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added in FrikaRules (v1.3; QuakeWorld beta 5)
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upgraded to frikbot 0.09, here are some of the changes made by FrikaC to his bot:
Delete any way files from 0.08, they are no longer compatible (sorry!)
* Skill settings. 0 = Easy, 1 = Normal, 2 = Hard, 3 = Nightmare
* Better all around navigation
* New chat code, might be replaced. Too bulky and buggy
* Loads of new AI code
* New teamplay AI (it isn't much, really)
* Merged QW and NQ versions of the bot.
* Rankings problems corrected.
* Minor changes and bug fixes throughout

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added in Cadet (v1.2; QuakeWorld beta 4)
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fixed barrel exploding crash, some QW only code made its way into the NQ version
fixed hyperblaster not deselecting when you run out of ammo
fixed hyperblast wind-down sound playing during firing
fixed null.wav not precached error

fixed 2 monsters spawned in same location (one will frag the other, hey its a fix)

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added in Earth2 (v1.1; QuakeWorld beta 3)
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fixed several bugs that cause the server or client to crash
items respawn in coop (i always thought they should anyway)
you now get frags for killing monsters
QW railgun now has a trail, not the same trail as in NQ version

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added in Eve6 (QuakeWorld alpha 2)
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fixed several bugs that cause the server to crash
added logfrag
removed velocity on jumping and in other areas (qw handles this)
disabled hand grenades, at least until i find the bug in them that causes a crash
added message prints (not present b4 because of the way qw needs them to be called)
added spectator code

Known major bugs
monsters in some cases can cause a player to crash
some problems with monsters could cause a crash
end map (and maybe some others) do not work properly
in some cases 2 monsters can spawn in the same location

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added in Cara (v1.0; QuakeWorld alpha 1)
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fixed bug it suit fading
started using preqcc

QuakeWorld version added (currently in alpha)
set deathmatch to 0 for coop
verry buggy!!!

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added in beta Sigilindia
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fixed wrong obituary message with railgun
added the grenade trail to hand grenade
added armor models
added 'screen shake' for weapons
fixed Railgun/BFG spawning half in wall (well I hope. not much I can do about it)
added male, female, cyborg, and other player sounds
added color skins for player model
added a bunch of other sounds
added command male, female, and cyborg to change player class (waiting for models)
added q2 style powerup fade effect
fixed grenade tink to have the grenade tink and not the player while he is holding it
fixed grenade tink being too loud
increased BFG radius, because of the difference in q2 vs q1 units
added other stuff that I forgot about because I did not log it here

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added in beta Asatru (Release Canidate):
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fixed typo in AdjustMissile funtion (did not effect performance)
fixed scrag missile firing to use AdjustMissile too
made railgun/bfg spawn more often
changed chaingun firing, more like Q2
no longer select hand grenades by pressing 6 twice, must bind g to impulse 15
changed BFG explosion to throw out green explosion particles
added BFG yellow particlefield (it *should* be green, but this is close enough)
better weapon timing
fixed T_RadiusDamage bugs, I was bored
fixed drowning in water does not remove armor, not realistic - still too damn bored
fixed door unlock sound not playing - n-e-e-d  s-o-m-e-t-h-i-n-g  t-o  d-o
fixed monsters attacking camera(made them forget)...ok thats it! I have had enough!
added q2 ammo and health models
added hand grenade model
replaced explosion model, has all frames and skins
added head models
added q2 invulnerable model
fixed pentagram telefrag, and pentagram telefrag obituary message
shrunk and hid gun inside player for death scenes
added more gore!
added DM BFG/Railgun timeout respawning (respawn if not picked up after a while)

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added in beta Melissa:
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fixed bug that prevented bots from respawning sometimes
fixed weird bug where game would crash when a player or bot exited some levels
  had to do with my dynamic frames method used for player models
correct obituary messages printed
better CanDamage function (used for some weapons)
fixed rail not hurting doors
tink sounds no longer play when laser hits the wall; colored spark now too
added random BFG and RailGun placement, respawn chooses a new location and weapon
changed shotgun/super shotgun respawning so it wont respawn the same
bot uses railgun (dont trust it with the BFG, would not be fair)
experamental function that uses the players velocity to calculate where to launch
  a monsters projectile, any feedback is requested.
added shotgun model

report how you died if you get the wrong obituary or any of the folling messages:
[you] killed himself
[you] was killed by [other]
[you] was killed
[you] died

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added in alpha Taoiseach:
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rail uses cells
rail code slightly reworked
added q2 player model
complete redesign of player model animation code (a lot less bulky, like q2 code)
added crouching, use C, or bind something to +crouch
added flipoff, salute, taunt, wave, and point
      use wave_0, wave_1, wave_2, wave_3, wave_4 or thier names
added frikbot, impulse 100 add bot; impulse 101 add team bot; impulse 102 kick a bot

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added in alpha i469:
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changed item pickup messages
changed ammo & weapon spawning some
changed ammo spawning ammount
drop weapons or ammo instead of backpacks
fixed deathmatch bug where blaster not selecting sometimes
BFG uses ammo
added underwater bullet trace (not right on shotguns, too many particles for quake?)
got rid of some id code in the items.qc
railgun plays sound
chaingun fires faster

Still Needed:
better bfg traceline
quake2 ammo models
quake2 shotgun model for pickup
quake2 player model
better rail code? can it be done any better?
rail needs to use ammo :)

"Why is the sky blue?"
"Its not blue you stupid basterd! something must be wrong with you!"

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added in alpha icup2:
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slowed down grenade/rocket explosion. faster looks cooler but is less like q2
fixed typo that gave error "Not enough ammo" for the super shotgun and bfg. oops
fixed "hyper grenades". typo
cleaned out some defunct test code that prevented chaingun from firing. typo

Quote for this version: "I would give my right arm if I could get my left arm back"

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added in alpha 3cpo:
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added the BFG10K
created a simple BFG10K traceline model, used the bolt2.mdl because nothing else
 uses that currently. a better one will be needed.
got rid of even more id code
fixed view bob not being cleared on startup
added impulse 15 for selecting grenades(so it can be bound to g like in q2)
removed kick temporarily
q2 style error messages on selectiong weapons (ie Out of item: Shotgun)


notes:
damn that quake palette!


New files:
progs/bolt2.mdl
glquake/bolt2.ms2 (so you dont have to delete your id1 glquake folder)


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Note: All previous versions where private alpha's with only 5 testers
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