12-03-97Zoid update his .plan about cheating:
More release date info:
Activision anticipates being on the shelves in the UK around December 12. There aren't any other specific dates (apart from North America) at this point other than worldwide distribution should occur by mid-December.
Also, thanks to all those who have sent notes congratulating us on the release and wishing us well. We appreciate the sentiment.
As I mentioned in an earlier plan update, cheating is still a problem in
the current Quake community. John Carmack and I want to take a look at what
we can do to curb some of the easier methods people are using to cheat.
I'd like to request that people email me with known ways of cheating in Quake and QuakeWorld. Clever hacks, pak file changes, etc. Tell me how proxies can give you that extra edge. I'd like to collect this information and work out ways with John in preventing or making it extremely hard to do.
Cheating is an unfortunate reality, but if something simple can be done to lessen its impact, we'd like to do it
We'll be selling through 1-800-IDGAMES, as always. We expect to begin taking preorders any day now (as soon as we can get the web banner up). We actually line up just like the retailers for product, so we won't have it any sooner than you can get it in stores, but you will get it mailed directly to you.Quake 2 level making
If you hold off putting entities (other than lights) in your maps until you have a bonafide Q2 editor in your hands, and use easily replaced textures, you should be able to convert a Q1 map into a Q2 map. If you work with a text editor on the text version of the .map file, you should be able to do search and replaces on most conflicting items.Funny site
Even so, I hacked around on it this morning and wasn't able to load a map into QE4 (though QE3 would load the original).
- Teleporters are pad-like entities now (not window frames) and don't easily convert between formats.
- Textures will need to have a wad path attached to them. e.g.; "e1u1/texture_name 0 0 0 1 1"
- The Q2 palette is substantially different from the Q1 palette.
- It's "ammo_bullets" not "item_bullets"
- There is nothing in Q2 out of the box that corresponds to Invisibility.
- Grenade launchers use a grenade ammo.
- DM spawn pads fill a roughly 64 x 64 space.
- Skins are fragmented, more like the Hexen two model than the Q1 model.
Yes gamers of the world, finally Australia got an event that everyone else wanted, I was there I got to go to the party afterwards and now I am about to tell you what happened..plan land
Well basically when we went in we got lots of free Pepsi, we sat down watching an eye popping preview of GL Quake2 on 20 foot screens in a resolution you wouldn't believe, this is final Quake2 people, I have seen it, I have played it. Quake2 will severely rock you're world. While this was happening Win95 decided to pack it in so we all had a good laugh at Mr. Gates' OS' unfortunate accident and then we went on with the show.
At this time Steed, Tim and Tim from Heavy Gear all got up and said hi and the Heavy Gear dude went through his bit (very cool too I must say) but it wasn't what I was waiting for. Then Steed and Tim got up, and I was in heaven. Quake2 is so brilliant in every facet the mind boggles at the genius of these people. A few facts about Quake2 Commercial version:
1. The intro is the most atmospheric thing you will ever see, plus you will visit actual places you see in the intro in the game itself. Very cool :)
2. Quake2 features 37 huge levels.
3. There are no deathmatch specific levels.
4. The release date in Australia (said by Tim himself) is December 16th.
5. Mines are not part of the game.
6. The bosses are way cool, you will love the super tank, I won't tell you what the final boss is but I will say that the sports a BFG and is a bit like the Heretic final boss where you have to kill his beast and him too.
7. For multiplayer the gestures got in, great for CTF (which is NOT in the final release)
8. Also instead of colors you get Skins, there are 15 for the male player and 12 for the Female.
9. Here is a list of weapons:
Grenade Launcher + Hand grenades
BFG (the BFG works almost exactly as in Doom. It causes a hell of a lot of pain at the impact point as well as doing damage to players who can be seen by both the shooter and the exploding green blob If you get out of the way of either you won't get hurt, this is especially good for multiplayer because it is now easier to get away from the BFG and there are several other death dealing weapons. DM is much more even and balanced)
10. The Jail levels are supremely excellent, they contain captured live marines, hehehe that is all I will say at this time :)
11. The explosions ARE polygonal
12. Quake2 IS the best game ever
Tim and Paul were very cool, they took the time to sign what ever people could get their hands on (Including the poster I stole from the wall when no one was looking) and answered everyone's questions. Overall it was a great night and I enjoyed myself a lot and thanks guys for coming down here and making a country full of publicity starved gamers very happy. I have seen the future and it is good..
