q3aServ/cpma/changelog.txt

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2021-03-13 13:10:51 +01:00
This changelog is the canonical source of information for CPMA.
Any document that disagrees with it is almost certainly wrong.
See the end of this file for known issues.
Notes for version 1.48 (27 Jul 10)
add: r_unreferee/unreferee referee's command
add: ch_gauntlet 1/0 in hud(WeaponList)
add: cg_crosshairSize can set the width and height of the crosshair (format "WxH").
For example, cg_crosshairSize '32x48'
add: cg_simpleItems can vary from 0.1 to 2.0 as a multiplier size of an item icons.
For exmaple, cg_simpleItems 1.5 will increase the size of icons to 50%
add: cg_noAmmoChange 2 does not switch to another weapon if no ammo
add: invalid characters in cg_altlightning value disable LG beam
add: cq3/dev crouchsliding
add: color code ^8(LtGrey) and ^9(Violet), except console messages
chg: votesystem
always ignore speconly
in 1V1 mode ignore specs except remove or kick votables
in 1V1 mode do not ignore specs for map, gameplay, match, mode or restart votables during non-warmup
in 1V1 mode make a decision by timer, if vote counts are not equal and more than two
in TEAM-based modes ignore specs while teams have players
do not ignore specs for referee votable, only spec can be elected referee
chg: referee drops his status when joining the match
chg: remove vote windelay, vote_allow_windelay
chg: 'players' command can show packetlost
chg: 'players' command for rcon always show ready/notready status
chg: values mode_idletime may change only in the range of 1 to 60
chg: increase sv_fps maximum value to 40 for cnq3
chg: ban the 'kill' command to CTFS
chg: cq3 RL speed 950, splash radius 110
chg: DEV use PM2 RG (remove scaling damage)
chg: cq3 RG fixed damage 80 and scaling knockback from 125% to 75%. fastrail on.
chg: cq3 items height is 50
chg: cq3 tweak doublejumps
chg: player stats resets to the beginning of the match for CA/CTFS/FTAG
chg: fix roundwarmup
chg: CTFS can use roundwarmup
chg: remove warnings for empty s_announcer
fix: a few bot ai bugs
fix: cg_altlightning enemy color equal mates color
fix: armorbar, ammobar, healthbar cannot display big value (400 health or 400 armor)
fix: don't count suicide in warmup
fix: commands referee, including the options, available in the server console
fix: PM_CmdScale '-128/127 bug'
fix: ancient callvote security exploit (id bug)
i thought we fixed these years ago, but one case snuck through :(
Notes for version 1.47 (22 Apr 09)
add: roundwarmup for CA/DA
add: negative cg_trueLightning is no beam
add: cq3 new hitsounds
add: voulcaine's maps layouts: pro-q3dm6cq3, q3tourney2cq3, pro-q3tourney4cq3,
nodm9acq3, hub3aeroq3cq3, ztn3tourney1cq3, q3dm7cq3
add: LG impact texture (thanks voulcaine)
add: gp as an alias for gameplay for callvote command
add: wr as an alias for weaponrespawn for callvote command
add: duration match to xml stats
chg: 'tell' without player number agrument sent message to all spectators
chg: remove tell_target and tell_attacker
chg: #N use client netname when nick is empty
chg: Coaches are able to use the SuperHUD (for MVD)
chg: Ignore spec votes in teamplay modes (Teams must have players).
chg: The chat macro #I ignore own flag
chg: Silent ref kicks of specs
chg: fastrail back
chg: increase max players in player_file/filter_file to 100
chg: use KISS32 random generator
chg: cg_altlightning is string('123' or '12' or '1'). First character is player lightning,
Second character is enemy lightning. Third character is mates lightning.
First character is default for enemy and mates lightning if not specified.
chg: cg_altlightning 3 with 1.44 render system
chg: cg_drawgun 0 is static(no bobbing)
chg: health and armour votes allow up to 400
chg: DA defaults to 250/250 spawns
chg: a few tweak cq3 ground friction and acceleration
chg: add micro-dj for cq3
chg: (1v1, 2v2, ctf, ftag) cq3 player respawn with ammo. 2 SSG, 2 RL, 20 LG, 3 GL, 3 RG
chg: cq3 items height is 46
chg: cq3 dead player drop ammo like CPM
chg: cq3 respawns are biased away from corpse (except nearest spawnpoint)
chg: cq3 gauntlet knockback is 0.5
chg: cq3 MG - ammo 60/10/80; reload time 90ms; increase spread
chg: cq3 SSG - new pattern; ammo 8/5/25
chg: cq3 PG ammo 40/20/80
chg: cq3 GL use PM2 settings, ammo 7/5/25
chg: cq3 RL speed 1000 ups, splash radius 100, knockback 110%, ammo 8/5/25
chg: cq3 LG scaling knockback from 125% to 75%. ammo 60/40/140
chg: cq3 RG damage (100,90,80); scaling knockback (100%-50%). ammo 7/5/25
chg: cq3 BFG ammo 10/10/25; damage 125; knockback 150%; BFG shots are "fat"
chg: cq3 increase knockback for rj/gj and plasmaclimbing
chg: cq3 different protection (0.5/0.66/0.75) and different decay (0.5/1/1.5) for GA/YA/RA
fix: wrong ammo and flag weight after cv gameplay or cv mode(mode file with gameplay)
fix: gameplay initialization refresh current game mode
fix: file handle leaks
fix: CA/FTAG startrespawn 1
fix: "humming" weapons could pan and crackle on stairs sometimes
fix: flagrun times weren't properly adjusted for pauses
fix: stupidly long text decorations could crash the hud parser
Notes for version 1.46 (26 Apr 08)
chg: mode_current tagged as serverinfo for MAXBrowse / ASE / etc
chg: FFA mode uses 5s weapon respawns
chg: reverted to 1.43 cg_altLightning
chg: removed hemostick's RL explosions
they're derived from something other than Q3 apparently
chg: removed uriel's wings - they're annoyingly defective
fix: listen servers hanging sometimes on map load
fix: loud LG impact sounds with correctly-functioning Q3 clients
Notes for version 1.45 (18 Feb 08)
add: callvote remove is back
chg: RG low ammo warning
chg: CQ3 pg/sg ammobox
chg: CQ3 RG scaling from 100 to 80
chg: CQ3 hitsound from CPM
fix: finally, hopefully, the @#$%ing TA bugs with rocket splash
only took seven years to track the damn thing down...
fix: IDs bot stuck
fix: PMC ctfs/ctf heavy flag
fix: CPM ctfs heavy flag
Notes for version 1.44 (19 Dec 07)
Yes, I know the menus look like ass
add: new icons for just about everything, thanks to vamp1re <3
add: log_xmlstats (default "stats")
directory to save endgame stats to, "" to disable
add: END pauses demos (needs CNQ3)
add: Digital Graphics Labs "Enter Sansman" font
usable in superhud with "font sansman"
add: cg_railCoreWidth (2), cg_railRingWidth (8), cg_railRingStep (32)
the r_rail* cvars are now obsoleted
add: cl_noprint works during demo playback and with the SHUD "console"
add: captain actions are logged to the team's consoles
add: show timein caller in team games
add: hud_hide <element>, hud_show <element>
add: info_player_deathmatch support to mapcfgs
was only doing info_player_start - doh!
chg: removed dlights from FC's again
chg: PG gun/TDM ammo 100, box 50, speed 2000
chg: MG boxes give 50 ammo, max 100
chg: replaced the RL and GL trail system
cg_smokeGrowth_RL and cg_smokeGrowth_GL are obsoleted
chg: beefed up cg_railStyle 2 a fair bit
chg: CTF flags don't flash and only show on the HUD when they're not at base
chg: team overlay expands to show multiple PUs if needed
chg: NTF defaults to flag dropping enabled
chg: servers reject players whose names have bogus characters (<32 or >126)
chg: removed FlagWeight from class files
chg: removed s_occfactor - now always treated as 0
chg: removed fastrail, finally, may it rest in peace
chg: cg_altLightning now just 0 or 1
0 is the original (pre-TA) id LG beam
1 is the 1.43 altLighting 3 with a new render scheme
chg: CPM tele exit speed is 400, same as VQ3
chg: spawnsystem back to "far half" from killer with no weighting
chg: CQ3 2K8 :P settings - a "better VQ3" without culture shock
VQ3 physics, plus rampjumps. PM2 spawnsystem; lava/slime damage;
item height; water speed; and LG and BFG settings.
RG damage scaling from 100 at point-blank down to 75 (linearly)
at 768 units distance (LG range) and beyond.
Ammo limits: MG/LG 150, SG/GL/RL/RG/BFG 25, PG 200.
Smaller ammoboxes: MG 25, SG 5, LG 50.
No "cripple" effect for MG/PG/LG.
fix: xml strings need escaping even when quoted
fix: waterjump catapult wasn't triggering properly
fix: simpleitems are actually ITEM_RADIUS (most meaningless id bug ever)
finally trumped the RG light fix :P
fix: rather fascinating bizarre bugs with corpses and weapons
e.g. your corpse with LG would actually fire when you fired
and if it had a humming weapon, it would play that sound too
fix: item bboxes were asymmetric and misaligned (id bug)
fix: stupid SnapVectorTowards bug from the TA era (id bug)
fix: hunter/pm antlers weren't blended properly
fix: bad math in item bobbing made them jerky for no good reason (id bug)
if the server had been up for more than just a couple of days
fix: concretefloor1 and portal_sfx had invalid tcmods (id bugs)
fix: railtrails were often not sent to players near the shooter (id bug)
fix: #E correctly identifies Suited enemies
fix: some edit fields in the ui (e.g. rate) weren't updating their cvars
Notes for version 1.43 (18 July 07)
add: DM scoreboard shows weapon shots
add: player pings shown in the server browser
add: Slash's skates are affected by PM skin color
add: \acc <weapon> now sorted
add: "sw" to class files
chg: RL knockback increased to 112.5%
chg: water speeds are significantly higher
chg: PG gun/TDM ammo 80, box 40
chg: default PU respawn in 2v2 now 120s
chg: removed vote_allow_remove, callvote remove
been broken for years and nobody noticed, so it's clearly dead weight
chg: spectator speed increased to 480ups
chg: CA/DA/CTFS modes explicitly set spawn health to 100
chg: BFG is droppable
chg: removed the irrelevant "team color names" crud from many CTF messages
(e.g. "PlayerA gets an assist for returning the >XYZ< flag")
chg: server stats are output in XML (same format as Q4Max stats)
thanks to cha0ticz, panni, and cmd for their work on this
chg: NTF Heavies use Keel model and get SG instead of MG
chg: NTF Fighters spawn with 5 rockets
chg: NTF backpacks give 25 armor
chg: vote time is 20 seconds
chg: removed support for the very-legacy CPM 1.0 armor system
chg: removed !PreDecorate1-8 and _PostDecorate1-8 superhud elements
just "PreDecorate" and "PostDecorate" now, limit 64 total
fix: dying while firing RG caused "ghost" rails on next switch to RG
fix: rebound/OB could still happen on surfaces under shallow water
fix: various AI bits, especially in VQ3
fix: an insanely pathological case to do with traces near patches
when q3map has created a poisoned BSP that has non-convex spaces
note: this fix makes no sense, it just "works". such maps are broken,
and this may well just be moving the fail cases to a different set.
fix: widescreen support should be much better now
DEV: RG is 1500ms reload, with damage scaling from 100 at point-blank
down to 75 (linearly) at 768 units distance (LG range) and beyond
DEV: flaglocks are 5s
Notes for version 1.40 (19 Dec 06)
add: !PreDecorate5-8 and _PostDecorate5-8 superhud elements
add: AttackerIcon and AttackerName superhud elements
add: WeaponList supports the TIME command
add: MODEL, ANGLES, OFFSET, and DRAW3D commands to the superhud
ANGLES are ordered as <pitch> <yaw> <roll> [+pan | -rotate]
note that most Q3 models DO NOT WORK PROPERLY if r_vertexlight is on
add: 9 new high res, high quality crosshairs as cg_drawCrosshair 11-19
chg: NTF significantly redesigned: see docs/NTF.txt
chg: removed support for RagePro-specific smoke
chg: be more tolerant of invalid models/enemymodels
chg: FragMessage no longer updates for suicides
chg: GTV can CALL votes, but not CAST them
so an unattended GTV doesn't cause problems with vote_percent 100
chg: con_echo doesn't insert newlines between multiple args
chg: chat tokens are disabled for non-mm2
chg: ammo bars scale by weapon capacity
fix: vertical bars didn't scale correctly
fix: the infamous legacy id bug of "callvote; reconnect"
fix: autoAction 1 stats weren't saved properly
fix: grenades always rested axially (id bug)
fix: cg_drawCrosshairNames 2 doesn't draw enemy's name in 1v1
fix: couldn't start CTFS games through the UI
fix: UI ugliness in nonstandard video modes
Notes for version 1.39 (12 Nov 06)
add/chg/fix: overhauled a bunch of the UI crud (WIP)
add/chg/fix: overhauled a huge amount of AI (WIP)
add: netgraph shows "SYNC" warning if cg_predict is off
add: low ammo warning sound not played when fast-forwarding demos
add: cv as an alias for callvote
add: smartbots now play VQ3 as well
add: VQ3TDM mode (50 MG ammo, Holdables and BFG disabled)
add: cg_viewAdjustments (0|1, default 0)
replaces and unifies cg_run* and cg_bob* (all deleted)
add: custom loc files for q3w1, q3w4, q3wcp17, ctctf1, ctctf2
add: GTV can use cg_autoAction even if unattended/nocamera
chg: autorecord uses underscores for time and date separators
dots meant truncated filenames could make the engine sulk
chg: removed \time and \currenttime (is on the scoreboard already)
chg: removed some obsoleted cvars
ch_crosshairTeamInfo (is in the superhud as TargetStatus)
cg_drawStatus, cg_drawAttacker, cg_drawIcons
chg: removed cg_followPowerup and cg_followKiller
these are now cg_autoAction 32 and 64 respectively
chg: removed \followpowerup command (was for GTV, is now redundant)
chg: moved the CPMA console to the superhud as "Console"
removed cf_Console, ch_consoleLines, ch_consoleTime, con_disable
chg: scoreplums have been removed completely
chg: votes that are disabled aren't listed by "callvote ?"
chg: gauntlet range lowered from 48 to 44
chg: SG and RL pickups give 10 ammo
chg: BFG reload lowered to 1000ms
chg: no BFG explosion cloud (since it doesn't actually splash)
chg: removed the duplicate spawn near lower RL on CPM1A
chg: cg_marks specifies mark lifetime in ms (default 2500)
chg: removed "color2" cvar - "color" and cg_enemycolors now RHBLX
where X is the secondary FX color used for rail rings/spirals
chg: cg_teamchatsOnly controls what text reaches the HUD Chat elements
if set, non-team text still shows up in the console area
chg: poked at a bunch of CQ3 settings (WIP)
chg: promode initial spawns are true random
chg: promode respawns are biased away from corpse and killer
chg: cg_damageDraw 1 made less game-breaking
chg: cg_drawCrosshairNames not dependent on cg_drawCrosshair
fix: stats\etc could crash the client if they fired more than 10,000 shots
yes, *10000* shots in one game: I smell CA LG-fests! :P
fix: modes were always overriding match_mutespecs
Notes for version 1.38 (22 Sep 06)
chg: 2v2 mode uses 10s weapon respawns
fix: TDM ammo counts were messed up
fix: maplist parsing was messed up
Notes for version 1.37 (12 Sep 06)
chg: DEV ammo counts, spawnsystem, and BFG migrated to CPM
SG 5, SG box 5; GL 5, GL box 5; RL 5, RL box 5
LG 50, LG box 50; RG 5, RG box 5; PG 50, PG box 50; BFG 5, BFG box 5
TDM has double ammo for all pickups except LG box 50; PG box 50
spawnsystem is "far half" from killer with no weighting
fix: certain HUD elements could be missing in MVD playback
fix: non-MV demos recorded by a third client had POV as enemymodel
Notes for version 1.36 (22 Aug 06)
chg: no \kill penalty in VQ3 CTF
chg: updated my sample config
chg: recolored the console background
chg: live H/A pickup stats available to all specs (was ref-only)
chg: use serverside pings at intermission
chg: enable MVD for non-prosound
has some subtle side-effects for specs, but is fine for players
fix: fully reset doors on game start
fix: colors of in-eyes player in live MV now always your colors
Notes for version 1.35 (2 Aug 06)
add: !PreDecorate1-4 and _PostDecorate1-4 as superhud elements
can be used to draw separator bars etc
add: doublebar element command to the superhud
add: Runningman's uberthin LG as cg_altlightning 3
add: weaponlist wraps at the bottom of the screen
so you can sneak a multi-column one in
add: AmmoMessage (low/out) to the superhud
add: StatusBar_AmmoBar to the superhud
add: hud7 as a sample hud
chg: cg_ammoWarning ONLY controls the "click"
if you don't want the text, remove AmmoMessage from your hud
chg: reimplement the OSP "initial spawns" bug for VQ3
chg: no separators on doublebars: use decorations if you want them
chg: StatusBar_AmmoCount turns red when ammo is low
chg: StatusBar_ArmorCount is not drawn when armor is 0
chg: raised net server browser cap from 128 to 256
chg: raised favorites server browser cap from 16 to 32
chg: BFG explosion is less obnoxious
chg: BFG muzzleflash is blue
chg: uncoupled NetGraphPing from NetGraph in superhud
chg: end of game by timelimit uses buzzer rather than klaxon
chg: use Runningman's improved id font
fix: disabling NetGraph in superhud broke double-sided pings
fix: non-referee timeouts were using "prepare to fight" instead of klaxon
fix: DEV respawns were falling back to CPM respawns in some cases
fix: invis icon was missing an alpha channel
fix: overhauled the projectile splash code
should fix the blue moon id bugs from post-1.17
fix: weapprev wouldn't wrap if you had too few weapons
Notes for version 1.34 (24 Jul 06)
add: CTF flag icons can be colored in the hud
add: sample huds in hud/
add: Runningman's playershadow and much-improved 3W font, thanks
add: hemostick's RL explosions
add: color T and color E for superhud elements to use red/blue stupidity
set *bgcolor* for these, even for images - see hud/old.cfg
chg: cg_teamChatsOnly controls whether or not mm1 reaches the chat window
but ALL chat is ALWAYS added to the console buffer regardless
chg: moved the status bar to the superhud
deleted cf_Statusbar, ch_statusbarStyle, ch_graphs
chg: moved the weaponlist to the superhud
deleted ch_weaponList
chg: moved the netgraph to the superhud
deleted cg_lagometer
chg: removed hudstyle, hudnext, hudprev
chg: cg_nomip changes require a vid_restart
chg: cg_nomip 4 affects rocket and grenade explosions
chg: cg_nomip 8 only affects the grenade itself
chg: player settings menu uses cpma colors only
chg: CPM GL self-damage is 50% and uses the 50/50 rule for H/A
i.e. is consistent with all other self-damage in CPM
chg: VQ3 is allowed to use inconsistent weapon respawns
chg: VQ3 is allowed to use dlights on FCs
chg: unpause and timein play "prepare to fight" instead of klaxon
chg: \pickplayer renamed to \pick, and is no longer an alias for \invite
chg: \pick automatically adds the player to the team
chg: can't invite or pick speconly players
fix: various superhud nits
TextAlign C misbehaved if X was non-zero
BGColor was halving Cv
fades were starting at white instead of element color
fix: prosound was falling back to PVS for idlers with RG/LG
fix: "drop weapon" wasn't enforcing the reload wait
Notes for version 1.33 (2 Jun 06)
IMPORTANT: This release contains ALL the CPMA content except for the maps.
