fRaBs updates
Main - Updates - Single Player - Deathmatch - Level Editing - FAQ - Credits - Links

This file catalogues all of the changes between fRaBs and the registered
version of Abuse, as well as various logs of updates, additions, gameplay
testing, deathmatch testing, and other modifications.

`12/10/00 - Version 2.1```

`- New to this version of fRaBs are some touching`
`up on the levels, one replaced single player`
`level, six new deathmatch levels, some new art,`
`and a couple really noticable new features:`
`randomized deathmatch level rotations and lots`
`of very pretty random title screens.`
`- On December 3, fRaBs turned a year old. I'm so`
`happy that this project has gone as far as it has,`
`and there are some really awesome ideas in store.`
`- Chances are the next version of fRaBs will have a`
`Windows Abuse port included. This port, maintained`
`by a fellow University of Idaho alumni named Jeremy`
`Scott, already has most of the solid features that`
`the DOS version has. What makes this version special`
`is that Jeremy plans on adding many new features to`
`the engine, including hardware acceleration and`
`DirectPlay support for native TCP/IP games!`
`- I repeat: There will be dedicated Abuse servers on`
`the Internet in the near future! :)`
`- You have two options for obtaining the latest fRaBs`
`now... I will still release entire new packages, but`
`now, there will also be patches available for older`
`versions of fRaBs, starting with a 2.0 to 2.1 patch.`
`- Here's a hint on some more expected additions to the`
`Abuse engine... I plan on beginning work on CTF maps`
`in the near future. :)```

`12/09/00```

`- Fixed small lighting errors in 00dm.`
`- Todo: change ANT_CRACK values in Level09 and`
`Level11 to make gameplay easier and smoother.`

`12/08/00```

`- Moved Cistern and Occult to the small rotations.`
`- Changed DM page and maps accordingly.`
`- Fixed a deathmatch level bug. DM LISP now loads`
`4frabsdm.lsp out of /addon/leon. This makes some`
`special tiles and objects appear in 00dm.`

`12/05/00`

`- Two new fRaBs mirrors... check the links page.`
`- The fRaBs main mirror has officially moved!`

`http://www.cs.uidaho.edu/~cass0664/fRaBs/`

`12/02/00`

`- Fixed some case-sensitive bugs in the map JPEG pages.`

`11/30/00`

`- Added more start points to 00dm.`
`- Fixed a couple long-standing problems in the large Bugs`
`DM level, with the fly powerup and a couple frisbee`
`powerups not respawning properly.`

`11/29/00`

`- New DM level, 00dm. You'll be familiar with this one. :)`

`11/28/00`

`- Replaced /lisp/teleport.lsp with Leon's new one. This`
`includes the new TP_DOOR_INVIS.`
`- Fixed spacytdm and spacymed's background problems.`
`- Added in new Level30, with map and info.`

`11/27/00`

`- Ergh. I included the unfinished Level30 with the release`
`fRaBs. I don't know what I'll do here. I may just cut out`
`that level... it wasn't very good anyways. In it's place`
`will be Leon's new single player level, Leon1_2, perhaps`
`augmented with a secret exit. :)`
`- Making some gameplay changes to King of the Cross... I`
`will rearrange the ammo and add in a fly powerup to the`
`higher respawn points.`
`- Added in new artwork and new deathmatch levels by Leon.`
`This stuff is really really nice. Check out Cistern,`
`Ruins, and Occult. Stones.spe is in /addon/newart.`
`- Updated object list.`
`- Reminder to self: update small and medium DM LISP, get`
`map JPEGs of these three and of Leon1_2, the new Level30.`
`Also update DM level documentation.`

