diff --git a/cpma/cfg-maps/1v1maps.txt b/cpma/cfg-maps/1v1maps.txt new file mode 100644 index 0000000..efe8dbe --- /dev/null +++ b/cpma/cfg-maps/1v1maps.txt @@ -0,0 +1,28 @@ +cpm24 +cpm29 +cpm28 +cpm25 +cpm23 +cpm22 +cpm3a +cpm19 +cpm17 +cpm16 +cpm15 +cpm12 +cpm11a +cpm10 +cpm8 +cpm7 +cpm6 +cpm5 +cpm2 +cpm1a + +cpm1 -1 +cpm3 99 +cpm11 99 +pro-q3tourney2 -1 +pro-q3tourney4 99 +pro-q3tourney7 -1 +pro-q3dm13 -1 diff --git a/cpma/cfg-maps/2v2maps.txt b/cpma/cfg-maps/2v2maps.txt new file mode 100644 index 0000000..a39d948 --- /dev/null +++ b/cpma/cfg-maps/2v2maps.txt @@ -0,0 +1,10 @@ +cpm29 +cpm28 +cpm25 +cpm20 +ospdm6 +cpm16 +cpm15 +cpm14 +cpm11 +pro-q3dm6 diff --git a/cpma/cfg-maps/camaps.txt b/cpma/cfg-maps/camaps.txt new file mode 100644 index 0000000..f3e4ecf --- /dev/null +++ b/cpma/cfg-maps/camaps.txt @@ -0,0 +1,12 @@ + +# the first map will be the one rotated to if the server is idle +# entries are "mapname [minplayers] [maxplayers] [roundlimit] [timelimit [arena]]" +# the arena field is for simple MA maps (like the RA3 ones) +# if an MA map has a timelimit but there is a match in progress in that arena +# the server will hold off rotating to the next map until that match is over +# if there is no "dominant" arena, the map will just rotate at the timelimit + +pro-q3dm6 0 12 +cpm4 0 12 +cpm6 0 12 +cpm18 4 16 diff --git a/cpma/cfg-maps/cpm10a.cfg b/cpma/cfg-maps/cpm10a.cfg new file mode 100644 index 0000000..d99e47c --- /dev/null +++ b/cpma/cfg-maps/cpm10a.cfg @@ -0,0 +1 @@ +weaponrespawn 5 diff --git a/cpma/cfg-maps/cpm1a.cfg b/cpma/cfg-maps/cpm1a.cfg new file mode 100644 index 0000000..d99e47c --- /dev/null +++ b/cpma/cfg-maps/cpm1a.cfg @@ -0,0 +1 @@ +weaponrespawn 5 diff --git a/cpma/cfg-maps/cpm1b.cfg b/cpma/cfg-maps/cpm1b.cfg new file mode 100644 index 0000000..d99e47c --- /dev/null +++ b/cpma/cfg-maps/cpm1b.cfg @@ -0,0 +1 @@ +weaponrespawn 5 diff --git a/cpma/cfg-maps/cpm22.cfg b/cpma/cfg-maps/cpm22.cfg new file mode 100644 index 0000000..d99e47c --- /dev/null +++ b/cpma/cfg-maps/cpm22.cfg @@ -0,0 +1 @@ +weaponrespawn 5 diff --git a/cpma/cfg-maps/cpm24.cfg b/cpma/cfg-maps/cpm24.cfg new file mode 100644 index 0000000..d99e47c --- /dev/null +++ b/cpma/cfg-maps/cpm24.cfg @@ -0,0 +1 @@ +weaponrespawn 5 diff --git a/cpma/cfg-maps/ctfmaps.txt b/cpma/cfg-maps/ctfmaps.txt new file mode 100644 index 0000000..6e8b271 --- /dev/null +++ b/cpma/cfg-maps/ctfmaps.txt @@ -0,0 +1,18 @@ + +# the first map will be the one rotated to if the server is idle +# entries are "mapname [minplayers] [maxplayers] [caplimit] [timelimit]" + +cpmctf3 00 12 +cpmctf4 00 12 +cpmctf5 00 12 +cpmctf1 00 12 +cpmctf2 00 12 + +# entries with minplayers -1 are "banned" +# and can't be voted in even with map_restrict 0 +# use this for really awful maps that are bundled into a pk3 with others +# or if you don't want to delete their pk3's for some reason +# or a map incorrectly claims to support a mode that it doesn't +# (e.g. specifies CTF but doesn't actually have flags) + +q3wcp20 -1 diff --git a/cpma/cfg-maps/ffamaps.txt b/cpma/cfg-maps/ffamaps.txt new file mode 100644 index 0000000..b519e75 --- /dev/null +++ b/cpma/cfg-maps/ffamaps.txt @@ -0,0 +1,32 @@ + +# the first map will be the one rotated to if the server is idle +# entries are "mapname [minplayers] [maxplayers] [fraglimit] [timelimit]" + +!cpm16ffa 2 8 +!cpm18ffa 4 16 +cpm4 4 14 +cpm6 4 14 +cpm9 4 14 +cpm13 4 14 +cpm14 4 99 +cpm15 2 8 +q3dm2 00 04 25 20 +q3dm3 00 04 25 20 +q3dm4 00 04 25 15 +!q3dm5ffa 00 06 25 15 +!q3dm6ffa 00 14 25 20 +q3dm7 04 99 30 20 +!q3dm8ffa 02 14 +!q3dm9ffa 02 14 +q3dm10 03 14 +q3dm11 03 14 +q3dm12 04 99 25 20 +q3dm13 04 10 30 20 +!q3dm14ffa 04 14 +q3dm15 04 14 +q3dm16 99 99 +q3dm17 99 99 +q3dm18 99 99 20 20 +q3dm19 99 99 20 20 +q3tourney2 00 04 20 10 +q3tourney4 00 04 20 10 diff --git a/cpma/cfg-maps/mamaps.txt b/cpma/cfg-maps/mamaps.txt new file mode 100644 index 0000000..ce5fdea --- /dev/null +++ b/cpma/cfg-maps/mamaps.txt @@ -0,0 +1,26 @@ + +# the first map will be the one rotated to if the server is idle +# format: "mapname [minplayers] [maxplayers] [roundlimit] [timelimit] [arena]" + +# the roundlimit field is essentially just for consistency with the +# normal maplist format: MA maps MUST set their arenas roundlimits in the +# "mapname.cfg" file + +# the arena field is for simple MA maps (like the RA3 ones) +# if an MA map has a timelimit but there is a match in progress in that arena +# the server will hold off rotating to the next map until that match is over +# if there is no "dominant" arena, the map will just rotate at the timelimit + +ra3map1 0 99 0 20 4 +ra3map2 0 99 0 20 4 +ra3map3 0 99 0 20 5 +ra3map4 0 99 0 20 4 +ra3map5 0 99 0 20 4 +ra3map6 0 99 0 20 1 +ra3map7 0 99 0 20 4 +ra3map8 0 99 0 20 5 +ra3map9 0 99 0 20 1 +ra3map10 0 99 0 20 4 +ra3map11 0 99 0 20 4 +ra3map12 0 99 0 20 4 +ra3map13 0 99 0 20 5 diff --git a/cpma/cfg-maps/ra3map1.cfg b/cpma/cfg-maps/ra3map1.cfg new file mode 100644 index 0000000..fbbfb5c --- /dev/null +++ b/cpma/cfg-maps/ra3map1.cfg @@ -0,0 +1,19 @@ +# make sure that browsers know the server is CA +showas 5 + +# Evolution +arena 1 +mode DA + +# Thunderstruck +arena 2 +mode DA + +# Canned Heat +arena 3 +mode DA + +# Theatre Of Pain +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map10.cfg b/cpma/cfg-maps/ra3map10.cfg new file mode 100644 index 0000000..36c4c7d --- /dev/null +++ b/cpma/cfg-maps/ra3map10.cfg @@ -0,0 +1,21 @@ +# Europa Rendezvous + +# make sure that browsers know the server is CA +showas 5 + +# Arrival +arena 1 +mode DA + +# Doomed +arena 2 +mode DA + +# N.N.Y +arena 3 +mode DA + +# Jupiter Rising +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map11.cfg b/cpma/cfg-maps/ra3map11.cfg new file mode 100644 index 0000000..b60fa5f --- /dev/null +++ b/cpma/cfg-maps/ra3map11.cfg @@ -0,0 +1,21 @@ +# All The Aces + +# make sure that browsers know the server is CA +showas 5 + +# Death Or Glory - by SgtGhost +arena 1 +mode DA + +# Dead and Gone - by SgtGhost +arena 2 +mode DA + +# Eat The Gun - by Wiebo de Wit +arena 3 +mode DA + +# Overkill - by Wiebo de Wit +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map12.cfg b/cpma/cfg-maps/ra3map12.cfg new file mode 100644 index 0000000..262846e --- /dev/null +++ b/cpma/cfg-maps/ra3map12.cfg @@ -0,0 +1,21 @@ +# Frag Like An Egytian + +# make sure that browsers know the server is CA +showas 5 + +# Smash +arena 1 +mode DA + +# Drunken Mummy +arena 2 +mode DA + +# Midlife Crisis +arena 3 +mode DA + +# Hen House +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map13.cfg b/cpma/cfg-maps/ra3map13.cfg new file mode 100644 index 0000000..205b503 --- /dev/null +++ b/cpma/cfg-maps/ra3map13.cfg @@ -0,0 +1,32 @@ +# Home Base Of The Assassins + +# make sure that browsers know the server is CA +showas 5 + +# The Railing Box +arena 1 +mode DA +ammo 0,0,0,0,0,-1,0 +items -MG +items -SG +items -GL +items -RL +items -LG +items -PG + +# The Stadium +arena 2 +mode DA + +# The Chromatic Death +arena 3 +mode DA + +The Try-Out +arena 4 +mode DA + +# The Assassins Hide Out +arena 5 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map2.cfg b/cpma/cfg-maps/ra3map2.cfg new file mode 100644 index 0000000..9075929 --- /dev/null +++ b/cpma/cfg-maps/ra3map2.cfg @@ -0,0 +1,21 @@ +# Liquid Blue by Senn + +# make sure that browsers know the server is CA +showas 5 + +# Electric Head +arena 1 +mode DA + +# Somewhat Damaged +arena 2 +mode DA + +# Window Pain +arena 3 +mode DA + +# Shaken Not Stirred +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map3.cfg b/cpma/cfg-maps/ra3map3.cfg new file mode 100644 index 0000000..1a00d48 --- /dev/null +++ b/cpma/cfg-maps/ra3map3.cfg @@ -0,0 +1,25 @@ +# Tranquility Arena + +# make sure that browsers know the server is CA +showas 5 + +# Electrodome +arena 1 +mode DA + +# The Divide +arena 2 +mode DA + +# The Generator +arena 3 +mode DA + +# Industrial Buttress +arena 4 +mode DA + +# AC's Temple +arena 5 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map4.cfg b/cpma/cfg-maps/ra3map4.cfg new file mode 100644 index 0000000..f250cf8 --- /dev/null +++ b/cpma/cfg-maps/ra3map4.cfg @@ -0,0 +1,21 @@ +# The Citadels + +# make sure that browsers know the server is CA +showas 5 + +# Caer Mael +arena 1 +mode DA + +# Mars' Bastion +arena 2 +mode DA + +# Knight's Keep +arena 3 +mode DA + +# Castle Deathstalker +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map5.cfg b/cpma/cfg-maps/ra3map5.cfg new file mode 100644 index 0000000..f3501c1 --- /dev/null +++ b/cpma/cfg-maps/ra3map5.cfg @@ -0,0 +1,21 @@ +# Suicide20's Lost Faith + +# make sure that browsers know the server is CA +showas 5 + +# The Traps of Fate +arena 1 +mode DA + +# Faith in Death +arena 2 +mode DA + +# The Last Gift +arena 3 +mode DA + +# Abbey of Temptation +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map6.cfg b/cpma/cfg-maps/ra3map6.cfg new file mode 100644 index 0000000..8e4d21b --- /dev/null +++ b/cpma/cfg-maps/ra3map6.cfg @@ -0,0 +1,21 @@ +# Manic + +# make sure that browsers know the server is CA +showas 5 + +# Sanity Slipped +arena 1 +mode CA +warmup 0 + +# Slightly Schizo +arena 2 +mode DA + +# Brain Broke +arena 3 +mode DA + +# Moon Man +arena 4 +mode DA diff --git a/cpma/cfg-maps/ra3map7.cfg b/cpma/cfg-maps/ra3map7.cfg new file mode 100644 index 0000000..0c0a48c --- /dev/null +++ b/cpma/cfg-maps/ra3map7.cfg @@ -0,0 +1,21 @@ +# The Houses Of Infliction + +# make sure that browsers know the server is CA +showas 5 + +# House Of The Desolate +arena 1 +mode DA + +# House Of Decay +arena 2 +mode DA + +# House Of Blood +arena 3 +mode DA + +# House Of Infliction +arena 4 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map8.cfg b/cpma/cfg-maps/ra3map8.cfg new file mode 100644 index 0000000..5b468ff --- /dev/null +++ b/cpma/cfg-maps/ra3map8.cfg @@ -0,0 +1,28 @@ +# Hal's base arena + +# make sure that browsers know the server is CA +showas 5 + +# Gleam +arena 1 +mode DA + +# Grit +arena 2 +mode DA + +# Grunge +arena 3 +mode DA + +# Gutteral +arena 4 +mode FTAG +warmup 0 +limit 5 +timelimit 0 + +# Gaudy (otherware) +arena 5 +mode CA +warmup 0 diff --git a/cpma/cfg-maps/ra3map9.cfg b/cpma/cfg-maps/ra3map9.cfg new file mode 100644 index 0000000..fb6d9c7 --- /dev/null +++ b/cpma/cfg-maps/ra3map9.cfg @@ -0,0 +1,21 @@ +# G1zbang2 + +# make sure that browsers know the server is CA +showas 5 + +# Cannery +arena 1 +mode CA +warmup 0 + +# Story +arena 2 +mode DA + +# Q3Terrain +arena 3 +mode DA + +# Megan's Place +arena 4 +mode DA diff --git a/cpma/cfg-maps/teammaps.txt b/cpma/cfg-maps/teammaps.txt new file mode 100644 index 0000000..dcde744 --- /dev/null +++ b/cpma/cfg-maps/teammaps.txt @@ -0,0 +1,40 @@ + +# the first map will be the one rotated to if the server is idle +# entries are "mapname [minplayers] [maxplayers] [fraglimit] [timelimit]" + +# since CPMA can run the TMP maps *without* anyone needing the pk3 for them, +# those are used here in preference to the normal id ones +# (the ! at the start of a map name means the map uses a custom .map) + +cpm21 +cpm4a +cpm18r +cpm26 +cpm27 +!cpm13b +!q3dm12cpm +!q3dm14tmp +cpm14 +cpm20 +cpm9 + +cpm6 0 4 +cpm11 0 4 +cpm16 0 4 +cpm19 0 4 +cpm25 0 4 +cpm28 0 4 +cpm29 0 4 + +cpm4 99 +cpm13 99 +cpm18 99 + +pro-q3tourney2 -1 +pro-q3tourney4 -1 +pro-q3tourney7 -1 +pro-q3dm13 -1 +pro-q3dm6 99 +q3dm9 -1 +q3dm11 -1 +q3dm15 -1 diff --git a/cpma/cfg/cpl-server.cfg b/cpma/cfg/cpl-server.cfg new file mode 100644 index 0000000..25d8c24 --- /dev/null +++ b/cpma/cfg/cpl-server.cfg @@ -0,0 +1,42 @@ + +// almost everything is set to sensible defaults in CPMA +// the only exceptions are cvars that are "poisoned" by baseq3 + +seta sv_hostname "CPL Server" + +// change these :) +seta ref_password abc +seta rconpassword xyz + +// server autoactions bitmask: demo 1, screenshot 2, timestamp 8 +seta server_record 11 + +// on LAN, this is unnecessary provided sv_LANforcrerate is left at 1, but... +seta sv_maxrate 50000 +seta server_ratemin 50000 +seta server_maxpacketsmin 125 +seta server_maxpacketsmax 125 + +seta server_optimiseBW 0 + +seta sv_fps 30 +seta sv_pure 1 +seta sv_allowdownload 0 + +seta g_log "" +seta admin_log "" +seta filter_file "" + +seta vote_limit 0 + +// gameplay settings +seta server_gameplay VQ3 +seta mode_start VQ3DM +seta mode_idletime 0 +seta server_availmodes VQ3DM + +seta map_delay 0 +seta map_restrict 0 +seta map_rotate 0 + +map pro-q3dm6 diff --git a/cpma/changelog.txt b/cpma/changelog.txt new file mode 100644 index 0000000..276f810 --- /dev/null +++ b/cpma/changelog.txt @@ -0,0 +1,4707 @@ + +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 , hud_show + +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 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 [+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 [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 + +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 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: /stats//.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 + changes to a configuration that is always the same on any server + +add: callvote match + 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 - drops that weapon and all ammo for it + \drop - 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 + 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. :) diff --git a/cpma/classes/fighter.cfg b/cpma/classes/fighter.cfg new file mode 100644 index 0000000..3adcc2c --- /dev/null +++ b/cpma/classes/fighter.cfg @@ -0,0 +1,10 @@ +n Fighter +m sarge +s 280 +h 100 +a 100 +ac 1 +jd 1 +w3 10,25,5,10 +w5 5,25,5,10 +w8 50,100,25,50 diff --git a/cpma/classes/scout.cfg b/cpma/classes/scout.cfg new file mode 100644 index 0000000..1a04bd7 --- /dev/null +++ b/cpma/classes/scout.cfg @@ -0,0 +1,11 @@ +n Scout +m slash +s 320 +h 100 +a 50 +ac 0 +jd 1 +jr 1 +w3 15,25,5,10 +w4 3,6,1,3 +sw 3 diff --git a/cpma/classes/sniper.cfg b/cpma/classes/sniper.cfg new file mode 100644 index 0000000..b053f62 --- /dev/null +++ b/cpma/classes/sniper.cfg @@ -0,0 +1,10 @@ +n Sniper +m visor +s 280 +h 100 +a 50 +ac 1 +jd 1 +jr 0 +w2 100,100,25,50 +w7 10,25,5,10 diff --git a/cpma/classes/tank.cfg b/cpma/classes/tank.cfg new file mode 100644 index 0000000..49dcb71 --- /dev/null +++ b/cpma/classes/tank.cfg @@ -0,0 +1,9 @@ +n Tank +m keel +s 240 +h 100 +a 150 +ac 2 +w3 10,25,5,10 +w5 10,25,5,10 +w6 50,150,25,50 diff --git a/cpma/cpma-trans.ico b/cpma/cpma-trans.ico new file mode 100644 index 0000000..3b8c0d0 Binary files /dev/null and b/cpma/cpma-trans.ico differ diff --git a/cpma/cpma.ico b/cpma/cpma.ico new file mode 100644 index 0000000..6a114a4 Binary files /dev/null and b/cpma/cpma.ico differ diff --git a/cpma/default.cfg b/cpma/default.cfg new file mode 100644 index 0000000..cc9a21e --- /dev/null +++ b/cpma/default.cfg @@ -0,0 +1,80 @@ + +// key bindings + +unbindall + +bind ` toggleconsole +bind ~ toggleconsole + +bind TAB +scores +bind PAUSE screenshotJPEG + +bind F1 "vote yes" +bind F2 "vote no" +bind F3 "ready" +bind F4 "notready" +bind F5 "arenavote yes" +bind F6 "arenavote no" + +bind ENTER messagemode +bind \ messagemode2 + +bind d +back +bind e +forward +bind f +moveright +bind s +moveleft + +bind ALT +movedown + +bind c "weapon 1" +bind 5 "weapon 9" +bind a "weapon 2" +bind v "weapon 8" +bind r "weapon 6" +bind g "weapon 7" +bind q "weapon 4" +bind w "weapon 5" +bind t "weapon 3" + +bind MOUSE1 +attack +bind MOUSE3 +zoom + + +// cvars + + +// core engine behavior + +seta com_hunkmegs 128 +seta com_maxfps 125 +seta scr_conspeed 999 +seta vm_game 2 +seta vm_cgame 2 +seta vm_ui 2 + + +// graphics + +seta r_fullscreen 1 +seta r_mode 0 +seta r_roundImagesDown 0 + + +// network + +seta rate 25000 +seta cl_allowDownload 0 +seta cl_maxpackets 125 +seta cg_laghax -1 + + +// server + +seta sv_fps 30 + + +// CPMA already sets all cgame and game vars correctly +// but some are hacked into the engine so our defaults are ignored + +seta model "mynx/pm" +seta color nnyny diff --git a/cpma/description.txt b/cpma/description.txt new file mode 100644 index 0000000..43d7832 --- /dev/null +++ b/cpma/description.txt @@ -0,0 +1 @@ +CPMA/OSP 1.48 (27 Jul 10) \ No newline at end of file diff --git a/cpma/docs/Bots.txt b/cpma/docs/Bots.txt new file mode 100644 index 0000000..b0860fd --- /dev/null +++ b/cpma/docs/Bots.txt @@ -0,0 +1,146 @@ + +Challenge ProMode Arena: Enhanced Bots +-------------------------------------- +Date: 28 Apr 03 + +Well, go figure... +Thanks to Qrealka and Diamant, I've put some effort into the bots. +None of this would have happened if they hadn't been willing to help +out, because it would have taken more time than I have to spare. +Pretty much all the DM AI has been improved over CPMA1.1 with new +decision-making code. The bots are quite a bit smarter than before, +and at times you can even "see" what they're thinking if you watch +them. They're still completely ignorant of many things though, and +unfortunately are still dependent on AAS files, which are invariably +flat out wrong about level connectivity. Swelt or I may write a guide +to how mappers can fix some of the worst problems if we ever get time. +I've ONLY focused on DM, so I expect they're still absolutely awful +at TDM/CTF/etc. + +Fixes are generally for the new bots only, but some have been applied +to the standard bots as well if the bug is too pathetic to tolerate. +Those are marked with an 'I' (e.g. the 1.1 RL aim bug was a "fixI") +and are implicitly id bugs, obviously. + +The skill thresholds are: +79- has pretty sucky aim +81+ enables evil RL +86+ tries to avoid "bad" RG shots ** +bot_challenge 1 + enables evil hitscan at skill 91+ after you're open for 0.5-0.25s + doesn't degrade accuracy at close ranges + aims faster after using a tele + does NOT otherwise affect aim skill + uses the "alternate" weapon choices (more hitscan) + +** At 86+, you'll see a noticeable jump in hitscan accuracies. +This DOESN'T mean that they've suddenly become all-aim bots. They +actually still only hit as many shots as they do at 85, but since +they FIRE far less often when they know the shot is a "bad" one, +the percentages become much higher. + +Skill level also affects movement speed to some extent. + +There are some new bots as well, with slightly better strategic +play and some "personal" properties. They can only be used at +skill 6 and above (CPMA AI). + +Apheleon + faster than all other bots + has improved RL + uses the "alternate" weapon choices + +arQon + only slightly faster than normal bots + has godlike RL + uses RL a LOT + +rat (the LPB version) + faster than normal bots + has godlike RL + uses RL a LOT + + +add: strafejumping, yay! + Qrealka and Diamant get all the credit for this one + +add: tanked bots will hunt you down and spawnrape you >:) + +add: evil RL prediction (quite ratlike at times :P) + +add: a bit of dodging and ducking for cover + +chg: skill 6-100 uses the new AI (1-5 are the id bots) + +chg: rewrote item choice management (esp wrt health and armour) + +chg: weapon selection now biased towards killshots + +chg: removed bot_boost + +fixI: bots completely ignoring enemies 3ft away from them + +fixI: bots unable to hit enemies at very narrow angles + + +Date: 20 Mar 03 + + +CPMA's bots have undergone several dozen bugfixes and tweaks over the past +few years, especially wrt melee, but have continued to use the id code for +the bulk of their "decision" making, which is essentially "wander around +at random collecting items until we blunder into someone." + +I've generally been reluctant to work on the AI as I don't consider it a +particularly challenging or interesting area, since the vast majority of +its problems are buried deep within the engine itself and the BSPC/AAS +process, improvements generally have to be made by fighting against Q3 +every step of the way. + +However, the continually decreasing "quality" of my ISP, the staggeringly +inept Charter Communications, has forced my hand. You can thank their sheer +incompetence and near-total inability to run a network that functions at +all, let alone at an acceptable level, for these improvements. :/ + +With 1.1, the "strategic" gameplay behaviour of the AI has undergone some +fairly drastic changes, which is to say it actually exists now. :P + +Bots are aware of armour and health, and will time them to a reasonable +degree. They also have a basic understanding of the relative value of +items, i.e. given the choice between an RL and a box of MG ammo they'll +usually go for the RL; and they will no longer walk within inches of a YA +and ignore it completely to collect a shard 20ft away instead. +How well this approach works is however strongly dependent on the map. +Since bots still use the id code for their movement, they will still play +fairly poorly on the vast majority of maps, including id's own. In many +cases, the combination of defective AAS files and limitations of the +movement code will result in them performing WORSE than before as they +continually try and fail to reach certain items. +The CPM maps have always been designed for the most highly-skilled human +players, and as such are usually something of a "worst case" environment +for the Q3 bots. CPM3a however (Swelt's remix of jude's classic CPM3) has +undergone extensive tweaking to make it as bot-friendly as possible, +while retaining the exact same human-gameplay as the original. + +The other key bot-related change in 1.1 is a fix to some defective math in +their use of projectile weapons. While it's historically been true that +there is nothing LESS dangerous than a bot with an RL, this is no longer +the case. While still very much inferior to a good human player, they can +now be quite a threat. + +Bot skill as used by g_spSkill and the addbot command now ranges from 1-15. + +1-5 is "vaguely-id" AI, which is to say that it uses the id melee code but +otherwise doesn't