$Id: Changes,v 1.24 1999/10/15 04:04:11 roderick Exp $ Version 3.2 Fri Oct 15 00:03:52 EDT 1999 - New runes: - Rune of Armor Piercing, thanks to Korn for the idea: Your attacks ignore your opponent's armor. This is nice both in that it lets you kill them more easily (most people die with just 1 rocket), and in that there's more armor left for you when they die. This is a powerful rune, but not so bad as you might at first think, mostly because when you damage yourself you pierce your own armor. - Rune of Self Preservation, thanks to Camouflage and Mental for the idea: When you've got it your own attacks don't hurt you. (This is nicer than the buggy teamplay 1 rules, not even your armor is affected.) This lets you be a real menace with the BFG and (on servers which haven't disabled it) underwater discharge, and of course it's a rocket jumper's delight. - Zen Monk, thanks to Powerbilt: You're mostly invulnerable if you stand still if you haven't attacked for a few seconds. You're still vulnerable to kamikaze, berserk, and BFG blast/hit attacks. Damage doesn't move you around. Plus, of course, you don't take damage from falling. - Human Torch, thanks to Powerbilt: Lava doesn't hurt you (though you can still drown in it if you stay submerged), but water does. Bumping into people can set them on fire (but it lasts longer than the fire caused by bumping into a non-torch burning person). Flaming weapons (alt 3 and 4) don't hurt you, and attacks you do with them do more damage. You can toss flaming traps which ignite people when they're triggered. - Pack Rat, thanks to Powerbilt for the idea: You can pick up extra runes and carry them around. (You don't actually use them, you just carry them.) This helps you in several ways: - If you pick up enough, you get bonus frags for every kill. By default you get 1 bonus frag for each 33% of the runes which you're holding, so with the default maximum of 16 runes you'll get 1 bonus frag per kill if you have 6 to 10 runes, 2 bonus frags for 11 to 15 runes, and 3 bonus frags for each kill if you've got all 16 runes. - The runes you hold are kept out of the game, so it gets harder for the other players to get runes. Of course, that will make you a juicy target for the runeless multitudes. - In team games, you can give the runes to your teammates. Use your rune-delete key to drop the runes you're carrying. (Use it a second time to actually delete the pack rat rune, in which case you can pick up one of the runes you were holding.) You can't pick up a rune if you killed the owner (that would make it too easy for good players). - Game play: - There's a new vote-team command, it works like vote-exit. If you use it while team play is off you'll vote to turn it on, and vice-versa. Admins can control what team play mode is used, and the percentage of players required to change modes, via settings.qc. They can also lock the current team mode in by setting a teamplay bit (or by using a teamplay value which isn't one of the two possibly set by voting). Thanks to Obs. for the idea. - Team frags are tracked as they happen. Previously they were totalled from the current stats, so if you scored some frags then changed teams your new team would get credit for them. That's no longer the case. - The team-stats command displays the winning team's lead. - Admins can change a player's team with the new admin-team-change command. - Admins can put a player into a full game with the new admin-join command. - Riders in hightrack mode don't switch players automatically during the first 90 seconds of a level. - Fire runes (torch and fire walking) won't appear under water. - The damage done by the hook can be specified separately for rune, Lithium, and free hook modes. The defaults cause the rune hook to do 25% more damage, and the Lithium hook to hurt 66% less. The free hook still doesn't hurt at all, but you can change this by editing settings.qc. - Regular burning people get out of ice traps faster. This was already the case for people with the fire walking and torch runes. - Invincible people can burn. This is especially important for protected spawnees hitting torch traps. - The BFG lava ball is placed a little lower so it doesn't block your view. - It used to be that the last person to burn somebody got credit for the damage. This has been changed so that credit goes to the person who originally set the target on fire. - Rune tweaks: - You won't pick up a worse armor type if you have regen, even if there's more of it. - Hasted BFG shots travel faster (in addition to taking less time to warm up as they always have). - Houngans can have 4 zombies rather than 3. - You can't switch with a teammate. - The color shift applied to cloaked and shielded players is less pronounced. - The gravity rune can't be used on e1m8 (Ziggurat Vertigo). - Bug fixes: - The game doesn't crash on levels without armor (e1m7). - You can use the hook to activate secrets in free hook mode. - You can't set your teammates on fire if both health and armor are being protected. - You won't get assigned to a team just before you become an observer when you connect. I think this should also fix the "tried to change teams" problem if you join right away. - Previously you could keep attacking with lighting and the nail guns if you didn't release the attack key when you got shootphobia, hit a freeze trap, or entered intermission. This is fixed. - Your rune is removed when you die, except for phoenix and vampire. This isn't supposed to cause any player-visible changes, it's just a code fragility improvement. Eg, it used to be the case that a player lying dead or disconnected could leave a gravity well out forever, that wouldn't have been possible if Singe had written the code this way. - admin-kill doesn't work on observers. I had a report that this would crash the server. I couldn't reproduce that, but I changed this anyway. Version 3.1 Sun Jun 27 12:02:07 EDT 1999 - I'm releasing this sooner than I'd like, with some things on the "release critical list" (not really critical things, just things I wanted to at least look at before releasing). Something has come up and I won't have time to work on it for a month or so, so I decided to release what I have now. It's a solid release with a lot of new features and bug fixes compared to 3.0, it's just not quite as far along as I'd wanted. - There's a Gamespy tab for Artifact-RJS. It's included in the distribution, and you can download it from http://www.argon.org/artifact-rjs/Artifact-RJS.qst. The mod had a jump in popularity over the past few weeks (don't ask me why), we're up to about 10 servers now. - Administration - Administrators can pick a level to play (both from the menu and with the change-level command). Thanks to 1KrazyFool for some of the ideas I used for the implementation. - There's a new splash screen. You can change what's on it by modifying some strings in settings.qc. You can use this to display your server's name, web page, email address, or whatever. - The mod now has Qsmack support. Qsmack is a program which will allow you to do more flexible and extensive banning than POQ provides, among other things. See http://lemur.stanford.edu/clan9/qsmack/ and the instructions in settings.qc in the source distribution for more info. - The game execs a file called startlevel.cfg at the beginning of every level. I use this to have my server automatically switch into team mode on Wednesdays (and out on Thursdays), you can use it for whatever you like. - I've dropped the admin-kick-hard command. I'd originally written this function to deal with people who changed their client's disconnect command so that the game couldn't kick them. I've rewritten the kick command to use localcmd("kick # N\n") instead of stuffcmd("disconnect\n") so it is no longer necessary for that, plus I've been getting complaints about people using it indiscriminantly. - Admins will see other admins (both when riding or being ridden, and when using show-players). Admins are told when somebody tries to become an admin (regardless of whether they succeed or fail). - New runes - The lumberjack rune, thanks to PowerBiltx. It ups your maximum health to 250, gives your axe better reach and much more damage, and causes your other attacks to do a little more damage. - The houngan rune, thanks to Tom Coleman for the idea. If you activate it you'll place a zombie camper. This is only somewhat like a zombie in the normal game. It's much beefier, deadlier, and it doesn't move. You can have three of them at a time. (A houngan is a Vodun (aka Voodoo) priest.) - Game play - You're protected from damage for a few seconds when you spawn (unless you attack or pick up something). - Use "vote-exit" if you want to exit the current level. If enough players do the same the server will do it. - You drop any armor you have left when you die. The resulting armor acts like normal armor in that you won't pick it up if it contains less total protection than you've got already. An alternative would be to have it add to your current armor (scaled, of course), but I think this way is better because it helps good players less than others (the others need the armor more, good players already prioritize getting armor). - The rune description stays on your screen longer, for about 5 seconds. The standard 2 second centerprint was often not enough time to read the description for people new at the mod. You can remove it from the screen sooner by using rune-tell. - If you kill somebody with a barrel you get credit for it. Further, barrels respawn. - Quad and invincibility transfer to your pets (shamblers and zombies). - You can't grapple players in free hook mode. - There's a new team-stats command to show the team scores. It runs automatically