This is a new (and ongoing) policy. Admins can (and should) delete ALL
old z-cpma-pakXXX.pk3 files from their servers, INCLUDING z-cpma-pak100.
add: the "superhud" begins... :D
check hud/hud.cfg (and the docs if we've written them yet :P)
add: ch_file (default: "hud") to select the hud file
custom huds MUST be in your cpma/hud/ dir, MUST end in .cfg
and MUST NOT be called "hud" if you want to customise it
add: reloadHUD command
add: cg_error, so you can actually see why a client fatal'd out
the shader debugspew messages id left in always flush the console
add: enabled s_announcer (3 years after originally adding it :)
add: Hellchick's announcer sounds: "s_announcer hellchick"
add: #S chat token - item in sights
add: a bunch of custom loc files for CTF maps, thanks to MassMan
chg: re-generated the PM skins as picmip0
chg: default reload for instagib is the gameplay's RG reload
chg: allow voting for obsoleted maps (cpm3/4/11/13/18)
chg: gauntlet range increased slightly
(to compensate for fixing the id muzzlebug in 1.32)
chg: CPM uses "absolutely honest" knockback rules
no artificial vertical boost
chg: CPM RL is unbiased
chg: deleted a whole bunch of hud-related cvars
cg_drawTimer, cg_drawFPS
ch_drawFollow, cf_Following
ch_drawSpeed,
ch_drawPickup, cf_Pickupstring
ch_fragMessage, cf_Fragmsg
cf_Vote
cf_CrosshairNames
ch_consoleTeamChat, cf_Teamchat
cg_teamChatHeight, cg_teamChatTime
cg_drawTeamOverlay, cf_TeamOverlay, ch_teamBackground
ch_powerups, ch_flags
ch_scores, ch_skinScores
chg: cg_thirdperson 1 only available in demos
chg: updated the defaults for a few client cvars
cg_deadBodyDarken 1
cg_enemyColors 2222
cg_enemyModel sarge/pm
ch_drawWeaponSelect 0
chg: MOTD maximum line length is now 60 chars
chg: MOTD line 3 is now available (lines 1 and 2 are still reserved)
chg: using "use item" with no item (i.e. as a signal) doesn't whine
chg: removed cg_centertime
"centerprint" messages ONLY come from the server now
and may not be hidden/ignored by players
chg: use a much better RNG for cointosses and "callvote random x"
fix: issues with excessively-sharded GA players picking up YAs
fix: re-enable bot "hunting" in instagib
fix: VQ3 battlesuit was using CPM "alternate spawns"
fix: splash damage could weasel its way through thin non-axial surfaces
fix: scoreboard getting "stuck on" in some MVDs
DEV: weapon ammo and box ammo reduced significantly
DEV: spawn locations are biased by enemy position rather than corpse
DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload
Notes for version 1.32 (22 May 05)
add: ch_crosshairText (go ki11ingtime powah :P)
add: cg_nohitbeep
add: callvote remove, vote_allow_remove
add: 2v2 mode (uses 2v2maps.txt for its maplist)
add: con_disable to mimic engine-hacked "cl_noprint"
add: con_echo to mimic engine-hacked "echo"
add: per-class grapple options
add: MVD automatically stops recording at match end
add: mapcfg for q3wcp15 (adds 2xGA to mid)
add: no "door/rocket/etc epilepsy" during pauses
add: highlight followed player's scorebox in DM MVDs
add: rcon callvote <vote> <value> [arena]
chg: drag only in NTF (tho CTF still has "heavy" flags)
chg: CPM splash weapons use consistent directional knockback rules
(baseq3 has completely different behaviour for direct hits vs splash)
chg: RL knockback lowered to 100%
chg: RG knockback increased to 100%
chg: GL reload is 800ms, velocity is 800ups, fuse is 2 seconds
chg: LG is 10 damage per shot, 66ms reload, 150% knockback
chg: PG shots are no longer "fat"
chg: PG knockback increased to 100%
chg: LG ammo is 75 gun, 25 box, 150 max
chg: PG ammo is 50 gun, 25 box, 100 max
chg: max ammo for SG, GL, RL, RG is 25
chg: remove "cripple" effect for MG and PG as well
chg: initial PU spawns are synced
chg: default PU respawn in FFA now 90s
chg: rampjumps and doublejumps enabled in CQ3
chg: disable MVD unless CPMA sound is on
there's 3 bugs in the VQ3 sound system that basically cause all players
to hear all sounds during MV
we allow it in TDM still since you can't really tell in that, and because
OSP does too despite the bugs, but it's definitely a no-no in DM.
chg: VQ3 self-damage is always 50%
chg: "unregistered gamesound" is no longer fatal
(only happens if you have s_initsound 0 anyway, so...)
chg: chat tokens are disabled for non-playing clients
chg: readying a team requires captain privileges
chg: locking/unlocking a team requires captain privileges
chg: cleaned up the whole "ref cmd x" vs "cmd x" mess
"ref blah" is now ONLY used to become a ref
and once you are, you just use the commands normally
chg: fall velocity needed to cause damage increased slightly
(to match the numbers caused by the pmove bugs of lesser mods :P)
chg: cg_altPlasma always 0 for id's and 1 for cpm's (was too confusing)
chg: VQ3 uses id's "predictable furthest" spawn system
fix: muzzlepoint calculations (id bug)
this is why you can't shoot people standing on your head
fix: no playercount checks if a ref uses callvote to elect other refs
fix: an undocumented hack in Q3 blocks ALL connections if g_gametype is 2
so it's no longer allowed for "showas"
fix: the lights on top of the RG are the right color (id bug)
this may well be the most pointless bugfix ever :P
fix: connecting clients were being counted towards vote %ages
fix: id bots kept "choosing" gauntlet instead of RG in instagib
fix: id botlib randomly segfaulting with smart bots
fix: PMC ammo counts match CPMA 1.11
fix: hitting [BACK] on a demo list with 200+ demos could segfault
fix: say_teamnl as a spec used regular say rather than say_team
fix: repaired the altPlasma graphics (they'd become JPGs and thus sucked)
fix: armor pickup sound clipping (id bug, thanks skanq for the new wav)
Notes for version 1.31 (22 May 04)
This release also contains the files for ALL versions since 1.00.
This is a new (and ongoing) policy because the number of update paks
will soon reach irritating levels. Admins can (and should) delete all
old z-cpma-pakXXX.pk3 files from their servers except for z-cpma-pak100,
keeping only that and the most recent version (i.e. pak131 right now).
add: support for NTF in the startserver menu
add: support per-class flagweights in NTF
add: support per-class ammo counts (spawn/max/droppack/itempack) in NTF
add: actually support lasery :P on the client (id bug)
add: cg_optimiseBW mask 2 - see docs/client.txt
add: cg_lagHax (-1|0|value, default -1) - see docs/client.txt
add: \control - team stats for PUs, armour, weapons (TDM only)
add: automatically disable client prediction on GTV
add: cg_altPlasma
chg: Fighter speed raised to 270, various other NTF tweaks
chg: lava damage is 10 every 250ms, slime is 4
(it's also trivially different depending on sv_fps)
chg: cg_nudge now allows up to -200
chg: cg_nudge now "extra" TN
ffs don't use it unless you're GENUINELY HPB
chg: removed callvote promode - use callvote gameplay instead
chg: CPMA bots more tolerant of newb games (CA, IG, etc)
chg+fix: don't check for a map existing before allowing a vote for it
it was handy, but it also broke mapcfg votes :/
fix: can disable the netgraph again
fix: lava damage was just insanely broken (id bug)
Notes for version 1.30 (12 May 04)
add: NTF teamplay mode - see docs/NTF.txt for details
add: #E for number of visible enemies
also shows "EFC", "Enemy QUAD", etc automatically :)
add: #N for nearest teammate's nick
add: backpacks to #I #P #L (just item packs, not dropped ones)
shows as RA/YA/GA deliberately: it's slightly more info
add: flags to #I #P #L
add: ch_powerups <x y layout size>
add: cf_Statusbar (default 32x48) for ch_statusbarStyle 0
add: disable "connection interrupted" message on gtv
add: enable tab-completion for some gtv commands
add: maplist entries with minplayers -1 are "banned"
can't be voted in even with map_restrict 0
add: autoload maps into the maplist if map_restrict is 0
chg: map_restrict defaults to 0
chg: PG self-damage is only 50%
chg: RL knockback lowered by 10% in CPM
chg: #U no longer sucks
chg: cstats no longer shows downstream (S->C) if player is following someone
(evil id netcode behaviour makes them unreliable there)
chg: g_smoothClients has been removed (again :P)
chg: cg_smoothClients renamed to cg_xerpClients (-1|0|1, default 0)
this should solve the "config pollution" stupidities but still let
people who know what they're doing use it if they really want to
all the old notes/warnings/issues/etc still apply
so if you don't like it, don't whine about it: just don't USE it ffs
chg: cg_nudge replaces cl_timenudge
timenudge definitely DOES do weird things internally to Q3
I don't know WHAT, but the difference is clear and unmistakeable
timenudge is now forced to 0, and nudging is handled internally
by the new cg_nudge variable.
the timenudge min/max votes have been removed.
chg: CQ3 respawn window now 1-4s
chg: mapcfgs with the same name as the base map are loaded automatically
(i've avoided doing this in the past as it has a fairly high
abuse potential, but people keep asking for it so...)
chg: weapon ammo in PM0 and FFA uses the nonsensical id scheme
(note: this also lets bad mappers use custom ammo counts there)
Notes for version 1.22 (8 Feb 04)
add: bots use \nick
add: rat bot (finally :P)
add: callvote armordecay, vote_allow_armordecay (CA/DA/CTFS)
(it's always been in there, but was disabled years ago
because clueless CA admins would turn it off
which makes CA even more of a campfest than usual)
add: callvote gameplay alias for callvote promode
add: ch_customLoc (default 1)
use custom locations for a map if possible
loc files are locs/map.cfg, and must have a "v2" header
different to OSP: can only replace existing locations
add: /ff for demos ('>' does /ff 30 - handy for skipping pauses)
add: g_smoothclients (0|1, default 0)
very annoying to have to do this...
cg_smoothclients 1 (especially with timenudge) is the
main cause of misleading enemy positions (and the whole
"shooting behind people to hit them" whine).
although we disable it on the client by default, pollution
from baseq3 often enables it again without players noticing.
ideally players would fix their configs, but apparently
that's too much to hope for so the only option left is to
force it off from the server side like OSP does. :(
chg: RL self-damage is back down to 50%
now always split *at least* half H rather than half H half A
but still regardless of armour type
i.e. a 100/0 player takes 50H total damage
a 100/200 player takes 25H *and* 25A total damage
chg: RL self-damage even split is only for CPM and CQ3
chg: drag isn't applied during knockback
means you get a few ms of "unlimited boost" on rocket runs
to help close the gap better when chasing, then drag kicks in
as normal to avoid "rj+permabunny" FC stupidity
chg: FFA doesn't use backpacks
they penalise newbs for picking up weapons in the wrong order
chg: maxpacketsmin upper limit raised to 60
chg: maxpacketsmax lower limit raised to 60
chg: maxpacketsmin/maxpacketsmax not changed by modes
chg: server_promode renamed to server_gameplay (default "CPM")
chg: vote_allow_promode renamed to vote_allow_gameplay
(default "", behaves like server_availmodes)
chg: removed Q1+Q2 armour systems
chg: shards are 2 in CPM1.0 armour system
chg: PG pickup has 40 ammo
chg: default MH behaviour for CTF is simplemega 0
fix: FC time included pauses
Notes for version 1.20 (4 Jan 04)
This release also contains the 1.11 files. Admins can (and should)
delete the z-cpma-pak111.pk3 and any beta pk3's from their servers,
leaving only pak100, pak110, and pak120 in the cpma/ dir.
add: PUBCTF mode config (teamdamage A-only, flag dropping on)
add: "locked" command to mapcfg parser
add: cg_nomip bit for in-flight rockets (512) - needs vid_restart
chg: cg_nomip defaults to 1023 (everything)
chg: HS triggered by time until capping rather than fixed distance
chg: specs can talk during warmup even if muting is on
Notes for version 1.16 (16 Dec 03) BETA
add: HoonyMode 1v1 - see docs/HoonyMode.txt for details
add: all sorts of bot stuff (some of it is in 1.11 as well)
see docs/bots.txt for details
add: new HUD cvars: ch_flags, ch_shortNames, etc - see docs/HUD.txt
add: \nick - set a short name to use for team chat/overlay
limited to 5 visible characters, but allows colours
add: docs/demoplay.txt
add: callvote windelay (ms, CA:4000, DA:2000, HM: 500)
vote_allow_windelay (0|1, default 1)
add: \protect - for when you accidentally hit ESC during a demo :)
add: s_announcer
chg: own muzzleflash always disabled if cg_drawgun is 0
chg: cg_smoothClients defaults to 0
chg: rocket explosion animation lasts 0.5s (was 1s)
chg: a bunch of the HUD cvars - see docs/HUD.txt
chg: HUD health turns red at 33, not 30
chg: moved scoreboard on top of MVWs
chg: removed bot_boost
chg: lifts/doors/etc always crush corpses immediately
chg: removed match_windelayCA and match_windelayDA cvars
chg: thirdpersonrange limit in demos raised to 999
chg: rules for ending intermission
if everyone rups (clicks) it ends immediately
if nobody rups it stays there forever
otherwise it stays for the usual 10s
chg: cg_gunOffset [x,y,z] replaces cg_gunX/Y/Z
stupidities in Q3 mean the old vars can't work with GTV
note that you MUST use commas (spaces screw up binds)
chg: removed LG "cripple" effect
chg: handicaps only affect damage
chg: weapon/box/max/backpack ammo counts (especially LG)
chg: no consecutive spawns on the same point in TDM
note that this *doesn't* mean you can't spawn next
to where you just died, just that you won't do it
three times in a row
chg: CQ3 and PM1 use PM2 spawn system for DM
chg: CQ3 uses PM2 weapon settings
chg: PM LG knockback increased slightly
chg: PM2 SG reload lowered to 950ms
chg: PM2 RL bias lowered to 10
chg: PM2 PG damage lowered to 18
chg: PM2 PG "fattened" (shots have actual volume)
chg: PM2 PG knockback lowered to 2/3
chg: PM2 RL splash radius lowered to 110 (8% smaller)
chg: PM2 BFG splash radius raised to 120
chg: PM2 out-of-ammo penalty raised to 200ms
chg: PM2 CTF flags are "heavy"
chg: PM2 bunnying at high speeds (700+) actually requires skill
or the haste powerup, which is now VERY valuable to FC's
chg: haste gives a 25% boost to base speed and dragpoint
chg: haste does not affect weapon reload times
chg: haste negates flag weight
chg: RL self-damage now 66% (sort of) rather than 50%
always split half H and half A
regardless of armour type or even armour presence
i.e. a 100/0 player takes 33H total damage
a 100/200 player takes 33H *and* 33A total damage
chg: remove viewpos, com_buildScript, cg_drawsnapshot, cg_stats
(debug cruft that's just been hanging around)
chg: lock cl_anglespeedkey, cl_pitchspeed, cl_yawspeed
chg: teamed PUs default to sequenced, not random
fix: unspawned teamed PUs play pickup sound with cg_predictItems 1
fix: unspawned teamed PUs confuse bots
fix: railtrail positions and RG flashes (4! id bugs)
fix: drawgun 0 only affects the gun itself (id bug)
used to have side effects on LG beam etc
Notes for version 1.11 (26 May 03) Server-only release
add: nameteam/r_namered/r_nameblue commands
\mvd and \autorecord will use these to name TDM/CTF demos
cleared on map changes or when a team has no players
only refs and "real" captains can use this
(to avoid stupidities when allcaptain is set)
add: log players stats so far if they drop mid-game
add: force-throttle scoreboard updates to GTV
30s in TDM/CTF now - the scoreboard is such a bandwidth pig
that it really hurts live MV if everyone keeps hitting TAB
chg: tweaked some bot stuff
skill is 1-100 now: 1-5 is id AI, 6+ is CPMA AI
it's basically an aim modifier, i.e. 80 ~= HC aim
chg: no "player joined the game/spectators" message in non-team games
fix: q3dm6ffa and cpm16b mapcfgs
Notes for version 1.1 (20 Mar 03)
Old CTF demos may produce some weird/incorrect messages and sounds,
since I changed the behaviour of several things so I could recover
some of the bandwidth wasted by the "normal" CTF implementation.
