Gladiator Arena VIII

This is a modification for Elite Force Holomatch. I think the readme provides the description best; Gladiator Arena is a Last...

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This is a modification for Elite Force Holomatch. I think the readme provides the description best;

Gladiator Arena is a Last-Man-Standing game with a fast gameplay, higly modifiable. It comes with a match mode, where the summary of the score over a given amount of rounds declares the winner. Last-Man-Standing means: Every player has only one life. The goal is to survive all the other players. Gladiator Arena brings like the name says the Gladiator flavour to this type of game: Every player gets one weapon, by which he can defeat himself - or be hunted, because other players want that weapon to have more chances to survive! B-) The gameplay is increased, the weapons act faster - but this don't mean you gonna be fragged easier: The firepower is connected to the amount of players active in the arena. The more are playing the less power has a shot. So always have a look on how many players are alive and how good your health is... And - like in a real Gladiator Arena - the bodies of fragged players don't disappear... ;)

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 __                                          ________________________  __
(  | USS VOYAGER HOLODECK MODIFICATION FILE |________________________||__)
 ) |                                 __
(__| GLADIATOR ARENA VIII.VI.0-BETA |__)

     - FOR THE NEW COMMANDS, VARIABLES AND FEATURES PLEASE READ THE
       HISTORY AREA DOWN BELOW!!!
       
     - TO CREATE A CONFIGURATION FOR GLADIATOR PLEASE OPEN THE FILE
                                 CONFIG.HTML
       IN YOUR BROWSER!

     This modification uses Unlagged 2.01 technology by Neil Toronto.
     To answer all your questions about this visit:
     http://www.planetquake.com/alternatefire/unlagged_faq.html  
                                                 __                    __
                                                (__| THE MODIFICATION |__)
                                                
     Gladiator Arena is a Last-Man-Standing game with a fast gameplay, 
     higly modifiable. It comes with a match mode, where the summary 
     of the score over a given amount of rounds declares the winner.
     
     Last-Man-Standing means: Every player has only one life. The goal 
     is to survive all the other players.
     
     Gladiator Arena brings like the name says the Gladiator flavour
     to this type of game: Every player gets one weapon, by which
     he can defeat himself - or be hunted, because other players 
     want that weapon to have more chances to survive! B-)
     
     The gameplay is increased, the weapons act faster - but this
     don't mean you gonna be fragged easier: The firepower is 
     connected to the amount of players active in the arena. The
     more are playing the less power has a shot. So always have a look
     on how many players are alive and how good your health is...
     
     And - like in a real Gladiator Arena - the bodies of fragged
     players don't disappear... ;)
     
     Gladiator Arena allowes not only single Gladiators to test their
     skills in an arena. In Team Deathmatch you and your team stand
     against your opponent team to be the surviving team at last! 
     For that you have to frag all members of the opponent team.
     
     To make the game more interesting new weapons are manufactured
     for the Gladiator's fight:
       * Killing Forcefield
       * Seeker powerup shooting homing missiles
       * Borg Weapons (known from Assimilation)
       * Tripwired Grenades (known from Specialities)
       
     While the game you get computer messages about placed Detpacks
     and Forcefields and how many players are active in the game.
     So you're always up-to-date to make your best strategic moves
     to be victorious at last!
     
     Gladiator Arena does not support Assimilation, Action-Hero and
     Specialties. CTF and 1v1 is also not supported.
     
     Instagib is supported, no XP needed to join the server. Even
     the very popular rifle jump of the original Instagib is 
     available to use.
     
     This modification uses the Unlagged 2.01 technology by Neil
     Toronto which includes a serverside ping lag compensation.
     This means that Gladiator Servers online in the internet
     provide a gameplay much like playing offline with bots or in
     a LAN. Instead of aiming ahead to compensate pings you can aim 
     directly on your opponent - no matter what ping you have and
     what ping he has.
     
     Gladiator Arena can handle all maps of the Single Player mode!
     NPC spawn points are converted to regular DM spawn points, all
     doors are unlocked and forcefields are off. If a spawn point 
     did cut off a player from the rest, a emergency transporter is
     available to escape the dead map spot.
     
     It is no problem to host games with players above the usual
     limit of 12 to 16 players on a regular deathmatch map. With
     Gladiator Arena you get up to 32 players at one time in a
     map.
     
     Also as a little bonus with Gladiator Arena you can use many
     custom maps of Quake 3 (Team) Arena. Therefor the Q3 pickups
     in these maps are converted to EF items. To find out more
     about Q3 maps that can also be used with EF visit 
       http://q32ef.fragland.net
     
     Gladiator Arena is a complete server side modification. You can
     run a server and players can connect without having this mod
     installed!
     
     For the latest features and changes check the history of this
     mod down this readme!

                                                        __             __
                                                       (__| THE RULES |__)

     1. Each Player has one life. If you loose it, you're out of the
        game (but only for one round). 
        
        After loosing your life you stay in as a spectator for the rest
        of the round.
        
     2. * FFA-Rules for scores:
     
        The winner is the one, who survived all other players. 
        
        The players are placed in the scoreboard by their time they 
        survived in one round.
        
        In match mode after a configurated amount of rounds a second 
        scoreboard with ranking by won rounds comes up. The three best
        players of the match are shown on the podium. The Scoreboard
        shows the amount of won rounds of a player.
        
        * TDM-Rules for scores: 
        
        The team has lost, that has no players left in the arena. By
        that the opponent team gets the point. The players are ranked
        by the frags they did.
        
        In match mode, the team with the most won rounds is the 
        winner. The score of each player of each round is added to
        a total. The player with the highest score over all rounds 
        is the MVP of the winning team.
        
        * General match score rules:
        
        There are no tied matches. The last round of a match will
        be repeated until a winner (player/team) can be named.
        
     3. You get one weapon by random at the beginning of the game. 
        This will stay your weapon until you pick up a dropped weapon
        of another player who lost his life. Then you can switch.
        
        There are no weapons and no ammo spawned in a level!
        
        Your ammo is unlimited.
        
        What weapons are available and how they are given away can
        be configured. Look into the variables section of this readme
        to learn how this works.
     
     4. It is not allowed to join a running round. Rejoining from the 
        spectators is not possible and connecting players while a running
        round will first join the spectators.

