[December 28, 2008 - Don Hakon]

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The official Sickhouse-mod for Q3 *Team Arena*
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SBPure TA v2.04 by Sickhouse Bureaucrats (http://www.sickhouse.org)
with lots of code from others. Based upon ID's code version 1.29h

Installation:
Just unzip sbpure_ta.zip in your missionpack-folder and you're set to go.


MODIFICATIONS:

1)  Added logging of team game events in games.log and changed
    scoring to be more conform with Classic CTF (all team games in 
    Team Arena use the same scoring definitions). 
	
      Capture                       15      All team games
      Team bonus                    10      All team games
      Recovery                       1      1 and 2 Flag Ctf, Harvester		
      Pick up                        0      1 and 2 Flag Ctf, Harvester
      Frag carrier                   2      1 and 2 Flag Ctf, Harvester 
      Carrier danger protect         2      1 and 2 Flag Ctf, Harvester
      Carrier protect                1      1 and 2 Flag Ctf, Harvester
      Base defence                   1      All team games
      Return assist                  1      2 Flag Ctf
      Frag carrier assist            2      2 Flag Ctf
      Frag assist (obelisk damage)   1      Overload 

    Added logging of skull pick up in Harvester (like flag pick up in CTF) 
    and skull recovery score (like flag return in CTF). 

    Added team bonus in Overload and Harvester (like classic ctf).

    Added frag carrier protect bonus in 1 Flag Ctf and 
    Harvester (like classic ctf).

    In Overload obelisk damage is logged as "frag assist" resulting in 1 point 
    per 30 obelisk health damage (if damage / 30 < 1 then points = 1).

    
2)  Removed logging of "chat" and "item pickups" in games.log

3)  Summarized scores per player and map are saved in file "mapscore.log"	
    (total frags, kills, deaths, captures, defence ...).
 
4)  "All OK-mode": when setting "g_SbAllOkMode 1" (default: 0),  
    *all* players must be in "ready-mode" before exiting from map intermission.

5)  Added server command "ExitIntermission": Force exiting map intermission  
    regardless of players being in "ready-mode" or not.

6)  Sudden death: when setting "g_SbSuddenDeath 1" tied games are not allowed.
    In case of a tie all games are settled by sudden death with no time limit 
    (default: 0 = allow tied games).

7)  Added the the exquisite hook from "Pure Ctf v2.01", modelled and coded by
    Kilderean (kilderean@planetquake.com). The hook can be disabled by 
    setting "g_SbAllowHook 0" (default: 1)

8)  Hook causes damage by 20%. A hook-kill results in a "humiliation-award"
    just like a Gauntlet-kill:-)

9)  Lightning Gun-discharge a'la Q1-style: when firing the Lightning 
    Gun under water the attacker is electrocuted along with others being 
    within close range (code from SARACEN). The Ligtning Gun-discharge 
    can be disabled by setting "g_SbDischarge 0" (default: 1)

10) Flag-switches for the ability to ban weapons, items and runes 
    (code from RaVeN). See how to configure below.

11) Flag-switches for the ability to set starting weapons (code from RaVeN). 
    See how to configure below.

12) Sitting Duck (g_SbShowDuck 1): 
    The player who's been killed most frequently (minimum 3 times) by the railgun 
    becomes "sitting duck", and is recognized by having a duck icon over his head.
    When duck status is being inflicted a specific sound is played for the target 
    and another for the attacker. While being the sitting duck you are recognized 
    by a faint quack sound when jumping (instead of your model's normal jumping
    sound). Also the taunt sound is temporarily substituted with a specific duck
    taunt sound. The Duck runs 20% faster than normal speed (even if he's got 
    the haste). Player shooting the Duck gains the same amount of health that the 
    Duck is damaged (max 200). Sitting duck status is cleared upon map changes. 
    The sitting duck-feature can be disabled by setting g_SbShowDuck 0.


13) Team damage by proximity mines (default: 0 = no team damage).
    g_SbProxTeamHandle 1: Team-mates take 50% damage from own team's prox mines.
                          Mines are *only* triggered by opposite team.
    g_SbProxTeamHandle 2: Team-mates take 50% damage from own team's prox mines.
                          Mines are triggered by *both* teams.

14) Timer countdown: When timelimit > 0 the timer shows remaining time to
                     timelimit. If no timelimit has been set the timer shows 
                     time passed (=counting up).

    Countdown sound: When timelimit > 0 a countdown-sound will start playing 
                     10 seconds before timelimit is reached.