add: arQmode :P (server_promode 2, callvote promode 2)
see docs/arQmode.txt for details
add: server_optimiseBW (0|1, default 1)
force the optimiseBW algorithm on for all clients
add: mvw_DM enabled outside of demos (great for GTV :P)
add: teamchat bandwidth optimisations
add: boatloads of CTF-specific bandwidth optimisations
add: Flag runs to \scores for CTF
add: cg_oldctfsounds 2 (default)
uses mostly the old sounds for YOUR team's actions
take enemy flag: four deep "urnks" :P
return our flag: single "knock"
cap enemy flag: single fanfare from TA
and TA sounds (but not the gay voices) for the enemy's
take your flag: bigass alarm
return their flag: three "knocks"
cap your flag: lower-pitched "duh-duhh" noise :P
so you can actually tell WHICH flag is involved now, without
needing to check the hud. note that the sounds are "US" and "THEM"
so they're always the same for YOU no matter which team you're on
add: flag status to CTF coachview
add: dlight for Batsuit
add: r_vertexlight 2 (enables dlights)
add: negative wait values on lifts makes them always return
positive waits means people can camp-force a lift to stay at top
add: automatically uncensor stats to GTV clients
so GTV doesn't have to be ref'd to show armour pickups etc in DM
add: show connecting clients as well on the DM scoreboard spec list
add: cg_itemFX (bitmask, default 7)
1 - bob up and down
2 - rotate
asymmetric items (weapons and armours) will always rotate
4 - scale up on respawn
add: BFG stats to \accuracy (15 shots to qualify, same as RL)
add: optimiseBW also disables scoreplums
add: clamp sv_fps to values that the Q3 netcode actually supports
add: match client snaps to sv_fps on map load
modemers MIGHT want to lower it to 15 on 30fps servers
but otherwise are probably best off leaving it alone
add: cg_autoaction 16 - ignore autoaction ss/demo if you're a spec
add: more entities supported by mapcfgs
must specify version 2 in the mapcfg to use them
at start of file along with base bsp, e.g. // "cpm10" "2"
misc_teleporter_dest, target_speaker
team_CTF_redplayer, team_CTF_redspawn
team_CTF_blueplayer, team_CTF_bluespawn
add: mapcfgs for CPM1a and CPM3 to fix the teleporters (*cough* jude :P)
these are loaded automatically
add: a bunch of new mapcfgs
!cpm10a (DM), !cpm18i (TDM), !cpm18ffa, !cpm16ffa
!q3dm14ffa, !q3dm8ffa, !q3dm6ffa, !q3dm9ffa, !q3dm5ffa
add: r_coachred/r_coachblue commands - handy if a coach drops midgame
add: log_pergame (0|1, default 0)
server logs written to a logs/ dir on a per-game basis
implicitly disables the normal g_log logfile
does not play nice with MA maps
add: mvw_TDM<1-9> - controls TDM/CTF MV layout when zoomed
format is the same as mvw_DM, default is no child windows
add: ch_scores (default "640 400 1")
chg: removed all pmove stuff and just fixed the damn physics
fed up with preserving retarded bugs just for "compatibility"
physics are now not only more consistent across FPS ranges
but also more consistent within themselves AT any fixed FPS
interestingly enough, this is also the first time in Q3 history
that jumppads have EVER worked correctly and reliably... :P
chg: removed cg_oversamplemouse - no longer an issue
chg: removed server_realping - always the behaviour of the old "3"
now done for all classes of specs as well as players
chg: various cstats things - uses a new scheme
window for min/max/avg now ~1.25 seconds instead of ~6
now tracks upstream and downstream stats separately
if you're seeing large differences between them then
either your settings are hosed or you're flooding one side
(typically, maxpackets 125 on conns that can't handle it)
chg: #P only tracks "important" items now: weapons, PUs, armours, MH
(the same set used by #I/#L)
chg: default MH behaviour for TDM is simplemega 0
chg: tweak the behaviour of LG sounds in coachview
should stop them "bleeding over" and crackling
chg: tolerate invalidly interpolate-tagged entities in coachview
chg: successful kick vote sends console message rather than centerprint
stops it distracting players if used during a game
chg: show scores immediately on GTV even if we have to use old ones
tired of morons whining about how slow GTV is to send them :P
chg: plasma explosions resized to match the shots properly
chg: max PG ammo now 100
chg: make bots jump when in slime/lava
minimises damage and means they actually get OUT of it on cpm3 :)
chg: removed dlights from just about everything, most notably CTF flags
they're so buggy and annoying that it's not worth keeping them
and built-in EFC wallhacks are not exactly a great idea...
chg: removed cg_swapSkins
it's been pointless really ever since we created the PM skins
chg: lava thaws use the normal thaw time value rather than 5s
and can be interrupted like normal thaws too
chg: bots are smarter about thaws when there are multiple candidates
chg: make corpsicles a little bit bouncy - more fun that way :P
chg: ESC in a demo menu tree pops you up one level
rather than straight back to the main menu - that annoys me
"back" still jumps all the way out just in case you like it
chg: max number of demos on menu reduced to 200
chg: addbot defaults bot skill to g_spSkill (used to just use 4)
chg: addbot on MA maps on a listen server defaults to your arena
chg: enable MVD in CQ3 (no idea if it works now, but ...)
chg: coachview support for up to 9 players
chg: moved the cfg-ra3/ files into cfg-maps/
chg: bot skill now 1-15 (default 10)
they still suck pretty hard tho...
see docs/bots.txt for details
chg: max bot LG skill reduced a little
60%+ is just retarded in CPM because of the knockback
chg: bot_boost upper limit now 2.0
chg: speconly can now take a 0|1 argument
chg: speclock/specunlock are explicit
the toggling was stupid and annoying
chg: enable the "teammate" sprite for players with Invis
chg: voodoostats support dropped
sorry, but the osp stats format just sucks too much
stats are now logged in an almost-sensible format
but one enough like VS to make updating parsers trivial
chg: skinned scores use body colour only
chg: teams are automatically unlocked at end of game
fix: duplicated spectators on the DM scoreboard
fix: interval-based messages lost on servers with certain sv_fps values
(pause/unpause countdowns, rup reminder, etc - i blame rhea :P)
fix: mouse movement during pauses messing up view direction on resume
fix: bonus for protecting dropped flags (id bug)
fix: losing ready markers on the scoreboard if you die during warmup
fix: #L misbehaving if a map with shared entities changed modes
rather than being started in the "right" mode
fix: #D not working for client 0
fix: direction to look at from intermission points
fix: issues with referees who were in-game DA players
fix: maplists "missing" maps on *nix servers sometimes
fix: Crash PM torso
fix: wait key ignored for lifts (id bug)
fix: distant/low-skill bots had totally borked prediction (id bug)
fix: spastic bot RJs (id bug)
fix: crushers blocked on com_blood 0 servers (id bug)
fix: ui used r_finish instead of r_swapinterval for vsync (id bug)
*** Important Note ***
Server admins upgrading to 1.0 from older versions should,
BEFORE installing, make sure they delete the following:
ALL existing PK3's in cpma/
The cpma/vm/ and cpma/maps/ subdirectories
Any files in cpma/docs/
Notes for version *** 1.0 *** (25 Dec 02)
add: cg_optimiseBW (0|1, default 0) YEAH BABY! :)
enable the old server_optimiseBW code, but on a per-client basis
means portals are iffy at times, but everything else is perfect
and the bandwidth savings can be HUGE in team games
add: "rescan" button to server browser
reSCAN = update ping, map, etc of already-listed servers (fast)
reFRESH = purge list and request everything from id master (slow)
add: automatically do full refresh for LAN page of browser if no list
add: \viewall as an alias for \mv
add: team damage, RL eff, RL direct hits to \stats
add: dlight for BFG shots
add: ch_wstatsTime (in seconds, default 10)
how long the auto-wstats window stays up
add: several mapcfgs for standard maps
!CPM2 - added location markers
!CPM2B - YA moved, 2nd YA added, spawns tweaked
!CPM4 - updated locations
!CPM13A - additional PG and SG
add: cg_noTaunt (0|1, default 1)
disable all taunts, not just voicechat ones
add: shortcuts for teamplay MVD POV changes
B - Blue Flag, i.e. *red* FC
R - Red Flag, i.e. *blue* FC
F - either FC
I - Invis player
Q - Quad player
S - Batsuit player
P - any player with a real PU (i.e. not Regen/Flight/Speed)
for F and P, if there's more than one PU/flag in play
each keypress will cycle to the next one
note that this is demo-only functionality
add: bot_boost (1.0-1.5, default 1.0)
just a little cheat to make them a bit more fun to play :P
note that they're still incredibly stupid
add: sort the map display for the practice menu
add: legomode to the graphics options page
chg: removed the BETA message from the default MOTD :)
chg: tightened the netcode one last time
chg: enabled coachview for all team games (was just TDM)
it's not really suitable for more than 4v4 games tho
chg: unreferee removes specinvites as well
chg: MVD auto-adds (player joins etc) happen instantly
chg: show clients in \players as soon as they connect
(so they can be kicked immediately if intruding but DLing)
chg: allow console to use \players on MA maps
chg: remove \viewadd and \viewremove
chg: remove g_speed and g_knockback
chg: vote_allow_falling renamed to vote_allow_fallingdamage
chg: ch_weaponListDrawAll behaviour now actually useful
shows cases where you have finite ammo but no weapon,
but not cases where you have neither. handy for TDM
chg: ch_weaponList 2 right-justifies weapons and ammo better
chg: removed cg_statscrolltime
chg: no auto-wstats at end of DM games - the scoreboard owns it
chg: powerup autofollow prefers flags over PUs
chg: server_optimiseBW removed rather than just ignored
chg: demo trees can now use up to 256 chars for path+demo
democasts still have to be <64 though
chg: no warning message if a democast wav is missing
chg: updated most of the docs, and renamed them
chg: updated the "standard" video configs to something decent
chg: updated the "standard" net configs to something decent
chg: updated the net config screen itself to something useful
chg: increased the number of maps that the practice menu can handle
fix: carried flags flickering into view at times, especially with TN
fix: between-round joins in CA caused "countdown stopped" message
and also stopped recording if you had autoaction 4 etc
game still continued because only first round of CA needs rups
fix: inaccurate pings on heavy-pl clients
fix: match stats not dumped properly on MA maps
fix: ch_weaponList 1 and 2 didn't show medkit/PT
fix: ch_weaponListFlash was unreliable
fix: backpack model if you die holding the onhand hook is "best ammo"
(same as for gauntlet and mg)
fix: direct hits with BFG have no explosion (id bug)
Notes for version 99z3 (15 Dec 02)
add: allow MA maps to specify what type they show up as in browsers
update cfg-ra3/* accordingly
chg: cg_smoothclients now just (negative | off | positive)
mapped to -50, 0, 50 internally
default is 1, i.e. positive, i.e. 50 internally
too many people just didn't understand it and set it wrong
or used vq3 configs that had it at 1
which was the worst possible value for y3-z2 builds
fix: arrows on server browser
fix: issues with extreme TN values (-75 to -100)
fix: z2 recalc'd readiness if people join DURING games as well
which caused them to abort
pkg: server VM moved into PK3
pkg: standard mapcfgs (CPM13B, Abuse TMP, etc) moved into PK3
Notes for version 0.99z2 (12 Dec 02)
add: "+nologo" on command line skips id metalstamp cin at startup
(always has, but now without giving an error)
add: "+browser" on command line starts Q3 at the server browser
add: cg_altLightning 2 - 4nTi/voo LG
add: 4nTi's updated BFG media
add: oNyx's updated grapple media
add: offhand crutch can be used to open doors etc
add: re-check ready percentage if players join during countdown
add: browser does a full refresh automatically if it has no servers
handy for first-time users
chg: maximum TN upped to -100
note that it will artifact like crazy at that point
especially with +ve SC
fix: jerkiness with +ve SC on laggy conns
fix: release grapple at intermission, end of CA rounds, etc
Notes for version 0.99z1 (8 Dec 02)
add: enable TN (up to -50)
(removed by id secretly over a year ago - gg placebos)
chg: CTF \kill penalty lowered to 2.5 sec
fix: final smoothclients tweaks (default 50)
the effective range is limited to +-50
0 disables
negative values sacrifice accuracy for smoothness (99x9)
positive values sacrifice smoothness for accuracy (99x8)
either one will be jerky sometimes with heavy timenudges
fix: reassign captaincy if captain drops
fix: jerkiness in demos with certain configs
fix: no commentary in democasts that weren't in subdirectories
fix: rank preservation during match_windelayDA period
(meant that losers who specfollowed winners weren't removed)
fix: double loss in DA if you specfollow winner
fix: "const violation in G_ParseInfos" on certain maps
Notes for version 0.99y3 (2 Dec 02)
add: scorebot helpers for the dominant arena on MA maps
add: caps, assists, defense, returns to CTF/CTFS wstats
add: \mv - enable multiview but don't record (handy for GTV)
add: cg_autoaction 8: enable multiview at match start
note that this ONLY enables multiview
use cg_autoaction 4 as well if you want to auto-record
add: support democasts natively
WAV filename must match DM_xx filename, and start from FIGHT
chg: rewrote the server browser: now MUCH faster, and very usable
note: Q3 tends to ping too many servers at the same time
so the pings it reports are a bit iffy on lame conns like mine :/
click Refresh to rescan+reping the servers in the list
double-click a server for info and playerlist
press R to do a "full" refresh (to pick up new servers)
chg: serverinfo screen vars in alphabetical order
chg: more cg_smoothclients tweakage (default 50)
negative values use the smoother, less accurate scheme of 99x9
(preferred by tn lamers and modemers)
positive values use a more accurate but usually jerkier scheme
(same concept as pre-99x9, but slightly improved)
in both cases, the magnitude determines the max prediction in ms
chg: removed cg_footsteps
chg: show seconds to DM specs
chg: can't hook movers (doors, plats, etc)
they still hit though, i.e. will dink and open doors, etc
chg: onhand hook damage now multiplied by quad
chg: update DM/DA W/L/etc immediately at match/round end
chg: rounds column on DA scoreboard replaced with win%
chg: record/screenshot passthrough from GTV ignored
chg: speconly persists across map changes
fix: workaround for LinuxQ3 wildcard bugs (demos menu)
fix: truelightning < 1 with drawgun 0
fix: MA maps with map_rotate 0 didn't reset intermission properly
fix: tightened up force/enemy model/skin/colour for GTV/MVD/follow
fix: flag time column for CTFS wstats had wrong header
fix: bad stats in multi-round DA games
fix: "xxYY" in server_availmodes doesn't also enable "YY" mode
fix: playing unpathed demos from inside pk3's
Notes for version 0.99y2 (15 Nov 02)
chg: server_optimiseBW ignored
the bugs in the engine wrt to portals are insurmountable :/
in the longer term I'll probably re-enable it selectively
based on whether a map has portals or not
chg: bandwidth optimisation still applies to some extent on MA maps
can at least optimise away different arenas without problems
chg: don't apply server controls for tn etc if on GTV
chg: show seconds in duels if on GTV
fix: 99y1 broke truelightning < 1
fix: UI startserver screen showed wrong gametype string
fix: FRAGGED/FROZEN messages for CA/FT after death
fix: freefloat specs had problems with bandwidth optimisation on
not that it matters any more for now
Notes for version 0.99y1 (14 Nov 02)
chg: CTFS mode uses teamdamage 0
chg: server_promode tagged as serverinfo for ASE etc
chg: removed server_footsteps, server_prosound
chg: removed callvote exec, vote_allow_exec
chg: removed the crufty UI cvars when starting a server
ui_ffa_fraglimit, ui_ffa_timelimit
ui_tourney_fraglimit, ui_tourney_timelimit
ui_team_fraglimit, ui_team_timelimit, ui_team_friendly
ui_ctf_capturelimit, ui_ctf_timelimit, ui_ctf_friendly
chg: UI startserver sets mode_start
chg: UI startserver defaults teams to 4v4
and puts DIFFERENT bots on each team, ffs id... :)
chg: UI startserver sets pure based on "dedicated"
(and since dedicated is always 0, pure will be too)
id are never going to fix the bugs of listen servers
chg: client also disables sv_pure if running a listen server
chg: custom modes are case-insensitive matched (*nix needs it)
fix: your muzzle flashes disabled regardless of cg_muzzleflash
Notes for version 0.99y (10 Nov 02)
Getting very close to the end of the alphabet... :)
Basically tying up any remaining loose ends.
