Original CustomTF Version File

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Revision as of 06:45, 4 May 2007 by *>ShakaUVM
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-----------------------------------
Version Info:
-----------------------------------
Changes marked with a:
(Blog) are by Craig Hauser
(WW) are by Whitewolf @ Muq.net
(Cyto) are by Cyt0plas @ hotmail.com
(RM) are by Rod May (kkmay@labyrinth.net.au)
(Melon) are by Robert Kitchen
(WK) and those without markings are by myself. (bkerney@hotmail.com)

IMPORTANT NOTE: AS OF CUSTOMTF 3.1.0, YOU MUST HAVE A NEW QUAKE SERVER
IN ORDER TO RUN THE GAME. CUSTOMTF RAN INTO A HARD LIMIT WITH THE STOCK
QUAKEWORLD SERVER. USE THE QWSV.EXE BY (RM) THAT COMES IN THE .ZIP.
READ THE "QWSV.TXT" FILE IN THE .ZIP FOR MORE INFORMATION.

-----------------------------------
HARDCORE MODE
-3 LIVES.
-No joining a team after prematch.
-Prematch 45 seconds minimum.
-No healing (except by medics and engineers).
-One cap wins it.
-All legs the same.
-No sentries.
-No ammo (except from engineers and dispensers).
-----------------------------------

Version 3.2 Beta F 10/7/00
ADDITIONS:
-HARDCORE MODE HAS BEEN ADDED. LOOK AT CUSTOM.TXT FOR MORE INFORMATION. (WK)
-Light damage mode has been added. Look at Custom.txt for more information (WK)
-Grunts and shamblers can now be summoned. You can have 2 grunts, 1 grunt & 1 fiend,
or one shambler in play at any time. Shamblers require death blows from the knife to 
summon, and the more death blows you do, the more health and special abilities it 
has. (Melon)
-Chaplains can now dispel shamblers (300 damage/sec), but cannot dispel grunts.
Fiends still take (200 damage/sec). (Melon & WK)
-When martyrs die now, they gain an extra second or two of life. Triggering the skill
still gives them 5 seconds of invincibility before they suicide. (WK)
-Grunts have ranks, with health ranging between 400-1000. (WK)
-The world's best observer system has been implemented. ;) Observers now have Zero Gravity
so they no longer bouncy-ball around from lag. Also, they can fly through walls, but only if
you point directly into them. In other words, you fly around like a normal person, sliding along 
walls, unless you really want to go through. Use +attack to fly, don't use movement keys. (WK)
-Medics can heal demons/grunts/shamblers. Costs a lot of medikit ammo, though. (WK & Melon)
CHANGES:
-Sbar now displays Light Assault Clip info, as well as Shambler/Grunt health (Melon)
-Armor has been repriced to make things more fair. Too many people were buying 300 red armor (WK)
-EMPs scramble the timers on detpacks now, instead of just setting them off.
This allows defenders extra time to disarm the detpack, when the people that 
lay it drop a nail grenade on top. (WK)
-Demons have asbestos armor now (Melon)
-"Uncustom" command to remove an "upgrade" or "custom" command you've done by accident. (WK)
BUGS FIXED:
-No longer get too many frags when people suicide while infected (WK)
-People teamkill cursed once again lose a frag for every 50 damage they take (WK)
-Can no longer attack while customizing (WK)
-Spy slide #7 removed. (WK)
-EMPs hurt buildings again. (WK)

-----------------------------------
Version 3.1.0 8/10/00
ADDITIONS:
-Thieves can now have the ability to move for 15 seconds while completely 
invisible. This needs to be seriously tested for game balance, so don't
expect it to be set in stone. While they are invisible, they drain cells.
While non-invisible, they recharge cells. Veterans will notice this
is a lot like the spy invisible feature that debuted in TF2.0. It's not
identical -- your cells will drain down to 100 immediately, so engineers
cannot run around invisible forever. Also, you can't shoot, etc., while invisible.
CHANGES:
-Demons have their health moved back up from 650 to 800.
-Spies will gasp or call for a medic when a demon targets them. This is
to let people know who is the spy without undisguising him.
-Tesla upgrade cost lowered from 200 to 125, also for fairness.
-Due to the increased time to build teslas, they start with 150 health
instead of 100. The health upgrades give slightly less health to compensate.
-Cost of Clusters lowered from 3450 to 3250 due to their power being
slightly lessened in 3.0.8.
BUGS FIXED:
-You can no longer throw grenades while fully invisible. It used to merely
reveal you when you finished the throwing of it.