Hmm.. Well, now that Quake II has gone gold, I guess we have some breathing room. Here's what I'm doing in the next week.More Quake 2 sites
- Play Ultima Online with Brandon, John Cash, and Paul Jaquays (We're still not sure about this game, but I think we're all leaning towards "it sucks". Just takes too damn long to get strong enough to survive a fight, or get enough gold to buy stuff)
- Play G-Police
- Sleep some more
- Play Total Annihilation
- Play Diddy Kong Racing (N64)
- Work on my 100+ player deathmatch map for Quake II
(Man I hope it turns out...)
- Work on rewriting 3DNet's server bots, (Changing data structures to a relational database accessed via SQL) Administrator's webpage and channel registration webpage.
- Set up a Quake II DM server here
- Go to LA for the Q2 release party; drink copious amounts of booze
A couple things I forgot to mention:Creative/Voodoo 2 press release
DOOM source. Still planned to be released Real Soon Now, but there is some work that needs to be done on it first to remove the sound engine, which was written by someone else.
Our Quake editor. It will be released with the tools, but it really isn't going to be all that usefull to many people. Most people will be better off with one of the actively supported editors designed for normal machines.
There is no documentation (Steve Tietze at Rogue has talked about writing something, though). It is designed to run at 1280*1024 resolution on a fast, fully-compliant OpenGL driver. It was designed for high-end boards like intergraph realizm, 3DPro, and Glint boards, but it also runs ok on 8 mb consumer boards like the permedia II and rendition V2200. It will NOT work with voodoo or powerVR. It is unlikely to work with voodoo rush, because of framebuffer size limits, but it might work at a low screen resolution. It might be workable on RIVA cards if they do some fancy work disposing buffers between window renderings (they are a 4mb card, but the textures can stay in AGP memory, so it will almost be enough). I'll work with them if they want to give it a try.
Right now, only 3Dlabs has a full opengl driver on win-95 (and it is a little flaky). All the other cards would require you to run NT. Over the next several months, most of the major vendors should be releasing full OpenGL drivers that work in '95, but there are no firm release dates.
A comment to the people complaining about the release not having Their-Favorite-Feature:
A software project is never, ever completely finished. If you wait until EVERYTHING is done, you won't ship at all.
Would it have been the right thing to delay releasing Quake 1 until I had written the glquake code and the QuakeWorld code? Or we had gotten Paul to build us all new models? Or we had made all new maps that hang together thematically?
If we had, we would be releasing Quake right about now. It would be a much better game (it would be Quake 2), but all of the enjoyment that everyone has gotten from Quake would have been lost. It would have been the wrong decision.
Quake 2 is great, and it will get better yet after its release.
A reminder about "John Carmacks":
Anyone claiming to be me on IRC is lying. I have never been on IRC, and if I ever choose to, I will mention it here first.
If you get an unsolicited email from "John Carmack", the odds are high that it was spoofed. Every couple days, I get a mail bounce from someone who messed up on a spoofed mail, and I often get confused responses from people that I have never mailed.
Java is looking largely "not quite ready for primetime". I don't want to use yet another IDE, so I was hoping that Visual J++ would work the way we'd like it to, unfortunately it's not JDK 1.1.x compliant. This leaves us with the Sun tools, which are primitive at best. I'm going to look at some of the other tools and environments on the market (Symantec, Borland, SuperCede).Return of the Sonic Mayhem
Consensus seems to be the JFC is the way to go and that AWT isn't all that it's cracked up to be.
You will suffer from secondary damage only if you are within line of sight with both the "exploding ball" and the shooter. Hence you cannot do what happened in DOOM, ie, shoot the gun and run into a different room and kill those there.Release date info!
Update: These weren't supposed to be put up, so they've been pulled. Sorry folks.Computer City Ad, take it again
DESIGNER WORKLOGWell, congrats Paul! And, we are all looking forward to your hard work. Also, folks, read the rest of the .plan, there is quite a bit of nice info about the crunch time.
Have lost track of individual actions (though I remember documenting changes and map bug fixes that have come in for days now).
Near the end, I made a lot of bug-isolation maps. Caught a bunch. Felt really good to be a part of John C's bug-gooshing team and be appreciated for it.