This version changes/removes a LOT of server cvars:
rename cpma/q3config.cfg and let CPMA generate a new one for you
then add back in ONLY the cvars that exist in both
or that you're absolutely sure still do something useful
add: docs/cpma-q3-Modes.txt - how to use custom modes
*** admins who allow RA3 maps should definitely read this ***
add: the maplist for MA maps is now "mamaps.txt" rather than "camaps.txt"
add: cfg-ra3 subdirectory
thanks to whoever gave me the configs (John?) ages ago...
just add "+set map_cfgdir cfg-ra3" to the command line
add: fixed the ra3map8 items to be "CPMA-complete" for yuks :)
used by the "Gutteral" arena - I defaulted it to 5-round FT
need to use !ra3map8 to load the fixed version
add: map_restrict (0|1, default 1)
whether maps other than those in the maplist can be voted for
add: set pb_sv_specname for GTV
chg: TDM mode updated to TTDM settings, TTDM removed
chg: mode_start now a string (default: "1v1") not an int
chg: server_availmodes now a string (default: "" (all))
e.g. "1v1 TDM CTF"
chg: CPMA armoursystem now standard for all modes
chg: 90s PU respawns now standard for all modes except FFA
chg: Personal Teleporter disabled in all modes
chg: CTF mode disables Batsuit as well as Invis
chg: removed most gameplay-related server cvars
fraglimit
timelimit
hook_enable
instagib_reload
match_dropitems
match_overtime
match_startarmor
match_startrespawn
match_startweapon
match_timeoutcount
match_timeoutlength
server_armordamageself
server_armordamageteam
server_fallingdamage
server_fastrail
server_footsteps
server_instagib
server_prosound
server_thrufloors
g_powerupRespawnCTF
g_powerupRespawnFFA
g_powerupRespawnTDM
g_weaponRespawn
g_weaponRespawnCTF
g_weaponRespawnTDM
chg: the "custom" config parser has been completely removed
(previously used by "callvote exec" and per-map cfgs)
settings are now just passed to the vote code.
some commands are therefore changed or no longer supported
"ammo" - format changed
"weapons" - use "items -XX"
"maxplayers" - no replacement/workaround
multi-arena maps can now use "mode XX" rather than "type N"
and almost certainly should :)
chg: g_gametype ignored (remains only for ASE/Q3P/etc)
chg: remove a bunch of unused cvars
dmflags, g_warmup, g_listEntity, g_rankings, g_singlePlayer
g_podiumDist, g_podiumDrop, g_enableBreath, g_enableDust
chg: removed "HEALTH, ARMOR, RUNES, ITEMS" from +-vote display
they still work fine, but they were visually awkward
chg: removed "ALL" from +-vote
chg: giving players MG on spawn can now be disabled
chg: startweapon is a bitmask (0|4-511, default 4:MG)
starting ammo for each weapon is one "box"
except MG which is 50 bullets
chg: CA mode ammo now 50 PG (was 100) and 50 RL (was 80)
chg: FTEU mode renamed to FTAG
chg: modes IFFA, ITDM, ICTF, ALTCA, FTUS, BFGA are now customs
fix: your gauntlet buzz played from the wrong place
Notes for version 0.99x9b (4 Nov 02)
add: callvote simplemega (default 0 in DM, 1 in other modes)
vote_allow_mhstyle (0|1, default 1)
wearoff vs periodic respawns
add: cg_muzzleflash works in MVDs
fix: use predicted rather than current weapon for hand positions
(gets rid of artifacts on certain weapon changes)
fix: cg_useScreenShotJPEG was backwards
Notes for version 0.99x9a (30 Oct 02)
(incredibly, the first double-minor version number)
add: TDM MVDs show PU time remaining
add: TDM MVDs show exact armor type
add: mvw_DM (default "464 48 160 120")
x, y, width, height of PiP window for DM games
add: MVD/coach shows PJ icon if player's ping goes over 200
add: ch_shortScoreboard (0|1, default 0)
minimal scoreboard in DM (i.e. no stats)
add: cg_useScreenShotJPEG (0|1, default 1) for cg_autoaction 2
chg: coach mode totally overhauled
chg: MVD majorly overhauled
chg: preserve "true" referees across map changes
chg: max 3rd-person range is now 40 in all games, not just CA
chg: torso/legs/weapon are truly invisible for cloaked players
chg: Invis respawns match Batsuit, not Quad
chg: no sprites (carnage, pummel, etc) for players with Invis
note that this includes the "lagout" sprite
and crucially, the "teammate" sprite
chg: the stupidity of the stolen "cpm1a" is no longer tolerated
chg: new defaults for CA mode
self and team armour damage, maxdamage 25
chg: ch_mvdPIP removed
fix: various annoying problems with 1.32 (messed up coach/MVD)
fix: player respawns/teles weren't using ProMode sound
fix: crash when using /ref to make another player a ref
(doesn't actually DO anything tho - use vote)
fix: problems with 3rd-person views in MVD
Notes for version 0.99x9 (4 Oct 02)
(otherwise known as the "we love TTimo" build)
add: server_optimiseBW (0|1, default 1)
Q3 1.32 and later only
optimises bandwidth use, especially in team games
uses a tiny bit of extra CPU on the server
but CPU is cheap and bandwidth is not
add: s_occfactor is back! and better than ever :)))
it's ignored for coaches/MVD (don't ask...)
add: support dm_66 to dm_68 under Q3 1.32
add: support trees of demos :P
there are several engine-based limitations on this
the most important one being a maximum TOTAL path length of 64
still, it's a very handy way to organise demos
dK owes me lots of beers for this one :P
add: haste's version of cg_smoothclients (cheers mate)
note that it's no more accurate than the old code
but it's a LOT less ugly when using -ve tn
add: show fragmessages in MVDs
add: show ping in lagometer 4 in demos
add: cf_PickupString (default 10x14)
apparently some players are deaf and need the text message...
add: BFG Arena (mode 13, bitmask 8192)
CA with G/MG/BFG only, and infinite ammo. Stupid fun :P
add: callvote maxdamage (0-200, 0 means no limit, default 0)
(controlled by vote_allow_maxdamage, default 1)
for CA: sets the max damage you can do to self+team
very handy for BFG Arena, as it enables you to play with
self-damage on without raping your armour while still
avoiding RJ llamafests
for simplicity, if health dmg is off and armour dmg is on
then 100% of the damage is applied to armour, rather than
split between h/a first and then tested for damage flags
else you need to use 37 to get 25 off armour, which is ugly
add: +wstats is back
add: Tweaked TDM (mode 14, bitmask 16384)
90s Quad, 150 RA
chg: removed server_ospauth (always on)
chg: pain sounds for you always played when you fall in lava
used to not hear them if you had YA or RA
because you only lose 1H at a time, which Q3 ignores
(it thinks it's just health decay from 125H spawns / +5s / MH)
but everyone else would hear them correctly
chg: keep "your" model when speccing in-eyes even in GTV
chg: upper limit on maxpackets_max raised to 125
chg: Batsuit respawn time now twice whatever PU respawn time is
rather than always 120
chg: moved the connection line of the DM scoreboard to the top
chg: CTF mode defaults to SD OT (used to allow ties)
chg: OT clocks count down as well
chg: \hudstyle no longer changes ch_TeamBackground
chg: stats from previous game stay available until next game starts
(used to be denied them after intermission / map change)
chg: don't draw your own shadow - it's annoying
chg: removed old cg_smoothclients 1 behaviour
(it's always been crap - i should have pulled it ages ago)
chg: removed g_smoothclients
chg: propogate 999's out to the scoreboard faster
fix: cg_predict 2 jerkiness on lifts
fix: playernames with multiple consecutive dots broke autorecord
(Q3 incorrectly thinks they're relative paths)
fix: powerup spawns not always being audible to coaches/MVD
fix: cleaned up a few overlaps with teamchat/overlay/pickup/etc
in various hudstyles, notably 3 and 6
some are simply not workable for TDM though, e.g. style 5
Notes for version 0.99x8 (9 Sep 02)
add: CPM13B map config (PG -> LG)
add: cg_predict (0-2)
replaces cg_nopredict
0 = off
1 = normal
2 = optimised
the normal prediction path is extremely slow at times
(notably around curves) and can cost you 100fps on a GHz machine
this new scheme is MUCH faster, but slightly more prone to errors.
oddly enough, it's still more accurate than the original
id prediction code (i.e. before the CPMA fixes) :)
if you have a slow machine, it's definitely worth trying.
* currently very broken on lifts
* don't use cg_predictItems 1 with this
add: new scoreboard for DM
needs a lot of work still, but is VERY cool for GTV :)
(accuracy icon is for RL skill: effectiveness and direct hits)
add: assorted GTV-awareness (prepping for live MVD)
add: picture-in-picture for MVD :P
(press P to cycle window positions during playback)
add: UPS in MVDs
add: support gametype-specific spawnpoints
chg: allow mappers to specify respawn times for certain types of items
not weapons (can't play id "pro" maps with polish rules or in ffa)
not powerups (cpm13 becomes awful)
chg: \acc "qualifying" shot count for PG upped from 45 to 50
chg: PickedUp and DiedWith columns renamed to Take and Drop
was too much space for something so unimportant
fix: explicitly dropping the current weapon didn't switch from it
Notes for version 0.99x7 (15 Aug 02)
chg: only do realpings for non-following players
fix: maxpackets ranges not being reset by mode votes
fix: weirdness on hubaero with x6
Notes for version 0.99x6 (12 Aug 02)
add: \cstats [player_id]
show connection stats for a client
"real" average ping, flux, loss, etc
add: server_realping 2 and 3 (default 3)
use the "real" average ping for the scoreboard
less susceptible to maxpacket masking etc
add: MVD shows armor types, but only "RA" or "not-RA"
i.e. YA and GA both show as YA
add: MVD will reacquire the "chosen" player when possible
if it was forced to autocycle away from them
add: match_startarmor (0-200, default 0, Freeze-only)
add: match_startweapon (0|3-8, default 0, Freeze-only)
add: hook_range (default 1800)
max distance the hook can reach (0 = no limit)
add: basic OGC 1.6 protection
i really hate having to waste time on this crap :/
it's not like i'm short of things to keep me busy...
chg: MVD always uses default viewheight
used to adjust if players were crouching
but that could flake out under certain conditions
chg: death sounds aren't carried "with" players
(it's annoying in ProMode because of the fast respawn)
chg: optimise prediction a bit when hitting multiple brushes
it's still pretty bad though. when playing online,
the client has to do a LOT of tracing and clipping.
it especially hates you strafing along curved walls
chg: CTFS per-round max score is 3 (cap or touch + elim)
chg: hook_speedpull default now 700
chg: tweaked bot weapon selection a bit
chg: defaulted g_spSkill to 5 (nightmare) and bot_challenge to 1
bots are still an utter joke regardless
fix: mode_idletime errors with empty maplists
fix: the rebound bug
fix: release the hook when teleported
fix: assorted model problems if you joined a game after MVD'ing
fix: yet another problem case with events
if we get backlogged too far on playerstate events,
we can never realistically catch up
so cut our losses and just skip ahead in the stream
(was the cause of gunfire echoes in MVDs)
fix: callvote random would crash in x4 - doh
fix: match_startrespawn was ignored even in non-mode Freeze
Notes for version 0.99x4 (14 Jul 02)
add: MVD playback updates player models on POV changes
add: MVD preserves scores for lower right on DM POV changes
add: MVD message when forced to auto-cycle
typically only happens when players teleport/respawn
and the recording client is lagging
add: ProMode sound option for CQ3
server_prosound (0|1, default 0)
callvote prosound, vote_allow_prosound
typically makes games really slow though
unless you turn off footsteps as well
add: Footsteps option for CQ3 (note: NOT dmflags 32)
server_footsteps (0|1, default 1)
callvote footsteps, vote_allow_footsteps
add: ch_playerNames (0|1, default 0)
chg: don't lock teams on \teamready in unlimited games
chg: no score throttling in DM MVDs
chg: poweruprespawn can be voted to anything from 30 to 120
(was just 60/90/120 before)
chg: votes with ranges now display those ranges in the help
chg: removed the pure vote - GTV doesn't need it any more
chg: sample maplists moved to cfg-maps/sample
since people keep overwriting theirs when they upgrade
chg: removed "cinematics" and "mods" from the main menu
fix: hit tones would wrap very quickly in instagib
fix: current timenudge/maxpackets limits showed wrong values
(if you used callvote with no args to display them)
the *behaviour* was right, but in some cases it would
show them as disabled when they weren't
Notes for version 0.99x3 (25 Jun 02)
add: DM MVDs now show the player's weaponlist, roughly
if they have a weapon but no ammo for it, it's not shown
and only the current weapon has an ammo count
add: TDM MVDs show the player's current weapon on the weaponlist
add: CPM1B itemconfig and mapconfig files
(the Polish CPM1A, but without screwing everything up)
add: show the "real" map name when loading a custom itemset
(e.g. Q3DM12CPM rather than Q3DM12)
add: cg_lagometer options are now a bitmask
1 - draw the netgraph background
2 - colour the background if there's rate delay or PL
4 - show your ping at the top
8 - don't draw the frame interpolate/extrapolate graph
add: CTFS-aware bot AI
add: con_notifyTime < 0 uses the CPMA "console" overlay instead of id's
doesn't affect the console *buffer*, just the text in the top left
the default for con_notifyTime is now -1 (i.e. use the CPMA console)
cf_Console default is 8x16, and scales the same way as the id console
ch_consoleTime default is 3000
to disable completely, set con_notifyTime AND ch_consoleTime to -1
add: ch_consoleLines (0-4, default 4)
max number of lines for the console overlay
(note that carriage returns generally mean it will display
one line less than this value)
add: can use ENTER to launch a demo from the menu
add: sv_fps to serverinfo so clients can actually see what it's set to
all but the most bandwidth-challenged servers should be using 25
and ones with a nice connection should probably use 40
add: F11 in demos does a screenshotjpeg
chg: snaps defaults to 40
chg: now explicitly aware if we're connected through GTV
fixes a few problems with GTV, especially on MA maps
chg: use white for "black" (i.e. invisible) rails
chg: tweak the duration of "external" events on players
hard to explain but: for players who are not you, Q3 favours
external events over player-generated ones for 300ms
so if they pick up an item then fire a weapon, it won't
actually "send" that weapon fire until that much later
and in many cases, it NEVER sends those events because later
player activity overwrites them.
it's basically yet another variant of Q3's "dropped sounds" bugs
and it's been like this forever, but it's only become really
obvious since we introduced MVDs.
since it HAS been so unremarked and fixing it properly would
noticeably increase bandwidth usage, we've cut the lag down to
100ms instead (ideally we'd use 50, but this gives us a cushion
for a dropped packet or modemers with low snaps)
chg: allow bot-only games without having to ref-allready them
chg: plasma prestep dropped from 50 to 25
chg: ProMode plasma visuals shrunk from 16 to 12
chg: remove a bunch of cheat-only cvars
cg_tracerChance, cg_tracerWidth, cg_tracerLength,
cg_animSpeed, cg_swingSpeed, cg_noPlayerAnims,
cg_debugAnim, cg_debugPosition, com_cameraMode
chg: remove cg_noVoiceChats, cg_noVoiceText, cg_noTaunt
since we don't support TA voice rubbish
fix: re-enable the CPM damage-through-floors fix
removed it a couple of builds ago because 1.2x supposedly fixed it
shows what I get for trusting id's code... :P
fix: compounded damage downscale when splashing multiple players
fix: muzzle render position was being adjusted twice for railgun
fix: bunch of id bugs in CTF AI code
bots couldnt "find" flags on wcp21 and many other maps
fix: bot_minplayers works again (oops)
accidentally nuked it in 99x when removing ai deadwood :)
fix: yet more id bugs - the ingame menus (notably, team orders)
would use the wrong client info if you were following someone
Notes for version 0.99x1 (14 Jun 02)
add: 3W CTFS (mode 12, bitmask 4096)
thanks to Casey and the 3W team for permission
add: reset timescale to 1.0 on listens after watching demos
add: rench's updated docs
chg: the "low" ammo point for SG is 5 rather than 10
chg: enabled armoursystem vote in CQ3
chg: cg_shadows 2 and 3 removed - too buggy and cheaty
(both project through walls etc)
chg: stepup events optimized
chg: improved client prediction during djumps
CPM3 lower rl is easiest place to see the difference
chg: popsicles refreeze over time if abandoned mid-thaw
same rate as for thawing, i.e. if you thaw for 2 secs
then leave for 1 sec, there's 2 secs left
chg: unlock cg_gunX/Y/Z and clamp them
x: -8 to +8, y: -3 to +9, z: -8 to +2
(y is offset because 0 is the player's right hand
not the center of their body)
chg: g_doWarmup removed - it's always been pointless
setting g_warmup to 0 already turns warmup off
and setting it to anything else turns warmup on
chg: end of match stats format changed to work with VoodooStats
chg: default settings for duels are 10 mins with 2-min OT
fix: model-specific custom sounds using the wrong voice
(voiding and a couple of others)
fix: time-forced respawns couldn't set a starting weapon reliably
Notes for version 0.99x (20 May 02)
(otherwise known as the "demos" build)
add: Multiview demos!
just \mvd and the game will take care of everything.
can only be recorded by spectators, and have the same
"visibility" rules as normal play, i.e. if teams are
speclocked you need a specinvite or referee privileges.
since this is ridiculous abuse of an engine that's
SO not designed for this sort of thing, you can only
(heh: only) MVD up to 12 players, and servers need to
have maxclients <= 16 to make sure it works nicely.
