
Master of Puppets Ixtra came about because of not liking some of the changes HiM was making
to his Mop so a fork was made from his v9.2 and Ixtra was born. Originally some edits were made 
to his v8.2 but i soon swapped to v9.2 hence why the change log starts at 9.2.6.2 >>>ManiC<<<

Change in 9.2.6.2
- Added changes to log and slight balance adjust for Black Ops
- Puppet Ghost sprite changed to Ghostbusters Slimer sprite
- Puppet make killable by THX1138 for better balancing while puppet in ghost form
- Hud overhaul the old hud was just to cluttered in places and some readouts were nearly unreadable so major hud redesign.
- Hud Redesign includes new hud graphics and fonts nearly all hud contents has reedited position placements 
- Runlocks 4 & 5 have been moved to rank 6 this was originally for test purposes but got left in due to popular demand this is subject to change 
- Changed Plasma Gun sprites to Ones done by JDRedalert, but plasma shot is my own design. fire and alts should be as near to the original as i could get them.
- Changed Fallen Colonel to Black Ops because i think they look better and also avoids the confusion of him looking the same as the players.
- The black ops is a random generator between male and female spawns that runs from the fallen colonels actor call, the morth state is just male who uses the marines assault shotgun with alts (i'm lazy couldnt be bothered to figure it all out but it works)
- There has be a couple of previous revisions where i have been adjusting black ops balancing this is still subject to change.
- Moved internal wads contents to correct folders they were just addition sprites and sound, and removed wads this should speed up load times.

Changes in 9.2.6.3
- Added GatlaserVarient this is a varient of Thx1138s Gatlaser that he acquired from Realm667 and recoded, Varient version has modified sprites rearranged animation sequences and a alt fire mode also intergration into mop, thie is currently subject to play testing.
- Also forgot to mention in last update that Black ops were acquired from Realm667, sprites by them recoding by me. 

Changes in 9.2.6.4
- Improved GatLaserVarients fire rates on primary fire and Xalt fastfire and slowed homing rate slightly as well as speeded up animations.
- added xyz alt fires and improved change overs between different fire modes, returning to normal fire is still a bit clunky
- added overheat counter for xyz fire modes.
- generally tidied up code for gatlaser varient and moved to slot 9, gun becomes available on rank 13 or is it 14 one of them.
Changes in 9.2.6.6a
- Added 3 new guns Raygun which has replaced ADMpistol and has standard and alt shots, Electrogun which shares with GatlaserVarient on slot 9 this has normal and alt shots.
- And Sawthrower again has standard and alt shots, none of them have xyz alts i may add them in at a later date but for no im considering them starter guns.
- have added random looney quotes to Gatlaser Varient and new guns apart from raygun that says the pistols quote on equip Magnum which sounds a bit odd because it isn,t 
- i may change this at a later date.
- added numeric xp counter that displays over xp bar
- This Verision still has the standard xp system that resets on each rank up until Colonel where it stops at 480
- also added revive + above health replenish to try and let players know what it is.
- Think thats it laters.
Changes in 8.2.6.6d
- opps forgot new weapon Damage factors, now included and remove numeric xp counter seems pointless on this version.
Changes in 9.2.6.6e
- Added MegaBlast, TeslaCannon & Cryobow
Changes in 9.2.6.6i
- increased weapon swap speed, Arranged Weapon Select for the more popular weapons to be selected first. fixed Cryobows team damage.
- added in yamato and hpbar.
- reintroduced replenish timer for megablast but may change gun is to powerful i think and increased tesla shots to 1000.
- general replenish timer changed to 30sec
Changes in 9.2.6.6ie
- Removed Replenish timer for megablast and set to 50 primary and 100 secondary.
- fixed Electroguns decal staying to long.
- hopefully fixed black ops puppet fire so can actually do decent damage to marines added limit counter to alt fires to deter spamming doorways with grenades and such like.
- generalised damage to ghost so should be more balanced rather than bam he's dead. 
- changed Yamato max shots back to HIMs ratings rather than THXs as overuse leads to performance hits specially when spamming homing nukes or Thunderthingies or whatever they are called. 