at the end of the level if team mode is on. - The team-change command works whenever enforced teams are active. Before it would only work if you were allowed to switch to any team, now it will work even if you're only allowed to switch to smaller teams (switching you if there is a smaller team, doing nothing otherwise). - When the server is in team mode it tells you that and gives you a summary of the settings when you join the game. - There's a new enforced team mode in which the player with the most frags can change to any valid team. - The intermission will exit automatically after a while so the first player to connect to an empty server doesn't have to sit there while the level changes. - Players who sit idle as corpses will automatically become observers after a while. This is nice for full games (it lets somebody else join), and it helps vote counting, level size selection, forced teams, and the like work better. - When an admin uses the exit-level command the game prints a message letting players know who did it. - The show-riders command tells riders who else is riding the person they're on. - Rune tweaks - Vamps only get back damage they do to other players' health, not damage they do to their armor. This also fixes the bug with vamps taking health from invulnerable people. - Shamblers are team-aware. - Monsters can't see cloaked/camouflaged people. - Using the hook decloaks you. - You keep your hook and current weapon (if possible) when you respawn with phoenix or vamp. - You keep your current weapon if possible when you switch with somebody. - You swap lithium hooks when you switch with somebody. - If you switch with something which has more than your max_health, your health rots back to your maximum in the normal fashion. - When you trigger an ice trap you're told who placed it. - You receive a message when you have a radiation point, ice trap, death spot, or hologram expire if you still have the rune. - Explicitly thrown weird bubbles go much farther and faster. Also, I changed them not to take your velocity into account, so if you throw one while running backwards it will still go (from your perspective) forwards. - Shamblers automatically become unstuck if they appear in walls by themselves (but not if you place them there). - The electric rune doesn't zap invincible people who have no armor. I probably wouldn't make this change if it were just for invulnerability, but it affects spawn protection, too. - The radiation and jumping runes take your view offset into account. (You'll be hit if your head, not the center of your body, is visible.) - Notable internal changes - The nomonster.qc source file has been renamed to nomonst.qc to help people using DOS, blech. - The server uses localcmd() to kick players now, rather than stuffing a "disconnect" command, so players won't be able to circumvent it. - Hooking players is completely disabled if you set HOOK_DAMAGE to 0 in settings.qc and recompile. - Bug fixes - You won't switch from rider to observer mode at a level change, you'll continue riding whoever you were on before. - If the player you're riding leaves the game or becomes an observer you will stop riding or (if in hightrack mode) switch to the new top dog. - It was possible to get multiple shamblers if you dropped the shambler rune and picked another one up very quickly. This is fixed (though a host of similar bugs remain). - The obituaries and frag counting for squishing deaths are fixed. - Flaming missiles (from the lava gun and flamethrower) can't pass through water anymore. - Pentagram dropping (by committing suicide, eg) was totally broken. - If you finished a level while switchfiring the lightning gun or one of the nail guns, you'd keep firing all through the intermission, using up your ammo. This is fixed. - Previously if you died with a gravity well out you could lie dead and the well would stay there indefinitely (unless you happened to have exactly 0 health when you died). This is fixed. - I've worked around a bug which allowed too many runes to appear in the level. I couldn't figure out how to actually fix it, see the comments in the Todo file. - trigger_setskill works in non-deathmatch mode. - Some monsters weren't choosing the right kind of attack, or the right way to attack. - I think the bug which would sometimes cause you to get fragged for trying to change teams if you joined right after connecting is fixed. Let me know if you see that happen. - I finally found the cause of the bug which prevents the server from changing levels sometimes (and which also leaves the game in a state in which players can't respawn or jump, and aren't harmed by liquids). See the comments at the new changelevel() in rjs.qc if you're interested. Version 3.0 Sat Jan 16 23:59:23 EST 1999 - Big thanks to Jared Larsen (aka KnyteHawke) who is responsible for many of the changes in this version. If