`11/13/00`

`- Finished the new medium DM Level. It's called Laaz Rockit.`
`All my newer DM Levels have the added benefit of testing`
`behind them, thanks to my buddy Micah. He sketched this`
`level out on paper too, so more kudos to him.`
`- Finished new small DM level, King of the Cross.`
`- Added Profound's new title screen. Sweetness.`
`- I'm thinking the next fRaBs will be mainly a deathmatch`
`release. Some of my older DM Levels just kinda suck, and`
`the more DM I play the better I get at making this type`
`of level. I think it would be cool to eventually have a`
`totally new Deathmatch server interface, and as many`
`packaged DM Levels as, say, Unreal or Q3A. Bots would be`
`cool too, but that's way far down the line, if ever.`
`- Todo: Fix PUSHER alignment in Aquarius and Laaz Rockit.`
`Add map of KOTC. Add SFX to KOTC.`

`11/12/00`

`- Well, there was a slight problem with the title`
`screen code in relation to /addon/deathmat/dstartup.lsp`
`but it was a quick fix.`
`- The deathmatch level sequences have been modified! Now`
`upon selecting a level size, you will get a random level`
`of that type. No more waiting for cool DM levels like`
`Aquarius and Teardrop anymore... you just might get your`
`level when you start the game.`
`- In progress: New medium-sized Deathmatch Level.`
`- Slightly old news, but Profound sent in another title`
`screen. It's the one with the sharp-looking 'A'.`
`- Todo: Fix item hiding and spacy background in spacytdm.`

`11/11/00`

`- Leon fixed up the title screen code and artwork.`
`Very cool. There's a title.zip patch on his webspace`
`and if you want the nifty new title screens before`
`the next release of fRaBs, then grab it. The file is`
`called title.zip.`

`http://boksha.tripod.com/`

`11/10/00`

`- fRaBs now has random title screens! Check /lisp/`
`startup.lsp for the code updates. Thanks to Crembo`
`and Cypress for providing some sweet title screens`
`and giving me this idea.`

`11/08/00`

`- Fixed a couple of documentation quips.`
`- Added a couple links on the Links page.`

`11/06/00 - Version 2.0`

`- Finally. The first release of fRaBs in almost three`
`months. There are a total of ten new levels in this`
`version - eight are single player, and the other two`
`are deathmatch. Plus there's a plethora of other`
`additions in the documentation. I matched the ten`
`new levels with ten new Pong levels as well... and`
`lots of updates in the Level Editing and FAQ section.`
`- Actually I lied... there's a secret level too. See if`
`you can find it. The JPEG maps will not help you. :)`
`- To Cypress: Sorry I didn't include the new fRaBs logo`
`in the HTML pages... the versions you gave me didn't`
`scale very well. I did spend some time tinkering with`
`the artwork in GIMP though... it's gonna look cool. :)`
`- As a sidenote... Episode 3 is not complete until`
`there is a Level16 and there will probably be three`
`or four levels added on to the Aliens Abuse episode`
`in the future.`
`- Finally, notes on adding art and objects... the docs`
`talk about the /addon/newart folder. There is also a`
`/addon/newobj folder for individual addon objects you`
`decide to create.`

`11/04/00`

`- I've been doing work on the object documentation in`
`the level editing section for the last few days.`
`- Finished Level30. It's not my best level, but it's`
`a unique challenge as far as my levels go.`
`- As soon as Level15 is complete, the next fRaBs will`
`be released!`

`10/31/00`

`- Level12 is fixed, but EitanTal is hopefully working`
`on something to fix Level14.`
`- Awesome! Eitan fixed Level14 as well.`

`10/30/00`

`- Finally fixed the SHOULDER_LAMP bug! Modified /lisp/`
`people.lsp. Thanks a million to Leon for the fix.`
`- Worked on the Level Editing documentation. I will`
`definitely need help writing the section on how to`
`create objects and enemies for Abuse. If you are a`
`Satan Paint expert, please contact me if you would`
`like to help in demystifying the process of creating`
`objects for Abuse.`

`10/29/00`

`- There was a huge tile converter bug that screwed up`
`two of my single player levels by cutting off the`
`first column of foreground tiles in the larger of`
`my levels, Level12 and Level14. I was lucky to have`
`a working copy of Level12, but my only copy of`
`Level14 was royally screwed. See, the bug shifted`
`all the foreground tiles over ONE value, and one`
`tile was lost. However, all of the objects remained`
`where they were, so the entire level is screwed.`
`Hopefully EitanTal can make a new converter to fix`
`this broken level. If not, it can't be in fRaBs.`

