================
Front Line Force
Version 1.9
Date: 04/xx/2004
Tony "omega" Sergi
omega@frontline2.com
================
Key Changes:
------------
- Brought FLF to Steam!
- All New Player and Weapon Models
 | These models are all modified and or old FLF:Defiance models
- MK23 Renamed to USP to match the model
- using menus (command menu specifically) won't mess up your view angles anymore
- grenades work more like they are supposed to
- help menu has the binds removed, and only enabled for cvars
- changed the smoke puff cvars to be toggles (thats all they always did)
- ducking while capturing re-enabled, but the other changes to capturing are sticking
- while capping player yaw angles (aka turning left/right) are locked to a 90 degree range facing the cap point, you can still move around though.
- new assault weapon - AK105 Sits in between AK5 and Famas in potency (not necessarily usage though)
- new support weapon - KSP58 Defensive Heavy Weapon, only has one clip (but 179 rounds!) Fire's slower than the hk21 which makes you extremely vulnerable up close.
- fixed underwater flashbang and grenade explosions, and added underwater explosion sounds
- increased stamina drain on jumps to reduce bunny hopping a little more
- removed the "flesh" hit sound from being created on the client; it is misleading. client side doesn't trace hitboxes, so shooting between someones legs registers as a hit on the client, but a miss on the server, lag also contributes to missing
- changed all the vgui menus (weapons, team, class, etc) to use unused FLT graphics, changed the theme to FLT blue
- made the huds change color based on your team; green for commandos blue for rebels.
- change location color to blue like it was supposed to be all along
- eliminated the use of r_drawviewmodel
- added a set of lower poly/lower res textured view models and a cvar (cl_lowpolyvms) to activate them (to go along with the inability to disable view models) 
- fixed the warmup invincibility bug (also caused team switching to not kill you)
- re-enabled mp_autoteambalance
- added cancel button on the pistol menu once you've selected weapons. this way you can cancel if you hit it by mistake.
- added log printing for two of the bonuses and fixed the secondary point logging to use the standard format
- added a method to ensure capture point sounds are shut off when a capture is stopped
- made semi-automatic the default fire mode on the pistols, removed semi from famas as it was left in by mistake (thanks to whoever reported it)
- replaced a number of weapon sounds
- new vgui crosshair system
 |-cl_crosscolor designates the color. 
  | 0 (default) makes them team colored,
  | 1 = blue
  | 2 = green
  | 3 = red
  | 4 = yellow
  | 5 = grey
  | 6 = white
 |-cl_crosstrans will set the amount of transparency the crosshair should have
  | 0 = no transparency
  | 255 = full transparency (rendering invisible)
 |-cl_crossnumber allows you to choose one of 4 sets of crosshairs
  | 0 = default, 1 = small-sized of default, 2 = aegis, 3 = quake3 inspired
  | note that any of these sets can be replaced, instructions will be posted on the site
- re-enabled cl_cpstatus
- added sv_log_hits logging option; logs hitoutput messages for stats and whatnot
- made it so grenades won't sink into the floor
- changed the prone system, uses +prone instead of toggleprone and is inside player physics. your gun holsters while you go down/up and returns when you're able to fire
- to complete the prone system, added old flf2 diving code (pre flfd); it doesn't launch you as far as it did in flf2, but if you are running tap prone and you'll do a short and quick dive down to prone
- you can also go to prone from crouch, and to crouch from prone (to go crouch from prone, hold the crouch key when you tap prone)
- optomized weapon code a little bit; no longer does it send messages every time a gun is fired to update ammo
- made wood texture types do wood footstep sounds
- activated the ladder type ability (mappers can set a ladder to be either metal (default), fence, wood, rope or vine)
- replaced the snow steps
- reduced the head bobbing when taking damage even further from the last reduction
- added round begin radio and text messages
- fixed the secondary capture point && capturing through walls bug. The water-cap fixes caused this, so as a change to make the secondary points (ie: icehammer culture bath) work in water, if a secondary point is in water it can be capped through solid objects
- you can no longer shoot through sky
- cap points are no longer visible in the sky
- award system revamped, awards are now real-time! bind a key to +showawards (f2 by default) to see awards on-the-fly! (they update every second while the award panel is up, just like team status updates)
- modified the team status. instead of just showing your basic attacking/defending/capturing/time to respawn, if a teammate is shooting someone it will say "ATTACKING ENEMY" if they're being shot at (and hit) it will say "UNDER ATTACK". attacking enemy takes precedence over the latter.
- +moveup and +movedown (swim up/down) are deprecated. Jump and Duck now do the same things, so you don't need to bind those anymore (extra keys!!) (note: these keys are still used in spectator mode for flying up / down)
- fixed the weapon spread function, prone now actually gives prone accuracy instead of duck accuracy
- added cl_waterfx to control water special effects
- added cl_debris cvar to enable or disable impact debris
- removed the ability to take two shotguns. you can now only take one of them.
- flashbang deals a very small amount of damage in a very small radius when it goes off (ie: if you're beside it)
- added client-side static model support (as well as serverside for special model support, such as using the attacker or defender team number for side-specific submodels / skins)
- cleaned up the hud and hud sprites, created all new death icons, new hud ammo icons, weapon select, etc.
- prone "step" height reduced (the maximum height you can crawl up, ie: a stair)
- pressing alt fire with the weapon select buckets up will cancel selection. (added because escape brings up the steam menu)
- hacked up the weapon code so that it uses some of my synchronization code and fixed some bugs with the server-side bit, and repaired penetration. hopefully this should alleviate some accuracy and registering bugs, testing will tell!
- gave mappers the ability to make capture points track players while capturing, as well as lock a players view (turning) onto the point. (mapper could design a point that the player could strafe around and have the player always face the point)

minor cosmetic changes:
-----------------------
- renamed "best sniper" to "sharpshooter"
- fixed keycard hud display when cl_captimes is on, it now displays the time to go back home in digits