                                                      __               __
                                                     (__| THE DISPLAY |__)
                                                     
    FFA - Match off:
    
        Scoreboard:
        - Amount of outlived players until a player did die.
        
        Scoredisplay:
        - Amount of players alive
    
    FFA - Match on
    
        Scoreboard:
        - Amount of won rounds of a player
        
        Scoredisplay:
        - Amount of won rounds of the two best players
        
        Match-Scoreboard:
        - Amount of won rounds of a player
    
    TDM - Match off:
    
        Scoreboard:
        - Scores by frags
        
        Scoredisplay:
        - Amount of players alive of each team

        MVP:
        - Best player by frags of winning team
                                                     
    TDM - Match on:
    
        Scoreboard:
        - Scores by frags

        Scoredisplay:
        - Amount of won rounds of each team
        
        MVP:
        - Best player by frags of winning team
        
        Match-Scoreboard:
        - Scores by frags over all rounds

        Match-MVP:
        - Best player by frags over all rounds of winning team
        
                                                    __                 __
                                                   (__| CHANGED STUFF |__)

     WEAPONS:
     
     -- General:
     
     * The damage done by weaponfire depends on how many players are in 
       the game. The more players are in active the less damage weaponfire
       does.
       
     * The pause between each shot of a weapon is reduced.
     
     * The borg weapons are available as regular weapons.
     
     -- Weapons Detail:
     
     * Phaser:
       Is now dropable.
       
     * Compression Rifle:
       Has an improved alt shot effect when Quad powerup is active.
     
     * IMOD:
       Main shot has a fast fire mode. Every hit on the fire button 
       releases a shot without a delay between them. 
       
       This can be switched off if you don't like that, see
       g_mod_UseIMODQuickfire.
       
     * Grenade Launcher:
       Alt shot uses tripwired Grenades now (like used in Specialities).
       In this mode a launched mine has a sensor wire that let explode 
       the mine on contact. Only 10 mines are active at one time for 
       one player.

       This can be switched off if you don't like that, see
       g_mod_UseTripwiresMode.

       The main shot grenades have an humming sound now so you can hear
       where they are and possibly avoid them.
     
     * Arc Welder (Dreadnought Weapon)
       The alt shot moves now slower and has less power - about 75%.
       
     * Stasis-Weapon
       The main shot is much more faster now. Aiming can now be much
       mure accurate and effective than usual with this weapon.
       
     * Photon Burst:
       The missiles have a humming sound now so you can actually hear 
       where there are. This is helpfull if you're avoiding a homing 
       photon missile or to get a clue about a coming photon from your
       back.
       
       The Photons will do a bigger explode when a Quad powerup enhances
       their effectness in damage and radius.

     -- Pickups Detail:
       
     * Detpack:
       Detpacks have a sound signal now which declares that they are 
       active and ready to blow. Opponents can use this signal to
       notice it and maybe avoid it.
       
       When placed the computer will announce it to all players in the
       game so they do now know that they have to move carefully. You
       will hear the message "Warning! Corebreach imminent" because a
       Detpack contains parts of a Warpcore unit (blah, I just could
       find no better voice sample, damnit - and it sound cool, man!).
       
       If a Detpack got shot or is replaced as pickup because the owner
       was fragged or left the game, the computer will give a de-warning
       to all players: "Corebreach prevented".
       
       The damage of a detonating detpack is now actually there where
       it was placed. Usually the damage of a detonation is done
       at the point the detpack was latched not where it was placed.
       
       So you can do now air attacks by using the Jetpack to fly over
       an opponent, drop the Detpack and detonate it. Or you can drop
       it while jumping from a high building.
     
     * Seeker Drone:
       The Seeker Drone is much more powerfull now because it shoots
       photon homing missiles instead of little Scavenger bullets.
       So after collecting one move into a crowdy space and let the
       photons do their job. ;-)
       
     * Forcefield:
       The Forcefield is a killing weapon now. After placed in a map
       touching it kills. The owner of the Forcefield gets the score 
       of a kill. Be aware that you as the owner can also be killed
       which will result in a suicide frag.
       
       In Team Deatchmatch with friendly fire off you and your teammates 
       can touch your forcefield. 
       
       Because it uses much power after placing it, it first has to collect
       additional energy from its surrounding area. You can notice that
       by a little computer noise done by the collectors unit. This
       will last about 1,5 secs and then the Forcefield will rise ready
       to burn what's coming to close to it.
       
       Each placed Forcefield is announced to all players so they know
       they have to look out for them. Biessmans voice will tell a
       "Going up!". Each Forcefield that goes down will also be
       messaged to the players with a Biessman voice telling: "Going
       down."
       
       To switch back to standard Forcefield behaviour, use the cvar
       g_mod_UseKillingForcefield.
     

     GAMEPLAY:
     
     -- Warmup:
     
       Before a game starts a warmup is done, which explains in a very 
       short way the rules of this modification. This warmup will come up 
       only when a new player had joined the game.
       
       If no new player had joined, there will be only a short warmup 
       every round to ensure that all players are reconnected when the game
       begins.
       
       To inspect the map players can fly through it.
       
       In a match the warmup will also announce if a tied score of two
       or more Gladiators prevents a match end and so the current round
       repeats the last one to resolve that tie. You will hear "Tiebreaker"
       before the computer starts the countdown from three.
       
     -- In Game:
     
     * A player after loosing his live will immidiatly join the spectators.
       
     * No body will be "beamed off". A dead body stays in the level until 
       it is restarted.
      
     * The holointro is off.
     
     * There is no fraglimit.  
     
     * A reached timelimit will restart a round.
       
     * With each frag a message tells how many players in general (FFA) or
       of the fragged players team (TDM) are left. Same goes for a
       leaving player when he goes to spectators or off the server.
     
     * Music on last two alive players who fight for the victory.
     
     * Holdables (like Detpack or Transporter) are dropped of a fragged
       player.
       
     * The speed (g_speed) of the player movement cannot be set to a
       lower value than 320. By this players should move fast enough to
       escape from shots.
       
       
     SERVER-HANDLING:
     
     * Full support for all single player maps!
       - Escape transporter are available for players spawned in an area of a
         SP map, that has cut the player off the rest. The transporter is 
         available by the console command "escape". Only every minute this
         transporter is available.
       - Door sounds are taken ambiente specific to the map type (Voyager,
         Borg, Forge etc.)
       - Health items are spawned.
       