`10/28/00`

`- Fixed up a couple nagging gameplay problems in`
`treesmal. Lately I'm having trouble coming up with`
`decent ideas for the last few single player levels`
`that I'd like to finish, but whether these levels`
`are done or not, I'd like to release fRaBs sometime`
`in mid-November before I go on Thanksgiving break.`
`- Fixed a bug in Limeston where the ladder would get`
`the player stuck in the ground if they went down`
`too far.`
`- Leon offered to fix the SHOULDER_LAMP bug! Hooray!`

`10/27/00`

`- New small DM level... treesmal.spe is the fourth`
`level in the small rotation.`

`10/25/00`

`- Fixing up the documentation for version 2.0. There`
`is still lots of material to add to the editing`
`section, which is now split into two parts. I'm`
`probably going to split off parts of the object list`
`as well.`

`10/24/00`

`- Finished a new medium deathmatch level with the blue`
`background cave stuff. It's called 'Aquarius' and it`
`is the third level in the Deathmatch rotation.`
`- Changed the medium.lsp deathmatch level rotation.`
`JDM3 is no longer in the medium rotation.`
`- Tested Aquarius. It works rather nicely! It made`
`me remember to update addon/deathmat/deathmat.lsp`
`to include the addon/newart stuff.`
`- Abuse is sweet. All I did was put the newart stuff`
`in /addon and put the Aquarius level on my friend's`
`computer... when we played, it updated his title`
`screen and tons of stuff to be in sync with my dev`
`fRaBs. Suprise suprise :)`

`10/23/00`

`- Renumbered Claudio's space tiles and used a special`
`converter by EitanTal to change the levels that`
`used those tiles. Sweetness! Now the foreground`
`numbering system is fixed at long last!`

`10/20/00`

`- The new Mario level is finished! It will be a neat`
`little secret for you to find. I'll edit the way to`
`find this level out of the Map JPEGs. It's not too`
`difficult to find though.`
`- Implemented Cypress' background tiles for the blue`
`caves and whatnot, finally. They look really nice`
`in my upcoming fRaBs Level30.`
`- Started on Level15 too. Not a very productive way`
`to end a week of midterms... making fRaBs levels`
`all day, but what the hell.`

`10/19/00`

`- Been working on the last few levels that exit the`
`Level12 hub, and a Mario level.`
`- Finished Level14 too! Yay!`
`- Fixed the regular fRaBs SENSOR_LEVEL object so that`
`it loads levels from the regular /levels directory.`

`10/17/00`

`- Huge changes to background numbering... the menu`
`for background tiles is changed, because the space`
`tiles that were numbered at around 9000 are now`
`numbered at 500. Not many levels used these`
`background tiles, so I changed the numbering. If`
`your level did use these space background tiles,`
`then you're going to have to go back and fix your`
`level for the new fRaBs. I think I'm the only one`
`with this problem though. :) So, not only is the`
`background window easier to navigate, but all three`
`sets of space background tiles will be grouped`
`nicely together in the background window.`
`- Tried to add Cypress' new background tiles but they`
`weren't formatted correctly in Satan Paint. D'oh!`
`- Added Cypress' 3D-Green fRaBs title screen as well.`
`Rock on! It's very nice looking.`

`10/15/00`

`- Huge changes in the foreground and background tile`
`naming system. I found some background tiles that`
`were included with Claudio's addon that I had no`
`earthly idea about. They are renumbered for ease of`
`finding and using. Check addon/newart/tiledoc.txt`
`for some notes on these.`
`- Commented out the last two tiles that were numbered`
`from 10,000 in /addon/claudio/claudio.lsp. This`
`should help make the foreground tiles easier to`
`navigate around.`
`- News on a release... Leon is working on re-naming his`
`object variations so don't get too comfortable with`
`things like the ANT_CRACK_HIDDEN and the ANT_TOUGH.`
`The ANT_VARIATIONS code currently used in levels will`
`probably stay, although the objects these levels use`
`will be tagged as 'Unlistable' for the purposes of`
`keeping the object window in the Level Editor somewhat`
`clean.`