really have much in common with baseq3. I'm not going to +back out 3 years of bugfixes. + +6-10 is "standard" CPMA AI, i.e. what 1-5 was in 1.0 + +11-15 is "enhanced" CPMA AI, as outlined in this file. Since I've barely +spent a day on this, it's really only DM-aware so far. When I get time +I'll teach them about TDM and CTF: splitting the map into zones of +responsibility; sharing weapons with teammates; etc etc. + +Regardless, skill 100 bots will absolutely thrash normal "Nightmare" bots, +and when combined with friendly maps and bot_boost 1.5 can actually be +decent opponents rather than mindless cannon fodder. They're fun. :) diff --git a/cpma/docs/Client.txt b/cpma/docs/Client.txt new file mode 100644 index 0000000..0d3bc9f --- /dev/null +++ b/cpma/docs/Client.txt @@ -0,0 +1,502 @@ + Challenge ProMode Arena: Client Settings +----------------------------------------- + +Date: 22-Apr-2009 + +This document explains some of the clientside support for CPMA. It will +never be as current as the changelog, so you should always check that +with each new release. +http://www.promode.org/wiki/index.php/Client_Settings will almost +certainly be more up to date. + + +Network Settings +---------------- + +cg_lagHax <-1|0> (default = -1) + A combination of adaptive prediction and an updated version of the + famous "50ms hack" we introduced way back in 99v6 that also does small + amounts of lag compensation. Capped at 100ms no matter what: this is + intended solely to make European / EastUS v WestUS / etc games a bit + less of a hassle, not to hack dialup players into aimgods at the expense + of everyone else. 0 disables it, -1 means "as much as I'm allowed": it's + naturally adaptive. You'll lose some of your "feel" for lag, which + messes up your RL aim, etc. This doesn't suffer from the CS/etc problems + of "total BS" shots that piss everyone off; it's not trying to be some + panacea for modemers; and I'm honest enough to call it the hack that it + is instead of pretending that it magically makes lag suddenly not exist, + but all in all it's a pretty nice end result. If you use this, any form + of nudging will generally make you LESS accurate if your ping's under + 100ms, because it'll screw up the adaptive calculations. + +cg_nudge (default = 0) + An updated and much improved version of + id's crippled cl_timenudge. Allows you to use nudges beyond -25, and + automatically adjusts them to your ping: if you use -50 with a 20 ping, + you get -20. If you spike to 40ms for a few seconds, you get -40 during + the spike. This give you a "consistent worldview" that cl_timenudge + can't, and generally helps regardless of your connection. + +cg_optimiseBW (default = 0) + 1 - Significantly reduces the amount of non-critical data sent to you. + Regrettably, this also makes you unable to see players through portals, + thanks to a bug in the Q3 engine. Small price to pay though for the HUGE + difference it makes to team games. Servers can, and by default do, force + this on for all clients. It's probably worth setting it to 1 anyway + though, just in case you end up on a server that's changed it to 0. + 2 - Use this if your connection is UTTERLY starved for upstream bandwidth + (i.e. from you TO the server). Essentially, if you're on dialup or one + of those Belgian Warp connections. Understand that if you're warpy and + you choose to NOT set this because you like the advantage you get from + warping, you're screwing YOURSELF. Your shots will end up with + potentially huge random delays on them, so even if you're LPB the server + may not see that you fired until up to 100ms after the fact, effectively + making your weapons act like you have an unstable and much laggier + connection, and without cg_nudge's ability to smooth it out. + +cg_predict <0|1|2> (default = 1) + 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. Note + that cg_predict 2 was introduced 9 Sep 2002, the definition of a "slow + machine" has changed since then. Today's computers will not notice any + difference at all. + Note: Do not use cg_predictItems 1 with cg_predict 2. + +cg_predictItems <0|1> (default = 1) + Toggle client-side item prediction. 0 option to not do local prediction + of item pickup. If you get many false pickups (due to lag, packetloss or + high ping) you should definitely use 0. It's annoying when the client + predicts that you picked up RL, only to notice a bit later that you did + not pick up anything. + Note: Do not use cg_predictItems 1 with cg_predict 2. + +cg_smoothClients + Does not exist in CPMA - see cg_xerpClients instead. + +cg_xerpClients <-1|0|1> (default = 0) + A replacement for id's cg_smoothclients that does something useful. :) + 1 - Hacked extrapolation: intended for HPBs + This smooths players out when you use high timenudges, at the cost of + some accuracy. It's typically easier to hit a smooth target that's a few + pixels misplaced than it is to hit one that looks like it's teleporting + all over the map, so this combined with cg_nudge is the best option for + HPBs. + 0 - No extrapolation. Fine you're LPB. + 1 - id's smoothclients: fine if you have cg_nudge 0, worthless otherwise. + Note that prediction errors, such as players in walls, are likely to + occur. Tends to increase how much other players warp to you. + Use at your own risk. + +cl_maxpackets <30-125> (default = 63) + The higher value, the more correct info you send to the server and the + more you will hit and the less you will warp - set as high as your + connection allows. + +cl_packetdup (default = 1) + Set to 0 if your connection is fine. + Set higher if you experience much packet loss. + +cl_timenudge (default = 0) + This still exists in CPMA, but should always be 0 unless you're so used + to "normal" Q3 netcode that you've become dependent on it. All it really + does now is mess up the automatic adaptive nudges. + +snaps + snaps should NOT be set in your config. CPMA adjusts snaps value + according to the server's sv_fps value. If you join a sv_fps 20 server + your snaps get set to 20, if you join a sv_fps 30 server your snaps get + set to 30 etc... + +cl_allowDownload <0|1> (default = 0) + Toggle downloading of pk3 files from servers. Should be left at 0 as you + rarely reach high download speeds. + + + +CPMA Colors +----------- + + CPMA uses a-y to display colors, with a-x being an HSV table and y being + white. Colors can be used in \name, \nick, \ch_crosshairText, \say_team, + \say_teamnl \ch_crosshairColor and several others. + Note these colors do NOT apply to the SuperHud which uses rgba + + + +Chat Tokens +----------- + + You can use any number of chat tokens in binds. Would recommend adding + [#H/#A] #U to all binds where team mates need to know your current + condition - for instance "say_team ^3Need Weapon! ^5[#H/#A] #U". + + But do NOT overdo it as excessive use of tokens can easily cause + information overload. For instance, CTF high/low binds should be as + simple as possible. The location of EFC is of must importance and your + own health/armor/weapon/pu/etc nearly irrelevant. + +#A - Armor Current Armor level. + #a (lower case) does not change color according to Armor level. + say_team "Hurting bad - #H/#A" + +#C - Corpse The location where you last died. + say_team "Overrun at #C" + +#D - Damaged by The last player to score a hit on you. + say_team "#D is heavily armed! RUN AWAY! RUN AWAY!" + +#E - Enemy presence Detailed information on all enemies in your FOV. + "2 enemies", "EFC", "Enemy QUAD plus 1", etc + +#F - nearest Friendly player's \name + Not the same as #N which uses \nicks when available. + It's recommended to use #N instead of #F. + bind ? "say_team drop; Dropped weapon for #F" + +#H - Health Current Health level. + #h (lower case) does not change color according to Health level. + say_team "Hurting bad - #H/#A" + +#I - nearest Item + Shows the nearest "significant" (weapon, armor, powerup, or MH) + available item, including dropped items. + say_team "#I available" + +#L - Location + Many maps have terrible target_location entities e.g. PG on PRO-Q3DM6 + shows as YA. This shows the nearest "significant" item spawn (weapon, + armor, powerup, flag or MH), whether the item is there or not. + say_team "Took/waiting for #L" + +#M - aMMo wanted + Lists all types of ammo for weapons you have that are empty or nearly so. + say_team "Need #M" + +#N - nearest team mate's \nick + Uses your nearest team mate's \name should he not have set his \nick. + It's recommended to use #N instead of #F. + bind ? "say_team drop; Dropped weapon for #N" + +#P - last Pickup + say_team "Took #P" + +#S - item in Sights + Item that you are aiming at directly. Distance to the item is irrelevant. + +#T - Target The last player you hit. + say_team "#T is weak - finish him!" + +#U - powerUps Powerups you carry - Includes flags. + +#W - Weapon + #w (lower case) does not change color according to Ammo level. + Lists the current weapon and ammo you have. + say_team "Need weapon! I only have #W" + + + +Player Model & Color Cvars +-------------------------- + +color (default = nnyny) + Colour string characters 0-9 and a-z. + First # is your Railcore color. + Second # is your Helmet/Visor color. + Third # is your Shirt Color. + Fourth # is your Legs Color. + Fifth # is your Rail Spiral Color. + This also affects your team mates' color if you use cg_forceColors 1. + +cg_deadBodyDarken <0|1> (default = 1) + Darkens players as soon as they become corpses. + +cg_enemyColors (default = "iiiiii") + Formatted as RHBLX, same as \color. + Requires a PM cg_enemymodel - eg cg_enemyModel sarge/pm. + +cg_enemyModel (default = "sarge/pm" ) + Setting this will force all players on the enemy team to appear to + have this model. + PM model highly recommended. + +cg_forceColors <0|1> (default = 0) + Force your team to use the same color as you. + PM model and cg_forceModel 1 recommended. + +cg_forceModel <0|1> (default = 0) + Force your team to use the same model as you. + PM model and cg_forceColors 1 recommended. + +cg_showPlayerLean <0|1> (default = 1) + Allows the disabling of viewed model leaning that was introduced in + the 1.27x patches. 