MVD only works in ProMode ATM - it needs the enhanced
event handling code. Not sure yet if it's possible to
get it to work reliably in CQ3.
add: keystrokes and mouse clicks no longer abort demos :)
TAB brings up the scoreboard
PGUP / PGDN adjusts playback speed by +-0.25
HOME sets playback speed to 1.0
KP_5 toggles third-person rendering
KP_UPARROW / KP_DNARROW moves camera to / from player
KP_LEFT / KP_RIGHT moves camera around player
KP_HOME resets camera distance and angle
MVD-controls :P
SPACE/MOUSE2 switches to next player
ALT/MOUSE1 switches to previous player
note that binds will no longer work in this mode:
to enable them, you need to hit ESC to turn off the
crapout protection and return to the id behaviour
(which means hitting ESC *twice* will exit)
add: cg_followpowerup works during MVD playback as well
add: team overlay works during MVD playback :P
it doesn't in normal GTV/ref "single follow" demos
add: cf_Console (default 7x12) - only affects demo playback
nice bug in the Q3 engine:
fixing the "exit demo on ANY keypress" problem
causes the console fail to print to the top left corner
so we have to mimic it ourselves
add: ch_consoleTime (ms, default 2500)
how long "console" messages stay on screen during playback
add: ch_consoleTeamChat (0|1, default 1)
add team chat to console
note that setting this to 0 removes teamchat COMPLETELY
from the console, not just from showing up at top left
so if you miss it in the teamchat window, it's lost
add: ch_recordMessage (0|1, default 1)
0 gets rid of the sodding "recording blahblah" message
add: ch_selfOnTeamOverlay (0|1, default 1)
add: cg_deadBodyDarken (0|1, default 0)
add: don't show PJ message if timescale is less than 1
so you can slomo demos without having that flash constantly
add: \followpowerup as a command - same effect as \cg_followpowerup
maybe bif will actually use it now (*cough* :P)
add: func_plat and func_door can now have custom sounds
since the standard sounds are so pathetic as to be pointless
use this rather than chaining them to a target_speaker:
those get ignored by s_ambient 0 clients (which is everyone)
done via two new keys for the entities:
"sound_start" (the "move" sound)
"sound_end" (the "stop" sound)
if not specified, the default sounds are used
chg: tweaks to ammo given on weapon pickups
TDM, weaponstay, and dropped weapons as before.
other cases, the first pickup ALWAYS gives full weapon
ammo, so rox+RL is finally 15 rockets, same as RL+rox.
later pickups "refill" to weapon ammo as before
(i.e. 3 rox => 10 rox) but do NOT give the stupid
"one extra round" if you're over the weapon ammo.
also, backpack capacity has been reduced a bit.
chg: armor default for team games is back to CPMA's "Team" system
chg: server_CPMA_armor removed - now implicit
chg: CPM1.0 armorsystem replaced with Q1 armorsystem
shards at 2 (cointoss, since Q1 didn't have shards)
chg: re-ordered the armorsystems: Duel, Team, Q1, Q2
chg: use the predicted weapon for muzzle flash animations / sounds
means +fire 4 when holding LG actually makes a GL noise, etc
chg: tightened up a few aspects of creepcam
camera never drifts behind walls now
camera swing accelerated if players make 180s to face a target
chg: backpack messages removed
chg: removed long-unused cvars g_friendlyfire and capturelimit
(scorelimit is always set by "fraglimit", even for CTF and CA)
chg: removed cg_timescaleFade rubbish
chg: max ammo for BFG is now 25
chg: grenades back to being magically aware of who fired them
still do 100% damage, but you can't selfnade any more :(
chg: heh - noticed one of the effects of defaulting entities to
being unmarshalled :)
it completely removes all the lame sound effects on maps
like WCP15, regardless of the client's s_ambient setting.
that type (target_speaker ents) are now marshalled again
for the 0.1% of players who actually use s_ambient 1
chg: #w/#W chat token now shows current weapon and ammo
the old "best" weapon meaning was pretty useless
#W is red if you have less than one box of ammo, else white
#w message doesn't change any colours
chg: #M chat token uses box counts to decide what "low" ammo is
before it always used 5, which is useless for LG/PG
chg: #U chat token also shows time remaining on powerups
chg: can only see stats for players in the same arena as you
chg: damage and item counts for \stats not available during game
except to players checking their own stats, and referees
chg: low ammo warning based on current weapon only
and determined by box counts rather than guesswork
chg: cg_drawAmmoWarning replaced with cg_ammoWarning (default: 1)
0 - none
1 - "click" only
2 - "click" and message
chg: removed everything related to cooldown option
now fixed at 100ms (old cooldown 0 setting)
fix: callvote restart didn't cancel timeouts
fix: couldn't unpause a 1v1 if opponent dropped during the pause
fix: playerstate events sounding again after external events
fix: bars on HUDs 1 and 2 were opaque
fix: ProMode sound could occasionally "leak" between arenas
if the arenas were right next to each other
Notes for version 0.99w5 (5 May 02)
chg: "Duel" armorsystem is now the default for team games as well
chg: quad shell is now always blue
chg: testmodel/testgun cruft removed
chg: all HUD variations show flag status in CTF
chg: popsicle effect is now totally white rather than bluish-white
was a bit too close to the Quad effect with some configs
chg: be really agressive about popsicle trajectory tests
stops them slipping through seams on maps like DM6
chg: max number of demos on menu increased to a real 240
rather than an id-math 128, which is about 40 :P
chg: creepcam_smoothfactor renamed to creepcamSmoothRate
since that's what it actually is
fix: no blood effect when SG'ing popsicles
fix: cg_enemycolors default should be "", not "0"
fix: coaches were being blacked out in speclocked games
Notes for version 0.99w4 (1 May 02)
add: linked/unlinked flag, marshal flag, and counts to \entitylist
add: "you defrosted xyz" and "defrosted by xyz" messages in FT
(can be disabled with ch_fragMessage 0)
add: thawed popsicles explode into ice cubes
(many if cg_gibs 1, otherwise just one)
add: crosshairnames for popsicles
add: players given assist reward for thawing teammates
add: cg_noProjectileTrail (0|1, default 0)
only affects the underwater bubble trails
add: 3D heads on scoreboard and status bar use player colours
add: support "armorsystem"/"armoursystem" in config files
just for bleader :P
chg: preserve reward counts for temporary specs, i.e. dead CA/FT players
means you won't see rewards when following other players
but your own reward counts will stay correct no matter what
chg: "general" entities default to unmarshalled
!!! note: I have no idea what problems this might cause.
it seems to be fine so far, and on some maps it removes
THOUSANDS of entities from client consideration every second
so I figure it's well worth trying it for a while.
chg: ProMode voting rules
can always be voted on
can be voted off only if vote_allow_promode is 1, or
server_promode is 0, or
the player is a "true" referee (i.e. password, not election)
chg: removed the never-used "alternate standard" demo naming format
chg: closing doors bounce off popsicles, crushers thaw them
chg: overhauled a few things in the ProMode sound code
sound radius is now 1400 units
s_occfactor has been removed :(((
the behaviour is now always as it was with s_occfactor 0
i REALLY didn't want to do that, but there seem to be some
pathological cases where the true position of an entity is
unavailable to us, so any on-entity sounds get messed up
chg: \color defaults to 9779 - tshirt and faded jeans :)
chg: no time penalty added for \kill in DM/TDM
chg: players get 1 point for each second spent defrosting teammates
rather than just crediting whoever finished the thaw
to balance, teamkills cost players <thawtime> points
fix: q3w2 train; dm11 quad room!
fix: arena playercounts unavailable sometimes
fix: GTV can change arenas again
fix: strip filename-illegal chars from player names for demo record
fix: drowning timer was being reset during pauses
fix: could get impressives from shooting teammates
fix: players who died in water (inc lava/slime) gurping on respawn
fix: item pickup sounds not played reliably if you respawn ON an item
Notes for version 0.99w3 (23 Apr 02)
add: say_teamnl - doesn't add your location to the message
add: support "maxplayers" in config files (per-arena)
add: avoid popsicles like real players when choosing a spawnpoint
add: instagib modes to the game settings menu
add: callvote startweapon and vote_allow_startweapon (default 1)
Freeze-only, sets an additional weapon to give spawnees
comes with a BOX of ammo rather than stock weapon ammo
add: callvote allcaptain and vote_allow_allcaptain (default 1)
default set by team_allcaptain (default 1)
add: accept "armour" and "armoursystem" (i.e. English) votes
add: cg_lagometer 2 - colours the netgraph background as well
lpbs can't notice rate delays otherwise
because the graph itself is only 2 pixels high
chg: players with Batsuit don't "gasp" when coming out of water
chg: force "fullsize" popsicles rather than using the player bounds
chg: split FTDM (mode 10) into FTEU (mode 10) and FTUS (mode 11)
FTEU has startrespawn 1, spawn with MG
FTUS has startrespawn 0, spawn with MG + SG
both use teammaps.txt for the maplist
chg: uncouple cg_shadows 1 from cg_marks and nomip them
chg: show CPMA players colors on player model screen as well
chg: put all the promode skins first in the model screen
chg: matchmode no longer requires even teams
chg: cool new credits page
chg: no auto MOTD window after connecting
it's already shown on the connection screen itself
chg: standard demo name format for 1v1
if a player records, it's "ThisGuy(POV)-vs-ThatGuy"
if a spec records, it's just "Player1-vs-Player2"
chg: removed many referee commands that also exist as votes
fix: cg_predictitems 1 sound echo
fix: corpses on MA maps couldn't be gibbed sometimes
fix: not spawning only the TDM itemset on some maps (rdogdm4) in freeze
fix: non-MG ammo counts reset to 0 after each round in EU freeze
fix: autothaw timer not halted during pauses
fix: viewpos as a spec after dying in CA/FT was offset by cg_thirdPersonRange
Notes for version 0.99w2 (10 Apr 02)
add: Freeze Tag TDM! as g_gametype 6 (mode 10, bitmask 1024)
based on Darrell "Doolittle" Bircsak's original (thanks man)
vote_allow_thaw (default 1)
callvote thawauto (seconds, default 120)
callvote thawtime (seconds, default 3)
callvote startrespawn (0|1, default 1)
ON (default) = EU rules:
all players reset to base attributes + loadouts after each point
OFF = semi-US rules: losing team is thawed; winning team is NOT
but the living players on the winning team keep their current h/a
(note that this may well be LESS than the spawn h/a) and weapons
add: CPMA colours can now be used in names, crosshairs, etc
(everywhere that's under my control, basically, which
is anything game-related but not the console)
some of the numeric colours have been changed as a result
0: was white, now black
7: was orange, now white
8: was purple, now orange - T is the closest to the old 8
id have always had 5 and 6 backwards. since I can't fix the
console, they're now wrong in CPMA as well, for compatibility
(note to id: ever heard of constants?)
add: ch_crosshairAlpha (0.0 to 1.0, default 1.0)
add: \kill adds 5 seconds to respawn time
add: Swelt's "Guide To Configuring CPMA" to readme.txt
add: Drex's Q3DM12CPM
add: cg_oldCTFSounds (0|1, default 0)
no voiceovers on captures, flag pickups, etc
also controls non-leadchange FTDM end-of-round announcements
chg: cg_crosshairColor renamed yet again to ch_crosshairColor
default changed to 7 since 0 is now black
chg: cg_crosshairPulse renamed to ch_crosshairPulse
chg: item scaleup time on respawns changed from 1000 to 250
items also start at half size and scale up from there
chg: BFG shots are now 1200ups (was 2000)
reload is 800ms (was 200)
damage is 120 (was 100)
splash damage is 120 (was 100)
splash radius is 144 (was 120)
knockback scale is 120% (144% relative, given the higher dmg)
rocket running boost is 120% absolute (to match RL)
warmup/CA ammo 5
initial/box ammo 5
enabled by default in all gametypes except CA/DA
chg: cg_errordecay clamped at 0-200
chg: after bouncing, grenades no longer pass through whoever fired them
so if you spam, you're a threat to yourself too
chg: your own grenades do FULL damage to you, not 1/2
chg: PG splash radius is now 10 units instead of 20
chg: server_availmodes default changed to -1 (all modes)
chg: RG selected automatically when respawning in instagib
chg: remove g_quadfactor - we override it anyway
chg: coaches don't viewcycle to other team even with speclocks off
chg: team damage enabled for CTF mode and default
chg: stats window removed after intermission
chg: CQ3 powerup respawns match ProMode
this also means that they're now votable
chg: CQ3 ammo box counts for \drop match ProMode
chg: cg_lightningImpact enabled for CQ3
chg: timeout allocations were ridiculous
new rules are: 2 @ 60s for DM; 3 @ 120s for team games
chg: ITDM/ICTF show Net/O/D stats on the scoreboard rather than Acc
chg: bot AI adjusted for the new BFG
fix: "picked up" stats were counting the killer's current weapon
not the one that was actually in the backpack
fix: coach chat going to other specs rather than coached team
fix: gauntlet would "fire" on occasion even if it wasn't actually hitting
fix: id bugs and stupidities in the team overlay location code
fix: multiview could make Q3 segfault when a viewed player died
fix: team overlay restored in CA if freefloat after following enemy
Notes for version 0.99w1 (18 Mar 02)
add: total health and armour taken and RA/YA/GA/MH counts to stats
add: "picked up" and "died with" counts to weapon stats
note: "died with" rather than "died and dropped"
so it's good for CA as well
add: ch_3waveFont - thanks to the Threewave guys for permission
add: OSP coach functionality
/coach, /coachinvite, /coachdecline, /coachkick
add: scoreboard shows per-team spectators and coaches
add: "callvote random n" and vote_allow_random
where n is a number from 2 to 100
2 is the equivalent of flipping a coin
6 is like rolling a die
handy for choosing maps etc
add: "callvote ot" synonym for "callvote overtime"
add: server version shown on loading screen
chg: vstr now enabled in CQ3 as well
chg: CQ3 clocks match ProMode
(count down, not up; no seconds in 1v1 play)
chg: players spawn with 100 armour during warmup
chg: auto-join if it's an FFA game
chg: auto-join if it's a team game and g_teamAutoJoin is on
chg: mode TDM now enables weapon dropping by default (CPM and CQ3)
chg: shots during the match_windelayCA period don't affect stats
so you don't "lose accuracy" when gibbing bodies etc
chg: g_weaponRespawnCTF defaults to 5
chg: CTF mode sets weapon respawn to 5
chg: 1v1 mode disables holdables (PT, MK) as well
never understood why OSP leaves them enabled
chg: "restart arena" item removed from UI menu
chg: timed overtime in 1v1/FFA uses 2-minute rounds
chg: item respawns are absolute
gameplay rules > map-specified ones
for ALL items now, not just weapons
chg: s_occlude removed - s_occfactor 0 is equivalent
(always has been, actually)
chg: s_ambient 0 now more aggressive (fixes T2, WCP15)
chg: s_ambient changes now take effect immediately
(no longer needs a client restart)
chg: target_speakers don't use the ProMode sound system
helps cut down on noise even for s_ambient 1 clients
(and saves small amounts of bandwidth)
chg: updated version of DM12TMP - cheers Drex
doors still don't behave the way we'd really like,
but at least it's playable again now
fix: starting a server through "practice" preserves g_spSkill
(id code resets it to "Bring It On" *cough*) :)
fix: "minutes played" wasn't getting reset reliably on map changes
fix: couldn't see your damage stats mid-round when dead in CA
fix: several multiview bugs
fix: gauntlet hits weren't shown unless there was a kill as well
fix: players could make multiple gauntlet hits in a single frame
(yet another id bug, only happened with pmove on)
Menace gets a cookie for finding it :)
Notes for version 0.99w (14 Jan 02)
!!! Important - CPMA no longer supports VQ3 !!!
The non-ProMode option in the mod is now "Challenge Q3".
After two years, Q3's newbie population is now essentially non-existent,
and the original justifications for certain design decisions are long
since obsolete. It's time the base game grew up to match the skill level
of the people playing it today rather than the target audience of those
who created it.
Where ProMode redefines all major aspects of the game: player movement;
melee/weapons; and strategy, CQ3 addresses only the strategic elements
and a few things that are very poorly implemented in VQ3 (think of
these as bugfixes on steroids).