`10/06/00`

`- Major changes under the hood again... I added in the`
`sensors from the Twisted Minds addon as well as it's`
`implementation of the WALK_ROB object. The new LISP`
`is in /twist/f2xxx.lsp. In addition, this new object,`
`the WALK_ROB2 was modified so that it has no shield`
`when it's standing still.`
`- Remind me to modify the SETQ_BAD_GUY lists.`

`10/04/00`

`- Added more new decorative foreground tiles... thanks`
`again, Cypress. It's all in /newart.`
`- All I need to do is finish up a few more levels for`
`the third episode (levels 14-16) and fRaBs will be`
`ready for a release. Until then, feel free to send`
`in your art and levels. I may even start another new`
`episode.`
`- I was bored today, so I got an idea... why not add`
`the Twisted Minds Mario object set to the fRaBs set`
`of default objects? So I did... I'll need to add`
`Profound's special set of sensors sometime in the`
`future as well.`

`10/01/00`

`- Updated the Single Player Maps page... it's in touch`
`with the latest dev version of fRaBs now.`

`9/29/00`

`- Fixed some of Cypress' tiles so that they look better,`
`particularly the diagonal ceiling tiles.`
`- Modified /addon/claudio/claudio.lsp to fix a bug with`
`the ANT_SHIP object. When it fires frisbees, the game's`
`video output gets all screwy. So for now, the ANT_SHIP`
`doesn't shoot frisbees.`
`- Created a short new level based on the new tileset. It`
`will be the ending level of the ACLPP episode, Level10.`
`- I also decided to use a couple of Cypress' levels as`
`Level07 and Level08. These are both works in progress,`
`but they will be finished soon. The previous Level07`
`is now the new Level09. This makes the ACLPP episode`
`complete!`
`- The maps page needs to be updated again.`

`9/28/00`

`- Added some new artwork to the current fRaBs dev version,`
`and released a patch to level editors. As of today, the`
`link is on the Abuse forum. Kudos to Cypress! The artwork`
`will be in /addon/newart... it's an icyblue foreground set.`
`- Added a global listing of foreground tiles for Abuse into`
`/addon/newart. The foreground and background tiles work on`
`a numbering system... from 0 to around 10,000... if you`
`make any foreground or background art in fRaBs, send it to`
`me so I can end it to an empty 'spot' on this chart.`
`- Cypress sent me some of his unfinished levels too. Some of`
`these will be in the next fRaBs, but a few are either very`
`unfinished or merely 'skeletons' of levels.`
`- Finally, Jonathan is relocating so the server may be up/down`
`or left/right or sideways or something.`

`9/18/00`

`- Updated two map JPEGs, including the one for Level12.`

`9/17/00`

`- Happy Birthday to me! I just turned 18! Now send me some money`
`and go play some fRaBs. (and slutty whores... on channel 4)`
`- Fixed a glaring bug in Madrace. Lately I've been doing some`
`deathmatch testing... expect a few slight gameplay changes in`
`the deathmatch levels in fRaBs 2.0.`

`9/12/2000`

`- Back to work. My new computer is set up for progress on fRaBs.`
`- Updated the FAQ page again, and made the font fixed-width.`
`- Hello to all of you from the University of Idaho!`

`8/11/00`

`- Updated the FAQ with some info on ports, the Death Ray, and the`
`Boss Ant objects. Keep the questions coming!`
`- The links page had a bit of redundant stuff in it. Fixed.`

`8/08/00`

`- I've been busy at college... so sorry about the lack of news.`
`I'll be back in swing by September at the latest.`
`- The credits page was changed by Jonathan a while back. It's a`
`bit more exact now.`

`7/17/00`

`- Modified the documentation strucure, and removed the /maps`
`folder. All the new maps can be found in /docs/images now.`
`This will make things easier in terms of keeping the up-`
`coming website updated.`