At the QuakeII demo/launch here in Melbourne, Australia yesterday Paul Steed said that when displaying a model Quake II uses linear interpolation between frames, but ID are considering Bezier interpolation for Trinity.Well, looks like a good deal to me!
Hey. I have been reading at your site for the past couple days about this thing with the John Carmack and Brian Hook interview, and about how (supposedly) boot had botched the deal they had signed with id to edit out EXACTLY what they told them, and NOT edit out what they WANTED heard, you know the deal. Anyway, I sent a letter to boot magazine, asking what their problem was, etc., etc. Tonight I got a message back from Brad Dosland, editor in cheif at boot magazine! Just thought I'd send it to you and let you look it over. ThanksWelp, there it is. Make your own conclusions.
|TIME TO KICK ASS AND GIB DUKES!!|
> From: Brad Dosland
> To: 0-NosferatU-0
> Subject: Re:
> Date: Monday, December 01, 1997 12:32 PM
> Brian Hook has made claims that boot magazine went back on an agreement
> with himself and John Carmack concerning the interview that appears in
> boot, both online and in print.
> Going against standard publishing policy, boot agreed to allow id to
> check the raw copy to ensure accuracy only, no prior right of censorship
> was offered. boot complied with this condition, giving id the edited
> text for the print interview, and id proved very helpful in catching a
> handful of transcription errors.
> The original interview was some 38,000 words. Space considerations only
> allowed us to run a fraction of that discussion (around 5,000 words). We
> decided to post some extracted excerpts that could not fit in the print
> magazine. In the rush to get this online before the impending
> Thanksgiving holiday, we did not pass this text by id (which was
> admittedly a bad call). Brain Hook contacted us after the first
> installment ran and asked to check the text. We promptly complied
> (within minutes of the request) and forwarded the text to Hook, to
> ensure accuracy. He returned his marks after 10pm the night before
> Thanksgiving. The marks are minor—hardly sensationalizing--and
> positively no comment was taken out of context.
> A few of the edits offered by Hook seek to eliminate personal comments
> made. This censorship was never a prior condition of the interview.
> We want to implement any marks regarding the accuracy of the interview
> (a total of five minor changes) and will do so as soon as possible.
> Unfortunately our webmaster automated the postings of the installments
> on a remote server while he was spending the holiday on the east coast,
> and we are working to fix the online interview asap.
> boot is deeply disappointed that Brian Hook has chosen to bring boot’s
> credibility into question based on these minor points. We are huge fans
> of id and all their products, going so far as to deem Quake the “best PC
> game to date” in the print magazine intro. The interview can in no way
> be construed as a hatchet job and merely provides a platform for these
> influential players to express their views in the most unbiased manner
> boot continues to be devoted to the honesty that has established its
> reputation in the industry and stands behind the integrity of this
> interview 100 percent. We only hope people will look at the five minor
> corrections when they are posted before passing judgement.
> Brad Dosland
> Editor in chief
> 0-NosferatU-0 wrote:
> > I've been a loyal reader of boot for many months now, but lately, I've
> > been having mixed feelings about your mag. Until about three days ago,
> > boot was the magazine that I waited for the entire month, and when it finally
> > got here, everything else I had to do was put on hold so I could read through the best computer mag on the market.
> > Then, about three days ago, I read at Quake2.com about this whole
> > ordeal with the John Carmack and Brian Hook interview with Alex St. John. I was pretty much shocked when I saw
> > what Brian Hook said: "OK, boot Magazine is now officially on my SHIT LIST." I HAD to read on to see what the problem was.
> > I couldn't believe what I was hearing. Supposedly, you guys had made a > > deal with Carmack and Hook that you would edit out anything they didn't feel should be heard by the public, and NOT edit out anything they DID
> > want heard. In his .plan file, Hook said you completely botched this
> > deal. You edited out the things he WANTED heard, and didn't edit out the things
> > he DIDN'T WANT heard. After the interview was released with the
> > magazine, you guys released the full version to the rest of the public at your web site
> > in sections. id was pissed after the first, and furious after the second, and you can imagine how mad they must be now that the SIXTH is out.
> > And who knows how many more to come. WHY THE HELL ARE YOU DOING THIS!?!?
> > id makes the best PC games on the market, and they should be shown much
> > more respect than this. I thought you guys knew that.