-----------------------------------
Version 3.0.9 7/25/00
ADDITIONS:
-Snipers will be informed when they hit kevlar, so they can know when they
should shoot for the legs instead of the head.
CHANGES:
-Demons can sniff spies at 500 units away instead of 40.
-Martyrs can always be knocked by blast weapons now when glowing.
-Teslas have 400 health at the high end, instead of 500.
-Teslas require 200 cells per upgrade now, instead of 100. This is 
due to engineers building teslas that are impossible to kill near
instantly.
BUGS FIXED:
-You can no longer disarm detpacks while dead.

-----------------------------------
Version 3.0.8 7/14/00
ADDITIONS:
-People that lay detpacks call out a verbal warning to everyone in the area
shortly before it blows up
CHANGES:
-You cannot stab yourself now, as a warlock to draw blood. You must find
an enemy
-However, demons are better now. They can once again sniff out spies at
close range, and even notify their owners now when they see one.
-Demons' health have been reduced from 1000 to 650, but they have been
given kevlar armor. This means that against hwguys and snipers they last 30%
longer (which was needed, since those guys can kill demons so easily), but
against other classes they are 30% easier to kill (which was also necessary,
since nailguns and whatnot took an eternity to bring down a demon).
-Snipers have been reworked to make it more fair for them. Leg shots deal
more damage now (75% of base instead of 50% of base) and are not protected
by kevlar armor, so snipers wishing to bring down an armored foe should
shoot out their legs now. Also, it notifies the sniper when they hit kevlar
so that they don't have to guess who has it, versus just a lot of health.
-The clusters are a little less spammy now.
-Clusters deal less damage on a direct impact (their radius damage is still
the same). I mistakenly left in the direct hit bonus for normal rockets in
clusters, which is one of the reasons that they were so deadly. 
-The lead rocket in clusters (the only one that glows and deals normal 
rocket damage) now keeps up with the other people in the cluster. It 
used to either get ahead or fall behind.
-Normal rockets (and the lead rocket in clusters) deal an extra 10 points
of damage on a direct hit.
BUGS FIXED:
-Fixed a bug where people could drop two detpacks at the same time
-Fixed a map code error where timed events don't work.
-Fixed the bug introduced in the last version, where you couldn't
re-custom while building a class.

-----------------------------------
Version 3.0.6 5/24/00
ADDITIONS:
-Engineers automatically dismantle enemy builds when whacked with a spanner (WW)
CHANGES:
-The Light Assault Cannon does 133% the damage it used to, but it now
shoots in clips of 30, with a 4 second reload time.
-Cluster rockets cost 1500$ more due to their widespread use and abuse.
-In 3.0, adding laser guided to rockets had them deal -10 damage, and adding
cluster had them deal an additional -10 (lead rocket excepted). Now, cluster
rockets deal -20 damage and laser guided have no damage penalty. 
-Kracs now stop people from setting detpacks and will disarm dets on the
ground. (WW)
-Demons no longer attack spies. This is not technically a bug fix, since it was
intentional to have them sniff out spies. But it was very annoying. :)
-Teslas' range and damge values have been adjusted, with the low end getting
a boost and the high end getting a penalty, so as to encourage more choice
in which options to buy.
-Teslas' tinker has been modified. Moves from 25% likely to fail to 75% to fail
after three tinkers. Percentages have been adjusted so that the spy detector only
comes up 5% of the time. (Cyto and WK)
BUGS FIXED:
-Can no longer attack while teamkill cursed.
-Can no longer hover by using the grappling hook and jumping. It's not really
a bug, but people thought it was. You can still use jump with the hook to vault
balconies.
-Sniping people's legs will again get you teamkill cursed.
-Can no longer do any impulses while building a class (discard, taunts, etc).
-Teslas blow up when doors shut on them. TeslaTurrets(tm) will blow when
launched into doors. It's not perfect, however. (Cyto and WK)
-Teslas no longer attack spies that redisguise.
BUGS INTRODUCED:
Can no longer switch to a default class while building a custom one --you have to do it
from the game.