`7/12/00`

`- Added the unfinished Level12 and a new Level13 into the level`
`rotation of Episode 3, and updated the documentation of how I`
`plan on structuring the order of Levels 12-16 along with a`
`possible Aliens Abuse episode.`

`7/10/00 - Version 1.9`

`- Changed the arrangement of the documentation. If this isn't`
`the best Abuse documentation there is then I suggest you make`
`something better. :) I'm proud of it.`

`7/09/00`

`- Finally finished up the HTML documentation for fRaBs.`

`7/07/00`

`- I've been working on Pong levels, the new documentation, and a`
`special directory called /maps, filled with JPEGs of every level`
`in fRaBs, and then some. So far there is 10 new Pong levels`
`made by me.`
`- Still no resolution to the legs error. Until that is fixed, my`
`new level will remain unreleased.`

`7/03/00`

`- Thanks to Zoneman for finding a nasty error in fRaBs where upon`
`getting the POWER_UPs the player's legs didn't change. I have`
`this problem partially fixed at the moment... only now upon`
`obtaining the SHOULDER_LAMP, the player has no legs!`
`- I did this by moving lots of code directly into the`
`lisp/people.lsp file, and there is a backup called peoplold.lsp`
`in the same directory. Also, addon/aliens/powerups.lsp has been`
`changed, with the old file renamed to powerold.lsp... hope I`
`can fix this soon!`

`7/02/00`

`- Pong level making is easy! I made 5 nice levels in about half`
`an hour. Very neat stuff. I'll write a short briefing on it.`
`- At the moment I'm collaborating with Profound to make a couple`
`new objects for Pong that will allow for a string of levels...`
`right now it only plays one at a time, but this can be changed.`

`7/01/00`

`- Added abuse.txt in /docs, by Duong Dai Nguyen. There is a very`
`detailed tutorial on level design, as well as other things. I`
`may go through and add/modify some of the listings to account for`
`new ai_types and whatnot. I shouldn't have lost this file so long`
`ago... it's a useful tool, and I still learn things from it.`
`Swiped from the shareware version 1.05.`

`6/30/00`

`- Check out addon/pong/ for a fun little pong game. Swiped from the`
`shareware version 1.05.`

`6/29/00`

`- Tried to fix the 'Aliens' issue, by changing their little green`
`acid shot to aitype 50, but I don't think I modified the LISP`
`correctly. Now they don't shoot anything at all! Maybe it's best`
`that way...`
`- Started doing some major tweaking to the Alien code... I want to`
`try and make them a bit more 'fair'. Changed default hit points,`
`and speed settings today...`

`6/28/00`

`- Ooh, with the addition of the new addon by Leon, the Aliens from`
`the Aliens Abuse addon now seem to want to shoot those zip-zappy`
`lasers. This is a bit of a problem...`

`6/26/00`

`- Updated Leon's addon material and edited /addon/leon/4frabs.lsp to`
`include his new foreground tiles.`

`6/25/00`

`- Added in Leon's new ant addons from his great new levels. All of it`
`is in addon/leon, including the original levels, which can be run`
`via leon.bat and l-edit.bat.`
`- Moved the bad_guy_list and the object_destroyable_list to the bottom`
`of abuse.lsp. Kept the older, existing ones just in case the seperate`
`addon is run instead of the entire fRaBs objects.`
`- Updated single player readme on new Ant AI.`
`- Tons of new objects in this update. I don't know how I will ever make`
`a document to describe each and every one of these... eventually I`
`need to though.`

`6/21/00`

`- Began work on Kokushi Salamander. It will be a shoot-em-up spaceship`
`game, similar to Gradius, using the Abuse engine. :) Profound is`
`doing the main bit of code, and I'm creating/ripping the artwork. I`
`have been on a shooter stint, with the Konami classics, and I thought`
`one day that I could do a project like this for Abuse. Stay tuned...`