     * Support for player amounts over the usual taking of a map. If a map
       does not provide enough deathmatch spawn points for all active players
       on your server, the spots for the weapon and ammo pickups are converted
       to deathmatch spawn points and players join the game there. Normally now
       a map should take up to 32 players at one time.
     
     * Full support for Q3(T)A maps! You can run now custom Quake 3 maps on
       your server. Gladiator Arena converts all Quake 3 pickups into EF ones.
       Quake 3 maps do provide a high quality of design and gameplay.
       
       To have a look at Q3 maps, that will run under EF just fine (without
       texture or model leaks) and download them, visit this site: 
        
         http://q32ef.fragland.net

     * CTF server run as TDM server. 1v1 server run as FFA server.
     
     * New server variables to configure Gladiator Arena
     
     * New server commands for match controlling: "match_restart", "nextmatch"
       and "matchrounds" - available for voting.
     
     * New server commands for weapon controlling: "weapons", "ammomode", 
       "weapongiveaway", "firemode", "instagib"
     
     * Optional simple vote for public servers: Players can only vote for a
       new map.
         
     * Callvote for match_restart, nextmatch, matchrounds, g_speed.
     
     * If a new map is loaded by vote, the current running round (game) of 
       a match is restarted. 
       
     * Empty names are not allowed (like "^2  "), players are named "John Doe"
       then.
     
     * Players with a ping of 999 get kicked after one minute.
     
     * The static server rule "currentround" shows in serverbrowsers
       the current running round and the maximum of rounds to be played:
       
       currentround "4/8"
       
       When matches are off, it shows "-/-".
     
     
     BOTS:
     
     * Bot-AI:
       - bugfix: Weapon specific botproperties reactivated
       - Bot AI more aggressive
       - DM Bot AI for assimilator and borg weapon
       
     * Bot variation for automatic bot placement by bot_minplayers can be
       explicity set by cvar g_mod_botlist.

       
     LOGGIN:

      VIII.VI.0-BETA
      - THE NEW LOG VALUES ARE DESCRIBED IN THE HISTORY AREA!
     
     * For parsing and creating rankings about the most successfull
       gladiators of rounds and matches new values are logged into the
       games.log file:
       
       ROUNDWINNER <playername>
       MATCHWINNER <playername>
       
       By this a accurate ranking for competitions are possible.

                                __                                     __
                               (__| KNOWN BUGS OR CRITICAL BEHAVIOURS |__)
                               
    * Connecting clients join a round after a map restarts with a ping
      of 999, even the connect isn't finished (Bug of EF 1.20).
       
    * Bots don't move properly with Jetpacks while warmup sequence.
    
    * Bots don't avoid Forcefields and can too easily killed by them.
    
    * Computer messages can overlay each other.
    
    * Tied message if teams have same scores, even one team survived the
      other (only announcement is wrong, scoring is done right).
      
    * Specialities is not supported.

                                                             __        __
                                                            (__| TIPS |__)
       
    1. To configure your game of Gladiator Arena, use the CONFIG.HTML
       file that exists in the mods folder (gladiator). Open it with your
       internet browser (version 4.x or better - NS and MSIE).
                               
    2. To prevent the ugly EF 1.20 item pickup sound effect, where you
       hear the pickup sound many times instead only one time, set the
       item pickup prediction off. You can do this by setting a variable
       via the console:
       
       /set cg_predictitems 0
       
       Now you will only hear the pickup sound always once a time, as it
       is supposed to be.
       
       This is a bug of the client, where the pickup sound is restarted
       every frame (nearly 20 frames per second) as long as the item isn't
       removed (stated &quot;picked up by a player&quot;) by the server system. If
       a player has a ping of 200, the pickup sound is restarted for
       400 ms until the picked up item dissappears from the map. This is
       an ugly bug of the item pickup prediction system of EF 1.20, which
       cannot corrected server side only.
                                                      
                                                  __                   __
                                                 (__| SERVER COMMANDS |__)
                                                 
      VIII.VI.0-BETA
      - THE NEW SERVER COMMANDS ARE DESCRIBED IN THE HISTORY AREA!

     ----------------------------
     match_restart
       > Resets all scores to 0
       > The match begins with round 1.

     ----------------------------
     nextmatch
       > Resets all scores to 0
       > The next map is loaded
       > The match begins with round 1

     ----------------------------
     matchrounds <n>
       > Sets a new amount of rounds to a match
       > Resets all scores
       > The match begins with round 1
       > Without any parameter an information about a running match
         is printed

     ----------------------------
     instagib [yes|no]
       > Sets instagib mode on/off
       > Restarts map or match
       
         Examples:
         
           To set Instagib on:
             &quot;instagib yes&quot;
           To switch Instagib on or off:
             &quot;instagib&quot;

     ----------------------------
     weapons <weapon-ids>
       > Sets the available weapons
       
         <weapon-ids>: Weapon-IDs in an array, see Appendix
       
         Examples: 
         
           To set the IMod, Compression Rifle and the Stasis:
             &quot;weapons IRS&quot;
           To set only the Borg Assimilator:
             &quot;weapons A&quot;
           To set the default configuration (all weapons without Phaser and 
           Assimilator):
             &quot;weapons&quot;
             
     ----------------------------
     ammomode <weapon-ids> <mode>
       > Sets the ammo handling mode of weapons
       
         <weapon-ids>:  Weapon-IDs in an array, see Appendix
         
         <mode>:  &quot;unlimited&quot; - Weapon has unlimited ammo
                  &quot;cooloff&quot;   - Ammo decreases to 0, and refreshes while
                                weapon is not used.
         