Changes in 9.2.6.6_Uber_Edition
- made extra weapons into separate Decorate
- made yamato into separate Decorate basically to cut Decorate lengths down for easier editing.
- Increased Yamato Start time to 3 minutes 
- Removed Hpbar dont think is nessesary to be included really.
- Again Added in 30 sec Replenish counter but decreased megablast shot damage was way to overpowered and increased shots to 100 for primary and 200 for secondary.
- Reused the homing shot counters for rocket and plasma, there isn't really a limit unless they somehow manage to use 999999 shots, is just something to keep track of how many homing shots they're using. 
- Added UberMinigun, LightMachinegun to hopefully give a bit more oomph when starting off, Also added HeavyMachineGun but it isn't announced so Surprise!! UberMinigun has 3000 round limit (We don't want to go to overboard now do we) but does recharge slowly.
- Tweaked Electrogun so primary fire faster and does more damage and secondary fires slightly slower and slightly less damage as is triple shot looks quite cool too.
- Adjusted Tesla limit counter to 5000 is quite effective gun that hardly anybody uses.
- Tweaked Sawthrower to fire slightly faster and deal more damage more effective now.
Changes in 9.2.6.6_Ixtra
- Fixed a slight issue with gatlaser varient
- Added a second timer for Marine cooldown 1 30sec timer for megablast,1 5 sec timer for all other guns that use cooldown.
- Cleaned up Black Ops Script a bit more they now have have decorateswithout ref to fallen colonel. so now puppets can be male or female black ops. Though left FallenColonelSpecies in just because.
- Added New Monsters ZombieMissleTank and ZombiePlasmaTank then are subject to tweakage depending on how well or not so well they muller the marines cant tell properly without some proper play testing.
- Added Altfires to Uberminigun secondary,Sawthrower xyz,tesla xzy,Raygun xyz,Heavy&Light Machinegun grenade Secondaries, Cryobow Secondary Ballista Shots & made a few adjustments.
Changes in 9.2.6.6_Ixtra_v1.2.1
- Added new monster Mr Scientist loosely based on the Fallen Colonel he has purple rail,bfg,minirockets but less powerful and bfg fires purpley-white instead of green.
- Cooldown timer set to single 15 seconds
- Removed overheat warning it spams the console to much.
- Removed Cooldown from Tesla & GatLaserVariant
- Added more opengl defs for various shots that i overlooked originally have to wait for feed back on them as i dont use opengl.
- Readjusted Black Ops puppet hopefully not invicible now.
- Readjusted spawns for new monsters.
- Fixed Grenade Alt on Rocket Freezing on weapon swap (Slight Typo Opps).
- Set ghost code back to Hims Settings but removed Ghosts ability to harm Marines(They'll have to get in a monster)
- Set Rocket Damage from team to 0 less accidents that way
- Added new style golden armour (Im not good with shading but i like it) with gldefs.
- Adjust a couple of slight niggles with sawshot spread alt and tesla spread alt.
Changes in 9.2.6.6_ixtra_v1.2.2
- updated GLdefs including BFG and Plasma Alts that were missing or broken.
- Changed Zombie & ZombieTank Plasma shots to green and updated GLdefs & Decals to suit.
Changes in 9.2.6.6_Ixtra_v1.2.3
- Marine Energy Weapons GLdefs removed to see if this would help with occasional performance issues.
Changes in 9.2.6.6_Ixtra_v1.2.4
- Added XYZ Indicator for all marine weapons & Puppet Monsters
- Displays what Alts are available and what are disabled
- XYZs that are disabled or not used are button disabled too
- also changes to display which alt is in use
- also changes to display cooldown messages and overuse messages
- Changed Spectre Sprites they are now a semi-transparent green 
- also reduced their melee range slightly as well as the demons melee range too
- added kick counters for Cyber Annihilator, Cyber Demon, ArchVile & MasterMind
- This should hopefully reduce spamming with what are basically super monsters.