15) Server command "CleanUpLogfile": Deletes logfile and restarts current map. 
    A handy server command for starting a fresh logfile "on the fly".
    Server command "CleanUpLogfile" also resets accumulated team scores (item 17)
    and activates "Spectator warmup" (item 19).

16) Client command "drop TA-rune": Dropping persistant powerup (Scout, 
    Guard, Doubler, Ammo Regen). To disallow dropping of persistant powerups
    set "g_SbAllowDropPersistant 0" (default: 1)
                               
17) In game types 4-7 (e.g CTF) accumulated team caps since session start are 
    displayed in the scoreboard. The accumulated scores can be preset by server
    command "SetTeamScores x y" (x: red score, y: blue score); handy stuff
    if you for some reason need to shut down the server and restart. The accumulated 
    scores are reset when using server command "CleanUpLogfile" (item 15). 

18) "Team Underdog Speed" (g_SbTeamUnderdogSpeed 5):
     In game types 4-7 (e.g CTF) when one team has 5 (default) or more accumulated 
     caps less than the other team, the losing team enters "Underdog status". Every 
     player in the "Underdog Team" gains 30% extra speed until the accumulated cap 
     diff is less than 5. Note - *accumulated* cap diff since session start, not 
     cap diff in current map. 

     Cap diff for entering "underdog status" is set by server switch 
     "g_SbTeamUnderdogSpeed n", where "n" is required cap diff (default: 5).
     The "Team Underdog" feature can be disabled by setting "g_SbTeamUnderdogSpeed 0"
     on the server.


19) "Spectator warmup" (g_SbSpectatorStart 1):
    When warmup time is activated (g_doWarmup 1 and g_Warmup > 0) clients enter
    spectator state until countdown is completed and the match starts. Countdown 
    sound expanded 10-0 (from 3-0). The "Spectator warmup" feature can be disabled
    by setting "g_SbSpectatorStart 0" on the server (default: 0).


20) Added server switch "g_SbForceCarnage" (default 1).
      0: Force carnage inactivated.

      1: Force blood & gibs even when switched off by clients ("com_blood 0" and/or "cg_gibs 0").

      2: Option 1 + Force bloodmarks and hitmarks even when switched off
         by clients ("cg_marks 0").

      3: Option 1 and 2 + Force projectile-smoke for RL and GL even when switched off 
         by clients ("cg_noProjectileTrail 0").


21) Added server command "ResetFlag" (CTF-games only). Usage: ResetFlag < 1(red) / 2(blue) >    
    The hud sometimes (very rare) shows that a flag is taken, but no player has it.
    Example: If blue flag is missing - enter server command "ResetFlag 2", and hopefully it
             will return to base. The command is not allowed if a player actually has the flag.


22) Client respawn delay: "g_SbRespawnDelay n", where "n" is max delay in seconds.
    Fragged clients have to wait 1 second for each death received during current map.    

    Example: The first time you're fragged it takes 1 second to respawn, the second
             time 2 seconds etc. If g_SbRespawnDelay is set to 10 respawn delay is
	     10 seconds even after the 10th frag. If g_SbRespawnDelay is set to 0
             (default) the respawn delay is disabled and "normal" respawning applies.



*********************
*** Flag switches ***
*********************

BAN WEAPONS (0 default = no weapons are banned)
(e.g: g_SbWeaponFlags 68 = ban BFG & Rocket Launcher)
   1	Shotgun (and shells)
   2	Grenade Launcher (and grenades)
   4	Rocket Launcher (and rockets)
   8	Lightning Gun (and lightning ammo)
  16	Railgun (and slugs)
  32	Plasmagun (and cells)
  64	BFG (and BFG-ammo)
 128	Nailgun (and nails)
 256	Prox Launcher (and mines)
 512 	Chaingun (and chaingun-ammo)


BAN ITEMS (0 default = no items are banned)
(e.g: g_SbItemFlags 576 = ban Mega health & Quad damage)
  1	Armor shard
  2	Combat armor
  4	Body armor
  8	Health small
  16	Health
  32	Health large
  64	Mega health
 128	Holdable teleporter
 256	Holdable medkit
 512	Quad damage
1024	Enviro suit
2048	Kamikaze
4096	Portal
8192	Invulnerability

BAN RUNES (0 default = no runes are banned)
(e.g: g_SbRuneFlags 9 = ban Haste & Flight)
  1	Haste
  2	Invisibility
  4	Regeneration
  8	Flight
 16  	Scout
 32	Guard
 64  	Doubler
128	Ammo Regen

STARTING WEAPONS (2 default = Machine Gun)
(e.g: g_SbStartWeapons 34 = start with Machine Gun & Railgun)
   1	Shotgun 	
   2	Machine Gun
   4	Grenade Launcher
   8	Rocket Launcher
  16	Lightning Gun
  32	Railgun
  64	Plasmagun
 128	BFG
 256	Nailgun
 512	Prox Launcher
1024 	Chaingun



---------------------
----- REV HIST ------
---------------------

[June 2, 2001 - Version 1.03]
Lots of stuff.


