shell ejecting is load balanced. No more than 20 shells per
            player and no more than 80 shells over all of the game.

Fixes:
- removed a code-"relic" that would reset sensitivity to 2 at respawn.
          (Thanks for the report to: Koloseike, Jason <koloseije@aecl.ca)
- I've been a dullard and commented out the Detpack impulse handler
          (Thanks for the report to: Craig <spuds@ih2000.net>)
- fixed a serious bug with the Hellraiser/Poison Gun weapon cycling.
          (Thanks for this report to: "Richard James" <red_calx@hotmail.com>)
- various bug-fixes, mostly dealing with faulty player-killed messages



V1.3, 04/24/97:
This is a major update to version 1.2. A lot of things have been changed,
other things have been added and I am proud to announce that V1.3 is the
most fun to play version of MeGaDeatH yet (errm, hey, I am not the only one
feeling like this about it)!

New:
- Poison-Dart Gun
- Hellraiser Chains
- Flares
- Motion Trackers w/TrackerCam
- custom models for the new weapons
- selectable player skins

Changes:
- sniper rifle completely reworked: it now comes with an autozooming laser-
  sight.
- fire effect added for the Fire Wall grenades
- the help and weaponssheet screen SHOULD now stay on screen a little longer
- added an impulse code (impulse 210) to release one grappling hook at a time
  (thanks to Jason Koloseike <koloseikej@aecl.ca> for suggesting this)
- GibGun has been gore-enhanced.
- added some more sounds

Fixes:
- a small bug that would prevent you from selecting an extra weapon if you ran
  out of ammo for the primary weapon has been removed.
  Thanks to Philip Davies <101517.1006@CompuServe.COM> for discovering and
  reporting it.


+++ Website now features screenshots

V1.2, 03/27/97:

Major bug fixing! Due to a bad disk, I fixed an old, buggy version of the
weapons-patch in V1.1, thus that version contained probably more bugs than
the initial release. To make up for this, all known problems have been fixed
in V1.2.

Changes:
- Detpack does no longer make clicking noises. It displays a countdown (only
  visible to the owner) instead.

Fixes:
- You can no longer select a weapon for which you don't have the ammo.
- the crosshair is now automatically turned off when deselecting the sniper
  rifle.
- If you run out of ammo, you are now automatically switched to another weapon.
- this version is now fully network-play compatible.
- TagGun in Tagmode now works more smoothly.
- the ammo icon and display now matches the ammo required by the selected
  weapon.

We (guys at work and I) have found this version amazingly fun to play and
hope you'll like it too! As always, suggestions and comments are very welcome!

V1.1, 03/12/97:

Fixed a small bug that under certain circumstances would lead to the TagGun
being disabled in both modes, even though it was still selectable. Thanks to
Roger 'Dagger' Behn for reporting it.

V1.0, 02/26/97:

First public release.