0 is more accurate in regards to hitboxes. + +model (default = "mynx/pm" ) + Your model. It is highly recommended that you choose a pm model. + This also affects your team mates' models if you use cg_forceModel 1. + + + +Audio Cvars +----------- + +cg_ammoWarning <0|1> (default = 1) + Toggles the "click" sound. + The visual effect can be changed in your HUD config. (see HUD.txt) + +cg_nochatbeep <0|1> (default = 0) + Allows client to suppress "beeps" heard during normal chat messages. + Especially convenient when connected to spam-riddled GTV servers. + +cg_nohitbeep <0|1> (default = 0) + Disable hit beep. Some like it for LG. + +cg_noTaunt <0|1> (default = 1) + Disable all taunts, not just voicechat ones. + +cg_noteamchatbeep <0|1> (default = 0) + Allows client to suppress "beeps" heard during team chat messages. + +cg_oldCTFSounds <0|1|2> (default = 2) + 0 - TA sounds, with voiceovers on captures, flag pickups, ete + 1 - Near-worthless Q3 1.17 sounds, same for both teams + 2 - Team-specific sounds, no voiceovers + Also controls non-leadchange FTDM end-of-round announcements. + +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. + +s_announcer (default = feedback) + Set to hellchick for alternative game feedback sounds - requires + \snd_restart. If using Challenge Q3 executable you can set s_announcer 0 + to remove all announcer sounds. Not recommended for original quake3.exe + which plays sound/feedback/hit.wav. + + + +General Cvars +------------- + +cg_altLightning (default = 0) + 0 - Original (pre-TA) id LG beam + 1 - CPMA lightning + 2 - Thin lightning + 3 - Lightning using 1.44 render + Switch between various LG shaft visuals. Example: cg_altLightning 032. + First character is player lightning. + Second character is enemy lightning. + Third character is team lightning. + First character is default for enemy and team mate lightning if not + specified. + +cg_altPlasma <0|1|> (default = 0) + 0 - Original id plasma + 1 - CPMA plasma + +cg_autoAction (default = 0) + Perform game actions such as demo recording and screenshots. + 1 - save stats to a local text file at the end of a match. + logs are stored in: /stats//.txt. + 2 - take an end-of-game screenshot. + 4 - record a demo of the game. Requires warmup to be on, i.e. \ready. + It will NOT trigger if you join a game that has already started + (or you got disconnected). In those cases you should use \autorecord. + 8 - multiview the game. This also works for GTV even if left unattended! + PLEASE use it GTV admins. If put in gtv.cfg the gtv just has to be + connected to the q3server, there is NO need for a camera guy as the + MV will start once players ready up! + 16 - only do these things if you're actually playing in the game. + 32 - follow power up. + 64 - follow killer. + +cg_brasstime (default = 2500) + Controls the time shell casings being discharged from MG+SG are visible. + +cg_damageDraw <0|1> (default = 1) + Obscure player's vision with blood effect when they are hit. + +cg_drawGun <0|1|2> (default = 2) + Toggles the gun being drawn. + 0 - gun off + 1 - gun on + 2 - gun on, no sway + +cg_fallKick <0|1> (default = 1) + Toggles the screen bouncing when player falls. + +cg_fov <0-130> (default = 102) + Field of view. Higher values give better peripheral vision while lower + values give better frontal vision. + +cg_gibs <0|1> (default = 1) + Gibs and blood splatter effect. + +cg_gunOffset [x,y,z] (default = "") + Moves gun along x,y,z axis. Valid x,y,z values are -9 to 9, for instance + cg_gunOffset 5,-9,9. + +cg_itemFX (default = 7) + Control the cutesy gimmicks on cg_simpleitems 0 items. + With cg_simpleitems 1 the only difference is flags as they have no + simple model. + 1 - bob up and down + 2 - rotate (asymmetric items will always rotate) + 4 - scale up on respawn + +cg_lightningImpact <0|1> (default = 0) + Draw the "glowing ball" at the end of the shaft. + +cg_marks (default = 2500) + Milliseconds marks after explosions are visible. + +cg_muzzleFlash <0|1> (default = 1) + Specifies if there is a muzzle flash when gun is fired. + +cg_noAmmoChange <0|1> (default = 1) + Disables the ability to switch to a weapon that doesn't have any ammo. + Useful for multiple-weapon binds. + +cg_nomip <#bitmask> (default = 1023 - all r_picmip 0) + Allows changing graphics to picmip 0 setting, regardless of current + r_picmip setting. Changes require vid_restart. + 1 - Lightning + 2 - Plasma + 4 - Rocket and Grenade explosions + 8 - Grenades (the grenade ITSELF, not the same as 4) + 16 - Bullets (machinegun and shotgun) + 32 - Railgun + 64 - BFG + 128 - Blood + 256 - Smoke + 512 - Rockets (the projectile, not the same as 4) + +cg_noProjectileTrail <0|1> (default = 0) + Removes underwater bubble trails from weapon fire. + +cg_railstyle <0 to 7> (default = 5) + Changes the style of the rail trail. + 0 - no trail + 1 - straight core (line) only + 2 - spiral only, no core + 3 - spiral with straight core + 4 - dotted core only + 5 - original id style + 6 - spiral with dotted core + 7 - everything + +cg_railCoreWidth (default = 2) + Width of the Core. BaseQ3 r_rail* cvars are now obsoleted. + +cg_railRingWidth (default = 8) + Width of the Rings. BaseQ3 r_rail* cvars are now obsoleted. + +cg_railRingStep (default = 32) + Distance between Rings. BaseQ3 r_rail* cvars are now obsoleted. + +cg_railTrailTime (default = 400) + Rail time in milliseconds. BaseQ3 r_rail* cvars are now obsoleted. + +cg_shadows <0|1> (default = 1) + Player shadows. + +cg_simpleitems <0|1> (default = 0) + Simple 2d items. + +cg_smoke_SG <0|1> (default = 1) + Controls the smoke on the shotgun blast. + +cg_smokeRadius_GL (default = 4) + Controls the size of the smoke trail for grenades. + +cg_smokeRadius_RL (default = 6) + Controls the size of the smoke trail for rockets. + +cg_trueLightning <0.0 to 1.0 and negative> (default = 0.75) + 0 - Default LG feedback as seen in baseq3. + 1 - Pure client side rendering of LG graphic. + Fractional values - Mix between server and client rendering of LG. + Negative values - No LG graphic. + +cg_useScreenShotJPEG <0|1> (default = 1) + Whether cg_autoaction 2 uses tga or jpg format. + +cg_viewAdjustments <0|1> (default = 0) + Replaces and unifies cg_run* and cg_bob* which are all deleted. + +ch_playerNames <0|1> (default = 0) + Display player names above model heads. Only works during demo playback. + +com_blood <0|1> (default = 1) + Show blood when players are hit. + +com_hunkmegs (default = 64) + Amount of RAM allocated to q3. Generally set to 2/3 of your available + memory but anything above 256 is plenty. + +com_maxfps (default = 85) + Fps cap. Unlike BaseQ3, movement in CPMA is not dependant on FPS. You + will jump just as high/far with 30fps as with a million fps. Set to 125 + or your monitor's maximum display refresh. + +r_mode (default = 4, 800x600) + Controls game resolution. + Type \modelist in console to see exactly what mode each number means. + r_mode -1 enables custom resolution. + +r_customHeight + Game resolution Height when r_mode -1 is used. + For instance r_customWidth 1680, r_customHeight 1050. + +r_customWidth + Game resolution Width when r_mode -1 is used. + For instance r_customWidth 1680, r_customHeight 1050. + +r_displayRefresh (default = 0) + Display refresh rate. Set as high as your monitor supports. + +r_ext_max_anisotropy (default = 16) + Anisotropic filtering - Challenge Q3 executable only + +r_ext_multisample (default = 4) + Anti-aliasing - Challenge Q3 executable only + +r_fastsky <0|1> (default = 0) + Toggle fast sky. + +r_gamma <0.5 to 3> (default = 1) + Brightness. + +r_intensity <1.0 to infinity> (default = 1.0) + Intensity of texture colors. + +r_mapoverbrightbits (default = 2) + Brightens or darkens the map. Players use values from 1 to 5 depending + on the look they want. + +r_picmip <0-16> (default = 1) + Texture detail. Lower value equals higher detail. + +r_swapInterval <0|1> + Vertical Synchronisation. + +r_textureMode (default = GL_LINEAR_MIPMAP_NEAREST) + Texture Filter. + GL_LINEAR_MIPMAP_LINEAR - Trilinear + GL_LINEAR_MIPMAP_NEAREST - Bilinear + GL_NEAREST - None + +r_vertexlight <0|1|2> (default = 0) + 0 - Don't use vertexlight + 1 - Use vertexlight + 2 - Use vertexlight and enable dlights on various objects + like flag carriers (in vq3, has no effect in cpm) + requires r_dynamiclight 1. + diff --git a/cpma/docs/Commands.txt b/cpma/docs/Commands.txt new file mode 100644 index 0000000..d5ec940 --- /dev/null +++ b/cpma/docs/Commands.txt @@ -0,0 +1,276 @@ + +Challenge ProMode Arena: Commands +--------------------------------- +Date: 22 Jun 03 + + +This document gives information on all available commands (and their +options) for CPMA, for both clients and at the server console. + +All commands that require a parameter can be issued without the +parameter to gain additional information on the command's current +setting even if the command itself is disabled. + +The notation used in the commands described herein uses the common +Unix semantics in specifying if a parameter is optional or required: + + - Any parameter description enclosed with < ... > is required. + - Any parameter description enclosed with [ ... ] is optional. + +Some of the commands given below also specify "player_id" as an optional +or required parameter. This "player_id" information is the numeric ID +number assigned to a player when connecting to the server. To find +the associated player_id of a player, issue the "\players" command to +view a listing of all playernames and their associated "player_id". + +Note: all of the commands listed below are in addition to the commands + that are shipped with the default Quake3 game. + + +==================================== +General commands (all modes of play) +==================================== + +accuracy Shows best player for each weapon. Adding + shows all player stats for that + specific weapon. (Alias: topshots) + +autorecord Creates demo with consistant naming scheme + ++button5 Use the offhand hook/grapple, if the server allows it. + +callvote Calls a vote. The list of available + is given later in this document. + +currenttime/time Displays current local time. + +help List of available commands for the particular + mode of play on the server (Alias: commands). + +maplist Display available maps for current mode + +motd Views server's current MOTD. + +mvd Create a multiview demo (all players POVs). + +players Lists all active players and their server ID + (This ID is needed for other commands, as shown + below). Additional info on client is also given. + +ref Become a referee (admin access). + +scores Shows match stats + +speconly Toggles client's involvement in the 1v1 queue. + If enabled, then clients will never join a 1v1 + game. They will remain spectators the entire + time they are connected. Disabling "speconly" + will put the client back to the end of the queue + to begin playing again. + +stats [player_ID] Shows weapon accuracy stats for a player. If no + ID is given, shows stats for the current player + (or if following a player, shows the stats of + the player being followed). + +statsall Shows weapon accuracy stats for all players. + +statsblue Shows weapon accuracy stats for the blue team. + +statsred Shows weapon accuracy stats for the red team. + +viewall Multiviews all active players. + +viewnone Removes all active views. + ++wstats Displays current stats while playing or of the + player being followed (if a spectator). In + multiview, the stats of the player of the + highlighted window will be displayed. + + +=========================================== +Competition commands (warmup-enabled