anybody else wants to join us in working on the code, mail me. - I'm afraid I didn't keep as careful track of the changes this time as I should have, so this list is probably incomplete. Sorry about that. - Game Play - There's a number of new weapons (a flame thrower, lava gun, flash grenades, bombs and BFG). The administrator can disable them, they're enabled by default. - Some of the new guns can set you on fire. When you're on fire you can set other people on fire by bumping into them. You can put out the fire by waiting or by jumping in water or by getting armor. The burning does different amounts of damage per unit time depending on how hard you're burning. - If you get killed with a powerup (quad, ring or envirosuit) you drop it and somebody can pick it up. It will wear out at whatever time it would have worn out if you hadn't dropped it (its clock keeps ticking even while it's lying there on the ground). This idea comes from Quakeworld. This can be turned off. - Megahealth boxes aren't directly involved in rotting your health any more, so they always respawn after the same amount of time (60 seconds). - If you squish another player (such as in the killing boxes in dm2 (Claustrophobopolis)) you get a frag for it, rather than it counting as a suicide for them. - There's a grappling hook. Normally this is a rune like any other. The server can also be configured so that everybody gets the hook, or so that the hook behaves like in Lithium (you have to find a vore ball (a little spiky purple ball) in order to get the hook). - The rune of athletics is a new rune. It lets you stay under water longer and gives you a super jump (via the rune-use button). I'd like to have this allow you to run faster, but I don't think that's doable in POQ. - Riders start out in hightrack mode. In this mode you'll automatically ride the player with the highest frags. If you hit 5 again to switch ridees you'll leave hightrack mode. Hit 4 to stop riding then 5 to ride again to get back into hightrack mode. - There's a a HUD. This still needs work so it isn't on by default (eg, there's no way to adjust the screen position yet). Use hud-toggle to try it. If you use it you might also want to turn on quiet mode (via quiet-toggle) so you don't get the regular centerprinted messages about runes. - Riders now give you the red key rather than blue. - There are spiffy menu colorizations. - You don't get the red pain flash or head jerk if you get hit but don't actually take any damage. This mostly affects playing in team mode. - Rune tweaks - You can remove the phoenix rune while you are dead, to prevent somebody waiting for you to spawn from getting a frag. - Environmental protection is proof against gravity. - I've put a brake on the blink rune. You can blink quickly a few times, but if you keep doing it you'll have to wait longer and longer between blinks. The delay between them times out, it times out faster if you use it less often. - If you telefrag somebody who has vengeance, you die. - Vampires get 5 health from 15 and 25 point health boxes. - Administration - There are a bunch of new administrator commands. - The server can forward players to a different server when the game is full. - You don't get a key in your display when you have administrator mode on. For now you'll just have to keep track in your head. - Bug fixes - The red pain flash and head jerk are properly transferred to riders. - The level selection code was broken for non-random sized map selection (which is what I use), it is fixed. I'm embarrassed that it took me so long to fix this bug. - You don't get the "This area is radioactive!" message if you're not actually being hurt. This affects both team mode and players with the environmental protection rune. - The quad finishing sound is precached, so it will appear for players with the phoenix rune on quadless levels such as e1m3. - The twirly head weirdness transfers to riders. - There's no key manipulations when you're not in deathmatch mode, so single player and coop modes work better. - Previously your color would be screwed up if you ended a level frozen or with shields on. - The obituaries are fixed, for both new weapons and old. Eg, if you fire a rocket at somebody but then switch to the shotgun and then the rocket kills them, the death message says you killed them with a rocket, not with the shotgun. - Id's code tried to make it fatal to try to telefrag an invulnerable person, but the code had a bug and it didn't work. It does now. - A couple of switch fixes: You don't remain glowing if you get switched with while you have a powerup, and superhealth rotting works after switches. - If you switch from being a vampire to being an observer, your health used to rot. This is fixed. Version 2.1-rjs-1.4 Sun Aug 16 15:20:13 EDT 1998 - Oops, my change to the map selection code made it so that you'd go to the