Map Changes:
------------
- Added flf_siberiankiss - NEW!!!
- Added flf_sorrow - NEW!!!
- Added flf_shroud - NEW!!!
- Updated flf_toledo to latest version
- Updated flf_afghan to latest version
- Updated flf_village to the final-final version
- grenades are forced off on heatwave and an extra 3 seconds has been added to each teams respawn time. round time extended by 1 minute. - only alternative was to nuke heatwave.
- added the missing sky environment maps
- got rid of the dsp effects on flf_rage (dsp effects suck in multiplayer because they don't shut off automatically)
- updated all maps for the ladder type and debris systems

================
Front Line Force
Version 1.8b
Date: 02/19/2004
Tony "omega" Sergi
omega@frontline2.com
================
Some things were overlooked in the rush to get 1.8 out the door and have been addressed. 
Thanks to those of you who reported them once 1.8 went totally public.
key changes:
- removed the ability to see enemies while capturing, it was a cool idea (and it fit with what was going on) but was too easy to exploit
- removed the ability to jump, toggle ducking, or move prone while capturing (no more up and down dodging or strafe rolling to rotate the hitboxes really quickly, you should have teammates helping you cap!!)
- fixed the break that the fix of the water capping fix bug did (no capturing through walls.) (can i say that any more cryptically? ;))
- put the capture point models that were originally made for 1.6 in. (these points have hitboxes allowing shots to register between the visual parts [bullet hits on the client still get blocked by the box though])
- added missing content from deep6 (argh!!)

================
Front Line Force
Version 1.8
Date: 02/18/2004
Tony "omega" Sergi
omega@frontline2.com
================
key changes:
- Updated for Steam Compatibility
- added Defiance Hitoutput
 | cl_hitoutput 0 = off
 | cl_hitoutput 1 = screen & console
 | cl_hitoutput 2 = screen only
 | cl_hitoutput 3 = console only
- HLTV / First Person Spectator
- Prone Bug Fixed (no more door prone or hiding in capture points)
- Hit-Boxes Fixed; Player models are edited 1.1 and 1.3a hybrid player models with 9way blending removed.
- Reduced the amount of time it takes for bullet spread to return to center
- accuracy improved for all guns a little (has to do with the helmet system)
- Re-Wrote bullet fly-by code, the "whiz" sound only happens now when a bullet passes by your head.
- made all the menus transparent and enabled the observer "move around" system
- moved joins and "remaining health of killer" into the talk area so it shows up in steam
- changed "remaining health of killer" to say "remaining health of <killername>"
- remaining health message doesn't come up if you kill yourself in any fashion (suicide, grenade, ...)
- changed the menu system so you can change class/choose weapons at the end of a round
- added armor to team say and radio messages
- round respawn bug fixed, you cannot die if you respawn at end of round
- added additional defiance awards: Best Sniper, Best Recon/Assault/Support, and Grenade Diver
- added defiance capturing sound
- replaced most of the weapon models with frontline tactics weapon models (the ones that some of the defiance versions were based off of)
- re-enabled duck jumping. pink hated it, i like it, because it becomes a pain to jump on boxes sometimes. - especially when there's limited headroom.
- re-wrote the stamina a bit; doesn't use messages anymore, instead sends the stamina value to the client via regular netcode updates; moved the stamina removal code from the server-side player object into player movement shared object so that stamina is removed _after_ the player makes the jump. The net effect is that each jump is a little higher than it used to be. 
- players capturing can see the enemy on the radar
- put defiance m4 skin on the m4 model
- changed grenade explosion function. Now checks around the players box to see if the player can be hit (no more hiding behind table legs!!)
- added secondary attack to mk23 and beretta to toggle between automatic and semi-automatic (like this version_info.txt says way down below for v0.43)
- added SOME of the HLTV overviews, the rest will follow eventually

-- Map Changes:
removed:
flf_pano, flf_rmego, flf_cheyenne, flf_chion, flf_cyprus, flf_ebonysword, flf_qcity
added:
flf_dcity, flf_heatwave, flf_fox (1.1), flf_deep6 (1.1), flf_winternuke


================
Front Line Force
Version 1.7b
Date: 02/05/2003
Tony "omega" Sergi
omega@flfmod.com
================
key changes:
- Third person camera exploit removed
- Keycard Mode changed; removed the green glow from players, added special team-icon instead.
- added cl_dlights cvar; shut this off if sparks lag you too much.
misc stuff:
- updated liblist.gam so game is listed as 1.7b
- updated default listenserver.cfg and server.cfg to say 1.7b
- Contains 1.7a server-side update (both win32 and linux)

================
Front Line Force
Version 1.7a ** SERVER-SIDE ONLY **
Date: 07/21/2002
Dave "David" Dynerman
david@flfmod.com
================

- This server-side only update fixes the sv_startmatch crash

================
Front Line Force
Version 1.7
Date: 07/20/2002
Dave "David" Dynerman
david@flfmod.com
================