-----------------------------------
Version 3.0 4/14/00
ADDITIONS:
-A new gun, the "Light Assault Cannon" does 1/8th the damage of the normal
 assault cannon, but can be moved and fired at the same time. Consumes nails
 (i.e. flechette ammo) at a moderate rate. Downside: slows the player down
 by 7/8ths. Ceramic armor protects against its shots.
-Two new options for the rocket launcher:
 -1) Laser guided rockets. *Hold down* fire and when the rocket fires, a sniper
     dot will appear that the rocket tracks. If the fire button is released at
     any time, the rocket will continue following the last known spot of the dot.
     (Blog)
 -2) Cluster rockets. When rockets are lauched, a cloud of rockets will drift out
     for half a second, then lock onto a target and swarm towards them like in 
     japanese anime classics. They work with or without the laser targetter.
 -These special rockets do less damage and have a smaller blast radius than
  standard rockets
-LPBS do slightly less damage than HPBs now, so as to give people on modems 
 a slight edge in combat.
-People can once again name their demons with a "setinfo d <name>" command (Blog)
-Killing a demon is worth one frag now (two for chaplains).
-Demons have a fun new ability that makes them more challenging than they 
 were before. :) (Blog)
-Admin functions are enabled (a la normal TF). To use them do the following:
 -The serveradmin puts into his server.cfg: "localinfo adminpwd <password>"
 -An admin, while in the game types in "setinfo adminpwd <password>"
 -The player must then issue an admin command (to clear the password from him
  so that other people cannot see the password)
 -The admin command are "getplayer", "kick" and "ban". Use "getplayer" to cycle
  through all the people on the server, then do a "kick" or "ban" to boot them.
-Starting money can be editted. Do a "localinfo m 15000" to give 15,000$
 to begin with.
-Melee armor! Stops 50% of damage from melee attacks, and prevents teammates from
 infecting you. You still can be infected with a medic attack 25% of the time.
-Super Teslas! Teslas have been revamped. Now, a basic tesla gets 4 normal
 upgrades and 1 misc. upgrade. You can buy super teslas which allows 6 normal
 upgrades and 3 misc. upgrades. Normal upgrades include range, damage, ammo, 
 health etc. Misc upgrades allow you to give the tesla kevlar armor, blast, 
 turning it into a turret, etc. (Blog)
-Teleporters have been added! Engineers can build pairs of teleporters to 
 allow teammates to jump through. They have a limited range, cannot be used
 to teleport people with the flag, and have a limited number of uses before
 the engineer must recharge them. (Blog)
-Security cameras have been added! They send a message to their building engineer
 everytime an enemy walks into view. They are hard to kill with 800 life.
-Sfeign has been added, a la TF 2.7. Type "sfeign" and you "feign" but without
 making noise. (Blog)
-New status bar. When you do an sbar_on, it will cycle between all the useful
 stuff it has to show you, including demon health, sentry health, autoscanner,
 whether the sentry or tesla are idle or attacking, teamscore, etc. (Blog)
-The improved targetter on the tesla now allows it to attack demons and mines,
 as it was always intended to do.
-Ceasefire command for admins
-Speed checking to find cheaters.
-Some cheat checking to find people with autoaim bots.

CHANGES:
-Wooden armor has been removed (since nails are never used)
 Thus, maps never give wooden armor any more, and ceramic armor
 now stops shots from nail-based weapons. This consolidates useless
 armors. :)
-EMP explosions capped at 500 damage and print a message to their
 owner about how much damage they inflicted. (Blog)
-Gel armor protects against krac grenade attacks, raising the armor
 after a krac attack to 80, instead of 20. This is because Gel is not
 metallic, and people had been needing something to block kracs.
-More obituaries for the lightning gun
-Engineers who block passageways and have enough people on their team
 dismantling their guns will find themselves getting cursed.
-Doors blow up sentries when hitting them
-Two new menus of options for people to buy!
-Getting turrets on sentryguns is now a seperate upgrade.
-Inventory now shows some extra stuff (Blog)
-Lowered the chaplain interval time to make it more useful.
-Buying runner makes you look like a scout if you have no big weapons
-Lowered building time on teslas from 8 seconds to 6
-Lightning gun overcharge mode does more damage now
-Everyone slowed down by 5%
-Can only tinker with and repair teslas that you own, not teammates'
-Cameras only take 10 damage from radius explosions
-Flame grenade's radius reduced by 20