> > [ PS... If this letter doesn't make it onto your mag, I don't know what else will. ;-)]
> > 0-NosferatU-0 [long time Quaker]
I just got January's issue of Electronic Gaming Monthly(EGM;the first video game mag ever) flipped to the news and to add to the mound's of exciting news today I see a picture of a Q2 arcade system!Well... This is quite interesting! Thanks Q11!
The article with the title above goe's on to explain that Intel has joined many other companies in making the new company Open Arcade Architecture Forum(OAAF). The mane companies are Intel, Microsoft, and a unnamed graphics company(3DFX I hope). The new arcade console will be sold "as is"(no software except MS's new OS) and will be PC and Win95 compatable. Games that run under Win95 can be automaticly configured to work with the new OS with a program provided free to any perspective buyers. There is also a program to help make DOS to new OS conversions easier. "LBE Systems had an arcadeversionof Quake,which will allow multiplayer deathmatching using its SparkyNet OS arcade network software", said EGM when listing games seen at the AMOA debut. So what of the picture of the Q2 arcade game, well right after completeing this letter I will e-mail JCarmack and ask him, so don't worry as soon as I know more I will let you know. Also In the mags PC vs. Console article(which I haven't read yet) I noticed Q2 under 1st person shooters under in favor of PC's. I'll read it later and let you know if it's interesting.
As you've probably read from Carmack's .plan, we are finally "golden", as it were. This on the same day that I get my copy of PC Gamer (UK editition) that proclaims Quake II as "THE BEST GAME EVER!". No emphasis added - none needed. This is legitimately the first full review of the game and the piece is not only flattering, but well written. Statements like: "QUAKE II is far and away [id's] finest hour - everything about it oozes perfection" make me want to run out an pre-order a copy myself.To add to the wonderful feeling we're all getting right now, Disruptor made his first "happy" update in a while:
Before everyone emails us asking when they can get a copy in stores, we're waiting to hear from Activision ouselves as to when they think they can get it out. So send them lots of email begging them to get it out NOW! ;)
Everyone join in singing that tune from Ren and Stimpy...We believe you, id :).
"Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy,
Happy Happy, Joy, Joy, Joy!"
It's Done =)
We (id and Activision) just had our Code Release Meeting about an hour ago, and Quake II is officially off to manufacturing.BOOT interview
Keep a watch out on the Internet for further news about the actual 'in stores' date. Activision is assessing the manufacturing schedule and will be putting something on the Web as soon as they have nailed it all down.
QUAKE IIJohn Carmack .plan update
New! and in stock at the city
In your face graphics and sound!
Superior Artifical Intelligence
Larger, mission-based levels
Up to 32 players at once!
You'll get high-level complex missions and in-your-face sound and graphics. Up to 32 players can battle each other simultaneously.
-$30.00 mail in rebate
Quake 2 has mastered.New site
Where we go from here:
We should have a Quake 2 point release out shortly after the game gets in your hands. We intend to fix any bugs that turn up, improve the speed somewhat, and optimize for internet play in various ways. We will also be making several deathmatch only maps.
Deathmatch in Q2 has gotten a lot of lan testing (Thresh, Redwood, and Vik Long helped quite a bit the last week with tuning), but not much internet testing. There are probably gaping holes in it, but we will address them soon.
The deathmatch code in the shipping Q2 is also not designed to hold up against malicious users -- there is no protection against clients being obnoxious and constantly changing skins, chat flooding, client-side cheating, or whatever.
Q2 does checksum maps on the client side right now, so cheater maps won't work like they do in Q1, but cheater models and skins are still possible. I have some plans to combat that in the point release, but there are a lot of forms of cheating that can be implemented in proxies that are fundamentally not detectable. I can make it very painfully difficult for people to implement such things, but a very clever person with a dissasembler just can't be stopped completely.
The server code and network protocol should be able to support ultra-large player counts, but I know I need to do some low-level work to get around operating system buffer limits before it will actually work. We will test at least a hundred players in a giant map for the point release, but we won't actually address the issues of making a rational game at that level (chat hierarchies, team spawning, etc). I am very much looking forward to seeing what the user community creates on that foundation.
It is likely that the point release may have incompatable network protocols and savegames. Fair warning.
After the point release, we will be making a new demo release. If you experienced compatability problems with q2test, or were unsatisfied with the quality in some way, you should look at the demo. The final product is much improved.
We are commited to Win32 Alpha, Linux, irix, and rhapsody in that order. It is likely that a bunch of other ports will come later, but no promises. The presence of hardware-accelerated OpenGL on a platform will improve it's odds a lot. Zoid will probably prioritize Q2 CTF over other ports, so hold off on bugging him about ports for a while.