- Added Sound wavs for announcing the ending Marine or Puppets Win
- Added new graphics for Marine Cooldown Counters
- did a small fix on Rocket Launcher Alt Z not returning to normal fire when alts disabled
- made the overheat and kick counters display max amount and countdown.

 Changes in 9.2.6.6_Ixtra v1.2.4c (ManiC 21Feb2021) 
 - fixed weapon recall
 - fixed the pig snout issue, on throwing weapons,
 - fixed sawthrower altfire teamkill
 - fixed the Z alt remaining on when deselecting yamato. 
 - fixed Zombietank radius issues
 - Rebalanced Random Spawners
 - rewrote Black Ops decorate
 - addressed the excessive blacks ops coughing fits
 - Kirov sprite Improvements plus decorate adjustments
 - added caco flatter death sprites
 - recoded and adjusted sprites for quadshot
 - added ice death xp
 - increased size of display infos on hud
 - added code for throwallweapons (quick way to drop all weapons)
 - added coded for killme (suicide without losing life)
 - recoded taunts and weapon select taunts to acs removed from marine class decorate
 - Reinstate fixed
 - rewrote weaponskins lump + added a couple of new skins
 - recoded Nightvision so it can be turned on and off without having to change map
 - changed all print statements to hudmessages
 - adjusted Cryobow and added altshot
 - added code for Backpack (lets you see what weapons you hold)
 - recoded x,y zoom functions on railgun and assault rifle
 - added decal fadeouts to help with too many decals on screen causing frameloss
Changes in 9.2.6.6_Ixtra v1.2.4d (ManiC 23Feb2021) 
 - added code for marine homing shots to track puppet monsters
 - moved acs hud info text clientside as well as rank graphics
 - recoded rank system as rank graphics were latched on the end of the ranking script now moved to hud display 
 - fixed bullet tracers you can now see the bullets you fire from first person
 - reedited reinstate to work with reworked ranking 
 - changed to percentage for exit with 100%,99%,93%,85% & 75% amounts for exit changable through MI_Killforexit 1 = 99%,2 = 93%,3 = 85%,4 = 75%,5 = 100%(clear map)
 - added more trees random spawners
 - added code for tossing duplicate weapons you already have on rank up
Changes in 9.2.6.6_Ixtra v1.2.4e (ManiC 24Feb2021)
 - Tiny update just added a few missing decal fadeouts
 - Gave Annihilator his grenades to lobe
 - and tidied up some of the rank up message fade offs
 - also tarted with the hud display a bit more
 - added some addition sound fx for health,armour & key pickups
 Changes in 9.2.6.6_Ixtra v1.2.4f (ManiC 24Feb2021)
 - Nothing noteworthy just a couple of typos
 Changes in 9.2.6.6_Ixtra v1.2.4g (ManiC 25Feb2021)
 - rewrote ranking loop and masters loop so they are no longer giant if,if,if,if,etc,etc scripts
 Changes in Ixtra v1.2.4h (ManiC 26feb-10Mar2021)
 - rewrote puppet scripts 410 & 419 to get info from arrays rather than use a case swap
 - fixed puppet bullet tracers & added puppet shot tracers for shotguns 
 - also fixed missing puppet bulletpuffs
 - added shot tracers for marine shotguns
 - Updated marine hud so ammo limited weapons now show their amounts on the ammo hud
 - yamato & BFG now display their shot amounts for each alt
 - updated Revenants with the different sprites for each type adjusted puppets to suit
 - updated Cybers with different sprites for each type adjust puppets to suit
 - updated ArchVile Exorcist with new sprites and attacks adjusted puppet to suit
 - updated morphing arrays to use them 
 - fixed a ton of missing gl's & other fx (if they don't want light's in gl best they adjust their gl settings)
 - Semi fixed Monsters firing straight away on morph (Might not work on high latency probably needs a 16tic delay to account for latencies)
 - updated Sndinfo and sounds Monster/puppetside
 - updated xyz display so it no longer uses inventories or sbarinfo
 - updated mlist
 Changes in 9.2.6.6_Ixtra v1.2.4v (ManiC 17Julie2021)
 - Fixed some sound issues and lots of things since last record
 Changes in 92.6.6_Ixtra v1.2.4 xs(z) and previous since last update(ManiC 15Aug2021)