The Challenge Q3 changes are as follows:
Strategic:
Hit tones match ProMode
Four tones, each with a 25-damage range
Lower pitches indicate higher damage
Player spawns match ProMode
100 health; 50 bullets for the MG
Player respawn times are reduced
Minimum limbo time is 1 second
Maximum limbo time is 10 seconds
Weapon respawns match ProMode
15 seconds in DM; 30 in TDM; 10 in CTF; weaponstay in FFA
Item respawns match ProMode
Ammo boxes - 30 seconds
Health - 30 seconds
DM MegaHealth - 20 seconds after it "runs out"
Initial powerup spawns match ProMode
15-30 seconds into the game
Powerup factors match ProMode
Quad is "true", i.e. 4x damage. Be very afraid. :)
Batsuit protects at 75%
Armour system matches ProMode (the "CPMA Duel" system)
Armour does not "decay" over time
GA protects 1:1, first pickup 50, second adds 50
YA protects 2:1, first pickup 100, second adds 50
RA protects 3:1, first pickup 150, second adds 50
MG matches ProMode
5 damage per shot in all games, 25 bullets per ammo box
Railgun ammo boxes match ProMode
5 slugs
Maximum ammo counts match ProMode
SG 100; GL 100; RL 100; RG 100
Item sizes match ProMode
Items can be picked up while strafejumping
Water speeds match ProMode
Faster wading and swimming
Fixes:
Damage from the "world" matches ProMode
Lava and slime cause a steady flow of damage
SG matches ProMode
Max damage now only 96, but aim actually matters
Other enhancements:
Grenade model matches ProMode
Notes for version 0.99v9 - private build
add: update g_gametype on mode changes (non-MA maps only)
handy for server browsers
add: scorebot helpers to serverinfo
Score_Time, Score_Red, Score_Blue
Players_Active, Players_Red, Players_Blue
add: #F chat token - nearest Friendly player, i.e. teammate
add: new meaning for #P chat token - last Pickup
add: com_maxfps is capped at 125 for online play
add: enable a bunch of ProMode-only features in CQ3 as well
cg_smoke_sg; cg_muzzleFlash; cg_damageDraw; cg_drawGun 2;
add: "Net" column on TDM scoreboard
add: "O/D" column on CTF scoreboard
O (orange) is runs+caps+assists
D (yellow) is returns+escortD (NOT base D)
Demos from older versions will show strange numbers in those fields,
as they were used for damage until now.
add: "Dmg" column on CA scoreboard
add: Show "Net" when playing back OSP demos
chg: "Lag" and "Min" replace "Ping" and "Time" on scoreboard
needed every bit of space I could wrangle :)
chg: "Score" column for CA now just frags rather than "total impact"
yes, I know it's lame
chg: new rules for #I
you must have a clear line of sight to the center of the item
you must be looking in the appropriate direction
and it must be within your (potential) fov
this helps a LOT if you want to say "RG up" but you're nearer YA/PG
if you run past the item THEN hit your bind, that's your fault
chg: old #P chat token now #U (Utterly Useless powerUps list :P)
chg: remove cg_teamrails - it was unnecessary complexity
thus, cg_enemycolors is now *always* RHBL
chg: armour class for ProMode CA is now YA
chg: weaponrespawn is absolute again
we gave map-specified respawn times priority way back when,
because id "pro" maps would use still 5 secs by default in VQ3.
of course, that meant you *couldn't* get 5 sec spawns on them.
Poland > VQ3, so it's back to being mod-controlled
chg: FFA default and mode weapon respawn is weaponstay
chg: ProMode changes do NOT reset ANY other options
chg: elected referees can't disable ProMode on PM 1 servers
chg: remove arenatype vote - people should be using MODE
chg: update the vote UI to use MODE rather than arenatype
chg: remove mapcfg from the vote UI
chg: remove r_reset command
chg: remove reset vote
this was originally implemented so that people could use a
single vote to get the server back to default (i.e. match)
settings. MODE provides a better solution to that problem
chg: remove a bunch of useless cruft from server info
(doesn't actually make a difference, because as usual
id have bodgejobbed the damn thing so it doesn't work)
chg: corpse sink time changed from 5000 to 1000 (except CA/DA)
chg: DA implemented as a mode (bitmask 512)
if used on a non-MA map it will select the CA maplist
fix: MH was using DM rules in FFA as well
fix: weapon pickup sounds not played if weaponstay was on
fix: couldn't pick up dropped weapons in VQ3 if weaponstay was on
fix: weaponstay weapons always give full default ammo
fix: two-pass spawns at "true" game start were confusing Q3
if you were holding fire at end of warmup
client and server would disagree on which weapon you had
which led to some very strange behaviour at times
fix: poweruprespawn added to mode settings
fix: teams are preserved on map changes, as is the queue for 1v1
only for non-MA maps, obviously
Notes for version 0.99v8
add: use \color2 for rail rings as well as rail spiral
add: demo menu version autodetect updated for Q3 1.31 / dm_67
fix: mode CTF turns off team damage
fix: double item-give on first spawn of game
(have to spawn items first then players, or you can respawn an item
under a player who already picked it up on their respawn)
Notes for version 0.99v7
Important! The armor systems have been tweaked in this build for playtesting
YA now protects at 66% instead of 60%
Since that moves the breakeven point for RA/YA transitions from 120 to 133,
the value of a single RA in the Duel system also needed to be increased.
These changes mean that the Duel armor rules are now:
GA protects 1:1, first pickup 50, second adds 50
YA protects 2:1, first pickup 100, second adds 50
RA protects 3:1, first pickup 150, second adds 50
Wow - a clean, consistent set of armor rules :)
Let's hope it playtests well... :)
add: match_maxsuicides (default 0 - disabled)
players who /kill more than this many times will be auto-banned
stops them screwing up TDM games and forcing draws in DA
add: map_delay (seconds, default 30)
no map voting allowed for this long after a map change
unless everyone's loaded the new map and is ready to play
stops one lamer with a fast machine forcing changes to a map
by voting it in before anyone else has managed to reconnect
add: MA maps can be rotated after a timelimit
either a hard tl, which rotates no matter what's going on
or a soft one, which waits until the "dominant" arena is ready
add: map_cfgdir (default "cfg-maps")
sets where the maplists etc are read from
(for running multiple servers on a single install)
add: cf_Vote (default 10x14)
add: block the bobup cheat
add: nomip blood (128), nomip smoke (256)
add: \topshots (ffs rhea...) as a synonym for \accuracy
add: per-weapon minimum shot counts to be eligible for \accuracy
MG: 50, SG: 100, GL: 10, RL: 15, LG: 150, RG: 10, PG: 45
add: PureCTF grapple model - thanks to Kilderean
chg: ProMode colours aren't normalised any more
in English, that means they're ALL really bright now. :)
chg: remove the vstr vote and cvars - they're always available in ProMode
chg: allow \maplist during intermission
chg: mode changes on MA maps don't load a new maplist
this kinda sucks for servers that switch between MA and non-MA maps
AND different gametypes (e.g. a server is on ra3map1 and people want
to play CPM3) because you have to call the mode, then call a map that's
on the CURRENT list to get the new list loaded before you can call the
map that you really want. But that's just the way it goes sometimes. :(
chg: damage efficiency calc is no longer rounded
chg: removed ch_scoreStyle
OSP's "total impact" score is always used: (damage given + 100 * frags) / 100
chg: back to the old-style crosshairname fadeout
the OSP one is too distracting for a lot of people, including me :)
chg: allow cg_nomip in VQ3
chg: offhand crutch no longer silent
chg: fov clamped to 130, and you're damn lucky i didn't make it 120 :)
fix: per-map configs (e.g. CPM1A) now go in map_cfgdir/ as well
and this time, I mean it. DOH! :)
fix: skinned scoreboxes keep team colors when following enemies while dead in CA
fix: "#" (no token) chat bug
fix: "callvote items +" (no item) bug
fix: not always getting the first "spawn weapon to non-spawn weapon" switch
without penalties
Notes for version 0.99v6
Important:
This version contains some experimental netcode+prediction tweaks.
While I'm pretty confident they make for better play, especially
for the common 35-100 ping case, it may take you a couple of games
to get used to them.
add: maplist support! :)
added cfg-maps/ subdirectory and standard maplists
moved cpm1a.cfg to cfg-maps/
add: map_rotate (0|1, default 0)
if non-zero and a MODE is enabled, server will rotate to
the next map in the list for that mode when fl/tl/cl/rl is hit
map_rotate is ignored if the server is in 1v1 mode
or is running a multiarena map
add: mode_start (default -1 (no mode))
which mode to start with (or switch to if server is idle)
add: mode_idletime (minutes, default 10)
how long before idle servers reset to default mode+map
add: \maplist - shows maps available for current mode
add: "callvote map n" where n is a map id from \maplist
add: ch_skinScores (0|1, default 0)
colors the scoreboxes with the body+legs of your/enemy colors
also for the "players remaining" boxes in CA
chg: removed the cfg/ dir
modes should be used instead for those, for all standard play
per-map configs (e.g. CPM1A) now go in cfg-maps/ as well
chg: removed the "mapcfg" vote - combined with normal map votes now
just use a ! at the start of the "map" name instead
e.g. "callvote map !q3dm14tmp"
chg: the penalty for switches from G/MG to non-spawn weapons
no longer applies on the first switch
so you can grab a weapon after respawning and use it immediately
chg: pmove_msec has been removed (now always 8)
chg: cg_nomip for weapon effects/marks matches OSP
1 - Lightning
2 - Plasma
4 - Rocket explosions
8 - Grenade explosions
16 - Bullets (machinegun and shotgun)
32 - Railgun
64 - BFG
chg: the instagib mode bits have been moved down
so that they're next to the others. the new values are:
Instagib FFA - 64
Instagib TDM - 128
Instagib CTF - 256
chg: respect cg_forcemodel 0 for in-eyes POV in demo playback
just for you, JL :)
fix: dropped clients would hang around on the scoreboard sometimes
fix: stats dumps at end of matches
fix: description for chatflood vote
Notes for version 0.99v5
Important:
I've kept compatibility with Q3 1.27 until now because 1.29 was so awful.
Since 1.30 actually works, this build has some changes to exploit some of
the features in it, and may not work reliably on older versions.
Interesting trivia:
the assorted cleanups of the code over time mean that if you use hudstyle 0
(the baseq3 hud) then CPMA timedemos "four" faster than baseq3 does. :)
add: \statsall, \statsblue, \statsred
add: non-SD overtimes - callvote overtime <0|1|2>
default set by match_overtime (default 0)
0 - Sudden Death (first score decides)
1 - Timed Overtime (additional rounds of 5 mins each until a winner)
2 - No Overtime (can end in tie)
for MODES: FFA and DM use 0, TDM uses 1, CTF uses 2
add: #C chat token - where your corpse is
ProModers tend to respawn instantly - this lets them still use
"enemy at #c" / "#c lost" binds
add: #I chat token - nearest (potentially) visible item
including backpacks and dropped weapons :)
add: new meaning for #L - Q2-style locations (nearest armor/weapon/MH spawn)
add: mode altca (mode value 4) - ra3-style loadout and damage settings
add: if a matchmode is in effect
automatically record demos and take screenshots at the end of the game
if it's CA, player stats are reset at start
add: all matchmodes mute specs; all normal modes unmute them
add: better handling of demo playback from broken OSP versions
add: cf_Following (default 24x24)
add: cf_FragMessage (default 16x16)
add: cf_CrosshairNames (default 12x12)
and that cute little scaling fadeout OSP uses for them :)
chg: ch_drawFollow now sets the y-position of the message
chg: ch_fragMessage (0|1, default 1)
used to be: 0 - off, 1 - small font, 2 - normal font
chg: cg_drawCrosshairNames
used to be: 0 - off, 1 - small font, 2 - normal font
now: 0 - off, 1 - all players, 2 - teammates only
chg: player icon and armor type no longer shown in crosshairTeamInfo
(it was wrong before, actually: showed your armortype instead)
chg: the "pickup names" and #L descriptions for armors
now Red/Yellow/Green rather than Heavy/unqualified/Jacket
chg: \scores doesn't show damage mid-round in CA matchmode
chg: \stats on speclocked players doesn't show damage
chg: cg_autoaction bits match OSP's
1 - Automatically save stats to a local text file at the end of a match
Logs are stored in: <cpma_root>/stats/<date>/<logname>.txt
2 - Automatically take an end-level screenshot
4 - Automatically record the game (requires warmup to be on)
chg: remove match_overtimelength, match_overtimecount, type 3 overtime (tie-timed)
chg: remove all references to QTV (long since dead)
chg: remove old #L (health and armor) - it's pointless. use #h #a
chg: passworded refs can unref themselves
chg: say_team in CA when dead goes to all specs if the other team is not speclocked
so dead people can chat with each other in pickup games
but you can still talk privately to your teammates in matches
chg: predict the grapple trail start point as you move
looks MUCH better - thanks Kilderean
fix: messages for team/self damage changes were going to all arenas
fix: ignore "save stats" commands etc if just playing back a demo
fix: player counts were updating instantly if someone joined a CA team mid-round
Notes for version 0.99v4
add: the Q3Comp scoreboard. finally! :)
when players die in CA, their line is darkblended
add: Khaile's 1337 hack to keep the scoreboard accurate during demo playback
(players time+ping don't update, but the actual scores do)
add: time+date stamp to intermission screen
add: ch_weaponListSeparator (length, default: 74)
controls the lines that separate sections on the vertical weaponlist
add: callvote mode <mode_name>
changes to a configuration that is always the same on any server
add: callvote match <mode_name>
execs a mode config
requires even teams to start the game (if it's a team mode)
100% of players must rup for a game to start (if mode uses warmup)
locks/speclocks teams when match starts (if mode uses warmup)
add: server_availmodes (bitmask, default 63)
1 - FFA
2 - 1v1 / DM
4 - reserved - currently ignored
8 - TDM
16 - CTF
32 - CA
256 - Instagib FFA
512 - Instagib TDM
1024 - Instagib CTF
add: ch_scoreStyle (0|1, default 0) - only used by the CA scoreboard
0 - "raw skill" (damage efficiency)
1 - "total impact" (damage given + 100 * frags: the OSP style)
chg: instagib warmup now only gives players gauntlet and RG
chg: default CA loadouts now match OSP
fix: HUD CTF flag status reset at start of games
fix: wrong message when referees \removed players
fix: rounds played count for DA
Notes for version 0.99v3
add: mimic the behaviour of some of the no-longer-supported A3D functions
s_occlude and s_occfactor (ProMode only)
add: \accuracy [weapon]
with no args, shows "best" players with each weapon
with "RL" etc as arg, shows stats with that weapon for all players
minimum of 10 shots to qualify for the title (except for SG)
add: in DA, \stats and +wstats will show your stats if you're a freespec
add: OSP Hook control vars
hook_enable (0|1|2, default 0) 0 - disabled, 1 - offhand, 2 - onhand
hook_delaytime (ms, default 750) minimum time between hooks
hook_holdtime (secs, default 3) how long you can stay hooked
hook_sky (0|1, default 0) sky/noimpactsurf hooking enabled
hook_speed (ups, default 1200) rate hook travels
hook_speedpull (ups, default 950) rate at which player is pulled
If you want a more Alliance-style hook, the values are hook_speed 1250,
hook_speedpull 650 (thanks fredo) and hook_delaytime 100 (I think).
add: match_dropitems (1-3, bitfields, default 0, TDM and CTF only)
1 - can drop weapons+ammo
2 - can drop flags
\drop - drops the current weapon and all ammo for it (SG to PG only)
\drop <SG|GL|RL|LG|RG|PG> - drops that weapon and all ammo for it
\drop <bullets|shells|grenades|rockets|lightning|slugs|cells> - drops a "box" of ammo
\drop flag
\drop ammo - drops a "box" of the current weapon's ammo
note: a "box" IS a box, as determined by the gameplay rules
in OSP, certain "drop" box ammo counts are wrong (LG, PG)
add: callvote dropitems and vote_allow_dropitems
add: cg_followpowerup
add: a bunch of semi-gimmicky things to the connection screen
add: cg_noTeamchatBeep (0|1, default 0)
add: \addstr <cvar1> <cvar2>
combines strings - very handy for complex team messages
add: support "selfdamage" in config files and update cfgs
0 - none
1 - health only
2 - armor only
3 - both
add: callvote selfdamage and vote_allow_selfdamage
chg: callvote teamdamage is now 0 to 3, not 0 or 1
so that it matches the cfgfile entry and the selfdamage vote
chg: remove armordamageteam and armordamageself votes, and vote_allow_armordamage
chg: all cg_hud_* cvars renamed to ch_*
e.g. crosshairColor, fragMessage, weaponList, etc
yes, this means you'll have to edit your config :)
but it's long since time we made both mods consistent on these
chg: remove the "demo is from a broken OSP version" button on demos menu
it auto-senses them now
there are still a few OSP demos that simply can't be played back
but there's nothing I can do about that right now
chg: server_chatfloodprotect now controls the max # of msgs per second
e.g. server_chatfloodprotect 2 means you can talk every 500ms
chg: spectators used to get credit for "time served"
if they'd been waiting in one arena and changed to another
it confused RA3 players though (much like almost everything seems to)
chg: speconly now also does a "team s" automatically
chg: weapon respawn delays set by mappers now have priority
so the id "pro" maps default to 15 sec weapspawns even in VQ3
chg: finally remembered: server_vstr now defaults to 1
there's still no justification for them, but...