Development tool release.
I will basically be making publicly available a subset of the directory tree that we will deliver to our licensees. All the utility source code, the game dll source code, and probably some example source media -- .map files, artwork, model source, etc.
Q2 mission pack.
Most of the company will be working on a mission pack while Brian and I write tools and technology for trinity.
I am going to rapidly wean myself off of working with quake so I can concentrate fully on new directions. The evolution of the Q2 codebase will be left to John Cash (until the mission pack ships) and Zoid.
Everyone should keep in mind that any next-generation game that we produce is a LONG way off, so don't start getting all worked up over it, ok?
For the curious, it does look like java is going to start playing a significant role in our future projects. All of the lightweight utilities will be java applications (some requiring OpenGL bindings). The heavy duty number crunching utilities will probably stay in C. It is still unclear how much of the game framework and the level editor we can get away with doing in java.
"According to inside sources at Activision, Quake 2 has gone Gold. The final product is in production for distribution later this week."Hell, if it's on Blue's then it must be true. :) Thanks Blue.
November 30, 1997You go, Brian. <G>
John and I have started researching Java. Overall, I really like the language,
although I haven't used it just yet. I've read a couple books on Java ("Just
Java") and another book on the AWT, both of which have been really good (and
cover Java 1.1). I'm using the Java 1.1.4 JDK from Sun for Win32.
There is an assertion made in one of the books that for all intents and
purposes Java has supplanted C++ as the premier OO programming language. I'm
not quite sure I buy into this just yet, but I can see a HUGE class of apps
that are more conducive to Java than to C++. C++'s deficiencies are well
documented, and for the longest time the only defense for these shortfalls was
"well, it's the best thing out there." I think in many cases that C++ is NOT
the best thing -- hell, I prefer ANSI C, and I know C++ pretty damn well.
That said, we won't be writing Trinity in Java anytime soon, but we will look
into using Java for our tools. The idea of writing a program once that runs
on our NT, Win95, and SGI Irix boxes makes me all warm and fuzzy inside.
Java has been pretty easy to learn, since its syntax is essentially the same
as C++, with some minor differences. Some cool things they did was to specify
the exact size of types (e.g. ints are 32-bit, longs are 64-bit, etc.).
However, currently Java implementations are 32-bit in terms of memory
addressing -- all array indices are 32-bit ints, so you cannot have more than
4GB of addressable bytes. If you do arrays of larger objects you could
theoretically access more than 4GB of memory, but I have a feeling that will
ANSI C, on the other hand, under both DEC Alpha and MIPS R10K, supports 64-bit
pointers. And yes, there is a good chance that for our next generation set of
TOOLS that we will need 64-bit addressing.
After I get a little more familiar with the language, and maybe find the OpenGL
bindings for Java, I'll write a toy app to see how it works.
Oh yeah, I'm a level designer now! WOO-HOO! Since I'm going to be working
on the tools for Trinity John felt that I should know how the map editor
works, so I finally caved and started doing a deathmatch map. It looks like
crap, and plays even worse, but that baby is mine, all mine. :-)
Topic: The Quake 2 page at Game Hut is needing people to work on the site / Help out.New Site
News: The Quake 2 page at the Game Hut is looking for people who would like to help run the site. If you are interested in helping out with details subscribed on the site as "News updates, Article writers and reviewers" Drop a line to Sleazy@gamehut.com
News from: Amish
Hi, finally! GibStats 1.6 has been released. Besides many little enhancements made, are these the major ones:Thanks, Amish
- New user interface
- CTF scores are more exact
- HTML export options enhanced
- enhanced searching capabillities for players
- easier management of players and clans
- many bugs killed
Just wanted to mention that I had a good time recently hanging out with Vik Long and Dennis "Thresh" Fong and Anna (of AFT fame). It was really weird that in the middle of id there were four Asians sitting around talking about martial arts and stuff. Really stereotypical. If John Tam of Activision (one of the studboy QA jimmies over there) had been around, hell, the rest of id would've been scared. God knows, we'd start spontaneously practicing kung fu on everyone or making rice or something. *shudder*Thanks Q11 for the notice!