- New maps:
  - flf_rmego - A new Key Card gameplay based map set it in a huge mansion
  - flf_cyprus - A quiet village soon to feel battle over its capture points

- Weapon Balance Improvements
  - Definition: Potency is a broad term meaning one, or several of:
                ROF, damage, drop of range, accuracy, etc
  - HK21 decreased in potency
  - AK5 decreased in potency
  - FAMAS increased in potency
  - SAKO unzooms again
    + Unzoom comes about .5 seconds after shoot - Net effect is you
      see your shot hit/miss and overall unzoomed time is decreased
  - View bobbing effect when getting hit (irritated snipers) has been
    decreased
  - Weapon penetration has been decreased across the board

- +use sniping removed
- Cheating Death message changes have been done (as mentioned on forums)
- Logging improvments to conform better to the Half-Life logging standard
- Assorted bug fixes

================
Front Line Force
Version 1.6
Date: 05/17/2002
Dave "David" Dynerman
david@flfmod.com
================

- UMP45, SAKO, and MSG penetrates through walls
- HK21 Damage and ROF upped a little
- FAMAS accuracy decreased A LITTLE and drop off decreased (it was getting
  a little too good at range)
- MSG-90 does more damage
- Shotguns are now effected by running speed, the center
  of the pellets will be off depending on how fast you run
- RS202M2 does more damage
- SPAS12 does less damage
- Hitboxes should be perfect now
- fadetoblack spectator bug fixed
- stuck on map change bug fixed
- HUD bracket around key on Sogem
- HUD improvments on Sogem, Chion
- Points for killing the key carrier on Sogem
- New team icons
- Updated Sogem and Ebonysword
- You can now go prone without standing still, but if you
  'dive' i.e. prone while running, you'll take some damage
- You can drop the key on sogem, 'dropkey' in console

================
Front Line Force
Version 1.5
Date: 04/08/2002
Dave "David" Dynerman
david@flfmod.com
================

- Added HUD support for S&D maps
- Added new Key-cap gameplay
- New Weapon models
- Added Voice Communication support
- Crash fixes
- Added anti-stack cvar
- Map-specific models

================
Front Line Force
Version 1.3a
Date: 07/08/2001
Dave "David" Dynerman
david@flfmod.com
================

- Fixed HUD output for new Grenade Dive point system & kills near capture points
- Modified warm-up timer to 9999 seconds for all maps until both teams have players
  This should allow people on slower connections to connect, get in-game and have a chance
  to get in-position right after a map change. (this is a server variable)
- The server will now keep track of your frags after every kill, if you get disconnected,
  when you reconnect your score will be restored. There is no time within which you must
  reconnect, the scores are saved until map change
- Various weapon tweaks
- Fixed Capture Point location crash bug (I hope!)
- Added other safeguards against crashing
- Removed several lesser played and/or inappropriate maps, moved them into a Classic Map Pack

================
Front Line Force
Version 1.3
Date: 05/08/2001
Dave "David" Dynerman
david@flfmod.com
================

- Changed point system for grenade dives. Points are now 0 for no teammates, 1 for 1 teammate, 3 for 2 teammates, 5 for 3 or more teammates.
- Friendly grenade dive bug fixed.
- Added award title system, displays awards at the end of the round.
- Fixed cl_accuracycircle bug, no longer hurts fps.
- Cpstatus now displays cap point locations again.
- MSG90 has had a small power increase.
- Added wavespawn key to the info_frontline map entity to give mappers control over wavespawn. 
- Added a new server var, mp_wavespawn to give servers control over wavespawn. 0 = neither team, 1 = both teams, 2 = attackers only, 3 = defense only.
- Prone hitboxes fixed.
- Fixed sv_startmatch.


================
Front Line Force
Version 1.2a
Date: 03/05/2001
Adrian "Pink" Finol
pink@planethalflife.com
================

- Removed Suppresive Fire feature.
- Fixed the bug that would block the player's view with a huge triangle.
- Rewrote ammo prediction again.
- Fixed corpses spinning around.
- Added new cvar: cl_captimes. This is used to toggle to switch the capturing time between the progress bar or an actual number.
- Made Pistols semi-automatic.
- Lowered the RS202M2 Damage.
- Added new penalty for moving while zoomed, removed the old one.
- Fixed wacky grenade behavior.


================
Front Line Force
Version 1.2
Date: 01/04/2001
Adrian "Pink" Finol
pink@planethalflife.com
================

- cl_showstatus 1 will show the team status screen while dead.
- Added RS202M2 Automatic shotgun.
- Dive on grenade now rewards the savior 10 points and also prints the correct obituary.
- Fixed the bug where players wouldn't spawn with the correct angles.
- Made more optimizations to the bandwith use.
- Cleaned up the capture point timer display.
- Added water ripple effects.
- Added Valve's new animation system.
- When picking up dropped guns, you won't automatically switch to them.
- You can now specify if the attacking team should be the Rebels by default or if it should be selected randomly
  when running a clan match, use mp_randomattacker to turn it on or off.
- Servers can now specify if grenade spamming at respawn should be allowed, mp_grenadespam is the var you want for this,
  set it to 1 if you want to allow it.
- Capture Point targeting system now displays the capture point name.
- Added Suppressive fire feature.
- Added point bonus feedback, if you don't want to see them use cl_showbonus 0.
- Fixed players capturing thru brushes or other entitys.
- You can now see all the point status in your HUD at all time, you can turn that off and use the old method by using cl_cpstatus 0.
- Added secondary capture point entity (secondary_point), this entity works like capture point, except attackers don't need to capture in order to win, they can capture it to open other section of maps wich can make their way to other capture points easier.
- Optimized Radar, new radar rules:

      - A dot represents a teammate on the same level as you.
      - An arrow pointing down represents a teammate on a level bellow you.
      - An arrow pointing up represents a teammate on level above you.
      - An flashing exclamation sign (!) represents a player that just used his radio.
      - The color of the above stuff means your teammates health, Red color means a teammate in bad conditions, a green one is a teammate in good.
      - A bright yellow spot represent capture points.
      - A bright flashing spot represents capture points that are being captured.
      - You can have your radar update faster by using the cl_radarupdate command on the console, or you can also adjust it from the Customize menu. 
         - cl_radarupdate 0 means slow updates.
         - cl_radarupdate 1 means medium updates.
         - cl_radarupdate 2 means fast updates.
         
- MSG90 Sniper Rifle behavior modified:
     - Fires faster
     - Does more damage
     - Has more penalties for moving, you loose your zoom if you move, and your accuracy gets even worse. 
       These penalties dont apply while crouching.

- Fixed flashbangs blinding spectators.
- Rewrote client ammo prediction code, no more crashes cause of that.
     

================
Front Line Force
Version 1.1
Date: 10/27/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some problems with the gun accuracy.
- Made Team Bonus affect accuracy more.
- Fixed a "crash" bug with servers related to the mapcycle.txt.
- Reduced player speeds just a little bit.
- Jumping drains a little bit more stamina.
- Fixed skin change cheat.
- Fixed dead bodies using flashlight.
- Removed default_fov cvar.
- Added drowning sound.
- Fixed empty locations on hud.
- Pain Sprites not showing fixed.
- Tweaked M4 behavior.
- Added flinch animations.
- Added new player and weapons skins. Thanks Musicmad and tekk.
- Fixed color in scoreboard and in the cpstatus.
- You can get rid of the CPStatus by hitting the cpstatus key again.
- Added chat flood protection.
- Added sv_startmatch command. Set it to 1 and a timer will count down and start a match.
  Perfect for Clan Matches, can only be used by server admin. Also, attacker will be picked randomly.
  Player Score and Team score is reset to start a fresh match.
- Added flf_kezman by Erik.
- Added cl_teamicons. When turned on (1), you will see a triangle over your teammates heads. 
- Added mp_forcebalance var, if a team has already too many players, you can't change to it.
- Dive on grenade is in, if you see a live grenade on the ground, and you want to protect your teammates, just jump over it and you'll take all the damage for them. Really good to protect teammates capturing points.


================
Front Line Force
Version 0.50a (Release Candidate 2)
Date: 10/13/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some problem with spectator mode.
- Fixed player not playing the fall sound.
- Fixed SPAS12 reloading like mad when no ammo in the gun.
- Friendly Turrets wont hurt player.
- Some other minor fixes.
- Added low poly player models, cl_himodels 1 Hi - cl_himodels 0 Low.
- Fixed a minor problem with the rifles menu.

================
Front Line Force
Version 0.50 (Release Candidate 1)
Date: 10/10/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed a bug with the cphelp display.
- CPHelp Icon doesn't appear to the player capturing.
- Scoreboard shows the number of players again.
- Fixed Zooming while in warmup.
- Fixed a crash bug if you dropped your gun while capturing a point.
- Now all VGUI menus can be navigated by just using the buttons.
- More low res support stuff in =D.
- Added the new player models.


================
Front Line Force
Version 0.49b
Date: 10/03/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some problem with incorrect sprite display, it was my fault since I left a file out of the last relese.
- Shotgun now reloads automatically if no shells are left in the chamber.



================
Front Line Force
Version 0.49a
Date: 10/03/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some spectator problems.
- Removed the Clan Match mode, will add it back in a future patch.
- Added new radio command "Go Go!".
- If Timelimit hits while in the middle of a round, the server will wait till the round is over to go to Intermision.
- Added "timeleft" command to check out how much time left in the map.
- Scoreboard now displays the version in the liblist.gam.
- Fixed some crash bugs.
- Fixed that bug where spectators could talk to players but couldn't read players.
- Made AK5 more innacurate.
- Fixed a bug that wouldn't let a player throw a grenade if it was primed and then switched to another weapon.
- Added the Capture Point Targeting system, when a point is being captured, you'll get an icon pointing at it's location, you can just center than in your hud and run in that direction. Can be turned on and off via the Customize menu or via the console command cl_cphelp. Also, when it's turned on, you will get a message the first time you try to capture a point, saying "Hold the USE button to complete the capture".
- If you change class, or weapons, or die, or whatever during the warmup time, you respawn right away.
- Fixed MK23 shell ejecting direction.
- Fixed the shotgun reload animations.
- Added the death obituaries icons, these should problaby be redone by a GFX artist not me, cause I suck at GFX.
- Fixed some turret bugs.
- Added woodpuff, stupid little thingy.
- Grenades now look like the come out from the right place. (There ya go Maverick =P)




================
Front Line Force
Version 0.49
Date: 10/29/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Added a new weapon the AK5.
- Flashbangs have a lot less effect on your teammates.
- Fixed a bug with the CP Status, that would print Attacking or Defending when Spectating.
- Added the Clan Match mode, still under construction, but works for the basic match preparation stuff.
- Added final cold breath smoke sprite.
- Modified a little bit the turret behavior.
- When sending a team message while dead, instead of your health we display "DEAD" now.
- Fixed a bug with the client side zooming, working fine now.
- Colt M4 now has a small zoom.