         Examples: 
         
           Ammo mode of Quantum Burst and Dreadnought to cool-off mode:
             &quot;ammomode QD cooloff&quot;
           Ammo mode of IMod to unlimited ammo:
             &quot;ammomode I unlimited&quot;
             
     ----------------------------
     firemode <weapon-ids> <mode>
       > Sets the fire mode of weapons
       
         <weapon-ids>:  Weapon-IDs in an array, see Appendix
         
         <mode>:  &quot;both&quot;  - Weapon has both fire modes
                  &quot;main&quot;  - Only main fire
                  &quot;alt&quot;   - Only alternative fire
         
         Examples: 
         
           Compression Rifle and IMod have only alternative fire:
             &quot;firemode RI alt&quot;
           Quantum Burst has only main fire:
             &quot;firemode Q main&quot;
           Borg Weapon and Phaser have both fire modes:
             &quot;firemode BP both&quot;
             
     ----------------------------
     weapongiveaway <mode>
       > Sets how the weapons are given
       
         <mode>:  &quot;random&quot; - randomly
                  &quot;cycle&quot;  - first weapon by random, then cylced so 
                             everyone gets mostly a different one
                  &quot;one&quot;    - one weapon by random that every player
                             gets
         
         Examples: 
         
           Every player gets the same weapon, randomly choiced:
             &quot;weapongiveaway one&quot;


     APPENDIX:
     
       * These are the IDs of a weapon as parameter:
       
           P - Phaser
           R - Compression Rifle
           I - Imod
           C - Scavenger Rifle
           S - Stasis
           G - Grenade Launcher
           T - Tetrion Disruptor
           Q - Quantum Burst
           D - Dreadnought
           A - Borg Assimilator (glove)
           B - Borg Weapon
  
       
                                                  __                   __
                                                 (__| PLAYER COMMANDS |__)
                                                 
      VIII.VI.0-BETA
      - THE NEW CLIENT COMMANDS ARE DESCRIBED IN THE HISTORY AREA!

      escape 
      (only available in SP maps!)
        > Gives a transporter to the player to escape a deadly area of
          a SP map

                                                 __                    __
                                                (__| SERVER VARIABLES |__)
                                                
      VIII.VI.0-BETA
      - THE NEW VARIABLES ARE DESCRIBED IN THE HISTORY AREA!
          
          ---------------------------------------------------------
          - Cfg-Var: unlagged 
            Values:  &quot;0&quot; / &quot;1&quot; / &quot;Y&quot; / &quot;N&quot;
            Default: &quot;1&quot;
            Server-Info
            
            This enables the unlagg technology of Gladiator Arena.
            With this you get a gameplay near like playing offline
            with bots. No aiming ahead to compensate ping but 
            aiming directly on your opponent.
            
            &quot;1&quot; / &quot;Y&quot; - Unlagg is enabled (default).
            &quot;0&quot; / &quot;N&quot; - Unlagg is disabled so everything is back
                        to usual (pings do matter again).

          ---------------------------------------------------------
          - Cfg-Var: g_mod_botlist 
            Default: &quot;&quot;
            
            By this cvar you can specify a selection of bots to
            use when bot_minplayers is set. By this you have 
            control over what bots with certain skills should be
            the opponents when your server contains not enough
            human players to garantee a good Gladiator gameplay.
            
            When this cvar is not set or empty all bots are used
            to be placed into the game.
            
            The bots are listed with empty spaces between the
            names, like: 
            
            set g_mod_botlist &quot;janeway biessman chakotay&quot;
            
            Here a list of standard bots you could use (not 
            complete):
            
            Seven 
            Neelix 
            Jurot 
            8472 
            Kehlyr 
            Reaver 
            Kahless 
            2_of_3 
            an Biessman 
            4_of_12 
            Foster 
            Beta 
            Chakotay 
            Arjofa 
            Torres 
            Avatar 
            Tolek 
            Janeway 
            Chell 
            BorgQueen 
            Alexandria 
            Paladin 
            Salma 
            Desperado 
            Munro 
            Chang 
            Gowron 
            Gamma 
            TLar 
            Katarah 
            Doctor 
            Telsia 
          
          ---------------------------------------------------------
          - Cfg-Var: g_mod_NoOfGamesPerMatch 
            Values:  &quot;0&quot; / &quot;1&quot; / ...
            Default: &quot;0&quot;
            Server-Info

            This variable sets the amount of rounds that one 
            tournament match will include. If the value is more 
            than 0 (zero), three things will change:
            
            1. In  Warmup  you  will  see  instead  of 
               &quot;let the game begin&quot; the message:
               &quot;let game x of y begin&quot;  where x is the actual 
               round and y the total amount of rounds to play 
               before ranking is done.
               
            2. After the last round a second scoreboard comes up
               where all players are ranked by their won rounds. 
               The three first players are placed on podiums.
               
               After that all scores are deleted.
            
            3. Before the first round of the next match the 
               &quot;nextmap&quot; command is executed so map-cycling is
               available in this mode.
             
            4. If there is no winner after the last round it
               is replayed until a winner can be named.
               
            !!! Can also be set by server command &quot;matchrounds&quot;.

          ---------------------------------------------------------
          - Cfg-Var: g_mod_Instagib
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;0&quot;
            Server-Info
            
            Turns on/off Instagib mode.

            &quot;Y&quot; / &quot;1&quot; - Instagib on
            &quot;N&quot; / &quot;0&quot; - Instagib off
            
            !!! Can also be set by server command &quot;instagib&quot;.
            

          ---------------------------------------------------------
          - Cfg-Var: g_mod_WeaponAvailableFlags
            Values:  &quot;NNNNNNNNNNNN&quot; ... &quot;YYYYYYYYYNYY&quot;
            Default: &quot;NYYYYYYYYNNY&quot;
            
            !!! Not available in Instagib-Mode

            This describes the weapons  available  for
            the g_mod_WeaponGiveAwayMode.
            
            'Y'/'1' -> Weapon is available
            'N'/'0' -> Weapon is not available
            
            Every character in this string stands for
            a weapon in the following order:
            
           	1. Phaser
           	2. Compression Rifle
           	3. I-Mod
           	4. Scavenger Rifle
           	5. Stasis
           	6. Grenade Launcher
           	7. Tetrion Disruptor
           	8. Quantum Burst
           	9. Dreadnought
           	10. Hypospray (not available)
           	11. Borg Assimilator (glove)
           	12. Borg Weapon
            
            Example: 
            * Only C.-Rifle, I-Mod and Launcher:
            seta g_mod_WeaponAvailableFlags &quot;NYYNNYNNNNNN&quot;
            
            !!! Can also be set by server command &quot;weapons&quot;.
            

          ---------------------------------------------------------
          - Cfg-Var: g_mod_WeaponFireFlags
            Values:  &quot;000000000000&quot; ... &quot;222222222022&quot;
            Default: &quot;000000000000&quot;
            
            !!! Not available in Instagib-Mode

            This describes the firemode available for each weapon.
            