The Quake II Test went up on the Net to a mixed reception. David McCandless gives his reaction to the game we've all been dying to play.Satanic
November 27, 1997The second update is really long, so here's a small part of it:
Okay, Michael Hutchence's death really shocked me. I'm not one of those people
that cried because Cobain offed himself or because Di died, but I am definitely
alarmed/shocked/disturbed when someone I've known (through music or the press
or whatever) dies unexpectedly, because it reminds me of my own mortality. If
I'm gonna cry over someone dying, it'll be over the millions of Tibetans that
have been the target of genocide by the Chinese government; or the thousands
and hundreds of thousands of people that die every year in Somalia, Ethiopia,
Rwanda, and the Balkans.
Point being that I'm a big INXS fan -- earlier stuff, of course -- but a few
weeks ago I did a plan update that said "Remember, in ninety-eight we all
rotate". I said that because I was busy listening to "Kick" and heard those
lyrics. And gee, two months before 98, Michael rotated on out.
Man, that's just weird.
Okay, enough of that kind of melancholy crap.
November 27, 1997 (part 2)That is only the first three paragraphs of the .plan, so I suggest reading the rest of it to understand the situation better. <G>
BOOT Magazine is officially on my shit list. The interview that they posted on
their Web site is just crap. They edited it enough to screw up the context of
what we were saying or, in some cases, they managed to make us say something
that we weren't, but they didn't edit out the pieces we wanted removed to
See, part of the agreement John and I had with BOOT was that we would talk
freely about stuff over the course of several hours, with the full knowledge
that we had the right to remove the stuff that we were uncomfortable seeing
in print. We also reserved the right to correct the article factually --
I've seen them butcher enough interviews (e.g. the one with Scott Sellers)
that I know they don't have the technical background to properly transcribe
an interview with technical people. Christ, they put "de-buffering" instead
of "Z-buffering" through all of Scott's interview!
So after our interview they DID send us a copy of the PRINT version of the
article that we were to review, which we did (and we did make some edits),
but we were happy. But they posted the "rest" of the interview (edited by
them without any fact checking or revisions on our part) WITHOUT TELLING
US BEFORE THEY DID IT. This wasn't part of the deal. Fine, honest mistake,
that's cool, right? So I call Brad Dosland, their editor-in-chief, back
when they had only pasted part one. He said they would refrain from posting
later parts until we had a chance to correct and edit the logs they were
going to post. He even sent me those logs after I asked for them. Then
before I'd even had a chance to look at them I notice that part two is posted.
Hmmm...didn't he just say that he WOULDN'T? Great, so I send mail to him
and the others at BOOT reminding them about their promise to us, and then
they post PART THREE. AFTER I sent in the new logs. I haven't heard from
November 26, 1997Quake2 Level Contest
Some pictures of my dog, Akira, an Anatolian shepherd:
> The framerate in Quake1 was always calculated as an AVERAGE numberThanks to Brian for the permission to print this, and thanks to Fritz for his inquisitive mind.
> So if it was 100 fps near a wall and 1 fps in an open enviroments it
> told you that you run Quake at 50 fps. This is not very helpful if you
> want to check if Quake (and soon Quake2) runs jerky in any area.
> Would you (id) be able to extend the framerate display with 2 informations?
> 1. The lowest framerate counted (great to check if the game runs ALWAYS >= 30 fps)
> 2. The hightest framerate counted (great to check how much more details could be added without any drop in speed)
> 3. The average framerate (same thing we now get)
> This would help many ppl to get more exact benchmark results and helps
> much more than the single average number.
The performance numbers really don't tell you that much, since even on the fastest cards there is probably going to be at least one really slow frame (due to loading) and at least one really fast frame (due to a pathologically simple rendering case).
We're looking at getting better performance metrics, but we'll probably have something like you requested, but hopefully in a more useful format.
* exec default.cfg wasn't updating the menu properly, so I had to restructure that portion of the menu code to do the right thingDisruptor does Wood duty
* sifted through more bugs from Activision
* more menu tweaks
* changed some Com_Printfs to Com_DPrintfs to reduce the amount of spew on the console
* tracked down gladiator null model problem
* statistics logging so that we can keep track of various stats and log them to a file while running. We can then load this comma delimited file in Excel and generate a graph showing performance characteristics as it runs.
* software mode change crash, tracked it down
* yet more credit tweaks
* changed more stuff in the multiplayer setup menu
* merged our code again, this time had to manually deal with a conflict
* did deathmatch testing