[March 13, 2002 - Version 1.04]
Team damage by proximity mines (item 13).


[August 2, 2002 - Version 1.05]
1) Timer countdown & countdown-sound (item 14).
2) Server command "CleanUpLogfile" (item 15).


[November 5, 2002 - Version 1.06]
Sitting Duck feature (item 12).


[November 27, 2002 - Version 1.07]
1) "Duck infliction" logged.
2) A few new Duck sounds.


[July 1, 2003 - Version 1.08]
1) More Duck sounds (jump and taunt).
2) Client command "drop TA-rune" (item 16).


[February 5, 2005 - Version 1.09]
1) Sitting Duck runs 20% faster than normal speed.
2) Shoot the Duck - vampire style: 
   Player hitting the Duck gains the same amount of health that the Duck is 
   damaged (max 200).
3) Scale down disappearing items (like they scale up when appearing).
4) Show number of captures instead of "Team Leader" in scoreboard (Team Arena).


[April 20, 2005 - Version 1.10]
1) Accumulated team caps for game types 4-7 (item 17).
2) "Team Underdog" feature (g_SbTeamUnderdogSpeed 1) in game types 4-7 (item 18).


[April 24, 2005 - Version 1.11]
1) Server command "SetTeamScores x y" (part of item 17)
2) "Spectator warmup" feature (item 19).
3) Changed Team Arena's in-game "Info"-menu to "Demo"-menu that starts/stops demo recording.


[February 19, 2006 - Version 1.12]
1) Added more scores in mapscore.log (item 3).
2) Removed TA flag stand (no more hiding of proxymines in flag stand:-)
3) Some minor stuff: 
   - classic flag sounds. 
   - flag lost info (sound & text).
   - strength sound when carrying doubler and yet another devlish sound when carrying
     the quad in combination with the doubler (like strength/quad in Q1).


[April 9, 2006 - Version 1.14]
1) Added "auto rec" to TA:s in-game Demo-menu. When "auto rec" is turned on demo recording
   starts automatically when map begins, and stops when map is finished. Note! Warmup-time on 
   server must be activated and set to 10 seconds or more (g_doWarmup 1 AND g_warmup 10).
   Demo files are named yyyy-mm-dd_hh-mm-ss_mapname.

2) Stopped CTF-flags from jumping up & down and slowed down flag rotation.
   Changed flag logos to the classic "hammer" (blue) and "lightning" (red).

3) Flag icon on the hud blinks if you've got the flag. If you like, you may turn off this 
   little feature by setting "cg_SbBlinkFlagIcon 0".

4) Minor graphical improvements from "Quake 2005 Revolution v. beta 0.94" by Wakey:   
   - high poly spheres for health items.
   - armor models (more polys) + armor highres textures.
   - ammo boxes & haste model with better environment mapping (whatever that means). 

5) Team colored chat balloons.


[September 3, 2006 - Version 1.15]
1) Smoke puffs behind speeding player's feet (like haste):
   - green smoke puffs for players speeding in Team Underdog (item 18).
   - grey smoke puffs (just like haste) for Sitting Duck (item 12).
   - burning yellow smoke puffs for players having more than one "speeding item"
     (e.g Sitting Duck AND haste or Team Underdog AND Sitting Duck...) 

2) Feathers fly around Sitting Duck when hit:-)

3) Global info when player is "duckyfied" (sound and text).

4) Required cap diff for entering "Team Underdog status" can be changed, and is
   no longer fixed to 5 (item 18).

5) Improved coding of the Team Underdog- and Sitting Duck-feature. 


[November 26, 2006 - Version 1.16]
1) Changed several sounds - mostly announcer sounds (and a few others).
   The new announcer sounds are based upon female sounds from DeltaCTF
   (www.deltactf.com) - thanks DeltaCTF!