modes) +=========================================== + +ready Sets player's status to "ready" to start a match. + +notready Sets player's status to "not ready" to start a match. + +pause/timeout/timein Call or cancel a timeout. + + +========================== +Teamplay-specific commands +========================== + +coach Switches to "coach" specator mode (after being + invited to the team), or reinitializes coach's + multi-player view of the coached team. Coaches + can teamchat, issue timeouts, teamready, etc. + with or for the team just as if they were a + playing member of the team, but they can only + spectate the coached team. + +coachdecline Declines a "coach" invitation, or resigns + coach status for a team if already a coach. + +coachinvite Invites a player to "coach" the team. + +coachkick Removes a previously invited coach from a team. + +drop Drops available weapon/ammo (TDM/CTF only) or + a carried flag (CTF). Type "\drop" by itself to + drop the current weapon. + +team Chooses a team (r=red, b=blue, s=spectator) or + shows current team (if no param is given). + +lock Locks a player's team + +unlock Unlocks a player's team + +captains Shows the names of both team captains. + +viewred/viewblue Adds views of the entire red/blue team. As + new players join or leave the team, your screen + will be updated. + +say_teamnl Removes the (location) part of a teamchat. + + +========================================== +Teamplay-specific commands [captains only] +========================================== + +speclock Toggles locking team from spectators. + +specinvite Invites a player to spectate locked team. + +teamready Readies all members on the team to start a match. + (Alias: readyteam) + +invite Invites a player to join the captain's team. + (Alias: pickplayer) + +remove Removes a player from the captain's team. + (Alias: kickplayer) + +resign [player_ID] Resigns team captaincy. You can optionally + assign captaincy to another teammate by + supplying the teammate's ID. + +teamname Sets a team name for the scoreboard etc to use. + + +======================== +Referee (admin) commands +======================== + +ref Become a referee/admin. + +ref Works just like callvote settings and info. + +abort Aborts a match that is underway. + +allready Forces all players to start match. + +ban Temporarily bans selected player from server. + +help List referee commands. + +ip Shows players' names and IP addresses. + +kick Kicks selected player from server. + +lock Locks both teams from more players joining. + +lockblue Locks the blue team + +lockred Locks the red team + +promote Promotes a player to captain status. + +putblue Puts specified player on the BLUE team. + +putred Puts specified player on the RED team. + +remove Removes selected player from team. + +speclock Enables spectator locking for both teams. + +speclockblue Enables spectator locking for the blue team. + +speclockred Enables spectator locking for the red team. + +unlock Unlocks both teams to allow more players to join. + +unlockblue Unlocks the blue team. + +unlockred Unlocks the red team. + +specunlock Disables spectator locking for both teams. + +specunlockblue Disables spectator locking for the blue team. + +specunlockred Disables spectator locking for the red team. + + +*NOTE*: All vote options are also available, as any vote a referee calls + will ALWAYS pass immediately. This allows the referee to modify + all server settings shown in the \callvote list. + The "ref" command can be used to achieve the same effect. + + +========================== +Voting Commands/Parameters +========================== + +The following options are available under the "callvote" facility of CPMA. +Most options are called with a parameter of "0" or "1" to signal "OFF" or +"ON" (0=OFF/DISABLE, 1=ON/ENABLE). + +You can get a list of all votable options in the game by typing: + + \callvote ? + +by itself with no option name. This will list all available server +options to vote upon, based upon the current gametype being played on +the server. + +You can also get the usage, description and current setting info of +most server variables by simply typing: + + \callvote ? + +without any parameter. For example, you can get the server's current +settings to see which items and weapons are enabled or disabled by typing: + + \callvote items ? + +See the docs/Server.txt file for details of all the votes. + + +=============== +Server Commands +=============== + +The following command-list describes the commands available on the +server console. Note, all console commands that shipped with the +default Quake3 game are available. + +addbot If issued with a non-default quake3 bot name, CPMA + will deterministically load a bot definition with + a determined skill level. This selection is based + on the bot's numeric representation of its name. + Thus, the same bot will be selected when its name + is given, every time. + +filterlist Lists all current filters enabled on the server. + (Alias: banlist) + +filterload Loads filter/ban list specified in the + filter_file and player_file server variables. + (Aliases: playernames, banload) + +ban Bans a player from the server. diff --git a/cpma/docs/Demoplay.txt b/cpma/docs/Demoplay.txt new file mode 100644 index 0000000..290d07b --- /dev/null +++ b/cpma/docs/Demoplay.txt @@ -0,0 +1,52 @@ + +Challenge ProMode Arena: Demo Playing +------------------------------------- +Date: 25 Jun 03 + +This document explains some of the Demo Playback features of CPMA. +It will never be as current as the changelog, so you should always +check that with each new release. + + +Key Operations +============== +Keystrokes and mouse clicks no longer abort demos. If you have binds +that you wish to use, press ESC once. However there are a standard +set of keys for most common demo functions: + + .:Standard Demo + 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 + F11 takes a screenshot + + .:MultiViewDemo only + SPACE/MOUSE2 switches to next player + ALT switches to previous player + MOUSE1 in a coachview zooms in to that player + MOUSE1 in a main view switches to coachview + MOUSE1 on a subview switches to that player + B - Blue Flag, i.e. *red* FC (CTF duh!) + 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 cg_followpowerup and team overlay work during MVD playback + + +Demo Browser +============ +CPMA supports directory trees of demos. Hitting 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. Once you find the demo you desire, you can hit ENTER to +launch it or select Play. diff --git a/cpma/docs/HUD.txt b/cpma/docs/HUD.txt new file mode 100644 index 0000000..8af51fd --- /dev/null +++ b/cpma/docs/HUD.txt @@ -0,0 +1,449 @@ + +Challenge ProMode Arena: Client HUD Settings +-------------------------------------------- + +Date: 22-Apr-2009 + +This is a snapshot of http://www.promode.org/wiki/index.php/Custom_HUDs +The wiki will almost certainly be more up to date than this document. + +Since the release of CPMA 1.34 we have had extremely configurable HUDs. +This document explains some of the Client HUD settings for CPMA. +It will never be as current as the changelog, so you should always +check that with each new release. + +Note: cvars such as cg_drawfps, cg_drawtimer plus many others have been +removed and their functions moved to the custom hud. + +Creating a HUD .cfg +------------------- + * ALL hud configs go in Quake3/cpma/hud. CPMA's sample HUDs 1-7 are + also in that directory. + * You can select a config using \ch_file hud where 'hud' is the file + you would like to use (without .cfg). You do NOT \exec hud. + * Use \reloadHUD to reload your HUD if you have changed it. Must + also be used after \ch_file change. + * The default HUD is in the PK3: if you want to customise it, pull it + out of there with the unzip utility of your choice, RENAME it, and + put the copy in cpma/hud/. Remember to point ch_file at the new version. + * The default HUD references (nearly) everything that can be drawn. + Hud7 has nice examples of decoration use. + + +Syntax +------ + The syntax for CPMA's SuperHud is fairly easy to comprehend, and supports + both multi-line and single-line arguments. + +ELEMENT +{ + ELEMENT_COMMAND VALUE + ELEMENT_COMMAND VALUE +} + +ELEMENT { ELEMENT_COMMAND VALUE; ELEMENT_COMMAND VALUE; } + + You can comment using #. // cannot be used. + Some Element Commands have optional "," separators. + + +Elements +-------- + Each piece of the HUD is called an ELEMENT. Elements are sorted + z-layer-wise alphabetically. + +!DEFAULT + The first element in the hudfile MUST be "!DEFAULT", and every other + element inherits from that default: this gives you an easy way to change + fonts/colors/etc for a whole bunch of elements at once. !DEFAULT can be + reused later in the document affecting every following element but it + will not overwrite the parameters set by previous !DEFAULT(s). It is + advisable to place Team1-8 and Chat1-8 at the bottom of your hud config + so that !DEFAULTs can be used without interfering with other elements. + +PreDecorate and PostDecorate + Empty elements that can be used to draw separator bars etc. Limit 64 total. + +AmmoMessage + Low ammo/Out of ammo. The audio feedback "click" can be toggled using + cg_ammoWarning. + +AttackerIcon + Who attacked you last + +AttackerName + Who attacked you last + +Chat1-8 + Chat area - if you want the order of the messages reversed then reverse + the Y coordinates. + +Console + Replacement for ID's console. Use with con_notifyTime -1. + +FlagStatus_NME + Status of enemy flag. To get old RED/BLUE use color T and color E, plus + bgcolor. Check hud/old.cfg. + +FlagStatus_OWN + Status of your flag. To get old RED/BLUE use color T and color E, plus + bgcolor. Check hud/old.cfg. + +FollowMessage + Following + +FPS + Frames Per Second + +FragMessage + You fragged + +GameTime + Game Clock + +GameType + Game Type - warmup only. Cannot be omitted. To hide place at off-screen + x,y coordinates or set alpha 0. + +ItemPickup + Text string of whatever item you pick up + +ItemPickupIcon + Icon of whatever item you pick up + +NetGraph + Lagometer + +NetGraphPing + Ping + +PlayerSpeed + Units Per Second + +PowerUp1_Icon to PowerUp4_Icon + Powerup Icons. PowerUp1_Icon is also used for the O/D indicator in CTFS + - and also for FLAG + +PowerUp1_Time to PowerUp4_Time + Powerup Time remaining + +RankMessage + Placed 1st with 30 frags + +Score_Limit + Frag/Cap/Round limit - if set. Cannot be omitted. + To hide place at off-screen x,y coordinates or set alpha 0. + +Score_NME + Enemy score. Cannot be omitted. To hide place at off-screen x,y + coordinates or set alpha 0. To get old RED/BLUE use color T and + color E, plus bgcolor. Check hud/old.cfg. + +Score_OWN + Your score. Cannot be omitted. To hide place at off-screen x,y + coordinates or set alpha 0. To get old RED/BLUE use color T and + color E, plus bgcolor. Check hud/old.cfg. + +SpecMessage + SPECTATOR, FRAGGED (in CA/CTFS/FT) + +StatusBar_ArmorBar + Armor level in bar form + +StatusBar_ArmorCount + Armor level in number form + +StatusBar_ArmorIcon + Type of armor - essential in CPM but irrelevant in VQ3 + +StatusBar_AmmoBar + Ammo level in bar form + +StatusBar_AmmoCount + Ammo level in number form + +StatusBar_AmmoIcon + Current weapon ammo icon + +StatusBar_HealthBar + Health level in bar form + +StatusBar_HealthCount + Health level in number form + +StatusBar_HealthIcon + Defaults to Mynx icon but can be any model, image or shader found in + pk3s (provided that the pk3 is on the pure server you join) + +TargetName + Current target's playername - requires cg_drawCrosshairNames above 0 + +TargetStatus + Current friendly target's health/armor level - requires + cg_drawCrosshairNames above 0 + +TeamCount_NME + Players alive on enemy team (CA/CTFS/FT) + +TeamCount_OWN + Players alive on your team (CA/CTFS/FT) + +TeamIcon_NME + Defaults to Sarge icon but can be any model, image or shader found in + pk3s (provided that the pk3 is on the pure server you join) + +TeamIcon_OWN + Defaults to Mynx icon but can be any model, image or shader found in + pk3s (provided that the pk3 is on the pure server you join) + +Team1-8 + Teamoverlay + +VoteMessageArena + Multiarena, ra3maps + +VoteMessageWorld + Normal votes + +WarmupInfo + 10sec countdown, Waiting for players, etc. Cannot be omitted. To hide + place at off-screen x,y coordinates or set alpha 0. + +WeaponList + The WeaponList has to get a little funky to be able to handle all the + legacyhud tricks: W and H are the size of EACH weapon, not the total. + For the horizontal weaponlist (textalign C) X is the point to center + around. + Use FILL to show ammo for weapons you do not have, useful for TDM. + Weaponlist wraps at the bottom of the screen so you can sneak a + multi-column one in. + + + +Colors +------ + CPMA HUD uses r g b a, which is red green blue alpha. Each channel can have + values from 0-1. + + Color 1 1 1 1 is white, full alpha + Color 0 0 0 0.5 is black, half transparent + Color 0.25 0.25 1 0.75 is blue, somewhat transparent + + Note that colors set in SuperHud do not override colors set elsewhere. For + example if your \nick or \name is ^3hello it will be yellow regardless. + + + +Special Colors +-------------- + Color T and color E for elements to use red/blue according to your current + team. Useful for flag modes, but not necessesary for tdm/1v1. Set + bgcolor for these, even for images - see hud/old.cfg + + + +Element Commands +---------------- + The commands you can use within an element are: + +ANGLES [+pan | -rotate] + Alters the display of MODEL. + Note that most Q3 models do not work properly if r_vertexlight is on. + +BGCOLOR r g b a + Sets the background color for the element + The element must have a width and height + +COLOR r g b a + Sets the foreground color for the element + +DOUBLEBAR + Makes bars two lines. Obviously only works on BAR elements + (StatusBar_ArmorBar etc). Check out hud7 for examples. + Note: Gets a little funky if RECT Height is set below 6 as the space + between the two bars is 4 pixels and each bar requires 1 pixel + (4+1+1=6) + +FADE r g b a + If the element has a TIME, its text will fade from COLOR to this + linearly over TIME millisecons. + +FILL + If the element has a background color, this fills the area it + occupies with that color. + The element must have a width and height + +FONT name + Selects one of three standard fonts: + CPMA - Bitstream Vera Bold, which is a high-resolution font best suited + to 1024x768 and up - or large font-size on low-resolution + ID - which is the standard Q3 font - good for small font-size and/or + low-resolution + IDBLOCK - only supports numbers, NOT letters + THREEWAVE - which is an outlined copy of the id font + SANSMAN - Digital Graphics Labs "Enter Sansman" + +FONTSIZE pointsize | xsize ysize + The CPMA font is correctly aspect-adjusted already, and generally looks + best if you just specify a pointsize. + The other two fonts are square, and generally look much better if you + specify distinct x and y sizes, with y being 25-50% larger than x. + Element texts can be mirrored using negative x y. Note this is an + unintended and unsupported "hack", so might be a bit buggy. + +IMAGE pathname + Display the image specified. You can use ANY image or shader found in + pk3s. Mostly useful for displaying team/enemy model icons in CA/CTFS/FT. + +MODEL + Can be any model in the game. + Note that most Q3 models do not work properly if r_vertexlight is on. + +MONOSPACE + By default, all HUD fonts are proportionally spaced, meaning that an + "i" takes up less room than an "m". Monospacing forces every character + to take up the same amount of space. It's very useful for the team + overlay, as it keeps everyone's health and armor in the same columns, + but generally looks worse than proportional spacing on everything else, + especially chat. It also takes up more room overall. + +OFFSET x y z + Offset MODEL along x y z axis. + +RECT x y w h + Sets the position and size of the element. Note that text is NOT + "clipped" to this rectangle. + Elements can be mirrored using negative w h. Note this is an + unintended and unsupported "hack", so might be a bit buggy. + +TEXT string + Mostly useful for decorations. Requires RECT. + +TEXTALIGN l | c | r + Justify the text either Left, Centered, or Right within RECT + +TEXTSTYLE flags + Currently, only one flag is supported: "1", for dropshadowed text + +TIME + How long the element will be displayed for if it doesn't update again. + Generally used for item pickups, frag messages, chat, etc. + + +HUD Related Cvars +----------------- + These cvars do not directly influence the SuperHud but are still related + to the HUD in some way. + +cg_customLoc <0|1> (default = 1) + Use custom locations for a map if possible. + Loc files are locs/map.cfg, and must have a "v2" header + Can only replace existing locations + +cg_drawRewards <0|1> (default = 1) + Toggle display of reward icons and the accompanying sounds + +cg_teamChatsOnly <0|1> (default = 0) + controls what text reaches the HUD Chat elements if set, non-team + text still shows up in the console area + +ch_3waveFont <0|1> (default = 1) + Toggle use of the Threewave font (does not affect SuperHud settings) + +ch_drawWarmup (<0|1> (default = 0) + Toggle display of arena settings before a game starts + +ch_drawWeaponSelect <0|1> (default = 0) + Toggle id standard weapon selection + +ch_recordMessage <0|1> (default = 1) + 0 gets rid of the sodding "recording blahblah" message. + Must be set before demo record start + +ch_selfOnTeamOverlay <0|1> (default = 1) + Toggle your own information showing in the team overlay + +ch_shortNames <0|1> (default = 0) + Toggle use of \nick - set a short name to use for team chat/overlay + Limited to 5 visible characters, but allows colors + Useful to have your \nick shown instead of [longclantag] in + team chat/overlay + Note: \nick is only used for team chat/overlay. \name is still + used for anything else. + +ch_wstatsTime (default = 10) + How long the auto-wstats window stays up at the end of a game + +con_notifyTime (default = 3) + -1 uses the CPMA "Console" hud element instead of id's. + Doesn't affect the console *buffer*, just the text in the top left. + +mvw_DM (default "464 48 160 120") + x, y, width, height of Picture in Picture window for DM games. + +mvw_TDM<1-9> + Controls teamplay Multi View layout. + Format is the same as mvw_DM, default no child windows. Example: + + seta mvw_TDM1 "480 65 160 120" + seta mvw_TDM2 "480 190 160 120" + seta mvw_TDM3 "480 315 160 120" + + +Crosshair Cvars +--------------- +cg_crosshairHealth <0|1> (default = 0) + Red crosshair when low on health - must be 0 or ch_crosshairColor + will not work + +cg_crosshairsize (default = 24) + Size of crosshair + +cg_drawcrosshair <0-9> (default = 8) + Switch between different crosshairs + +ch_crosshairAlpha <0.0 to 1.0> (default = 0.8) + Controls the transparency of the crosshair + +cg_drawCrosshairNames 0-2 (default = 1) + Toggles TargetName and TargetStatus. + 0 - Off + 1 - On + 2 - Off in 1v1 + +ch_crosshairColor (default = y) + CPMA_Colors + Important note: cg_crosshairHealth overrides this function, + turn it off to use colored crosshairs + +ch_crosshairPulse <0|1> (default = 0) + Controls crosshair size changes when picking up items + +ch_crosshairText (default = "" disabled) + Use any text string as crosshair + + +Known Issues +------------ + + Limitation: Color fails on elements with color codes embedded in their + strings (StatusBar_HealthCount, StatusBar_ArmorCount, NetGraphPing, etc) + + Limitation: Alpha fails on some elements containing images + (StatusBar_AmmoIcon, StatusBar_ArmorIcon, etc) + + Limitation: Fade fails on some elements containing images without alpha + channels (ItemPickupIcon etc) + + Limitation: If a !DEFAULT sets MONOSPACE, FILL or DOUBLEBAR there is no + method to remove it again (so don't do it, unless it's at the end of the + document) + + Limitation: Color T and E act funny when in non-teamplay modes such as + 1v1 (like the #ch_teamBackground hack) + + Limitation: FILL plus bgcolor when used on elements that disappear + without having TIME makes bgcolor remain indefinately + + Not implemented: cg_drawRewards element not included in SuperHud + diff --git a/cpma/docs/HoonyMode.txt b/cpma/docs/HoonyMode.txt new file mode 100644 index 0000000..db282eb --- /dev/null +++ b/cpma/docs/HoonyMode.txt @@ -0,0 +1,43 @@ + +Challenge ProMode Arena: Hoonymode +---------------------------------- +Date: 7 Nov 03 + + +Hoonymode is a novel form of 1v1 play, loosely based on tennis rules. +All in-game behaviour (weapons, physics, items, etc) remains the same +as standard DM: the change is in how the game progresses from one frag +to the next. + +During warmup, two spawnpoints are chosen by the players. One will +typically be a "stronger" spawn and the other "weaker". When the game +begins, these are where the players will spawn, with the strong spawn +considered the equivalent of having the "serve". + +Each player death (regardless of source, i.e. a suicide is considered +a kill for the opponent) is treated as a distinct point. After a point +is scored, play does not continue as in DM: instead, the players and +the arena are reset, and a new point is contested for. Players switch +spawnpoints at this time, so the player who had the weak spawn for the +previous point now has the strong one, effecting a change of serve. +Players are given a few seconds between points to reconsider strategies +etc. + +Games are played to a point limit, with the clock not being a factor. +A player must reach that limit and be at least two points clear of +his opponent to win, i.e. in a 5-point game, 5-4 is a lead not a win: +the player still needs another point to clinch