================
Front Line Force
Version 0.48a
Date: 10/24/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed animation bugs while changing from a predicted weapons to a non predicted one.
- All weapons predicted now, including the knife and both grenades, knife animations get borked sometimes, looking into it.
- Did some stuff to the spectator code.
- Added more death animations, this time for the fall, drown and water deaths.

================
Front Line Force
Version 0.48
Date: 10/24/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed prone while underwater bug.
- Fixed some VGUI exploit bugs, thanks Squirrel, pistola!.
- Worked more on the low res support, now all the icons are done.
- Fixed the last weapon animation problems, looking good!.
- Added radio ignore command, "radioignore", it's a toggle.
- Fixed a bug that a player would change classes but everybody's scoreboard wasn't updated with the new info.
- Added Spectator support, mp_allowspects needs to be set to 1 to let players join the spects. Also, mp_spectchat was added, if it's set to 0 spectators can only talk to other spects, set to 1 and everybody in the server can read it.
- Added a more simple and faster radio system, to go with the VGUI one, there are 2 ways of accesing this menu:
	1) You bind a key to "radio", it will show up a menu, leading to 3 sub menus
		OR
	2) You bind a key to "radio 1" wich will take you directly to the Report/Responce Messages menu 
	   You bind a key to "radio 2" wich will take you directly to the Emergency Messages menu
	   You bind a key to "radio 3" wich will take you directly to the Order Messages menu

  The second option requires more keys to be bound, but is quicker, the first option, is a little slow to work with, but   only requires one bind, I made it this way so both newbies and pro can access it with ease, first option is more newbie friendly, the second one goes for the pro player, but both options lead to the same thing. NOTE: You can also access the radio stuff the old way, by using the VGUI commandmenu.


	   


================
Front Line Force
Version 0.47b
Date: 10/22/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed a crash bug when players would keep capturing a point after the time ran out.
- Added new l337 GFX by our man Cipher for the vgui, looking good!.
- Fixed Attackers jumping/ducking/going prone on the warmup time.
- Fixed some VGUI exploit.
- Fixed a bug with the turrets AI that prevented them from hitting a prone player.
- Fixed some HK21 animation problems.

================
Front Line Force
Version 0.47a
Date: 10/19/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Made frag grenade stuff more pretty.
- Fixed a bug with the mininum capture time.
- Rewrote the warmup time code, wich was messing up some animation problems.
- Bah, removed Duck Jump, and I don't care, it looks silly.
- Added the "Player id location" option in the customize menu, go to advanced options.
- Removed team collective frags, since in the testing some people were saying their team won just cause they had more frags. Remember kids, your team only wins if you have more Team Score, not team frags.
- Added visual warnings when going prone or getting up.
- Fixed a bug while changing classes while dead.
- SPAS12 now shoots 10 bullets instead of 8.
- Now your location is display all the time in your HUD, so you know exactly where you are =D.
- TEST: If you get shot in the head by someone using the MSG90 sniper rifle, you receive twice the damage.
- Fixed the timer, thanks to my pal Gooseman for the help, hes now worthy of the Professional Monkey Toucher title.
- Fixed the healing bonus, it was always giving health as if only 1 teammate was near, even if more were near.
- Started adding Low Res support, BigGuy began adding the menus, I began adding the misc stuff.
- Added more death anims.

================
Front Line Force
Version 0.47
Date: 10/18/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed the Scoreboard "Kills" row issue.
- Fixed bug where breath smoke would go thru stuff.
- Made wallpuffs dissapear faster (thanks Minh and Robin).
- Reduced the UMP45 ammo clip to 25 but upped it's damage a bit.
- Fixed a bug with the weapons auto switch.
- Added the cpstatus command to the controls setup screen.
- Now the status display (the one that appears when you point to a player or point) displays 
  the correct color for points, and also displays either "is captured" or "is free".
- Now you can see if a team is attacking or defending by looking at it's name in the scoreboard, also the capture point
  status displays it too.
- Back by popular demand... duck jump!.
- Pumped pistols damage up.
- Added new death animations.
- Raised grenade damage.
- Fixed a bug where Teammates still in spectating state (while choosing class or weapons) would give team bonus or appear   in the radar.
- Added new team bonus, while near your teammates, every 5 seconds you will heal an ammount of health, the more the teammates around you the more health you will recover, so, stick with your teams!.
- Hitting an enemy will always spawn the blood decal on the wall.
- Fixed the weird clipping bug while holding the knife or grenades.
- Fixed spectators breathing.
- If you get killed while holding a grenade after it's pin was pulled, you will drop an active grenade, ready to explode.
- Begun adding the new scoring system, works like this, have to tweak it:
	+5 per cap
	+3 for killing an opponent while being in the vinicity of a cap, while it is being capped
	+2 for being in the vicinity of a cap when capped
	+5 for killing a capper in the process of capping
	+2 for killing an opponent in the vicinity of the cap (not necessarily while a cap is happening)
	+1 for a normal kill.