start map after dm6, previously you'd loop back to dm1. I've put the default behavior back the way it was and introduced a new option to make dm6 go to the start map. To turn this on set the 32 bit in your noexit value (NOEXIT_DM_NO_LOOP). This setting will additionally make it so that if a player exits the start map via the end exit the DM levels will play, and if the game chooses the next map (via time or frag limit) it will play the DM levels in between episodes 4 and 1. Version 2.1-rjs-1.3 Sun Aug 16 11:19:00 EDT 1998 - There's additional code to prevent spawn frags. If all of the regular spawn points are taken, the game will spawn you on a weapon or an ammo or health box. You should never get spawn fragged, even at the start of a level. There is a chance you'll be spawned in a closed room, though, and have to wait until somebody opens it up (or suicide). - The blink rune now blinks you onto a randomly picked item rather than trying to pick a spot randomly. I think this makes it a much more useful rune. It can still get stuck like it did before, but in this case it now automatically reblinks you, so you are guaranteed to move if you hit your rune-use button. - The map selection code now chooses the DM maps after playing episode 4, then loops back to episode 1 after running through them once. - Many of the large circular start/end level teleporters in the game (the ones which are often associated with the secret levels) have an extra teleport spot located just above them. Some of these (on levels e4m5 and e4m8) have no destination, so if you go into them the server crashes (on any server, this isn't specific to this mod). I added the missing destinations to prevent the crash. - Previously if you finished a level while switchfiring you would start with the wrong (alternate) weapon selected on the next level. - The colors used for the particle effects, such as death spots and freeze traps, can be controlled via settings.qc. Version 2.1-rjs-1.2 Wed Jul 15 18:48:30 EDT 1998 - This release is hot on the heels of 1.1, mainly because of these bug fixes: - My admin passcode was accidentally configured into the progs.dat distributed with version 1.1. This release has the admin passcode disabled (until you recompile with your own code) as I'd intended. - The rider's eyes are placed lower again, so they are less visible. They're placed in the higher position only when necessary to work around the vis bug. - Your current ammo display (in the lower right hand corner) wasn't updated when you got ammo from a weapon or backpack. - Levels selected deterministically by the number of players weren't being checked for repeats properly. - When you respawned with the phoenix rune your weapon wasn't drawn. - Under some circumstances (related to the phoenix and vampire runes) you could die while switchfiring and come back up still firing. - Also included are these new features: - There's a new option, DM_NO_DISCHARGE. If set then using a lightning gun under water, or jumping into water with the electricity rune, only hurts the person who does it. - Another new option (in settings.qc) controls whether the code which selects the map by the number of players uses any random variation (sometimes playing smaller levels with larger number of players, and so on). The default is still the same (to include the variation). - exit-level is a new command, available only to players with admin mode set, which exits the current level (as if the frag or time limit were reached). Version 2.1-rjs-1.1 Mon Jul 13 21:46:04 EDT 1998 - Game play - In weapons-stay mode (aka deathmatch 3 mode) you can get ammo from a weapon even if you have it already, just like in normal deathmatch mode. So, the same amount of ammo is available, but you never have to wait around for a weapon. Give this a try, particularly if you tried it before but didn't like it. - Impulses work even when you are attacking. For most people, the most important thing this will affect is that you can use your rune even while attacking. Eg, if you shoot a rocket and then activate the shield rune, the shield will come up immediately rather than waiting until the rocket animation finishes. See the Notes and Playing files for more info. - There's a new server side switch firing system in place to allow easier and more robust quick-rocket and quick-grenade and the like bindings. Eg: bind s +sattack7 // quick rocket bind d +sattack6 // quick grenade You can use +sattack1 (axe) through +sattack8 (lightning gun). - There's a new command, best-weapon, which will make current the best safe weapon for which you've got ammo. If you use this in conjunction with the switch fire system you'll never have to select a weapon again under normal circumstances. See the Playing file. - The fix-angles command fixes weirdness, too. I did this because there are probably still bugs which can leave you with