2) Added "whoa"-sound (like the movie Scent of a Woman) when you frag AND gib
   a player in the air - Airgib! Thanks Mr Pacino!

3) Changed item-icons to something more life-like. A gun looks like a gun, and not
   a drawing of an infant.

4) Hopefully fixed a bug that sometimes screwed up ducktime stats in mapscore.log,
   but then again, you never know - 'cause I'm not sure of what the hell I'm doing.


[March 25, 2007 - Version 1.17]
1) Much less powered TA-guard. No more 200 health + 200 armor; just damage reduction by 50%.

2) Duck-head-gib when Sitting Duck (item 12) is gibbed. Head model from World of Padman;
   thank you WoP! 

3) Added countdown-sound "Prepare for sudden death" when 10 sec from entering SD (item 6).

4) Bugfix: correct text info (hopefully) on screen when player is "duckyfied".

5) Higher res. skin for machinegun, Grenade Launcher and Rocket Launcher.

6) Electric flash on lightning gun's muzzle.

7) Added server switch "g_SbForceCarnage" (item 20) that forces blood and gibs even when
   switched off by clients ("com_blood 0" and/or "cg_gibs 0").

...and some other minor stuff.


[June 2, 2007 - Version 2.0]
1) Added feature "Client respawn delay" (g_SbRespawnDelay n).
   Fragged clients have to wait 2 seconds for each death received during current map (item 22).

2) Added server command "ResetFlag" (item 21).

3) Extended options for server switch "g_SbForceCarnage" (item 20).
      "g_SbForceCarnage 2": Option 1 activated + Force bloodmarks and hitmarks even when 
                            switched off by clients ("cg_marks 0").

4) Triggering of first excellentsound reset to original, triggered by PERS_EXCELLENT_COUNT
   (counting from map start) instead of STAT_EXCELLENT_COUNT (counting from respawn).

5) Railgun: colormark- and color-reload-fix (client color) + white core & high res. texture.

   TA-version only:

6) Menu graphics from Alliance-mod - thank you Alliance Team!

7) Ready-marker for team games changed from "Ready" to "OK" and moved to first 
   position (botskill-position) in scoreboard to avoid overwriting "caps" when
   pressing "OK".

8) Changed standard team logos to classic hammer & lightning when g_blueteam "" and g_redteam "" 
   and for Pagans & Stroggs. (No longer error messages when g_blueteam "" and/or g_redteam "")
   
...and some graphic stuff here & there.


[September 30, 2007 - Version 2.01]
1) Extended option for server switch "g_SbForceCarnage" (item 20).
      "g_SbForceCarnage 3": Option 1 and 2 activated + Force projectile-smoke for RL and GL even when 
                            switched off by clients ("cg_noProjectileTrail 0").

2) More distinct explosion sound for rocket missiles.

3) Differentiated weapon select sounds.

4) Fix: you're now able to join a team during intermission.

5) Ducktrail - Sitting Duck (item 12) leaves a trail of feathers when walking/running.


[January 13, 2008 - Version 2.02]
1) Changed respawn delay time from 2 seconds to 1 second per death (item 22).

2) Railgun color (weapon "window") same color as chosen by client.

3) New sounds:

   When a player dies 6 times in a row: "You're not doing too well"

   When a player does 2 double kills in a row: "Oh, oh, rampage!"
                      3 double kills in a row: "Killingspree!" 
                      4 double kills in a row: "Grab'em by the nose, kick'em in the ass!" 
                      5 double kills in a row: "ah-i-ah-i-aaaaah!" (Tarzan:-)   

4) Added player models (and bots) Agent, Butcher, Cleansweep, Don Hakon, Hanseman, 
   Mr Ego, Netman, Titte.

5) Added in-game-options (for team games) "Team Arena"/"Quake III" in player menu when choosing player head.
     a) Option "Team Arena": Use selected head with Team Arena character model.
     b) Option "Quake III":  Use selected head with its ordinary Quake III body model.
   

[March 1, 2008 - Version 2.03]

1) Slightly improved plasmagun-skin.

   TA-version only:

2) ID bug-fix for LG: corrected some sounds & hitmarks (incorrectly retrieved from nailgun).

3) Change on Option-menu: First cvar-option changed from "simple items" to "3D/2D-icons".

... and some other stuff.


[December 28, 2008 - Version 2.04]
1) Fix: Adjusted position for message "Respawn Delay"
        so it can be visible in wide screen mode.

... and som minor graphic stuff.