 - Rewrote Weapon Reselect it no longer uses the somewhat buggy setweapon function(it can fail if triggered before 8-16tics(this varies) have pasted on respawn, possibly due to the default priority select kicking in first)
 - added in some sparkily floaty effects for some of the pickups
 - weapon pickups now check whether you have them or not
 - added in skulltag sprites sounds etc, hpbar & Brightmaps as they are always loaded as well
 - updated monster and puppet monster morphing numbers so they match makes removing puppet weapons much simplier
 - updated reinstate and throwall scripts so they no longer are lists
 - and other stuff can't remember all
 Changes in 92.6.6_Ixtra v1.2.4 xs(z6) and previous since last update(ManiC 19sep2021)
 - added Cvar MI_Gimpmode players start with OP gimplaser
 - added Cvar MI_Fullranking uses all 15 ranks and you start with a pistol
 - added Cvar MI_MapAutoExit so you can turn off auto exit when all monsters killed forces players to actually find the exit
 - added standard fonts as some map wads change the fonts ie :- compendium
 - added a fix for flying marine bug caused by flags not resetting on switching classes
 - added Cvar MI_AltGimpShots for gimplaser is just a different visual for the shots
 Changes in 92.6.6_Ixtra v1.2.4 xs(z7) update(ManiC 19sep2021)
 - added fixed mlist array that was in the wrong order opps!
 Changes in 92.6.6_Ixtra v1.2.4 xs(z10) and previous since last update(ManiC 09Feb2022)
 - fixed a couple of things in previous can't remember what now but in this
   version i've reedited for non infinite ammos useage so guns and hud 
   will function correctly when used without infinite ammo on 
 - fixed the hud showing in the map screen...the mod can still be used with infinite 
   ammo it will adjust itself depending on whether the cvar is set or not.
 Changes in 92.6.6_Ixtra xs (z10i) and previous (ManiC 13Feb2022)
 - made start ammo amounts adjustable through cvars when not using infinite ammo
 - fixed some flying monsters when frozen staying in mid air they now fall
 - improved electroguns animations it looked rather static
 - also adjusted shotguns so they shouldn't go into reload animation if empty
  Changes in 92.6.6_Ixtra xs (z10l) and previous (ManiC 15MAR2022)
 - Fixed a bug on mapstart trying to set the wrong weapon when set 
   in full ranking mode was possibly causing some odd behaviour on initial 
   respawn
    Changes in 92.6.6_Ixtra xs (z10m) and previous (ManiC 15MAR2022)
 - Added a join display and log of who is playing as what marine or puppet....
   there is still a bug with full ranking concerning the shotguns not being
   saved on respawn weapon reselect only does it on initial joining of the game.
   if you die with any other weapon it all then works fine including the shotguns
   very odd behaviour thinking might be a zan bug i'll investigate further 
   when i can be bothered.
    Changes in 92.6.6_Ixtra xs (z10n) and previous (ManiC 16MAR2022)
 - Added class join sound fx greetings and random class swap sound fx
    Changes in 92.6.6_Ixtra xs (z10o) and previous (ManiC 18MAR2022)
 - Rewrote the class display scripts so they are more efficient wasn't happy
   with the looping script for checking random class changes it didn't
   need to be looping just run on respawn as that's when the class change happens
   Changes in 92.6.6_Ixtra xs (z10p) and previous (ManiC 23MAR2022)
 - updated all Weapon Decorates removed all NULL entries and replaced 
   with TNT1, NULL seems a bit buggy to use....
   added weapon firing terminate on death to try and eliminate weapons
   occasionally firing a shot on respawn...
   seems like zandronum gets caught in the refire loop but doesn't 
   terminate it correctly so finishes the loop after respawn and 
   then returns to ready state.
   Changes in 92.6.6_Ixtra xs (z10q) and previous (ManiC 27MAR2022 - 22APR2022)
 - added a double check script that runs whenever anyone disconnects to
   check what players are present and clear any stored class or puppet 
   ints of players that are not....