weirdnesses turned on inappropriately. To prevent abuse it can only be used once per minute. - Rune tweaks - If you're a vampire and you leech up some health after you die (by hurting somebody with a grenade you fired before you died, for example), you come back to life. - Both the dual teleport and recall runes store the direction you are facing in addition to your position. - You don't drop a backpack when you die with the phoenix rune. - When the action movie arsenal rune gives you a weapon you'll switch to it if appropriate. - You won't get zapped when someone with the electricity rune jumps in the water if you're not in water yourself. - The electricity rune gives you 10 cells rather than 25 again, but it still generates a cell every 5 seconds. Also, you don't get the initial stock of cells at the beginning of each level. - The message you get when somebody with the teleport shuffle rune switches places with you is "Someone tried to telefrag you!" rather than "Someone stole your place!". I changed it because I was always getting it confused with the switch rune message ("You've switched places!") in the heat of the moment. - The switch rune swaps your armor. - The old bug which caused you to appear to stand still while riding a lift or a moving platform while you had the camo rune is fixed (but note that you are not invisible while on a moving platform). - Other bug fixes - Sometimes you would connect to the server and yet not be able to pick up certain runes (you'd get the "This was your rune" message). This is fixed. - The laser sight and chase cam, which were always buggy and never documented, have been dropped. - Previously, if you picked up a megahealth box and it didn't put you over your maximum health (such as with the good health rune) it would respawn in 20 seconds. It now respawns in 60 seconds. - If you picked up the flight rune while standing ankle deep in slime or lava, you wouldn't stop being hurt even though you left the liquid. This is no longer the case. - Teleporters work for observers. - Team mode - Enforced team mode doesn't assign random shirt colors any more. This helps people figure out that team mode is on much faster. - When enforced team mode is switched off the game assigns random colors to everybody. This helps people realize that teams aren't active any more. - The shambler rune is disabled in team mode, because it isn't team aware yet. - Often observers were fragged when joining the game in enforced team mode, that is fixed. - It was sometimes possible to join the game as an observer without being assigned to a team. - Observers are now forced to remain color 0. - Level selection - You can control which maps will be played by editing settings.qc and recompiling. Download the source distribution if you want to do this. Instructions are at the top of the settings.qc file. - Alternately, you can set NOEXIT_MARLINSPIKE_LEVELS to get the level selection that I use on my servers. - Setting NOEXIT_CHOOSE_BY_NPLAYERS doesn't restrict the levels to those I play on my server any more. Either edit the settings.qc or use NOEXIT_MARLINSPIKE_LEVELS for that. - Setting NOEXIT_CHOOSE_BY_NPLAYERS without NOEXIT_RANDOMIZE works. The level which is played next is based on how many players there are, but the levels are played in order. - When NOEXIT_RANDOMIZE is set, the levels don't repeat until they've all been played (or nearly all, in the case of selecting without regard to the number of players). - Other server behavior - It's easy to customize a number of game settings, such as which maps the server will play, the item and powerup respawn times, and the enforced team colors by editing the settings.qc file and recompiling. Download the source distribution if you want to do this. Instructions are at the top of the settings.qc file. - The server can be set to allow people with the electricity rune to enter the water safely. This is controlled in settings.qc. - The server can be set to allow rider-hide mode. In this mode a player can choose not to let riders know what armor, health and items he has. By default this is not available, the server has to be configured to allow it. This is controlled in settings.qc. - The mod's version is appended to the teamplay variable, so that servers running the mod can be spotted programmatically. - There is more thorough obnoxious name handling. - The blue key is properly removed if your rider leaves the game. - The keys aren't copied from a ridee to a rider. This is in anticipation of allowing people to ride observers, but that still doesn't work. - The rider's eyes are moved up a little to work around the problems withing seeing when your ridee is in waist deep water (such as looking at the grenade launcher in the Ebon Fortress). This causes the eyes to be visible a little more often, alas. - There's an administrator mode. Currently this allows