	

================
Front Line Force
Version 0.46a (Valve's Mod Expo Build)
Date: 10/09/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Added new VGUI gfx, courtesy of Cipher, great job man!.
- Added new gfx here and there.
- Fixed bullet holes spawning sparks or smoke under water.
- Added the MK23 weapon selection sprite.
- Fixed fraggrenade models, they don't sink in the ground anymore.


================
Front Line Force
Version 0.46
Date: 10/05/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Added captured sound.
- Added MAC10 fire sound.
- When trowing grenades, you will automatically change to your best weapon, if that weapon has ammo.
- Fixed a bug where you could capture after round end.
- Now penetrating bullets leave both sparks and smoke puffs on the other side.
- Tweaked the player's cold breath smoke thingy behavior.
- Fixed the UMP45 Accuracy, the thing was as accurate as a sniper.
- Sky shouldn't spark or make wallpuffs now. (There ya go DOOManiac =P).
- Fixed and tweaked and put all our weapons into shape, client side weapon stuff is now working nicely, also client side   zooming is also in. Damn, I love client side weapons, I used to hate them, but now, if it was possible and legal, I would marry them.
- Pistols are now full auto and can't switch.
- Getting killed by a turret prints the correct obituary, also when pointing at a turret, you can see if it's enemy or friendly.
- Fixed a bug where while capturing your weapon would keep playing the Holster animation over and over again.
- Continued to optimize the code, this time optimizing the bandwith utilization.
- Support soldier made a little stronger.

================
Front Line Force
Version 0.45a (The Frag 4 build)
Date: 9/24/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Added the frag grenade models.



================
Front Line Force
Version 0.45
Date: 9/21/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed an error with the CPStatus display.
- Rewrote all the respawn time check routine, made it more clean and fast.
- Fixed a bug where if you died while capturing, when you respawned your weapon would stay holstered.
- Fixed a bug with the MSG90 player animations.
- Client Side ammo prediction done, and working better than I expected, aunz aunz!.
- Added the HK21 Heavy Machinegun.
- Remove the Capture Point status display thingy, this was the cause of the 0.44a crash bugs, we are going to rewrite it.
- A lot of fixes and optimizations =).


================
Front Line Force
Version 0.44a
Date: 9/21/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed a crash bug when changing levels.
- Fixed weapons accuracy, stupid error on my part.


================
Front Line Force
Version 0.44
Date: 9/5/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Raised Spas12, M4 and MSG90 damage.
- Fixed some problems with the weapon animations.
- Tweaked the capture bonus:
  Recons: 30% less time.
  Support: 30% more time.
- Fixed and optimized a lot of the client side weapons code.
- Fixed a bug where the MSG90 or the Knife wouldn't holster when using the func_tanks.
- Tweaked the accuracy of the MSG90 when doing hipshots.
- Hah, fixed the Commandos Recon model, when Guiver modified the skins, he forgot to modify the closed eyes face skin, so   when the player blinked it switched skins from the new color to the old green and then back, looked funny.
- Finally added the UMP45 reload sounds.
- Scoring won't start until both teams have at least 1 player.
- Players can't fire while capturing points this encourages team work, since there must be someone protecting the capturing player just in case.
- If you stop capturing a point, the timer will stop and next time you capture it will be there, but for every 3 seconds without capturing, it will go up 1 second until it's default value.
- Hitting teammates won't spawn blood.
- Reduced the chances of bleeding, so less blood will be on screen and hence more visibility and less lag.
- Fixed grenades physics.
- Made capture point show up in the radar, yellow dots represent them.
- Team Bonus effect made greater.
- Grenades or Flashbangs can't be dropped.
- Added Famas Assault Rifle (aunz!).
- Tweaked some of the shell ejection for better performance.
- Fixed the bug with some respawning entities.
- When capturing a point, your weapon will holster, and you can't change it or reload it until you either finish the capture, or just let go of it, also the player will play a capturing animation.
- New animations included, and player models texture quality lowered a bit, so they would use less texture mem, when we first started Front Line, we wanted everything to look top notch, we went a little over the line and made 256x256 shoe textures, heh.
- Added breathing smoke puff, only appear if the mapper sets "weather" to 1 on the info_frontline, can be turned down with   cl_detail 0.
- Fixed the crash on the SubMachine gun menu for resolutions of 512x and less. Also fixed some problems with the class selection menus.
- Continued tweaking/fixing the client side weapons, ammo count is done client side now too (UPDATE: I removed the client side ammo count, wasn't as good as I wanted, have to rewrite it for 0.45).
- Added retouched MSG90 Sniper Rifle model, also added the reload sounds for it.
- Finally added the Capture Point Status display, use "cpstatus" command or access it from the command menu.
- Still need to finish the VGUIs menu, waiting for some custom art from Deimos and then it's go time.