`6/20/00`

`- I did some deathmatch testing on Kahn with EitanTal. I had a 56k modem,`
`and he had ISDN, and the results were slow, probably because of me...`
`we averaged about .5 fps. I'd imagine 2 ISDN lines on Kahn would`
`get much better performance... the game's native rate is 15 fps. I am`
`in Alaska, and he was in Israel... my TCP/IP test with Ed wasn't as`
`good in terms of performance, and he had DSL.`
`- Missed a few of the art/tints directories in changing the file names`
`to lower case. Fixed.`
`- You may have noticed that there were constant updates from the 13th of`
`June to the 17th. This is a record number of updates for fRaBs, and it`
`can be attributed to the fact that I don't have a job. :)`

`6/17/00 - Version 1.75`

`- The Deathray and the Twisted Minds addon are now incorporated into`
`fRaBs! This makes for a whole new seperate addon, as well as better-`
`flowing single player play in the regular game.`
`- Added a couple of Leon's objects, save for a couple things related`
`to the ways in which ants die. These are the ANTHOLE and the SENSORBEAM.`
`The first one makes a new ant for each one that comes out of the crack`
`and dies, up to a maximum. The second is a nice bit of decor. Read`
`leon1.lsp in addon/leon for more info and check out my sample level,`
`sample.spe, in the same directory.`

`6/16/00`

`- Doh! There was a broken level exit in Level07.spe because I moved`
`Level08 to Level21. Fixed.`

`6/15/00 - Version 1.71`

`- Renamed every file except for the fRaBs171 dir itself to lowercase so`
`that there's better Linux compatibility. If there are any problems that`
`come up with this then email me.`

`6/14/00`

`- I decided to release fRaBs and add the BFG and my new cave level in`
`a later version. There might not be much time between this release`
`and the next, but it's been long enough as it is. :)`
`- Remember that although this version has quite a few new levels,`
`most of the big changes are internal, with the new power up objects`
`which I hope you level editors out there can take advantage of.`
`- Updated the single player documentation with help for the new levels`
`as I'm sure you will need it. ;)`

`6/13/00`

`- Getting very close to a release. Implemented Eitan's easiest levels`
`and all that is left now is the BFG and possibly my new Abuse level`
`once I get it finished.`

`6/8/00`

`- Added in EitanTal's new levels, but they may need editing. This, and`
`the delays with adding in the new BFG code will delay fRaBs even`
`longer. I figure this is best though, unless you like downloading`
`new versions of software every two seconds that it is released.`
`- Modified /lisp/people.lsp to fix an issue where any level-ending`
`teleporter for Level22.spe ends the game. Now the end-game`
`sequence will only be triggered when you complete Level99.spe and`
`god knows if fRaBs will ever have one of these.`

`6/4/00`

`- Cleaned up some LISP references for possible Linux problems.`

`6/1/00`

`- Preparations for releasing fRaBs 1.7... there's gonna be plenty`
`of new stuff in this version, in terms of levels and additions to`
`the artwork and objects. Just a little more testing with the new`
`objects in a simulated deathmatch and it will be ready to go.`
`- Now that the important Aliens objects are included, does anyone`
`want to try and make an 'Aliens Abuse' episode of fRaBs? :)`
`- Input on how fast the new Aliens move would be nice... this can`
`be easily modified if the general consensus is that they should`
`move a little slower/faster.`
`- Did some slight updating to the documentation, with info about`
`the new Aliens.`
`- Added Ed Snible's fRaBs icons, and some related files, to /icons.`

`5/24/00`

`- Finally! Added Aliens Abuse foreground, background, and relevant`
`objects. And it all works perfectly! YAY! Now the SHOULDER_LAMP,`
`the FACE_HUGGER, and all the ALIEN_DUDES work! :)`

`5/21/00`

`- Ed and I had our first TCP/IP test of fRaBs for GNU/Linux. It`
`was slow and there were a couple LISP bugs, but we think they`
`were due to our different Abuse setups, and the fact that I live`
`in Alaska and he lives in New York. Overall though, things are`
`looking promising for TCP/IP play, just as long as you're not`
`playing someone halfway across the planet. :)`
`- Also, I've been contacted by someone who wants to do an Abuse`
`port for PSX. Stay tuned.`
`- I've been planning to make some GNU/Linux packages for different`
`distros, so look for these in the future. So far Redhat and`
`Debian packages are on the horizon, but if there's the demand,`
`then I'll make some others.`