BUGS FIXED:
-Removed a bug that allowed people to teleport home with the flag. :p
-Fixed a bug where thieves would set off enemy mines.
-Fixed medic/flash healing bug (Blog)
-Fixed another spy slide bug. (Blog)
-Fixed a few bugs in the cheat checker

-----------------------------------
Version 3.0.2 4/19/00
ADDITIONS:
-"locainfo nospeed 1" will disable cheat checking in case it is annoying.

CHANGES:
-Lowered duration of ammo backpacks from 120 seconds to 20 seconds to try to 
stop entity overflow crashes.
-Lowered cluster rocket number from 8 to 6 for same reason
-Lowered speed of main rocket in laser guided cluster so they all hit at once
 (This will cause more damage since the target wont have time to bounce from 
 the first rocket, making up for the reduced number of rockets)

BUGS FIXED:
-Fixed problem in speed checker that set the tolerance too low, and would boot
people for wall strafing.
-Fixed an infinite money bug
-Fixed people getting kicked twice, possibly. 

-----------------------------------
Version 2.2 2/6/00
(Those marked Blog were made by Craig Hauser)

ADDITIONS:
-Prematch mode. Use "serverinfo pm <seconds>" to enable it
-Made it fully TF 2.9 map code compatible! (Blog)
-Chaplans get .5 frags for every frag an inspired teammate makes
-Lightning gun has an overcharge mode. When you first fire, it will take
 you down to 100 cells and inflicts (cells - 100)/2 damage
 (if you have more than 100 cells)
-Added taunts from EviscTF Commands: "taunt1" "taunt2" "taunt3" "taunt4"
-Runners jump higher than other people
-Prints your job on spawn (Blog)
-Teamclassprint shows what job teammates have (Blog)
-Sentries show how many people they've killed (Blog)
-Detpacks make a sound 4 seconds before they blow (Blog)
-Only one frag or nail grenade per team is allowed in the game at once
-Boot charge and time left to use "skill" again shown with 'inv' (Blog)

CHANGES:
-Overhauled Thieves:
--Thieves cost 600$ now
--Demons have to smell out thieves -- they used to have a random chance of
seeing a thief, now the thief has to get within melee range for the demon 
to lock on.
--Thieves shouldn't undisguise from throwing grenades. They still undisguise
if they're fully hidden
-Thieves can go eyes invisible while carrying the flag now
-Thieves are not revealed by picking up the flag. (Hey, they're thieves...)
-Sentries completely ignore eyes invisible and fully invisible thieves
-Teslas lock onto thieves if they have spy detector

-Runners cost 400$ now
-Standard grenades cost 500$ now
-Flares removed from the grenade2 menu, standard grens added in their place
-Kevlar doesn't protect legs, so that kevlared snipers can be sniped. :)
-Legs have been overhauled to provide a more appetizing selection of choices
-Made lightning gun 10% more powerful
-Modified EMP so that you can no longer nuke entire rooms with an ammo backpack on
-Made it harder to accidentally dismantle your own gun

-All normal classes tweaked to be equal to Custom Class norm
 -All classes start with full grenade load, half armor and respawn guard
 -All speeds were normalized to be equal to what Custom players have
 -Scout gets autoscanner & thief
 -Sniper gets tesla sentry, flash grenades, 50 kevlar armor and judoka
 -Soldier gets hover boots and runner
 -Demoman gets guerilla
 -Medic gets automedic and chaplan
 -Hwguy starts with 300 red armor and runner
 -Pyro gets hover boots, a knife, and warlock
 -Spy gets warlock
 -Engineer gets judoka
 -Civilian gets 75 armor, 90 health, a shotgun, and thief!