================
Front Line Force
Version 0.43
Date: 8/21/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed a bug where a player couldn't pickup a droped weapon but could pick up it's ammo.
- Continued improving VGUI menus.
- Added rotating pictures on VGUI, is pretty buggy, and I'm aware of it.
- Moved weapons to client side.
- Fixed a bug where players wouldn't spawn if they pressed any buttons when dead.
- Fixed a bug that players would respawn instantly when changing class or teams.
- Classes have their own capture time modifier.
- cl_detail now controls the Grenade explosion, turn it off for less eye candy and faster perfomance.
- Each class now burns out stamina individually when jumping:
  - Recon: 30% Less stamina used.
  - Assault: 0% (no modificication).
  - Support: 30% More stamina used.
- Continued tweaking the Colt M4, now it has a slower ROF.
- Made MAC10 more powerfull.
- Added the MK23 pistol.
- Rewrote all the reset entity code.
- Auto-Team modified, when both teams are even, it will choose the team with less score.
- Added firing state switch to pistols, use alt attack to switch from Automatic to Semi-Auto. 
	(NOTE: both firing mode have the same accuracy, the semi auto option was only added cause some people like it more 	that way, just note that if you try to fire the weapon faster than it's supposed to, then your aim will get screwed 	up, if you fire at a moderate rate it will be the same as the auto mode.)
- Fixed a bug where stamina would be drained if you "jumped" while prone.
- Modified the way falling damage works:
  Recon: Gets a solid 15HP hit for falling.
  Assault: Gets a solid 20HP hit for falling.
  Support: Gets a solid 25HP hit for falling.
- Fixed some problems with the software rendering, still looking into others.
- Added MSG90 Sniper Rifle, only recons can choose it as their standard weapon.
- Now ALL clases can pick up dropped weapons, but depending on the class their accuracy is modified, for example, an Assault soldier can pick up a dropped MSG90, but his accuracy will be so screwed up there is no point on using it.
- There are some glitches with the new client side weapon code, but mostly is just animations problems, not game related stuff, still is bugging me. I'm still working on this, since I'm fairly new to the client side weapon thingy.
- VGUIS menu are 10% of my vision, I ran out of time for this build, and since you guys wanted the build so desperatly, next version will have my VGUI visions, as corny as that sounds =).
- Sniper Rifle model needs a little tweaking, and reanimating, don't worry, we're on it.


================
Front Line Force
Version 0.42 (QuakeCon 2000 Build)
Date: 7/21/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed a crash bug when changing levels.
- Optimized some code.
- Fixed the problem with the radar cvar (cl_radar).
- Added new client cvar, cl_detail, when turned on all wallpuff, sparks, eye candy stuff appears, turn it off for better
  performance, (no less lag, since all is done client side).
- Fixed a exploit when changing teams after the WarmUp Time.
- Added weapon reload sounds.
- Fixed a lot of bugs.
- Fixed player climbing ladders while prone.
- Added M4A1, MP5A2, MP5SD final models.
- Fixed a bug with the MP5A2 and MP5SD accuracy.
- Added Ingram MAC10.



================
Front Line Force
Version 0.41
Date: 7/17/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed the Mp5A2 accuracy, I screwed it up when doing the team bonus stuff for it, missed a ).
- Fixed a crash bug, if you didn't enter any location name when doing a addloc.
- Fixed HL crashing when the WarmUp Time was over if the map didn't have a info_frontline.
- Now you can trigger an entity as soon as a Capture Point is captured, mappers can get something like UT's Assault sequence in, like have a building blow up if the Attackers capture a point or something.
- New client cvar "cl_radar", you can adjust it from the customize menu, or in the console, values:
  cl_radar "0" = Off
  cl_radar "1" = Bottom Center
  cl_radar "2" = Upper Right
  cl_radar "3" = Upper Left

- Mouse now is not centered when choosing a button on the VGUI.
- Now Weapons menu have the Cancel button, in case you made a mistake and want to go back.
- Lowered the volume of the player's voice when he talks to the radio.
- Fixed the last animation problem, this time the die crouch and die prone ones.
- Fixed some aligning problems with the Team Bonus icons.
- Fixed players getting afected by flashbangs while dead.
- Fixed some misc stuff with the Team Bonus.
- Now, when pointing at a Capture Point, you will get it's name on your id display.
- SPAS12 toned down a little.
- All classes are now 5% faster.
- Player now drop the empty clip when reloading weapon, each weapon has their own model clip.
- Toned down Colt M4 bullet penetration power.
- Made Colt M4 less powerfull.
- Individual class weapons are now in.
- Fixed the error when if the next map on rotation didn't have a description for it, it would display the desc of the previous map.
- Capture Time is printed to everyone.
- Fixed round ending before the clock hit 0:00.
- Separated : from the numbers in the clock more.
- id display range made a little longer.

================
Front Line Force
Version 0.40a
Date: 7/14/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some problem with the gutshot die animation.
- Made Recon's armor protect more.
- Fixed some weapon damage values.
- Fixed some problems with the after dead camera.
- Min respawn time for player is now 5 seconds, this is to prevent some problem with some death sequences.
- Fixed another problem with crouch animations underwater, now all player animations are working perfectly.
- Added a new .wad, renamed and deleted some textures, mappers read texture_changes.txt
- Fixed the crash bug, yay!, stupid error on my part.