you to join a full game, and to ride people without their knowing it. You'll need to assign a passcode and recompile if you want to use this feature, see settings.qc in the source distribution - The game's standard runes (in the last map of each episode) and keys (such as the buggy blue key in Hell's Atrium) are removed. Version 2.1-rjs-1.0 Sun May 31 18:21:49 EDT 1998 - Big changes - There's a web page for the mod, separate from my Quake server page. It's at http://www.argon.org/artifact-rjs/. It contains, among other things, a server list and some user documentation. - There are observer and rider modes. (Rider mode is like a chase cam, but you see through the eyes of the player you're tracking, and you see the messages which are shown to them.) You can freely switch between playing, observing and riding (though you can only switch from playing when you're dead). - You start off as an observer with a menu. The menu system contains instructions on how to play the game and a description of the commands. There's a option on the menu which will bind a set of standard keys to the Artifact commands. - The server defines aliases for the impulse commands when you connect. The current aliases are: command impulse ------- ------- rune-use 100 rune-tell 99 rune-delete 98 show-players 97 show-riders 96 fix-angles 95 show-settings 94 cam-toggle 30 laser-toggle 31 cam-type 32 show-pos 192 - It's possible to set the server to limit the number of players in the game. I've set my server to allow only 10 people to play (as it used to be) but Quake will allow 16 people to connect. If you try to join the game while it is full you'll be put into a line of people waiting to play, while you wait you can observe or ride. As soon as somebody who is playing leaves or becomes an observer the first person in line will join the game and everybody else will move up. - There's an enforced team mode. This is a teamplay mode in which there are 2, 3 or 4 teams and everybody is required to be on one of them. - Little changes - You're given a little description of your rune when you pick it up and when you use rune-tell. Thanks to Brian Kelley both for the idea and for almost all of the descriptions. - The rune drop delay is more configurable. It can be set to no delay, 5, 15, 30, 60, 120 or 240 seconds, or set so that you can't drop runes at all. I think that an interesting variation on the game is to disable rune deleting, set random rune models, and set it so you don't drop your rune when you die. - The show-settings command lists the current state of the configuration variables. - I've switched my code from a BSD-style license to an Xfree86-style one. The substantive difference is that you don't have to output the copyright notice. - Runes no longer bunch up at the origin (such as at the exit teleporter in The Installation). - The electric rune gives you 25 cells rather than 10, and generates one cell every 5 seconds. - The shielding rune recharges in 4.5 seconds rather than 6. The shield still lasts for 3 seconds. - dm1 (Place of Two Deaths) has been dropped from the by-player-count level rotation. It had been out of the rotation for a long time (it's an unpopular level) but it slipped in just before the release of 0.2. e3m7 (The Haunted Halls) and e4m2 (The Tower of Despair) have also been dropped from this rotation. - Teamplay 1 mode will allow you to hurt yourself. The other teamplay modes already had this, it was a bug that a teamplay of exactly 1 didn't. - As a workaround for batman villian syndrome, the fix-angles command resets your angles. Use this if it seems that your head is tilted to the side after somebody switches with you or the like. (Another workaround is to use a teleporter.) - There's no "Released from ice trap" message if you're killed while frozen. - Sometimes you were told you discharged somebody when really you just zapped them, this is fixed. - The blink rune almost always works, and it won't put you over slime or lava. It has a higher chance of blinking you to somewhere nearby, though, so it still needs work. - The dual recall rune gives you an upward pointing spike over your head, so your opponents will know to try to stay away from you. Version 2.1-rjs-0.2 Tue Apr 7 22:28:59 EDT 1998 - Add run-time configuration switches. See the Configuring file for details. - Parameterize quad replacement, long quad respawn delay, LAN mode, Singe's random level code, non-fatal exit touching, rune cheat mode, rune dropping on death, picking up your own rune, consistent rune models. - Add optional pentagram replacement, fast rune spawning and long rune drop delay. - Don't allow the start map hole to appear. - Improve distribution and prototype handling in Makefile. - Automatically notice when cvars change rather than checking them only when people spawn. Version 2.1-rjs-0.1 Sun Mar 22 16:09:08 EST 1998 - Initial release.