`5/03/00`

`- fRaBs is working in Debian! Good news... but the palette is`
`screwy. To be fixed.`
`- Added Level17.spe finally.`

`4/24/00`

`- To do... Finish testing fRaBs-linux and integrate new SPLs.`

`4/13/00`

`- A cool guy by the name of Ed Snible has been fixing up a`
`GNU/Linux version of Abuse with TCP/IP support. We're in the`
`testing phase... stay tuned. This is gonna rock!`

`fRaBs + Linux + TCP/IP + Good Documentation = Bliss :)`

`- Changed Level00 so that bottom two teleporters to the left`
`loop back into Level00 until I get those episodes completed.`
`- Added SFX to Limestone DM level. It sounds cool now.`
`- Network testing went really well, although my little brother`
`beat me on the levels that I made. Go figure. I noticed some`
`lag in Bugs.spe on the network though... too many objects?`
`If someone can get 3-4 people or more playing 'Bugs' on a LAN`
`and do some further testing, I'd appreciate it. :)`
`- Added an episode with some of my older levels... it's a three`
`level deal that is situated off near the 'Abuse!' teleport in`
`Level00. This is old news really, but the new episode isn't in`
`any released versions of fRaBs.`

`3/24/00 - Version 1.51 (beta)`

`- Completed Limeston.spe (the new large DM level) and I think`
`I'm done with making deathmatch levels. Now to get back to`
`single-player.`
`- Modified /addon/deathmat/large.lsp`
`- Damn, another thing I forgot to add here... I finished a nice`
`new single-player level a while ago... about a month ago, to`
`be precise. :) Whoops.`
`- I'm gonna be able to do my own deathmatch testing this coming`
`week. Woohoo! My own networked computers to play with!`

`3/20/00`

`- I'm back for the attack!`
`- Don't know why this tidbit wasn't in the readme earlier,`
`but I've been working on the Underground Zone, another`
`large DM level. It, along with other fRaBs stuff, will`
`probably not be released until there's other significant`
`changes to the game... i.e. more single player episodes,`
`engine modifications. There's no point to releasing fRaBs`
`every two days just to put in another DM level and update`
`the one or two .lsp files that need updating.`

`2/21/00 - Version 1.5`

`- Released 1.5 with all new single-player mode, and`
`4 new deathmatch levels. Single-player info has been`
`relegated to separate readme files, deathmat.txt and`
`oneplayr.txt, both of which are works in progress. My`
`aim is to have more material for Abuse newbies and a`
`full-fledged Abuse multiplayer step-by-step guide.`

`2/20/00`

`- I was inspired today... made a new medium DM level in about`
`3 hours that is circle-shaped... it uses running water from`
`the claudio addon. :) It's the second level in the medium`
`rotation now... /netlevel/Teardrop.spe`

`2/18/00`

`- More SPL fixes (Level08.spe)`
`- Still working on a new SPL and a new DM level... school's`
`been bogging me down a bit though.`

`2/5/00`

`- Fixed some foreground tiles in the original SW levels`
`- Fixed some tiles and errors in both ACLPP levels`

`2/4/00`

`- Added a new level, redgrndm.spe, to the small deathmatch levels`
`and modified /addon/deathmat/small.lsp to a different order. I`
`don't plan on making any more small deathmatch levels, so this`
`file should stay the same from here on out. This DM level has`
`a 'new' feature: respawning flyers that cause random hell.`
`- Changed Level00 teleporter nomenclature.`

`2/2/00`

`- Modified some level names, added some new single player levels`
`into the addon. The first three top teleporters are in some`
`sort of working order.`

`1/28/00`

`- Totally rearranged included Shareware level's file names...`
`and added a new Level00.spe. This new Level00 was designed to`
`be very open-ended to including either new 'paks' of levels,`
`or even just exits to single levels. What does this mean? It`
`means that if you want your level(s) in fRaBs, just give me a`
`note of permission and send the level(s), tell me the order`
`you want them in, and they will be included into fRaBs.`
`- The new Level00 took only 3 hours and some rockin' music... :)`
`- Updated readme with Level00 schematics. Start sending in some`
`single-player levels! :)`