 - fixed a couple of typos in the language lump..
 - fixed the time display interfering with the puppet xyz display
 - added popup display and logging to server log of puppet morphs
 - rewrote kill to exit so any percent can be used 
 - added script for displaying who killed who
 - moved all text and imaged based hudmessages clientside
 - rewrote mlist again
 - added logging of messages to client console and server
 - added player monster kills to hud as well as their puppet kills
 - players rankup displays to all players what rank they have reached
 - many acs tweaks and adjustments....
   Changes in 92.6.6_Ixtra xs (z10u) and previous (ManiC 18JUN2022)
 - added mini fallen marines
 - added Uzi9mm starting weapon (optional when using full ranking)
 - fixed teamkill bug with Uzi (forgot to change the bulletpuff)
 - + minor decorate & visual adjustments to Uzi 
   Changes in 92.6.6_Ixtra xs (z10v) and previous (ManiC 3JUN2023)
 - Tamed the puppet zombie tanks slightly removed regen and lower their health a bit
 - Adjusted some of the puppet monsters Projectile speeds, some of them would 
   fire to slowly to be of much use
 - Adjusted Cybers damage taken, they died way to quickly so i made them slightly more resilent
 - Added Cyber Stomping for all cyber types
 - Added gain extra lives for killing puppet monsters (optional & amount settable default is 1)
 - upscaled some of the hud slighty
 - added Barons & Revenants jump attack
 - Miniguns,MachineGuns,SMGs now eject brass when firing & Shotguns eject shell cases on reload 
   (for marine weapons(optional)can be toggled on or off by the player)
   (with brass 1st person looks alright, but external view they spawn to far forwards, 
	looking into A_SpawnItemEx which has adjustment for spawn location from the player,
	A_FireCustomMissile & A_FireMissile don't, they both spawn from a set distance away
	but for now i guess it'll do,Hmmm the closer you have the brass spawn to the player 
	the more of a difference in height you see when crouched i may just stick with this for now,
	until i've investigated A_SpawnItemEx more.)
 - added some more taunts (nabbed them from 1.2.4b)
 - possibly fixed a morphing issue that happens very occasionally where the 
   monsters id number isn't retrieved (possibly due to packets being lost during 
   a latency spike, players using wifi would get a lot of this.)
   and the puppet morphs into nothing, it should either cancel the action now if  
   0 or no number is detected or reset back to ghost if the errored morph continues on
 - (Optional) Rocket and plasma homing doubled shot speed but halved damage(set by host)
 - added Teleporting sounds for marine & ghost
 - added rankup jingle & ghostlaugh on marine kill
   Changes in 92.6.6_Ixtra xs (z10w) and previous (ManiC 14JUN2023)
 - Adjusted the popup messages so they shouldn't cutoff so much or overlap as much anymore
 - added toggle to swap between highres, lowres & off hud visor(highres can cause frame drop on some machines)
 - added kill amount on puppets before awarding a life/lives, adjustable host can set the amount needed
 - added heavy assaultgun this is a monster drop
 - slowed the ghost attacks replenish so puppets can't abuse so much
 - chaingun is back in souped up a bit
 - updated backpack with new gun
 - increased damage to cyberdemons,seeker & rail a bit (but the nuke & anni will still be that bit harder)
 - added option for a xp multiplier so you'll need whatever the multiplier is set to, the multipied amount to rank up(harder difficulty settings)
 - decreased damage to the SpiderMastermind so he's a little tougher
 - Added MoP Ixtra Menu 
 - and some other bits and bobs i forget.