-Status bars are now only accurate to the nearest 20 when showing sentry/tesla health

BUGS FIXED:
Fixed normal sentries not shooting because their bases (!) were blocking them
Sentries no longer ignore people
Sentries no longer spaz (Blog)
Can blow up teslas now without having 150 cells
Invisible medics can no longer infect people with automedic
Chaplans cannot inspire each other
Disconnecting destroys your mines in the world
Don't throw gibs on cursed player dying (to stop an overflow problem)
Fixed krac/detpack bug causing disarmer to get stuck
Fixed disarming detpack when owner disconnects bug
Made it so you can't be infected while invincible

BUGS OUTSTANDING:
Martyrs should always be bounced by radius weapons but not bullet ones (needs fixing)

-----------------------------------
Version 2.2.1 2/9/00

Added:
Bandolier now gives an extra grenade when bought

Changed:
Slightly changed the duration that nail grenades cannot be spammed at

Bugs Fixed:
Forgot to give the president a knife. Fixed.
Fixed bug with not being able to get out of the legs menu when upgrading
Fixed bug with sentries spontaneously blowing themselves up

-----------------------------------

Version 2.1.3 12/27/99
Print both sentry and tesla's health
Kracs destroy Detpacks
Mines do 160 damage now (down from 180 before)
Add sentry dismantling to teamkill points for boot
Check asscan/detpack sniperrifle cheat & sbar/grapple cheat?
Chaplan gets a lightning bolt pointing at nearest teammate
Increased the lock on time by .25s for teslas
Lowered the improved targetter cost to 1 upgrade
Tried to idiot-proof sentry detonations -- made menu like TF 2.9's
Can build while in the air
Dismantling enemy sentries gives +2 frags
Shooting a friendly demon does 2 damage to you

-----------------------------------

Version 2.1.1 12/8/99
Tesla turrets work now
Range of voltage levels 0 & 1 increased (Range 0 = 400, 1 = 800)
New tesla model from Blog with lightning running up its body
Fixed swimming movement when running bug
Fixed tesla damage bug that caused sentries with lots of health to instantly kill people
Fixed chaplans glowing after death bug
Lowered flame grenade damage
Teslas glow before they attack now

-----------------------------------

Version 2.0.2 9/18/99
Rod May (kk@rod.net), the Australian admin of labyrinth.net.au submitted these changes:
Menus show what items you have bought
Menus look nicer now
Teamfrag score fixed on join
Sbar aliases
Thieves can't hide with the flag
CustomTF aliases always bound properly
Next and previous are reversed. I'm leaving it in since I don't really care one way about it.

-----------------------------------

Version 2.0.1 9/03/99
Tranq and gas stop breathing now -- so if you can keep someone gasses and/or tranqed they will suffocate to death
Fix for the infinite money cheat
Fix for the infinite chaplan weapon cheat
Hover boots tweaked to provide a little more lift and a little less fuel
Lay no longer unbinds all your keys, renames you to "CustomTF Reject, Wanna Play Mega"
and sends you to a Mega server. Now it merely breaks your legs and leaves you unable to 
suicide.


-----------------------------------

Version 2.0.0 8/22/99 Pascal's Day

NEW THINGS TO BUY IN V2.0:
Hide in Shadows (Thiefs)
Inspire Teammates (Combat Chaplans)
Automedic
Sprinting (Runners)
Autoscanner
Demon Summoning (Warlocks)
Demon Unsummoning (Combat Chaplans)
Tesla Sentries
Judo (Judoka)
Respawn Guard
Blaze of Glory (Martyr)
Minelaying (Guerilla)
Autoid 

Detailed info on teslas taken from my code notebook:
voltage upgrades (0-3) 0 = 400 1 = 800 2 = 1200 3 = unlimitied
amp upgrades (0-3) 0 = 30/1 sec 1 = 60/1 sec 2 = 120/s cont. 3 = 500/s
power upgrades(0-3) 0 = 100 health/50 battery 1 = 200h/120b 2 = 350h/200b 3 = 500h/300b
spydetector upgrade (0-1) 0 = no spy 1 = tesla will attack disguised spies
turret upgrade (0-1) 0 = normal 1 = tesla launches into the air and attaches to ceiling
Improved Targeter (0-1) 0 = normal checkclient 1 = radiuscan attacks enemy mines & demons, etc (not complete, for now offers quicker response)