it. + + +Implementation Specifics: + +Players claim a spawnpoint by moving near it and using the \spawn +command (via console/bind/etc). + +Referees can choose spawnpoints for players by using "\spawn " +(Players can also use this when playing bots). + +Players are not FORCED to choose a spawnpoint: in the early testing +stages I discovered that it's a lot of fun even if you just have +random spawns, but still using the "point" scheme and full resets. +I certainly wouldn't recommend it for serious play though. diff --git a/cpma/docs/Maplists.txt b/cpma/docs/Maplists.txt new file mode 100644 index 0000000..b72bd9d --- /dev/null +++ b/cpma/docs/Maplists.txt @@ -0,0 +1,93 @@ + +Challenge ProMode Arena: Maplists +--------------------------------- +Date: 12 May 04 + +Below is a quick description of how to use maplists. +The example here is for an FFA server. + + +ffamaps.txt +----------- + +# Example of the format of the text file used for specifying maps under +# Challenge ProMode Arena for Quake3. +# +# Format: +# +# +# +# Note: a missing or < 0 value for either of the limit fields +# means use current server settings + +pro-q3dm6 0 14 25 20 +cpm9 4 14 +cpm14 4 99 +q3dm1 0 4 20 20 +q3dm17 99 99 20 20 + +# etc + +The map queue will only load a map if its min/max active player counts on +the current level are within its bounds. Otherwise, the map will NOT be loaded. + +There's a useful trick to the min_players field shown in the dm17 entry: +since you can't have 99 people on a server, the map will NEVER be rotated to +automatically, but it stays in the maplist and IS available for voting. + +Maps that are in the rotation are shown in green in the maplist. +Maps that are NOT in the rotation but can be voted in are shown in yellow. + +If the min_players field is set to -1 the map is "banned" and can't be +loaded by anything short of an RCON, even if map restrictions are off. +This is very handy for some of the more atrocious 3W maps, where you can't +just delete them because they're bundled into a single PK3 with other maps +that you might actually want to play. + +If map_restrict is 0 (the default), any "suitable" maps for the current +mode will automatically be added to the maplist, but excluded from the +rotation (i.e. they're added as if specified as "min_players 99"). +There's no need for a map_autoload cvar: it's implicit in map_restrict 0. +Note that "suitable" is determined by the presence of a correctly-specified +"arena" script for the map. Ironically, none of the original id maps actually +qualify :P, though the later "pro" maps are fine. See the notes at the end +of this file for more information. + +If a server is empty for mode_idletime minutes, the first map in the list +will be rotated to automatically. It should be a popular/common map for +quick pickup games when people connect initially. + +Also, if a [mapname.cfg] file exists, the settings in it will be applied +automatically when the map is loaded AFTER the mode settings take place: +this is how we set CPM1A to default to 5-second weapon respawns. + + +Appendix A - Fixing Broken Maps + +If you want to sort out the original id maps, create a "scripts" +subdirectory in baseq3, containing a file called idmaps.arena. The contents +of that file should look something like this: + +{ +map "q3ctf1" +type "ffa team ctf" +} +{ +map "q3ctf2" +type "ffa team ctf" +} + +etc. Yes, the id CTF maps really do have FFA and TDM items. :) +You can also use this file to fix up pro-q3dm6 if your server allows CA: + +{ +map "pro-q3dm6" +type "tourney ffa team arena" +} + +(Most RA3 maps are similarly lacking, which shouldn't surprise anyone :P +and can be fixed the same way). + +Alternatively, you can just add the maps to the appropriate maplist +explicitly, which will also let you select them for auto-rotation etc. +Up to you. :) diff --git a/cpma/docs/Modes.txt b/cpma/docs/Modes.txt new file mode 100644 index 0000000..f43e8af --- /dev/null +++ b/cpma/docs/Modes.txt @@ -0,0 +1,240 @@ + +Challenge ProMode Arena - Custom Modes +-------------------------------------- +Date: 31 Dec 03 +Audience: Server admins + + +Abstract: +An explanation of custom modes, which are "groups" of settings that persist +across map changes. Modes are an extremely powerful mechanism and actually +very easy to use, but they do have rules that must be followed. + + +Motivation: +Servers are generally configured through extensive use of CVARS. Aside from +issues with bloated server.cfg files, this scheme is simply not suitable for +advanced mods like CPMA that support multiple gametypes, each of which has +fundamentally different behaviour and thus REQUIRES fundamentally different +settings for optimum gameplay. +"Casual" gametypes such as Clan Arena are generally meant to provide newbies +with a gentle introduction to FPS play and simplify the game to just one or +two elements; more advanced gametypes such as DM are intended to tax every +possible aspect of a player's ability, and demand a wider range of "overall" +skill from them. +Modes provide a simple way for server admins to address these different +audiences by localising the rules of each gametype rather than attempting +to come up with a "best mix" in a global config instead. + + +CPMA ships with several standard modes to facilitate competition play. +Hopefully, an explanation of how these work will clarify the concept and +behaviour before getting into how admins can define modes of their own. + +Despite the need for variances in settings, there are certain elements of +gameplay that are common across a large number of gametypes. These form the +"base" configuration for all modes, and are as follows: + +Spawn Health: 100 +Spawn Armour: 0 +Armour Decay: Off in games with items, On in "arena" games +Self Damage: Full +Team Damage: Full +Falling Damage: On +Maximum Damage: No Limit +Armour Types: Standard ProMode +Starting Weapons: Gauntlet and MG +Weapon Respawn: 15 seconds +Megahealth Respawn: Wearoff-based +Weapon Dropping: Off +Flag Dropping: Off +Instagib: Off +Instagib Reload: 1500 +Thaw Time: 3 seconds +Autothaw Time: 120 seconds +Cessrail: Off +Overtime: Sudden Death +Powerups: On +Powerup Respawn: 90 seconds +Holdables: Medkit On, Teleporter Off +Warmup: Competition (require \ready) +Player Respawn: At end of warmup + +Fraglimit and Timelimit are set to 0 as well, since derived modes generally +only want one or the other. +Note that although things like Instagib Reload and Thaw times are not really +"common" in terms of the number of games that they apply to, they are still +set here as they don't create a CONFLICT with "normal" play. + +To this base configuration, the standard modes apply any changed or +additional rules needed to acheive optimum gameplay within the context of +their specific gametype. + +As an example, for Deathmatch play those rules are: + +Timelimit: 10 minutes +Overtime: 2-minute periods +Weapon Respawn: 15 seconds +Megahealth Respawn: Wearoff-based +Powerups: Off +Holdables: Off + +For FFA games, the base rules and especially the DM variants are a +little more brutal and complex than we'd really like. FFA is more of a +friendly game for fun than a competitive one, so we simplify the +gameplay by changing a few more of the rules: + +Fraglimit: 30 +Overtime: Sudden death +Weapon Respawn: Use weaponstay +Powerup Respawn: 60 seconds +Megahealth Respawn: Fixed interval +Warmup: None + + +Custom modes are on equal footing with the built-in modes. +You start with the same "base" settings, and add or change from there. +You MAY NOT use the "mode" vote inside a custom mode: while it might be +trivially easier to derive modes from each other, it's too prone to +people becoming confused and creating cyclical modes. +You can't try and replace a standard mode with one of your own: the +system will always try the built-ins first. Hence STANDARD modes. :) + +There are 3 config/mode only "votes": these can never be callvoted by +players, but still exist as a way to manipulate settings that would +otherwise be unchangeable: "ammo", "type", "locked". +TYPE is the "true" underlying gametype for the mode, and MUST be specified +in your mode config. Accepted values are: + -1: HM, 0: FFA, 1: 1v1, 2: DA, 3: TDM, 4: CTF, 5: CA, 6: FTAG, 7: CTFS +This underlying type is what determines the maplist used by the mode: + 0: ffamaps.txt + -1 and 1: 1v1maps.txt + 2 and 5: camaps.txt + 3 and 6: teammaps.txt + 4 and 7: ctfmaps.txt +LOCKED is for MA maps only and allows you to make an arena unavailable +(e.g. you want people to only use the CA arena). It requires an argument +just for consistency's sake, but the only sensible argument is "1". :) +Locked arenas must still be VALID, i.e. have a TYPE entry. + + +Power comes at a price. The settings in your custom mode are subject to +only the most minimal validation: if you try to do something stupid in them +it's quite likely that the system will allow it. Be careful. :) + +CPMA ships with a few custom modes of its own in the modes/ directory. +They can be quite useful as a reference for how to acheive a particular +style of gameplay. The "base" settings are always applied first, then +the customisation defined by the mode is added in. +Modes are matched case-INsensitive to avoid problems on *nix filesystems. + +As an example: the RA3 mod uses a form of Clan Arena tailored towards +spam and rail-whoring even more than standard CA is. :P +To mimic that behaviour in CPMA, create a modes/RA3.cfg like this: + +type 5 # Clan Arena derivative +limit 5 # first team to 5 rounds wins +ammo 200,100,20,50,150,50,100,0 # lots of GL/PG/RG ammo +armor 100 # 2 rails = YUO AR TEH WINNAR! +items -BFG +fallingdamage 1 +startrespawn 0 +selfdamage 2 +teamdamage 0 # no team damage in spamfests + +Note the format of the "ammo" line: it MUST NOT contain spaces, since the +voting system can only support single tokens as arguments. + +US-style Freeze Tag play is another somewhat unusual ruleset: since the +penalties for being frozen are quite severe, spawnees are outfitted with +extra weapons and a small amount of armour to help avoid simply being +spawnfragged and thus refrozen immediately. While Freeze is a team game, +certain level control elements are also reduced to make lockdowns less +common and harder to maintain. + +type 6 # Freeze Tag derivative +armor 25 # avoid one-shot spawnrapes +dropitems 1 # share weapons/ammo with teammates +overtime 1 +simplemega 0 +startweapon 268 # start with MG, SG, and PG +startrespawn 0 # don't thaw winning team after score +timelimit 20 +weaponrespawn 15 # make weapons more available + + +IMPORTANT: How modes interact with Multi-Arena maps +--------------------------------------------------- + +MA maps REQUIRE each arena's settings to be specified in a config file, +which is always .cfg and is automatically applied when the map +is loaded. The file is read from the directory that