            '0' -> Both fire modes
            '1' -> Only main fire
            '2' -> Only alternative fire
            
            Every character in this string stands for a weapon in 
            the following order:
            
           	1. Phaser
           	2. Compression Rifle
           	3. Imod
           	4. Scavenger Rifle
           	5. Stasis
           	6. Grenade Launcher
           	7. Tetrion Disruptor
           	8. Quantum Burst
           	9. Dreadnought
           	10. Hypospray (not available)
           	11. Borg Assimilator (glove)
           	12. Borg Weapon
            
            Example:
            * Only alternative for Stasis and Dreadnought:
            seta g_mod_WeaponFireFlags &quot;000020002000&quot;
            
            Example:
            * Only normal for C.-Rifle Sc.-Rifle, and Burst
              only alternative for I-Mod and Stasis:
            seta g_mod_WeaponFireFlags &quot;012120010000&quot;
            
            !!! Can also be set by server command &quot;firemode&quot;.

          ---------------------------------------------------------
          - Cfg-Var: g_mod_WeaponGiveAwayMode
            Values:  &quot;0&quot; / &quot;1&quot; / &quot;2&quot;
            Default: &quot;0&quot;
            
            !!! Not available in Instagib-Mode
            
            ! This works together with:
              g_mod_WeaponAvailableFlags

            Value &quot;0&quot;: Weapons are given by random choice
            
            Value &quot;1&quot;: The same weapon is given by random choice
                       to all players. By that the weapons change
                       for every round but stay the same for all
                       players.
                       
            Value &quot;2&quot;: Weapon are given in a cycle, so that every 
                       player gets another one. The first weapon 
                       given is selected by random choice.
                                 
            !!! Can also be set by server command &quot;weapongiveaway&quot;.

          ---------------------------------------------------------
          - Cfg-Var: g_mod_WeaponAmmoMode
            Values:  &quot;000000000000&quot; ... &quot;111111111011&quot;
            Default: &quot;000000000000&quot;
            
            !!! Not available in Instagib-Mode
            
            This describes how the ammo is handled for each weapon:
            
            Value &quot;0&quot;: The ammo is unlimited and fully available
            
            Value &quot;1&quot;: The ammo is unlimited but every weapon
                       needs a recharge-time like the Phaser. Now
                       players cannot fire for an unlimited time.

            Every number in this string handles a weapon in the 
            following order:
            
           	1. Phaser
           	2. Compression Rifle
           	3. Imod
           	4. Scavenger Rifle
           	5. Stasis
           	6. Grenade Launcher
           	7. Tetrion Disruptor
           	8. Quantum Burst
           	9. Dreadnought
           	10. Hypospray (not available)
           	11. Borg Assimilator (glove)
           	12. Borg Weapon
                                 
            !!! Can also be set by server command &quot;ammomode&quot;.
                                 
          ---------------------------------------------------------
          - Cfg-Var: g_mod_HealthAvailableFlag
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            !!! Not available in Instagib-Mode
            
            Value &quot;Y&quot; / &quot;1&quot;: Health pickups will be spawned in a map.
            
            Value &quot;N&quot; / &quot;0&quot;: No health pickups are spawned.

          ---------------------------------------------------------
          - Cfg-Var: g_mod_PowerupsAvailableFlags
            Values:  &quot;NNNNNNNNNNNNNN&quot; ... &quot;YYYYYYYYYYYYYY&quot; 
            Default: &quot;YYYYYYYYYYYYYY&quot;
            
            Here now can be decided which powerups will be avail-
            able as pickups in a map.
            
            'Y'/'1' -> Powerup is available
            'N'/'0' -> Powerup is not available

            Every character in this string stands for a powerup in
            the following order:

           	 1. Quad
           	 2. Battlesuit
           	 3. Haste
           	 4. Invisible
           	 5. Regenerator
           	 6. Flight
           	 7. Seeker
           	 8. Redflag
           	 9. Blueflag 
           	10. Ouch     
           	11. Disintegrate
           	12. Ghost
           	13. Explode
           	14. Arcwelder Disintigrator

          ---------------------------------------------------------
          - Cfg-Var: g_mod_HoldableAvailableFlags
            Values:  &quot;NNNNN&quot; ... &quot;YYYYY&quot; 
            Default: &quot;YYYYY&quot;
            
            Here now can be decided which holdables will be avail-
            able as pickups in a map.
            
            'Y'/'1' -> Holdable is available
            'N'/'0' -> Holdable is not available

            Every character in this string stands for a holdable in
            the following order:

           	1. Transporter
           	2. Medkit
           	3. Detpack
           	4. Shield
           	5. Decoy

          ---------------------------------------------------------
          - Cfg-Var: g_mod_ArmorAvailableFlag
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            !!! Not available in Instagib-Mode
            
            Value &quot;Y&quot; / &quot;1&quot;: Armor pickups will be spawned in a map.
            
            Value &quot;N&quot; / &quot;0&quot; : No armor pickups are spawned.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_SimpleWarmup
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;N&quot;
            
            Value &quot;Y&quot; / &quot;1&quot; : Always short warmup of 8 seconds
            
            Value &quot;N&quot; / &quot;0&quot; : Complete Warmup of 30 seconds with 
                              simple mod rules on new players and
                              nextmatch / new map
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_PlayWelcomeMessage
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            Value &quot;Y&quot; / &quot;1&quot; : A cool taunt is played on the 
                              beginning of a game.
            
            Value &quot;N&quot; / &quot;0&quot; : No taunt played.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_PlayComputerMessages
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            Value &quot;Y&quot; / &quot;1&quot; : The computer announces the amount
                              of alive players on each frag.
            
            Value &quot;N&quot; / &quot;0&quot; : No announcement done.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_PlayCountdownMusic
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            Value &quot;Y&quot; / &quot;1&quot; : If only two players are left in the
                              arena, a music is played.
            
            Value &quot;N&quot; / &quot;0&quot; : No music is played.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_UseTripwiresMode
            Values:  &quot;0&quot; / &quot;1&quot; / &quot;2&quot; / &quot;3&quot;
            Default: &quot;1&quot;
            
            !!! Not available in Instagib-Mode

            Decides, how the Tripwire-Mode for the Grenade Launcher is 
            activated in the Arena. On activated Tripwire mode the 
            launched mine of the alternative shot explode on contact 
            with its sensor wire.