`1/22/00`

`- Keep forgetting that it's really 2000, not 1999. Sheesh.`
`- Finally tried fRaBs on Kahn, but it was so slow that me and`
`my cohort couldn't even get the game started. Oh well... if`
`you're playing with someone geographically close to you, or`
`on the same ISP, then the bandwidth might be feasible over`
`Kahn, but I'm not sure otherwise. Once cable modems are the`
`norm, and everyone has good bandwidth, then Kahn will be the`
`way to go, but for now, it's probably not the best idea.`
`Thanks to CHaKKaWaKKa for being my partner in crime for this`
`test. I plan on trying again in the near future...`

`1/20/00`

`- Haven't played much Abuse lately. I have recovered my`
`original copies of Claudio and Aliens Abuse in my off time`
`however! What does this mean? fRaBs will include even`
`more foreground tiles and objects, and now I just might`
`have a chance of implementing the Aliens Abuse characters`
`into fRaBs. Be prepared for some more foreground and`
`background, enemies, and a flashlight power-up!`
`- Working on another level with the red aliens tiles...`
`these are always fun. It's nice and horizontal, unlike`
`many of my 'falling mine-shaft' levels.`
`- I got news from an Italian magazine that fRaBs will be`
`included with their monthly magazine on CD! More news as`
`it comes!`
`- Also, this month, Kahn, a program that allows IPX function-`
`ality over TCP/IP, became freeware! This is a wonderful`
`program, with a tight user-base. It's similar to Kali, but`
`much better IMO. Learn more about Kahn at:`

`http://www.stargatenetworks.com`
`http://kahn.descent4.org`

`This effectively allows Abuse to be played over the Internet`
`for free! Thanks to 'Tiny' and the other ops for helping to`
`spread the word about fRaBs and to everyone who helped me out,`
`and seeing past my poor IRC skills to help the innocent newbie.`
`:) Props to you guys!`

`1/2/00`

`- Fixed up DM level bugs, and made a new small DM level.`
`- Been meaning to include this tidbit in the readme... you`
`can find Satan Paint in /art`

`1/1/00 - Version 1.3`

`- Released fRaBs, fixed email at the bottom of the readme.`

`12/31/99`

`- Almost Y2K... made new medium DM level in 3 hours.`

`12/29/99`

`- Added 2 New DM levels based on the BUGS level.`
`- Modified /addon/deathmat/small.lsp`
`/addon/deathmat/medium.lsp`
`/addon/deathmat/large.lsp`
`- Fixed a bug that left the claudio addon support out of`
`the DeathMatch games. Whoops!`

`12/22/99 - Version 1.2`

`- Added 3 New DM levels.`
`- Modified /addon/deathmat/small.lsp`
`/addon/deathmat/medium.lsp`
`/addon/deathmat/large.lsp`

`12/10/99 - Version 1.1`

`- Added Claudio Bolzoni's free Abuse object set in`
`/addon/claudio`
`- Modified /addon/claudio/claudio.lsp so that Abuse doesn't`
`look for missing artwork. The original claudio.lsp can be`
`found at */oldclaud.lsp`
`- Modified /abuse.lsp with updated enemy info`
`- Added /Edit.lsp with palette info (press P in the editor)`

`12/3/99 - Initial Version 1.0`

`- Deleted registered levels 5-21 in /levels`
`- Deleted all the original DeathMatch levels in /netlevel`
`- Deleted original documentation`
`- Deleted /addon/example`
`- Deleted all but two files from /music`
`- Modified /addon/deathmat/small.lsp`
`/addon/deathmat/medium.lsp`
`/addon/deathmat/large.lsp`
`- Added two new deathmatch levels and three new single`
`player levels`
`- Modified the exit of /levels/LEVEL04.SPE to loop back to`
`/levels/LEVEL00.SPE`

Justin Cassidy
messiah15@dog.com