chg: damagekick is now always off, in VQ3 as well as ProMode
since id bugs make it unreliable on servers w/high uptime
cg_damagekick cvar removed
chg: g_powerupRespawn replaced by
g_powerupRespawnFFA (default: 60)
g_powerupRespawnTDM (default: 60) (quadruns > VQ3 RA campout lameness)
g_powerupRespawnCTF (default: 120)
batsuit still always 120 in all gametypes
chg: listen servers automatically disable some of the OSP protection
stops the flickering players problem
listen servers are just BAD though - nothing like real servers :(
chg: player teams aren't reset on config exec's unless they have to be
"callvote exec cpm1a" when in DM would rotate players, which was annoying
chg: first-round warmup for CA now 5 if start_respawn is off
(was 15 before: now matches other rounds)
fix: re-enable OSP windows (+wstats, motd, etc)
fix: GTV clients are automatically speconly
stops the "next in line" code of 1v1 arenas putting them in the game
fix: force a userinfo update for spectators when they change arenas
fix: oops - "respawns needed" was propogating to all higher-numbered arenas
fix: DM games can vote refs in
fix: certain types of mover (bs plat on dm14) would keep moving during pauses
made for some very Wile Coyote moments... :)
fix: the config parser could fail to apply settings on MA maps
fix: dead players wouldn't respawn for pre-match warmup after CA matches
heh: cg_followkiller has been in the code for months - forgot to doc it :)
Notes for version 0.99v2
Private build
Notes for version 0.99v1
add: auto-detect Q3 version and filter dm_48 or dm_66 demos accordingly
add: "demo is from a broken OSP version" option to demos menu
need this to get OSP 99v2 and 99v3 demos to show opponents properly
add: instagib_reload (in milliseconds, default 1500, range 100-5000)
add: callvote reload and vote_allow_reload
add: s_ambient (0|1, default 1)
disable ambient sounds like the gongs on q3wcp2 and the
void/wind/water background noise on a ton of maps
requires a client-side restart to take effect if you change it
add: cg_hud_drawWeaponSelect (0|1, default 1)
this used to be hardcoded based on hudstyle
add: server_chatfloodprotect (0|1, default 0)
command floodprotect uncoupled from chat floodprotect
sv_floodprotect has to be 0 or Q3 loses auth responses sometimes
but that means people can chatspam, which is lame
the related "callvote flood" and "vote_allow_flood" are unchanged
add: callvote warmup (value, default set by g_dowarmup and g_warmup)
lets each arena have its own warmup setting
0 disables, otherwise warmup is enabled and the value sets its length
also add vote_allow_warmup (0|1, default 1)
chg: ProMode skins now available in VQ3 even in team games
if you're too stupid to get them to work, don't whine to me about it
chg: instagib changes no longer restart the arena
chg: rail spiral fadeout now Q3 1.29 style (i.e. slower)
chg: no delay when forceswitched from freefloat to follow
chg: splash thru floors no longer an absolute decision: back to 1.17 style
chg: cg_hud_drawWarmup now defaults to 0
chg: warmup panel cleaned up a bit:
ProMode-only settings (fastrail, cooldown, etc) removed in VQ3 arenas
Enhanced Sound removed (always on in ProMode, always off in VQ3)
damage settings for health and armour show as "none/self/team/all"
fix: teamoverlay background off by one line in CA when dead
fix: \vote and \arenavote with no actual vote string in them defaulted to "no"
fix: use the OSP implementation of SpotWouldTelefrag
Q3 apparently has a bug in trap_EntitiesInBox prior to 1.29h
fix: invalid command times for respawned players
fix: proper lerping for non-default sv_fps values
fix: in vq3, initial powerup spawns are 45+-(0-15), not 45+(0-15)
Notes for version 0.99v rebuild, about 10 minutes after I released it :(
fix: Don't send tinfo for dead players in CA
Notes for version 0.99v
With the 99v builds of CPMA and OSP, we've decided to enable several
ProMode enhancements in VQ3 as well. This includes ProMode skins,
team rails, colored crosshairs, custom font sizes, and yes, ProMode HUDs!
ProMode skins will stay disabled in team games for now, since the last
time we tried it they were apparently too complicated for some people. :)
add: server_CPMA_armor (0|1, default 1)
use the CPMA armorsystems and auto-select duel/team by the arena type
add: onhand grapple (callvote hook 2)
when used as a weapon does 25 damage per hit
add: support "teamdamage" in config files and update teamgame cfgs
0 - none (CTF)
1 - health only
2 - armor only (CA)
3 - both (TDM)
add: config file for cpm1a to set weaponrespawn to 5
add: log_default (0|1, default 0) - use baseq3 logging rather than OSP-style
add: log_stat (0|1, default 0) - log health/armor changes and their cause
very handy for CA servers :)
add: tell players the h+a of whoever just killed them in CA/DA
(only if there's no speclock active)
add: match_winDelayCA (default 4000)
add: cg_teamRails 2 - changes the format of cg_enemyColors to RHBL
should have been like this from day one, TBH. wp Rhea :)
add: cg_crosshairPulse (0|1, default 1)
crosshair size changes when picking up items
add: cg_hud_drawFollow (0|1|2, default 1)
where to put the "Following ..." text when speccing
0 - off, 1 - top, 2 - bottom
add: enabled the ammo parser for config files
ammo line HAS to be formatted as "MG SG GL RL LG RG PG BFG"
even if the weapons line disables some
add: smarter flagrunning by bots on maps with a team_CTF_neutralflag
thanks to Johnny Law
add: cf_Teamoverlay (WxH, default 6x11) - size of font for team overlay
add: cf_Teamchat (WxH, default 8x12) - size of font for team chat
chg: cg_hud_crosshairColor renamed to cg_crosshairColor
sorry. needed to make it consistent with OSP
chg: remove a tied vote if everyone has voted
chg: hook voting enabled by default
chg: map config files now reside in cpma/cfg/ NOT cpma/
if you added cfg files for any maps, you need to move them
chg: LG knockback upped from 1.2 to 1.3
chg: shards are +5 in CPMA armorsystems and +2 in the Q2 one
chg: SUI, TK, TD removed from \scores in CA
chg: lateral self-knockback of RL in ProMode now matches "normal" PM RL knockback
(vertical self-knockback still same as VQ3 so RJ's behave the same)
chg: redid the way player team info and rounds won/lost are handled in CA
saves a LOT of ClientUserInfoChanged messages, especially at round start/end
chg: match_startrespawn now defaults to 0
chg: scoreboxes not drawn if the limit is 1 (handy for DA)
chg: frags not reset in DA
fix: occasional dups of other clients' events
fix: couldn't reuse a banned client's slot
fix: high-numbered clients not always getting stats sent+logged at end of match
fix: couldn't unlock teams sometimes
fix: target_gives (YA on spawn on T5)
fix: if all gametype entries on an entity are Q3-invalid, discard it
fix: LG "firing" flag cleared if console is down or player is talking
fix: behaviour of missiles when timeouts expire
Notes for version 0.99u3 !!! SPECIAL CLIENT-ONLY BUILD !!!
With the CotT finals being played on 1.27, the 99u2 menus won't show the demos
This pk3 is just to make life easier for people who want to watch the games
add: creepcam (still pretty rough) for specs and demos
thanks to Mandrake for his work on this
chg: demos menu back to dm_48 files
Notes for version 0.99u2
add: callvote unreferee
add: OSP messages and logging for CTF events
add: updated player settings menu for CPMA colors
add: can use cg_hud_crosshairTeamInfo even if team overlay is off
add: cg_fallKick (ProMode only)
add: +fire can now chain weapons, but is still atomic
e.g. "+fire 5 3" fires RL if poss, else SG if poss, else nothing
add: callvote teamdamage and vote_allow_teamdamage
add: cg_drawGun 2 (ProMode only) - disables the weapon "sway"
add: cg_altLightning
add: cg_hud_drawSpeed
chg: if a referee votes yes or no, the vote instantly passes or fails
(that's how OSP does it)
(with one exception: an unref vote) :)
chg: fall damage no longer doubled if crouching (ProMode only)
chg: playback of ProMode demos recorded with OSP is more like for CPMA ones
(timer counts down, variable rocket smoke radius, etc)
chg: be more tolerant of broken TA/Q3 maps like q3wcp1
chg: minimum warmup for matchplay now 5 (used to be 10)
chg: demos menu now shows dm_66 files (the format used by 1.29f)
chg: ProMode cg_smoke* options for RL and GL now available to VQ3 players too
fix: color2 can now use CPMA colors as well
fix: enemycolors not working properly unless enemy head color was 0-9
fix: Aph's ceiling-hanging trick. sorry bro. :)
Notes for version 0.99u1
(Technically 99u, but is being called 99u1 because so many people
had the 99u beta cgame already that it would be a real hassle)
add: ramp jumps
add: per-arena weaponrespawns in config files
add: match_WinDelayDA (in milliseconds, default 1000)
controls how long after the kill a winner is actually declared
so if you rail someone but their rocket takes you out right after,
the round is ruled a draw
add: cg_railStyle (1-7, bitfields, default 5)
1 - rail core
2 - rail spiral (color set by "color2" cvar)
4 - rail rings
gg to the Alliance team for making the spiral code public
add: colors 'a' to 'x' for ProMode skins, rails, etc
add: callvote exec for config files (cpma-specific settings ones, not general ones)
controlled by vote_allow_exec
add: thrufloors and fallingdamage/falldmg supported in config files
add: server_lgcooldown (0|1, default 1) and uncouple it from the fastrail switch
callvote [lg]cooldown, controlled by vote_allow_lgcooldown (0|1, default 1)
(it's actually on the MG as well, but no-one seems to care about that) :)
chg: "callvote items" no longer restarts the arena
includes weapons/powerups/holdables that a player has
chg: show timer seconds in 1v1 games to specs, demos, and in SD OT
chg: spectators no longer have votes if people are playing
chg: for team games, follow1 is the top scorer on blue and follow2 is the top scorer on red
chg: default CTF weapon respawn now 10 secs (was weaponstay)
chg: faster movement in water, and 4 levels of "depth" instead of q3's 2
fix: pmove weirdness on fast machines - lost events and hitsounds etc
this was the most significant of the id bugs that pmove 2 fixed
so they've been consolidated and pmove is back to only 0 or 1
fix: models playing wrong pain noises
fix: most of the EV_STEP stupidity
should stop it pissing away events, especially when predicting
fix: CTF teamstate properly reset
Notes for version 0.99t
add: w00t! multiview is back :)
add: "callvote tdm" etc as shorthand for "callvote arenatype tdm"
add: cg_enemyColors [head][body][legs]
add: new ingame UI menu item: "in-game settings"
lets players call votes without using the console (for RA3 morons)
add: new console command "ui_inGameSettings" will take you straight to that screen
(a very short comment for a LOT of functionality...
if you're a referee, all those votes will pass immediately,
so you essentially have a GUI to control pretty much every server
setting from) :)
add: support "instagib 1" in map config files
add: votable powerup times: 60, 90, 120 secs
set by g_powerupRespawn (default: 90)
vote controlled by vote_allow_poweruprespawn
doesn't apply to batsuit, which is always 120
applies to ALL modes, not just TDM
add: server_ospauth 1 for latest bot-protection
add: "ungrappleable" surfaces (surfaceflags & 0x10000000)
add: "item running" info added to \stats
number of times you had quad, flag, etc, and how long for
add: lg cooldown @ 200ms, except when fastrail is on
add: q3dm6tmp and q3dm6cpl(1v1) mapcfg files
add: server_record and cg_autoAction for tournaments
1 - record demos
2 - take screenshots
4 - add server name to demo/screenshot filenames
8 - add server time when game starts to filenames
16 - alternate method: server_name-player_name-[count]
add: playback of osp99t demos
add: referee commands, \players, and \scores accepted from console
add: "yell" console-only command: prints in red and sounds klaxon
add: quick fix for q30wnerz
chg: hard armour cap at 200: IOW, no more getting shards when you already have full RA
chg: major optimisation of \stats bw usage
chg: don't dump \scores at end of 1-round DA games
chg: vote_allow_vstr and vote_allow_hook default to 1
chg: players can be telefragged during CA warmup, but will respawn immediately
chg: suicides while flagrunning do NOT return the flag, unlike TA
I've always thought that was a BS change - it means you can't relay the flag
chg: use the railcore for grapple rather than the LG - MUCH prettier
chg+fix: pickups with cg_predictitems 1 play the pickup sound exactly once,
but not until the time you REALLY pick up the item
unfortunately, playing it at the time you APPEAR to have picked up the item
doesn't work out, because not all pickups are predictable :(
fix: couldn't ready up/resign/etc in CA while dead
fix: a really HORRIBLE problem with pmove. I think. :)
it may actually work properly now. we'll have to see...
pmove_fixed 1 means use the id code, for compatibility with vq3 weenies
pmove_fixed 2 means use the new code
fix: demos with spaces in the filename
fix: team chat as a spec in 1v1 games is now spec-only
fix: massive duplication of sounds on item pickup with predictitems 1
did this ages ago, but the fix got lost at some point
fix: UI client Number now uses the "real" one, not the player that you are following
(caused problems when ordering bots as a dead CA player)
fix: render the railtrail as close to the xhair as snapping will allow
for some reason, the baseq3 code does it wrong deliberately. I don't know why.