            Value &quot;0&quot;: No Tripwires are used, the Grenade Launcher
                       has its regular alternative shot.
                       
            Value &quot;1&quot;: The alternativ shot launches grenades with 
                       Tripwires.
                       
            Value &quot;2&quot;: Tripwire Grenades of the Launcher are
                       activated by random choice.
                       
            Value &quot;3&quot;: Tripwire Grenades are switched on every
                       second round.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_UseIMODQuickfire
            Values:  &quot;Y&quot; / &quot;1&quot; / &quot;N&quot; / &quot;0&quot;
            Default: &quot;Y&quot;
            
            !!! Not available in Instagib-Mode

            Value &quot;Y&quot; / &quot;1&quot; : The IMOD main fire allows shots 
                              without any delay. Every hit on the
                              fire button releases a shot.
            
            Value &quot;N&quot; / &quot;0&quot; : Usual shot behaviour.
            
          ---------------------------------------------------------
          - Cfg-Var: g_mod_UseKillingForcefield
            Values:  &quot;0&quot; / &quot;1&quot; / &quot;2&quot;
            Default: &quot;1&quot;
            
            Decides if and how the forcefield is used as a weapon.

            Value &quot;0&quot;: Regular forcefield is used. It holds weapon
                       fire (except IMOD) and does not let enemy
                       players through.
                       
            Value &quot;1&quot;: Kills when touched - suicide frag inclusive.
                       It is placed after a delay of 1,5 secs 
                       (powering up time). In TDM if friendly fire
                       is off (g_friendlyfire) you and your team-
                       mates can touch it.
                       
            Value &quot;2&quot;: Quick-Powerup mode: The killing field is
                       placed immediatly after usage. Enemies have
                       no time to avoid it if following.


                                                   __                  __
                                                  (__| HOW TO INSTALL |__)
     
     
     * First of all: You need the installed Patch 1.20 or the Expansion
       Pack. This won't work with EF 0.28, EF 1.10!

     * Extract the ZIP-File contents with full pathnames into your 
       Elite-Force basefolder - like &quot;C:\STVOY&quot;.
       
       After that you should have a folder named &quot;gladiator&quot; and a batch
       file named RUNGLAD.BAT (and this readme).
       
     * There a three ways to run this modification:
       
       1. Start Elite Force Holomatch as usual and activate the modifi-
          cation in the MOD list.
          
          The entry is called &quot;Gladiator Arena vn.n.n&quot;, where &quot;n.n.n&quot;
          is the current version of this modification.
          
          Please be aware: Since this is a complete server side modification,
          you will only recordnize Gladiator Arena if you start a game, the
          menus won't change after activating Gladiator Arena!

       2. Run Elite Force Holomatch from the command prompt by typing:
          
          &quot;stvoyhm +set fs_game gladiator&quot;
          
       3. ...or just by the installed batch file:
       
          &quot;runglad&quot;

                                                           __          __
                                                          (__| HISTORY|__)

       
       -----------------------------
        15.01.2006 VIII.VI.0-BETA
        
        * Gameplay:
          - Scavenger: main shot speed increased, less power
          - IMOD: less power 
          - IMOD: Main shot in fast-fire-mode - 3 shots in 400ms, then 1
            sec delay.
          - Stasis: main has more power
          - Phaser: more power
          - Dreadnought: more power
          - The last two players have only three minutes left to finish a 
            round
          - Instagib: The first three second after map start players are 
            invulnerable to prevent spawn kills

        * Features:
          - Minimum value for g_inactivity is 45 secs (inactivity drop)
            - crouching doesn't stop inactivity
          - Warmup: Firebutton joins game
          - Instagib: IMOD is selectable now.
            - Last weapon selection is remembered on each map restart
          - Server var: g_mod_DropPassword &quot;<password>&quot;
            - Sets the client passwort for the &quot;drop&quot; command. If not
              set, the &quot;drop&quot; command is off for all.
          - Server var: g_mod_DropCmdAsKickVote Y|N|1|0
            - If yes, the drop command does initiate a kick-vote
          - Client variable: droppassword &quot;<password>&quot;
            - when identical to g_mod_DropPassword on client connect, the player
              can kick others
          - Client command: drop [<playernum>|<playername>]
            - drops a player from the server (or initiates kick-vote)
            - Enabled, if &quot;droppassword&quot; is set and correct
            - Without params it lists all players on the server
          - Scoreboard: Player time shows the seconds a player could survive
          - g_gravity: Is restored on each map restart to custom value 
            instead reseted to map default
          - Server command: forcename <clientnum> &quot;<name>&quot;
            - Forces a name to a player. Player cannot rename himself after that.
          - g_speed: Value &quot;0&quot; is enabled again.
          - Server command: centermessage &quot;<message>&quot;
            - Shows the message centered on the screen.
          - Server command: ccmsg <clientnum> &quot;<message>&quot; 
            - Shows the message in the chatarea of the player
          - Server command: next_map &quot;<mapname>&quot; 
            - Sets the next map after the current match. The gametype stays
              and the the map rotation is continued after this map.
          - Server var: g_mod_NextmapVoteOnly y|n|1|0
            - If true and vote is enabled, the players can only vote the 
              &quot;next_map&quot; command
          - Server var: g_mod_AvailableMapsToVote &quot;<map [map [map [...]]]>&quot;
            - If set, only these maps are votable.
          - Server var: g_mod_NextMapVoteIntervall <matches>
            - next_map vote only available every n matches and only in the last 
              round of a match
          - Scoreboard: It is possible to start a vote now while the scoreboard
            is shown after a game.
          - Warmup: The detpacks are only available while the long warmups
          - Voting: All players that have not voted are counted as &quot;no&quot;, the
                    &quot;yes&quot;-votes decrease the amount of &quot;no&quot;-votes.
          - Server command: forcemodel <player> <model>
            - Forces a model to a player, the player cannot change the model
              after this.
          - Server command: mute <player> [true|false]
            - Mutes a player. Without parameter it toggles the mute flag.
          - Server variable: g_mod_ProtectedChat Y|1|N|0
            - If true, the chats of spectators and alive players are separated
            - If true, target chat is off (the chat is quoted in the public)
            - 15 seconds after a kill, player and attacker have one chatline
              open to each other.
          - g_mod_finalistsTimelimit <minutes>
            - The timelimit for the finalists (to prevent camping).
            - Default is 3 minutes.
          - Server variable: g_mod_SpectNameLock Y|N|1|0
            - If true, spectators cannot change their name to give hints to
              alive players.
            - Default value is &quot;Y&quot;
          - Server variable: g_mod_SpamProtection Y|1|N|0
            - If true, a player can send only 4 lines within 5 seconds. Every
              following line will start a 5 seconds mute.
          - Logfile value: ROUNDLOSER <playername>
            - When killed
          - Logfile value: FRAGPOINT <playername>
            - When a player fragged someone.
          - Logfile value: FINALIST <playername>
            - Logged when two players are left.
          - The name a player used on connect is stored for its session to use
            it for the logfile. Scores are not logged under a new name when the
            player renamed himself.
          - Spectators are always &quot;ready&quot; in the scoreboard.
        