Battery Drain = Power = I*V = (i+2)*(v+2) which will range between 4 to 25 cells per shot
Initial Attack Delay based on amps -- 0 = 1.5secs 1 = 1.5sec 2 = 1secs 3 = 2secs


Bugs Fixed/Features Changed:
1) Bug in Martyr (done)
2) Origin on turrets... (done)
3) Guerilla (tweaked, less damage)
4) Tesla sents (done)
5) Limit money per side (maybe)
6) Cap damage with kevlar on to 100 (done)
7) Sentrygun health on sbar (done)
8) Remove leg upgrades (maybe)
9) Mess with armor menu (done)
10) GL user bothering flash grenades. :) (done)
11) Turrets on sky of z7 (unresolved)
12) Discard with backpack (too lazy to do)
13) Test increased medikit heal power (done)
14) Vacuum based weapons to pull you in? (no, silly)
15) Chaplan == arbiter && double inspire time. (done)
16) Spread infections correctly (done?)
17) New asscan (done)
18) Faster demons (done)
19) Don't inspire spies. (done)
20) Lowered cost of hover boots (done)
21) Increased firing rate of the auto- upgrades (done)
22) Stopped concs from moving teslas. :) (done)
23) Lowered cost of respawn guard (done)
24) Mines don't detonate on spies (done)
25) Emps damage sentries, teslas & mines (done)
26) Kracs kill pipebombs & mines (done)

-----------------------------------

Version 1.7.997 6/14/99

Last major update before leaving for Europe.

fixed flashing statusbar/menus (done?)
bastard counter getting set on connect, correctly. (done?)
Weird behavior on saved current_weapons, judoka (done?)
can't id enemy spies feigning (done?)
fixed color when buying armor (broken)
setinfo d or demon to set name of demon (broken, why?)

1) You don't mirror damage from spies(fixed)
2) You can't shoot and kill friendly sentries. (fixed)
3) You can't grapple friendlies (fixed)
4) No mirror on cursed people (fixed)
5) Cursed people respawn where they stand (fixed)
6) Spy skins listed right in inventory (fixed)
7) Frag vampire teamplay (fixed)
8) Dropped by 50% the price for backpack, bandolier & scuba (fixed)
9) Fixed bug in scuba commando, making it easier to get around. (fixed)
10) Fixed contention problem between scuba commando and grappling hook (fixed)
11) Two new menus: profession & options (fixed)
12) Fix buy multiple armor bugs (fixed)
13) Changed official CustomTF homepage (fixed)
14) Must have medikit before buying automedic. Sanity check on vice versa(fixed)
15) Knife & Warlock dependancy (fixed)
16) Respawn Guard purchase option (fixed)
17) Suiciding when vampire is on costs two frags (done)
18) Unhide while gren tossing (done)
19) scanner/autoscanner dependancy (done)
20) Dont curse spy-killers (done)
21) Enemy spies can now see savemes (done?)
22) Added new "skill" command which uses your profession's skill (yep)
23) id gives name of demon (done)
24) fixed demons losing frags (done)
25) frag grenades kill owner (done)
26) inventory shows if we have a demon out (done)
27) make running into a person un-thief them
28) make skill kill stuck demon (done)
29) id enemy professions, demons (done)
30) autoid on sentries/demons (done)
31) || Armorclasses (done)
32) No recoil on Martyr. Martyr (done)
33) check if AC and hook get stolen and returned right (done)
34) Judoka unhides spy (done?)
35) A timer to stuff aliases (done)
36) Glow on Sentries and fixing their spaz out behavior (done)
37) Stop default classes hidden behind MOTD (done)
38) thank blog (done)
39) Conflict between scuba and biosuit fixed (done)
40) fixed warlock knife self dmsg (done)
41) SPIES SHRINK WHEN FEIGNING (done but removed)
Options:
mines/FASCAM? (partial)
sprint (done)
blaze of glory (partial)
taunts?
auto-id (done)
healwithaglance (done)
autoscanner(done)
chaplan? (partial)
martyr(done)
judoka (done)
tesla sentries (partial)
-I left for Europe on the 14th. Hopefully KJ will take over the project in my absence.