fix: don't uppercase filenames in the demo menu
it meant clients with real filesystems couldn't play them back
fix: bots rejoin the game after arena restarts
fix: cg_statScrollTime >0 but <1 still pops up the window
fix: vq3 arenas use the correct dmg beep
Notes for version 0.99s1
add: extended sound radius code for promode. gg HighlandeR. :)
modified for "adaptive sound" for better realism:
sounds are dampened when underwater or behind walls
add: green/jacket armour :)
in armorsystem 0 (CPM) - 50 units, 50% protection, 100 unit stack
in armorsystem 1 (CPMA Duel) - 50 units, 50% protection, 100 unit stack
in armorsystem 2 (CPMA Team) - 100 units, 50% protection
add: Q2 armour - callvote armorsystem 3 (I had room for one more)
RA is 100, YA is 50, GA is 25, shards are 5
add: OSP filter_file, for banning/protecting player names and clan tags
add: #d chat macro for "last player to cause damage to me"
add: support "tl" (or "timelimit") tokens in map config files for CPMA maps
add: support "armor" (or "armour") and "health" tokens in map config files for CA/DA only (RA3-style) maps
add: match_mutespecs (0|1, default 0) is used to set the default state
add: cache enemy models at map load time
add: cg_hud_drawWarmup (0|1, default 1) to control display of arena settings before a game starts
add: vote_allow_arenatype (0|1, default 1) - whether players can change an arena from 1v1 to DA to TDM etc
add: setting cg_statScrollTime to 0 stops the window coming up automatically at end of match
chg: remove some of the TA cruft from userinfo updates
chg: stats reset when going spec in a non-CA game
chg: show time in game on scoreboard for ffa and all team games (except ctf when carrying flag)
chg: copy a followed player's score for "true" spectators
chg: larger scoreboard in non-team games
chg: gamename set back to just "cpma" - q3 seems to have been getting confused by the space on some platforms
chg: cg_pmove_fixed now lets clients disable pmove if the server has it enabled, but not vice-versa
chg: warmup info is removed at 5 secs rather than at match start
chg: allow black in names. it's lame, but i'm tired of the whining... :)
chg: assorted other bits and pieces of warmup made less intrusive
chg: cg_teamrails default is now 0
chg: no klaxons at the end of DA games
fix: on DM7, the grate and button are now gone in TDM
(likewise, with CPM14 the "secret" tele's destination changes and the MH is accessible)
fix: actually *cough* open the admin log :)
fix: team selections on arena restarts
fix: accuracy on scoreboard for instagib
fix: accuracy stats fractions at end of matches should be okay on linux servers now
fix: callvote items +all enabled weapons that didnt exist
fix: referees pausing matches during warmup
fix: no respawn sometimes for first round of CA matches if startrespawn was on
fix: doubled pickup sounds when timenudging
fix: second-place score in demo playback
fix: scoreboard in VQ3 demo playback
fix: "players remaining" counts for CA update immediately when players respawn before the start of a round
Notes for version 0.99s (Beta 3)
add: in server menu, demo menu and choose arena menu you can now double click on a list item
add: the latest Abuse TMP maps - q3dm6tmp q3dm7tmp q3dm8tmp q3dm12tmp q3dm14tmp
use callvote mapcfg to run them
add: CPM skins for ALL standard models :)
Notes for version 0.309
add: \r_ip for referees (but only those with the ref_password)
chg: W/L in CA replaced with rounds played (yellow) and time (cyan)
chg: remove the unnecessary respawn during warmup before the first round of a match for g_dowarmup 0 games
chg: last attacker and last target only updated when damage is actually caused, not just on a hit
chg: colour the status bar (and highlight the player's team in CA) when following
chg: entertime set only on clientconnect, not clientbegin
fix: sigh. DA rotation got messed up by the follow changes
fix: layout of drawattacker and players remaining stuff on the hud in CA
fix: changing arenas while following meant stats didnt get reset
fix: callvoting to/from promode changes the spawn health, armor decay, and weapon respawn immediately
for CA and DA, the arena flags and the spawn armor will be reset as well
Notes for version 0.308a
chg: only worry about "our" spawnflags bits
chg: team ALWAYS set to spec on clientconnect
Notes for version 0.308
add: support the "gametype" spawnvar
add: ca/da respawn scheme vote - controlled by "vote_allow_startrespawn"
note the the cvar name change: different to OSP
add: match_carespawn renamed to match_startrespawn
Notes for version 0.307
add: match_carespawn (0|1, default 1) - controls respawn at "fight!" time
(set it to 0 for ra3 players who are used to it being wrong) :)
add: match_carespawn setting to the warmup hud
add: log winner and final score in console too for team games
add: CA spawn code will now use team team_CTF_redspawn and team_CTF_bluespawn if available
so well-designed maps can completely avoid the spawn gangrape issue
it will fall back to info_player_deathmatch spawns if necessary
add: support config files for MA maps to set default arenatypes, limits, weapons, ammo, etc
chg: make warmup hud text 25% larger
chg: infinite ammo during warmup
chg: switching to/from promode no longer requires an arena restart to make sure the client physics are correct
chg: won/lost record is cleared when player changes arenas
chg: bots "ideal fight distance" is now about twice as far away as it used to be
fix: allow dead CA players to call votes
fix: "Team Orders" menu now works on MA maps and in CA
fix: "Add Bots" menu enabled on MA maps, it now adds bots to the current arena
fix: player counts on the join team menu are totals in CA, not just living
fix: cg_damageKick and cg_damageDraw are only available in promode
fix: a couple of annoying little DA things
Notes for version 0.306
add: show inter-arena tele messages in the lobby even as spectator
add: g_weaponRespawnCTF - default is 0, which is weaponstay
chg: g_weaponTeamRespawn renamed to g_weaponRespawnTDM
chg: don't kick followspecs back to freefloat immediately if the player dies
fix: team follow1 clients 999 at intermission
Notes for version 0.305
chg: don't put someone in the game if they're dl'ing files
chg: clean up the clientinfo parser
chg: bots with RJ characteristic aren't so afraid to use them in CA games
chg: vq3 hud shows status bar too when following
fix: doh! holes in the client list would mean players didn't get respawned in CA
Notes for version 0.304
add: feedback when un/locking an arena
add: locked arenas are marked in red in the choose arena menu
add: update players wins and losses after each round in DA and CA
chg: no pain sound on crash landings if fall damage is off
fix: "damage efficiency" calc for DA and CA
fix: clientinfo changes would occasionally not propogate at the start of rounds
if the client had been following the last player to die
fix: AdjustCAScores was polluting the va() buffer
Notes for version 0.303
Happy Birthday Josephine! sm00ch! :)
add: server_armordamageself (0|1, default 0) - controls loss of armor on RJ's etc
add: server_armordamageteam (0|1, default 1) - controls loss of teammates armor when you spam
add: server_realping (0|1, default 0) - whether or not ping is copied for specs following other players
add: IP logged on client connect
add: r_lockarena and r_reset for refs
add: r_putblue/r_putred and r_remove for refs
add: update players won/lost records after each round in CA and add to wstats
chg: show teaminfo (includes players remaining, if CA) even when following
chg: add a delay before intermission kicks in so you can pummel that last guy's body in CA :)
chg: don't clear stats and scores even after matches in CA
they're still cleared if a player changes arenas or if an arena reset vote passes
chg: don't clear stats in DA, but score is still cleared at end of match
chg: don't show weapon respawn time on warmup hud if DA or CA
fix: speclocks by refs were keying off team locks too
fix: votes for reset and restart don't need an argument
fix: falling damage during warmup
fix: powerup spawns were playing in all arenas
Notes for version 0.302
add: cg_oversampleMouse - VERY experimental
add: d!ablo's "map item editor" (server-side) - only "/callvote mapcfg x" is supported so far
add: the Abuse teamplay versions of dm6/7/12/14, and the 1v1 version of dm6
these should be consolidated and use notteam/notfree flags
add: join team menu shows # of players on each team if not 0
chg: \ready not used for FFA
chg: intermission delay reset properly on changes to/from DA
chg: don't draw warmupinfo in the lobby
fix: occasional problems finding captains
Notes for version 0.301
add: "team follow1" and "team follow2" now work on a per-arena basis
add: for team games, the auto-follow choice is based on highest scores
add: DA now supports matches of more than one round :)
add: per-arenatype intermission delays: none for DA, 10 secs for everything else
chg: allow timelimit and scorelimit to both be 0, but disable team locks if they are
chg: can't pick flags up during warmup
chg: disable any skins except red and blue in VQ3 team games
chg: disable CPM skin colors in VQ3 1v1 games
fix: TDM would always use 30 sec weapon respawns (and the warmup hud was wrong)
now it defaults to whatever g_weaponTeamRespawn is, and can be changed by vote
fix: formatting of \scores in CTF
Notes for version 0.228b
add: stats logged at end of match
fix: speconly is cleared if you join a team
fix: spec invites are cleared on arena restarts
(stops ppl getting invites in one match and spying with them in a later one)
fix: loads of spec stuff: another fake PJ, cycles under assorted speclocks, etc etc
Notes for version 0.228
add: \ready and \teamready for first round of CA matches
add: allow players to respawn during pre-match warmup in CA
add: \r_allready for refs
Notes for version 0.226b
fix: fake PJ on following players - heh - left some test code in... :)
fix: don't double-debounce ref commands
Notes for version 0.226
add: server_fallingdamage (0|1, default 1) - using dmflags for it is kinda lame
add: callvote reset to get an arena's settings back to the defaults easily, based on its type
add: FIGHT! sound back in, for real this time :)
add: bots will now hunt enemies down in CA games
add: the rest of the nomip weapons
chg: specs now spawn at the arena's intermission point rather than any old spawnpoint
chg: scoreboard shows "team wins" instead of "team leads" at end of match
chg: command debounce dropped from 5 secs to 2.5
chg: no absolute ban on spectalk during 1v1 games - too many people got confused by it
chg: cg_teamRails affects marks on walls now too
fix: yay! gibbable bodies (complete with death anims) :)
fix: scores not lost any more if following a player in CA when dead and he dies too
fix: "non-aggressive" bots would sometimes shoot at long-dead enemies until someone more interesting came along
fix: bots would want to retreat for a stupid reason a lot of the time
fix: the nomip PG hit
fix: VQ3 powerups spawn between 45 and 60
Notes for version 0.223
urgh... a bunch of changes to improve bandwidth usage
chg: new nades - omfg do they rock! especially with nomip. gg 4nT1. :)
chg: nomip bitfields are now (1 << weapon), i.e. GL 16, LG 64, PG 256
chg: djumps v2.1 :)
chg: whining gits can now pick items up during warmup
fix: sometimes in 1v1, only one player's score was dumped at the end of the game
fix: rankings would be done across arenas sometimes, causing bad lead-change announcements
fix: stop "sudden death" voice on arena restarts
Notes for version 0.222
add: teamkill/teamdmg to wstats
fix: sound bugs. what else? :)
Notes for version 0.221
fix: allow refs to talk to players in 1v1 games
Notes for version 0.220
add: blenders and biohazards at intermission :)
chg: play lead changes even if player gets a reward
fix: yay! the nomip trick means colored xhairs are usable again in mip5
fix: unclamped swapskins values did bad things
fix: changing arenas from ffa to tdm sometimes left teammates in the enemymodel skin
fix: occasional auto-captain problems
fix: promode "no seconds" clock only in 1v1, not FFA as well
fix: about 50 things in the bot code. most notably:
they actually realise when they're playing CTF now
they don't get confused if you start an arena in CA
?fix: death sound continues to play from respawned players position
fix: powerups tagged SVF_NOCLIENT when not spawned to fix predictitems 1 clients
fix: yet more sound fixes - osp 99s2 - jumppads, mostly
fix: heh - don't use spec scores if player score is negative :)
Notes for version 0.219
add: server_vstr and vote_allow_vstr for CCC to disable scripts
add: "fire n" to switch to a weapon and fire it immediately
add: show time remaining in \scores
chg: in promode, clocks count down to 0:00 instead of up to timelimit
chg: calling a world vote counts towards your vote_limit
chg: no damage or knockback in the lobby, but RJs are okay :)
fix: deny ready/teamready if insufficient players
fix: red + blue scores are the right way around in vq3 demos
fix: clock shows the right time in vq3 demos
Notes for version 0.218
add: allow the skin specified in cg_enemymodel to override the server in team games
add: auto wstats at end of round / match
add: osp motd
chg: in promode duels clock only shows minutes until <30 secs left to play
fix: yet more sound bug fixes from OSP (duplicate sounds, this time)
fix: ui_playersettings crashes
Notes for version 0.217
add: # expansions in chat
chg: mondo hud rewrite. hud should actually work fully now in vq3 mode
chg: gone back to cpm1.0 djumps until the stepup problem can be fixed
Notes for version 0.213
add: cg_lightningImpact (0|1, default 1)
add: "gameversion" to serverinfo so pingtool etc can pick it up
chg: honour nobots/nohumans spawnflags
fix: quadded mg/pg sound is just too annoying
Notes for version 0.212
add: offhand crutch on button5
add: don't cycle to the hook on weapnext/weapprev/outofammo
add: cg_noAmmoChange (0|1, default 1) to avoid selecting a weapon that's out of ammo
chg: default weapon in CA and warmup is RL
fix: move the warmup test for item pickup into BG for clients with predictitems 1
Notes for version 0.211
add[MB]: wstats now appear at intermission time. You can use "-wstats" to make it go away.
If left alone it stays until the last 3 sec of the countdown,
add: cg_nomip flags to stop weapon fire looking like crap with picmip 5. rhea owns all. :)
1 = LG, 2 = PG, 3 = both
add: wstats from OSP
fix: ctf flag info displayed properly on hud
fix: djump stepup code would stepup mid-rj if you strafed into a horiz plane
fix: server_ratemin works again
fix: lol! got the predictitems sound code BACKWARDS in 210! *cough* gg me... :)
Notes for version 0.210
add: server_fastrail, default is *off*
chg: use cpma-1 as gametype: should fix some autodl probs
chg: assorted merges with osp 99s
fix: sounds and promode MH should be okay now no matter what predictitems is. i hope. :)
Notes for version 0.209
add: speconly command
add: debounce team commands
add: ref commands - restart, mutespecs, pause, kick, lock, speclock
fix: reset arena delta time properly after pauses/timeouts
fix: player miscounts on choosearena menu
Notes for version 0.208
add: callvote armor for CA
chg: rewrote "end of match" code for CA; cleaned up player rotation for DM
fix: double armor-give if first spawn of the game is on top of an armor
fix: global sounds (e.g. klaxons) are now per-arena
fix: "tied" CA rounds never restarted
fix: player miscounts made chasecam unavailable
Notes for version 0.207
add: fight! sound when match starts
add: players remaining counts in CA
add: cg_damagedraw
add: callvote restart to (duh) restart an arena - this replaces map_restart
Notes for version 0.206
add: server browser now allows CPMA and OSP gametypes
add: can now specify an arena when adding bots
chg: arenainfo msgs throttled to save bandwidth
chg: choosearena menu improvements
chg: g_weaponrespawn now honoured
-1: default to 15 for CPM and 5 for VQ3
0: weaponstay
fix: some messages were being sent to all arenas
(ready changes, thrufloors damage changes, captaincy resign, team speclocks)
fix: non-team arenas showed stats from other arenas too in matchinfo
fix: muted spec chat now shows up as spec chat rather than normal
note: specs can NOT be unmuted in 1v1 arenas
Notes for version 0.204
add: currenttime command
add: per-arena weapon respawn time and weaponstay
add: +/- vstr
fix: rail rings (who the hell uses rings?!) now shaded properly
Notes for version 0.201
add: callvote items reinstated
chg: yet more messing around with RemoveTournamentPlayer calls
fix: display your stats at end of non-1v1 games
fix: truelightning rendering was a little bit off
fix: obits only for players in current arena
fix: "other arenas" part of scoreboard now shown in non-teamgames too - oops :)
Notes for version 0.131
fix: players kicked to permanent spec in ca if the player they are following dies
fix: reset client frag/time warnings at each intermission
Notes for version 0.130b
add: armordamageself, armordamageteam now votable
chg: g_promode and g_instagib renamed to server_*
chg: tele exit speed upped by 10% in promode
chg: arenasettings menu removed - too gay. it's all done with std votes now
Notes for version 0.128a
fix: players sometimes kicked to spec at end of non-1v1 games
Notes for version 0.128
add: CPM skins
chg: new-style doublejumps
fix: rocketsmoke 0 bug
Notes for version 0.126
add: per-arena intermission
chg: timelimit set by serverop is now used ONLY to set default tl for arena
chg: nextmap now ignored as map changes are only by vote
fix: invite players to team actually allows them to join... :)
fix: no map_restarts any more. ever. unless callvoted.
fix: "choose arena" menu item working again on MA maps
Notes for version 0.122a
add: callvote fastrail and supporting gameplay code
fix: latest soundcode merged from OSP - should fix duped sounds with predict 0
fix: arena fl and tl checks when trying to set both to 0
Notes for version 0.122
fix: initsession now sets teams by arenatype, not g_gametype
fix: 1v1 matchinfo dump and player stats: now sent to all clients and ordered
fix: check backpack flag when picking up ammoboxes
fix: register all ammobox models in case we need to use one for a backpack
Notes for version 0.121
chg: allow world votes during intermission: handy for map changes etc
fix: cgame draws game clock correctly
fix: check conn state before factoring players into vote counts
fix: nextmap works properly for g_gametype 1 (1v1)
fix: mad serverinfo cess during intermission after 1v1 games
fix: w00t! finally tracked down the "fake pj" problem on map changes/restarts :)
(this also fixes the bots losing their "i am a bot" flag at random)
Notes for version 0.120
add: all weaps and infinite ammo in warmup
add: "arenatype" now votable
add: "arenavote" command to distinguish from world votes
fix: map and nextmap voting
Notes for version 0.118
add: timeout/timein
add: ready/unready
add: some more referee functions: team lock/speclock, pause match, ready all, etc.
add: loads more OSP voting yumminess - \callvote for help
add: callvote armorsystem (CPM (default), CPMA duel (75Y 100R), CPMA team (150Y 200R))
chg: CPM armour system now back to normal (YA 100 (150 max), RA 200)
fix: CPMA votables and OSP votables are now all one "thing"
Notes for version 0.114
chg: CPM z-knockback is now 36 - this should mean that it's about the same in 127 now as it used to be in 117
it might still need another tweak or two
Notes for version 0.111
add: cg_NoChatBeep (0|1, default 0) and cg_ShowPlayerLean (0|1, default 1)
Notes for version 0.110
chg: CPM SG knockback of 1.35 reinstated
Notes for version 0.109
WARNING!!! this build is basically just a bunch of tweaks to try stuff with:
chg: SSG_DMG dropped from 7 to 6. So max SG dmg per shot is now 96 rather than the 110 of vq3 and 112 of v1
chg: while i was in there, i fixed that bs with client drawing the wrong pattern for sg
which led to you sometimes seeing blood even if you missed
or not seeing it but hearing the hit tone.
this change is for the vq3 code as well, currently
but can be broken again if ppl really want that.
since it's a definite bug, i figured it was okay. :P
chg: just for yuks, i implemented the armour changes i mentioned in the forum (it was only 2 lines) so the deal is:
YA==75 with 150 stack
RA==100 with 200 stack
RA/YA breakpoint and conversion factors stay as is (except that there's now an
inverted conv as well if you have some YA when you pick up RA, obviously)
since we won't change prot% or YA max, and armour still doesn't count down.
note: since i'm just messing around, these values are the same for tdm too,
which they wouldn't be even if we did change the scheme for 1v1.
Notes for version 0.108 (note: version numbering scheme changed) ;)
add: very rough CPM-style warmupinfo
add: support for # expansions in chat
e.g. "say_team i just railed #t" will show up as "i just railed a|rhea"
i *don't* have the cpm set (health, armour, low ammo, etc) for tdm in there since i can't find the code...
add: promode smoke control for SG (cg_smoke_sg)
chg: CPM z-knockback of 40 replaced with VQ3 z-knockback of 24
chg: CPM SG knockback of 1.35 replaced with VQ3 SG knockback of 1.0
chg: CPM LG knockback changed from 1.55 to 1.2
(i.e. RL and LG are now 1.2; gauntlet and PG are 0.5; other weaps are 1.0 (same as VQ3))
chg: thrufloors now does 100% dmg instead of 50% - gonna leave it for the design team to worry about :)
chg: cg_drawtimer 1 now shows arena clock instead of world clock; 2 shows both clocks
fix: when followspec-ing, shaft now drawn and dmg tones played
fix: promode means promode gfx; vq3 means vq3 gfx
Notes for version 1217
add: splash through floors. this is NOT the same as the 1.17 splash bug
it makes an ABSOLUTE decision on splash through thin surfaces,
so it's a lot more consistent than the bug version was.
also, damage through floors is HALF what it would be for open splash at the same distance.
bug: i've had to force duel arena to roundlimit of 1 - it's too problematic right now otherwise.
i'll fix it after the hols. dm is still fine.
fix: fraglimit warnings will play properly each game
fix: team chg msgs only sent to current arena
fix: info for team overlay only sent for current arena
fix: id bug - you can now play 1.27 demos back through the ui :)
fix: arena votes work again
note: you may get "fake" PJ sometimes as a spec - pressing fire should clear it
Notes for version 1216
chg: \matchinfo cmd renamed to \scores to match osp
fix: w00t! sound-dropping code reintroduced by 1.27 merge replaced AGAIN with osp code.
now i can use lg again. :)
fix: swap quadshell colour too if swapskins set
add: promode smoke control vars for rox+pills
chg: promode hit-tones now disabled for non-promode arenas
Notes for version 1215
?fix: found old code in spec set for arena chg (c+p from wrong dir - gg me) - should fix the false PJ
?fix: zombie winners in 1v1 games left over when next match started
fix: clients showing scores/warmupinfo/scoreboard etc from wrong arena
fix: speclock not kicking specs from players if they were already following before the lock
add: cg_teamRails flag :)
Notes for version 1214
first 1.27 release
----
"WONTFIX" issues
These are problems that we've essentially written off.
Hopefully they will never be anything other than few and minor.
The doors in the original Abuse Q3DM12TMP are always closed.
This is basically a problem with the map itself.
The mapcfg version that comes with CPMA (callvote map !q3dm12tmp)
works fine, and also saves clients having to DL the 30MB TMP pak.
Callvoting items in CTF duplicates flags if they aren't at the base.
So don't do it. :)