        * Bug Fixes:
          - If the server hangs the current match is restarted after 2 minutes.
          - After a game the playerstate is restored for the scoreboard.
          - After the kill spectators cannot switch to the player anymore.
          - The Dreadnought alt fire is always stopped after 10 secs to
            prevent endless loops in circled areas.
          - Did the last player execute the kill-command it crashed the server.
        
        * Cosmetics:
          - does someone hit a chatting player a sound signal is played
            to the attacker.
          - The last surviving player is announced to free spectators
          - Decoy: new soundeffects for runtime and shut down.
          - Spectators toggle now though the clients like they are sorted
            in the scoreboard.
          - After connect an enhanced server status message is printed in
            the console.
            
       -----------------------------
        02.11.2003 VIII.III.0
            
        * Gameplay:
          - features Unlagged 2.01 by Neil Toronto
            Visit 
            http://www.planetquake.com/alternatefire/unlagged_faq.html  
            for more information about this technology
          - Forcefields cannot been shot out when running in alternate
            killing mode
          - The unvulnerable shield is not pickupable in Instagib mode
          - The well known Rifle jump is now available in Instagib
        
        * Features:
          - Cvar &quot;unlagged&quot; to switch unlagged on/off
          - Solomatch is reactivated now:
            - Matches are always off in Solomatch
            - Only quick warmups to save your time ;)
          - Server info rule &quot;currentround&quot; showing the current round
            and the maximum of rounds per match (like &quot;5/8&quot;). When
            matches are off it shows &quot;-/-&quot;.
          - Logging of round- and matchwinners (in games.log):
            &quot;ROUNDWINNER <Player>&quot;
            &quot;MATCHWINNER <Player>&quot;
          - Cvar to select specific bots to use when bot_minplayers is
            used: g_mod_botlist &quot;<botname> <botname> <botname> ...&quot;
            for example: set g_mod_botlist &quot;tuvok alexandria biessman&quot;

        * Bug Fixes:
          - When a single random weapon is given to all the weapon is
            not dropped if the player was fragged
          - In Instagib the detpack takes damage from opponents again,
            as it is supposed to since ancient times
          - When someone switches to spectators his matchscore is deleted

        * Cosmetics:
          - At the scoreboard a buzzing sound appears when the ready
            flag is set
          - Message &quot;Instagib Gladiator&quot; when someone connects on an
            Instagib enabled server
          - The match scoreboard is introduced by a big explosion
            sound and gfx effect
        
       -----------------------------
        08.02.2003 VIII.II.0
        
        * Bug Fixes:
          - Cheat protection: After a round has started, a given weapon
            to a player stays the same when trying to re-enter from 
            spectators to get another weapon.
          - If the match winner disconnect while the scoreboard after
            the last round and the remaining players have a tie for the
            match victory, the last round is repeated.
          - When an eliminated player disconnects, the items are not
            dropped into the map where the spectator was.
          - While the warmup the Jetpack item is not dropped when the
            player leaves.
          - TDM: The MVP on the podium belongs now always to the winning
            team.
          - The Detpack damage is now done where it was placed and detonated,
            not at the point where it was dropped.
          
        * Features:
          - First Person Spectator mode for eliminated players and
            regular spectators. Eliminated players spectating have a
            red &quot;X(SPEC)&quot; as prefix before their name.                             
          - Match Awards:
            TDM: 1. Master / 2. + 3. Warrior (if score > 0 )/ Bravery
            FFA: 1. Champion / 2. + 3. Warrior (if score > 0 )/ Bravery
          - The former weapon and ammo spawn points in a map are converted
            to deathmatch spawn points. These are taken if all regular
            deathmatch spawn points are used and more players need to
            be let into the map at the beginning of a round. So now
            most maps can handle up to 32 players at once.
          - The forcefield is a weapon now. After placed touching it kills.
            The owner gets the score. In TDM if friendly fire is off you
            and your teammates can touch the forcefield without beeing 
            fragged.
            - activated by cvar g_mod_UseKillingForcefield
          - When the owner of a placed detpack is fragged, the detpack is
            available as pickup again where it was placed.
          - The Seeker shoots now photon homing missiles.
          - The main fire of the IMOD has a quick fire mode now: Every
            push on the fire button releases a shot without any delay.
            - activated by cvar g_mod_UseIMODQuickfire
          - Supports now Q3(T)A maps by converting Q3 pickups to EF
            pickups. Download maps at: q32ef.fragland.net
          - Does not spawn Medkit, Regenerator and Quad pickup in Instagib
            mode
          - Impressive Award exist only in Instagib mode now.

        * Cosmetics:
          - new scoreboard music
          - alternative &quot;showdown&quot; music
          - Corebreach prevented message when owner of a placed detpack
            was fragged.
          - Forcefield humming sound for standard and kill mode.
          - New latch sound for decoy
          - Detpack signal sound
          - new Photonburst, Rifle and Grenade impact effects with Quad
            powerup.
          - Shipswhisle and LCARS sound for mod infos while warmup
          - Tiebreaker message while warmup for a tie resolving round
            in a match
          - Biessman voice announces forcefield placement.
          - OSD for placed forcefield with showing the amound of active
            forcefields.
          - Dreadnought alt fire has a smoother movement now.
          - Missile humming sound for photons and seeker missiles.
          - Grenades have a frizzle sound now.
          - The weapon of a fragged player is only dropped if more than
            one weapon is used in the game.
        