-----------------------------------

Version 1.6 11/30/98
-At the request of Brian Boyer (AKA Target), I finally got around to implementing a bounty
system for frags. It basically works this way: type "upgrade" at the console and the next
time you die, you will sell off up to 50 frags, receiving $100/frag. This is a one-time
bonus. The next time you remake your class, unless you sell off more frags, you will
only get $10,000 again. This is a feature, not a bug - it allows people playing with
less expensive classes the chance to modify themselves to deal with your
souped-up character, and discourages people from building upgraded classes all the time.

When you are building an upgraded class, you cannot buy fast legs - this is a gameplay
issue: it keeps us from having a whole bunch of people with 300 armor running around
at mach 2. 

You enable the bounty system with:
"localinfo bounty on"

-----------------------------------

Version 1.5.1 11/8/98
-Tweaked parameters of flame grenade. It is a powerful weapon, once again.

-Changed spelling of "caratoid" to "carotoid" at the suggestion of a doctor who 
was playing.

-Doubled the regeneration rate of anyone who carries the medikit.

-Tweaked nailgun/super nailgun. SNG consumes less ammo per shot. They both fire 
now at half the rate, and do more than twice the damage.

-Knife and spanner fire faster now. If you can get close enough to hit someone in
melee, you deserve the hit.

-Tweaked Assault Cannon. Quadrupled the damage and quadrupled the spread of the 
shots. Damage at a distance should remain about the same, but I wouldn't 
recommend standing in front of a hwguy now. The firing spread is now ovular, 
instead of circular. It tends to spread left and right a lot more than up and 
down. This will keep people from being able to dodge by strafing. Run and hide, 
children -- there is a new bad man in town.

-----------------------------------

Version 1.5 11/6/98
-Added a new menu of things to buy. You are now allowed to purchase any of the 
special armor types, and can buy additional ammo capacity.

-Ceramic armor protects from railgun shots, wooden from nails, asbestos from 
flame, kevlar from bullets and blast from explosions.

-Ammo backpack - Increases your maximum ammo capacity significantly. (Including 
medical supplies for medics)

-Ammo bandolier - Increases your maximum ammo capacity slightly, but also 
increases the amount of ammo you *start* with.

-Buying both gives you an extra detpack, if you bought one.

-----------------------------------

Version 1.4.3 10/21/98
-Added in full support for TF2.9 teamplay settings.

-----------------------------------

Version 1.4.2 10/14/98
-Added "curse" and "curseserver" infokeys.

-Doing a "localinfo curse 4" sets the curse threshold to 4.

-Doing a "localinfo curseserver quake.someone.com" sets the server to send 
rejects to

-----------------------------------

Version 1.4.1 10/10/98
-Added "Curse of the Admin" -- teamkill too much and you get spun around madly

-Do it some more, and you get booted

-----------------------------------

Version 1.4 9/26/98
-Inventory shows you which skin you are using when disguised

-Railgun goes through walls

-Fixed sliding spy cheat

-Can build turrets - sentries that attach to the ceiling

-Platforms utterly destroy buildings

-Sentries have gained a point defense system

-Krac grenade kills armor respawns for 40 seconds

-New death messages

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Version 1.3 9/4/98
-Fixes skins cheat + adds a special suprise for the cheater

-Fixes feign while carrying flag

-Fixed ID enemy spy bug

-Fixed build/feign/slide bug

-Tranquilizer now slows people to hwguy speeds, lasts half as long

-Speeds now consistant with TF2.8, meaning the scout speed will be slower, 
nothing else should be noticable

-New $9000 ultra-fast legs option for those speed freaks that like to play quake 
with the walls moving by in a blur.

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Version 1.2 8/24/98
-Added redirection support

-Fixed several miscellanious bugs

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Version 1.0 6/3/98
-Initial release
-All classes and class abilities replaced with options to buy from a menu

See Also: CustomTF