   Changes in 92.6.6_Ixtra xs (z10w1) and previous (ManiC 19JUN2023)
 - Very Minor update fixed bug with ghost being able to use throwall
 - Adjusted Saw shots so they shouldn't get stuck hovering just above the ground, it could be exploited 
   Changes in 92.6.6_Ixtra xs (z10w2) and previous (ManiC 21JUN2023)
 - couple of minor adjustments
   Changes in 92.6.6_Ixtra xs (z10w2-Bugfix)(ManiC 12NOV2023)
 - Bugfix on MarineRanking Script that caused the script to terminate when playing as puppet
   Changes in 92.6.6_Ixtra xs (z10w3)(ManiC 07DEC2023)
 - Added Ixtra 25 Ranks Ranking (Optional by Host)
 - Added Rankup lives Award (Optional/Adjustable by Host)
 - Added Improved Laser Machinegun (from 1.2.4b) and FlameThrower (from Fragfest) 
   these weapons are monster drops
 - Added Moloch!!!!! & his chum the Wraith (from 1.2.4b)
   Changes in 92.6.6_Ixtra xs (z10w4)(ManiC 10DEC2023)
 - Fixed Nuke I forgot a check opps!
 Changes in 92.6.6_Ixtra xs (z10w4.1)(ManiC 11DEC2023)
 - Properly fixed Nuke now, made a typo in haste!
 - Added check to hopefully fix leaderdisplay failing to initialize occasionally
 Changes in 92.6.6_Ixtra xs (z10w4.2)(ManiC 12DEC2023)
 - fixed displayleader script it was running away.
 Changes in 92.6.6_Ixtra xs (z10w4.3)(ManiC 29DEC2023)
 - Updated Reinstate Scripting.
 - added 4 more hpbar announcer voices (set by host)
 Changes in 92.6.6_Ixtra xs (z10w4.4)(ManiC 5May2024)
 - fixed bug where leader display doesn't update to the top player if that players leader display is off.
 - added player with most deaths, also most puppet marine kills and marine puppet kills to the leader display.
 - added Restart Map (Disabled by default - optional by host) if puppets win, 
   basically if marines lose they have to play the map again rather than progress to the next.
 - fixed Puppet Monsters receiving full health upon morthing and remorphing 
   it should now only give what health the monsters have.
 - added favourite weapons saving you can now save 2 favourite weapons for quick recall.(setweapon function is complete arse)
 - Fixed a bug where the rank names weren't displayed on the hud after colonel(nobody mentioned this)
 - Lessened Molochs Stunned State so he shouldn't shot those flames out as much.(maybe)
 - added Rainbow Rail as a altfire for the railgun (default but optional by host)
 - adjusted some of the slower firing puppet monsters so their projectiles are quicker, 
   no adjustment to damage given
 - fixed Players picking up weapons when they already have them, they no longer pick up weapons they have.
 - added a discreet auto-reinstate for random class players that reinstates their rank when swapping 
   back to marine as for reasons unbeknown to me their rank and weapon inventories get wiped when 
   swapping classes, I've been through the code as as yet can find no reason for this other than 
   maybe zan does it, I probably look into it some more but for now this is better than nothing.
 - added puppet ghosts can now spawn a set amount of randomized monsters.This is optional 
   and can be disabled by the host, but it's for when there is little to no monsters to possess they can 
   spawn a few to use. Or possibly be used to keep camp happy marines on their toes..
   There is a issue where monsters wont spawn if the area is to small but this is to do with A_Spawnitemex.
   (Disabled by default [still requires some work] but can be enabled by host if you want to give it a try.)
 - added Monsters Alien Arachnotron, Afrit, Sqidibus & Flamibus (From 1.2.4b)
 - fixed Moloch's Wraith puppet not being able to fly.
   Changes in 92.6.6_Ixtra xs (z10w4.6)(ManiC 1stJUNE2025)(hotfix)
 - Teleport can now be disabled by host(for if it's seen to be being abused).
 - Teleport replenish on respawn can now be disabled by host (disabled by default).
 - Invul sphere now has additive time flag, so the effects should continue on if a invul is picked up 
   before the spawn invul runs out.
   Changes in 92.6.6_Ixtra xs (z10w4.7)(ManiC 6thJUNE2025)
 - Opps forgot to load the new acs script fixed now
 
 - Any Questions about Mop Ixtra Classic(f1)/New(1.2.4b) or Fragfest
   Email ManiC @ daz272000@yahoo.com