       -----------------------------
        15.06.2002 VIII.I.I
        
        * Bug Fixes:
          - No map restart on only one or no active players while
            warmup. This has caused a internal loop after a map load
            sometimes so the server was out.
           
       -----------------------------
        08.06.2002 VIII.I.0
        
        * New features:
          - Tripwires of Specialities for Grenade Launcher activated
          - A taunt message on every map start
          - The computer counts the players alive on each frag.
          - Computer message &quot;Warpcore breach imminent&quot; on placing a
            detpack, message &quot;Breach prevented&quot; on destroying it
          - music when the last two players fight to be the survivor
          - Holdables of a fragged player are dropped (like the
            Detpack or the Transporter)
          - Players with empty names (like &quot;^3  &quot;) are renamed to
            &quot;John Doe&quot;
          
        * Changed features:
          - Weapon power of Arc Welder (Dreadnought) reduced by 40%
          - Arc Welder alternative shot moves slower
          - Main shot missiles of Borg and Stasis Weapons fly faster now
          - Server command &quot;matchrounds&quot; without any parameter gives
            an information about a running match
          - g_speed minimum value is 300
          
        * Fixed bugs:
          - Counting of alive players didn't worked properly if two
            or more players died in a timeframe of one second.
        
        * New CVars
          - g_mod_PlayWelcomeMessage
          - g_mod_PlayComputerMessages
          - g_mod_PlayCountdownMusic
          - g_mod_UseTripwiresMode
               
       -----------------------------
        25.05.2002 VIII.0.0
        
        * Completly reprogrammed
        
        * New features:
          - !!! Version for EF 1.20 - all other versions run only under 
            EF 1.10 and EF 0.28!
          - TDM
          - Matchmode for TDM
          - Instagib-Mode
          - Full SP map support
            > NPC spawn points converted to DM spawn points
            > No Forcefields
            > Doors unlocked
            > Doorsounds map specific
            > Hypo-Health items spawned
          - Escape Transporter for SP maps (player command &quot;escape&quot;)
          - Borg weapons
          - Server commands:
            > match_restart
            > nextmatch
            > matchrounds <n>
            > instagib
            > weapons
            > ammomode
            > weapongiveaway
            > firemode
          - Simple Vote for public servers (maps only)
          - CTF is now TDM / 1v1 is now FFA
          - bugfix: bot_minpayer handling
          - Bot AI for borg weapons, more aggressive, bugfix weaponprop.

        * Deleted features:
          - Most variables are not available to vote anymore (they weren't
            needed)

        * Cosmetics:
          - Message &quot;<n> Gladiator of team <x> left&quot; in TDM mode
          - Different scoreviews for gametypes/match
          - Hint-Message in SP maps for the &quot;escape&quot; command
          - Jetpacks and Hypo while warmup
        
       -----------------
        12.04.2001 V2.01

        * Removed bugs:
          - No falling damage in Instagib-Mode
          - g_mod_WeaponAmmoMode votable

       ---------------
        08.04.2001 V2.0

        * Cosmetics:
          - &quot;let the game begin&quot; message also at short warmup
          - MOD-Welcome-Message at map load (if no map message is set)

        * New features:
          - Weapons (damage/firemodes/firetimes) configurable
            (see variables)
          - Tournament (Match) Mode with special scoreboard
          - Map-Cycling
          - g_speed votable
          - Modification vars votable
          - Instagib-Mode (see variables)
          - Powerups/Holdables/Health-Pickups switchable (see variables)
          - Recharge-Mode for all weapons (equal to Phaser) 
            (see variables)
          - Server vars:
            g_mod_WeaponFireMode        
            g_mod_WeaponDamageMode      
            g_mod_WeaponAvailableFlags
            g_mod_NoOfGamesPerMatch     
            g_mod_WeaponFireFlags       
            g_mod_PowerupsAvailableFlags
            g_mod_HoldableAvailableFlags
            g_mod_HealthAvailableFlag   
            g_mod_ArmorAvailableFlag    
            g_mod_WeaponAmmoMode        

        * Deleted features:
          - Server vars:
            g_mod_NoNewWeaponHandling
            g_mod_WeaponToGiveAwayId


       ---------------
        18.03.2001 V1.6

        * Bugfixes:
          - No &quot;tied for lead&quot; message at the scoreboard anymore
        
        * Cosmetics:
          - Mod.-&quot;Welcome&quot; Message only for the first time after client 
            has connected
          - Connected players while a game are always listed at the bottom
            of the scoreboard
          - No &quot;... entered the game&quot; message
          - At warmup players always get the phaser

        * New features:
          - Now configurable by server variables

       ---------------
       09.03.2001 V1.5
    
       * Bugfixes:
         - The last player cannot die anymore and join the intermission 
           as spectator (and stay in this mode until the next game is 
           finished)
         - The  computer messages &quot;You have taken/lost the lead.&quot; do not
           come up anymore while a game.
         - If only bots are left on a server their scores are reset to 
           null.
         - At the scoreboard  the bots won't come up with their winning
           chat  message even if they had lost a game.
         - At the scoreboard the time of spectators and connected players 
           while a game won't be listed.

       * Cosmetics:
         - At warmup players always get the compr. rifle.
         - A weapon lost by a player won't disappear anymore. It will stay
           until picked up.
         - Warmup time is a few seconds shorter now.
         - MOD-Infos are showen by server vars.
         - MOD folder is renamed from &quot;ffa_gladiator&quot; to &quot;gladiator&quot; for 
         better viewing in the server list.

       ---------------
       24.02.2001 V1.0
       * First release...

            
                                                           __           __
                                                          (__| CONTACT |__)
       
       Well, I hope you like this little modification. If you have
       suggestions  or a bug to report, please don't hesitate to contact
       me via this email address:
       
       salinga@web.de
       
       The newest version can be downloaded from this homepage:
       
       http://www.gladiator-arena.de.vu
       
       A big &quot;Thank you!&quot; goes to the {MAC} Clan who always had run
       a Gladiator Arena server under EF 1.10 and which had the idea
       and the wish for a Gladiator Arena under EF 1.20. I did this for
       you guys! :)

       Bye!
       
 __  _______________________________                                   __
(__||_______________________________| PROGRAMMED BY LT. CMDR. SALINGA |__)

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Lt. Cmdr. Salinga


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