================
Front Line Force
Version 0.40
Date: 7/13/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Player id display now displays the player's team color, is easy to tell you if you're pointing to a teammate or not, by just looking at the text color.
- hud_centerid 1 position lowered a little bit.
- Made Support Soldier less strong, not by much, but it's still less than before.
- Made Recon Soldier a little faster and the Support Soldier a little slower.
- Fixed the player UMP45 animations.
- Renamed the main Front Line Force dll to frontline.dll instead of hl.dll.
- Pumped damage up again.
- Added our first v_models, these are placeholders, since they haven't been animated (looks like Q3A).
- Fixed some player models animation problems.
- Reduced the ammount of stamina taken when jumping, was 15% now it's 10%.
- I think I fixed that "bobbing" problem at connection time.
- Removed the hardcode for the player's respawn time, now the mapper has full control over them, altho the only thing hardcoded are the min and max time: Min time 3 seconds, Max time 30 seconds.
- Added player gun reload animations, you can see player's reloading their weapons now.
- Added a new server var, mp_teamchange, if set to 1, players can change team whenever they want, if set to 0, they can only change during the Warm Up time.
- Players now respawn if they're dead as soon as the round is over, for safety reasons.
- Fixed some entity respawn code.
- Added new map, desert_storm by Schrade.
- Added TeamMate Radar.
- Fixed some Turret stuff.
- Added first build of DOOManiac's map.
- Added full radio support, left to be done is the rebels voice, right now the command works for both teams, altho the code
for individual team voices is done.
- Changed the way the info_frontline works, read the map specs.
- Added the knife!, sounds are left to be done tho, altho the blood showing after hitting a player is working.
- Added another map by Schrade (boy he can work fast).
- Team Bonus support in, is untested and untweaked, so lets pay attention on this one, it improves stamina usage and weapon accuracy, the more team mates around you, the better.
- Added AHL's .loc support, works exactly like it. It displays your teammate location when they send a team message.

  To add a location, start a server with sv_cheats 1, and:
         		 addloc "location"	- adds a new location, ready to be saved
						  eg. addloc "east avenue"

			 savelocs		- creates a file called 'maps/mapname.loc' that contains 
			                          any newly placed locations (using the 'addloc' command).





================
Front Line Force
Version 0.37
Date: 6/20/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Finally!, Super Show Stopper crash bug fixed, and I really want to thank DOOManiac, Fuel and Deimos for staying with me   until 5 am to fix it, YOU GUYS FUCKING ROCK.
- Grenade Damage raised.
- Made player models blink more often (there ya go DOOManiac).
- MP5SD and MP5A2 damage raised.
- Made Colt M4 a little less accurate.
- If you kill yourself (using the "kill" command), changeteam or classes, you don't drop a weapon.
- I'm still finishing the individual weapon code, that would be in for next release.
- Updated frontline.wad

================
Front Line Force
Version 0.36
Date: 6/19/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

- Fixed some stability problems, some are still there, but rarely happens.
- Attackers respawn time is now hardcoded to a min 10 seconds, also, Attackers respawn time needs to be longer than
  the defenders, so, now a check is in, to verify this, if the mapper did it otherwise, the code will make it 5 seconds   longer than the defenders default attack speed.
- Spas12 toned down, was too unbalanced and powerfull.
- Pointing at a player, now displays "- (TEAMMATE)" if the players are on the same team.
- May have fixed the ASCII characters on the scoreboard, have to test it with some people.
- When a point is getting captured, everybody playing gets a notice.
- Overall weapon damage reduced by 0.5;
- Individual Weapon Damage went up.
- Dropping of weapons is now included, but not finished (ran out of time for this beta relese).
- Rifles Menu fully functional.
- Bullet wooshing sound are in (bullets going by), need to fine tune them.
- Weapons now make some smoke when firing, just fancy stuff, can be removed if you guys don't like it.
- Some other bug fixes.


================
Front Line Force
Version 0.35
Date: 6/14/2000
Adrian "Pink" Finol
pink@planethalflife.com
================

Features:

- First build released to the team members.
- All player classes are working, each with their own characteristics.
- Some Class stuff is left to be done, like individual weapon for classes and stuff like that.
- Gameplay is fully functional, Defenders win for defending points, attackers win for capturing.
- VGUI weapons menu are fully functional, altho there are some "out of order" parts.
- All weapons that are working on this build have their respective p_ models (the ones that players see holding), and only   1 has a new v_ model (view model), v_ models for all weapons are being worked on and are on schedule.
- New sounds for weapons.
- Flashbangs and Explosive grenades are in, with new custom effects for them.
- 6 different player models, 3 for each team, 1 for each class.
- Prone function fully working, you can't shoot while moving prone, bind a key to "toggleprone"
- Stamina system implemented, thats the bar on the lower right, each time you jump your stamina goes down, and have to wait a few seconds for it to get full, the lower the stamina the lower the jumping. Made this mainly for "Quakers" playing HL, we don't want no stinking bunny hoppers.
- Damage system is not real, altho locational damage is in, a head shot hurts more than anything else, but DOESN'T kill instantly.
- Explosive Grenade damage can be lowered by half, either crouching or going prone.
- Weapon accuracy modifier takes into account, rate of fire, and player state, example:
  - Holding down the fire button will screw up accuracy over time.
  - Crouching and Prone give the best accuracy
  - Jumping or shooting while on a ladder screws up accuracy the worst.
  - Running gives a intermedium accuracy modifier.

- Right now, only the Colt M4 can fire thru walls.
- Attackers CAN'T MOVE until the WarmUp time is over, and neither team can fire until the time is over.
- Once the round has started players can't change team (good idea?).
- Only 1 command to be bound, bind a key to +commandmenu (can be done thru the controls menu), from this you can change teams, starting weapons and class.
- 1 map included, and almost on final stages, made by Erik (Kwak).

I'm sure some other stuff is working, but I forgot =).

Bugs or Stuff left to do:

- Players can pick up any weapons on the ground without droping theirs, I have to finish coding this.
- Some weird anim problems when underwater.
- Tweak weapon behavior, but this can only be done after we test it.
- Make some other stuff more pretty.
- At the moments these are the only bugs I know about.

Pink - pink@planethalflife.com
 