map_cfgdir points to. + +The format of MA config files is the same as for custom modes, and arenas +are initialised to the same "base" configuration that modes use. + +Each group of settings MUST be preceded by an "arena n" line so that the +system knows where to apply them. + +Config files CAN use "mode XX" lines, and this is HIGHLY recommended. + +As an example: to configure an arena for 1v1 DA play, you CAN just use: + +# Thunderstruck +arena 2 +type 2 +armor 100 +limit 1 +startrespawn 0 + +and you'll actually get a rather fun game (ironically, one that's more +interesting and skillful than PingSpam Arena). :P +It's probably not what you were after though - to get THAT you need to use +something more like this: + +# Thunderstruck +arena 2 +type 2 +ammo 200,100,20,50,150,50,100,0 +armor 100 +limit 1 +items -BFG +startrespawn 0 + +After a few of those, the config starts to get rather heavy-looking. +So instead, you can simply do this: + +# Thunderstruck +arena 2 +mode DA + +Quite a bit cleaner and more concise. :) +However, since custom modes are just as valid as standard modes are, +you can go even further and create exactly the behaviour that you want +in a single place, then apply it easily to multiple arenas and multiple +maps. For example, to cut down on spam create a modes/MyDA.cfg like this: + +type 2 +ammo 200,100,0,50,150,50,0,0 +armor 100 +limit 1 +items -BFG +items -GL +items -PG +startrespawn 0 + +Then in ra3map1.cfg just use: + +# Evolution +arena 1 +mode MyDA + +# Thunderstruck +arena 2 +mode MyDA + +etc. +Once you've done that, you can change the settings for any arenas and +any maps that use your custom mode by just changing the definition of +that mode itself, rather than copying and pasting the settings into +every individual map's config file. diff --git a/cpma/docs/NTF.txt b/cpma/docs/NTF.txt new file mode 100644 index 0000000..834c0ac --- /dev/null +++ b/cpma/docs/NTF.txt @@ -0,0 +1,78 @@ + +Challenge ProMode Arena: NTF +---------------------------- +Date: 3 Dec 06 + + +NTF is a class-based form of CTF, somewhat reminiscent of Team Fortress +but really having very little in common with it. +Flags, Powerups, and Ammo are all present just as in CTF, but maps have +no Armour, no Health except for the MegaHealth, and no Weapons. + +Players spawn with no armour, and an initial health and weapon loadout +determined by the class. + +Health and armour both regenerate at 5 points per second: health up to +100, and armour up to the class's maximum. + +Backpacks from corpses give one box of ammo for all your weapons and an +armour shard. + + +Classes are defined by the files in cpma/classes and like modes can be +customised extensively. The options for class definitions are: + +n - name ("Scout", "Fighter", etc) + +m - model ("slash", sarge", etc) +NTF models always use ProMode skins + +s - base speed +320 is standard CPM speed, i.e. VERY fast if the player is skilled enough + +h - spawn health + +a - maximum armour + +ac - armour class +One of the CPMA armour types: 0 - Green, 1 - Yellow, 2 - Red + +ht - hook type (0 - None, 1 - Offhand, 2 - Onhand) + +hp - hook pull +How fast a grappling player moves + +hs - hook speed +How fast the grapple hook itself moves + +jd 1 - can double jump + +jr 1 - can ramp jump + +wX s,m,b,g - weapon loadout and ammo +w2 is MG, w3 SG, and so on. The four arguments set the ammo counts for +initial spawn, max, "box" pickup (i.e. a dropped pack), and "gun" pickup +(i.e. an item pack). They MUST all be specified, and MUST be comma-separated +with no spaces between them (just like "ammo" lines in mode configs). +Whether a class has a weapon or not is determined by the presence of a wX +line, not the spawn ammo, so it's possible to give a class a certain weapon +but have it be unusable until the player acquires ammo for it from a pack. + +sw - starting weapon +Must be one of the numbers from a wX line (or 1 for gauntlet). Handy for +classes like Scout that spawn with SG and GL to prevent GL being selected +just because it's the "higher" weapon + +There is basically no checking done on any part of the class definitions. +If you're not capable of getting them right, you probably shouldn't be messing +with them in the first place. :) + + +Although we don't currently enforce it, realistically NTF requires CPM +settings. PMC lets Fighters and Tanks move faster than Scouts; CQ3 nerfs +advanced movement so badly that classes which depend on it become almost +unplayable; and VQ3 simply doesn't work. +Still, it's the admin's choice to make so... + + +In case you hadn't worked it out yet, NTF stands for "Not Team Fortress". :) diff --git a/cpma/docs/PlayerFilters.txt b/cpma/docs/PlayerFilters.txt new file mode 100644 index 0000000..efcc09f --- /dev/null +++ b/cpma/docs/PlayerFilters.txt @@ -0,0 +1,142 @@ + +Challenge ProMode Arena: Player Filtering +----------------------------------------- +Date: 26 Mar 01 + + +The "Player Filtering" capabilities under CPMA allow for more than +just simple IP address banning. Below is a description of the +features in the current version of CPMA for Quake3. + +All filtering commands are of the form: + + + +: + banplayer + bantag + banaddr + banpass + + + Name (or partial) of a player to ban/allow. + + + Beginning portion of a client's address to ban/allow. + Note that the current version does NOT support specifying + subnet masks, so this method is really a "traditional" + Class C filter at best (although you COULD get away with + smaller subnets if you know what you are doing). + + + Specifies what a client's public "password" must be set + for pass/fail of the current filter. + +----> Note: Specifying "none" in a field will disable that field for + the current filter. + + +Name Filtering +-------------- +Traditional name filtering. This specifies an exact match (barring +capitalization and color escape codes) of a playername to allow/deny. +A player will ALWAYS be denied access to the server (or changing their +name after connect) with the name specified in the filter. + +The client CAN still connect even if his/her name matches the name +specified in the filter if they can match either of the two criteria: + - They satisfy the rule (if specified) + - They satisfy the rule (if specifed) in their + "password" client userinfo. + +----> This is an old method of banning. It is recommended that + the "bantag" filter (below) is used in nearly all cases. + +Usage: +banplayer Rhea none none + ---> (Nobody with the name "Rhea" can ever connect, or change + their name in game to "Rhea" after connecting with a + valid name) + +banplayer Johnny 129.237. my_bad + ---> (Nobody with the name "Johnny" can ever connect (or change + their name to "Johnny") unless they are connecting from + an address that begins with "129.237." or if they have + their public "password" variable set to "my_bad"). + + +Name "Tag" Filtering +-------------------- +Pattern-match name filtering. This specifies a pattern-matching filter +(barring capitalization and color escape codes) of a playername to +allow/deny. The main difference between this type of filter and the +straight name filter (above) is that such things as clan "tags" can be +protected from name smurfs (people fakin the fraud, dissers, someone +who aint on the down low, posers, imposters... git it??). It is also +useful for keeping people from changing their name slightly to achieve +the same effect. + +A player will ALWAYS be denied access to the server (or changing their +name after connect) with the name specified in the filter. + +The client CAN still connect even if his/her name contains the specified +tag pattern in their name if they can match either of the two criteria: + - They satisfy the rule (if specified) + - They satisfy the rule (if specified) in their + "password" client userinfo. + +----> It is recommended that this form of name banning be used in + nearly all cases. In fact, I can't thing of a reason not to + use it in place of "banplayer" =) + +Usage: +bantag a| none w3rd + ---> (Nobody can connect with the pattern "a|" in their name unless + they have their public "password" set to "w3rd"). + + +IP Address Filtering +-------------------- +Connecting client address filtering. This allows admins to deny +clients based solely on their connecting IP address. A player will +ALWAYS be denied access to the server based on their connecting +address that matches the filter unless they can +match either of the two criteria: + - They satisfy the rule (if specified) + - They satisfy the rule (if specified) in their + "password" client userinfo. + +----> This is probably the primary method to use for player + banning capabilities. + +Usage: +banaddr none 129.237. none + ---> (Nobody can connect from an address that begins with + "129.237.", period) + +banaddr none 129.237. imc00l + ---> (Nobody can connect from an address that begins with + "129.237." unless they have their public "password" + set to "imc00l"). + + +Password Filtering +-------------------- +Connecting client password filtering. This allows admins to specify +multiple server passwords for connecting clients. Clients must have +the password specified in either their public variable. Players +may bypass the password if either: + - They satisfy the rule (if specified) + - They satisfy the rule (if specified) + +----> Players will not be banned unless they fail ALL "banpass" + filters (if any are specified at all). Hence, you can + have temporary passwords while using default passwords that + persist for longer periods. + +Usage: +banpass none 129.237. onthedownlow + ---> (A player will fail the filter if their public "password" + is not set to "onthedownlow" unless they are + connecting from an address that begins with "129.237."). + diff --git a/cpma/docs/Server.txt b/cpma/docs/Server.txt new file mode 100644 index 0000000..cff20c6 --- /dev/null +++ b/cpma/docs/Server.txt @@ -0,0 +1,394 @@ + +Challenge ProMode Arena: Server Settings +---------------------------------------- +Date: 11 Jun 08 + + +Recommended dedicated server command-line: + + quake3 +set dedicated 2 +set fs_game cpma +set vm_game 2 +exec + + +mode_start + Specify the game type to start the server with. + * 1v1 - Duel / "Classic" Deathmatch + FFA - Free For All + TDM - Team Deathmatch + CTF - Capture The Flag + CA - Clan Arena + FTAG - FreezeTag (European rules) + CTFS - Capture Strike + Or a custom mode: see docs/Modes.txt for details. + +mode_idletime + how long before idle servers reset to default mode+map (default: 10) + +server_gameplay + Sets the level (speed and strategic depth) of gameplay to use. + * CPM - Challenge ProMode II (Modern CPM, 2004+) + PMC - ProMode Classic (2000-2003) + CQ3 - Challenge Quake3 + VQ3 - Vanilla Quake3 (OSP) + +server_maxpacketsmin + Specifies minimum client cl_maxpackets setting (Default = 30, + 0 = no lower limit on client cl_maxpackets). + +server_maxpacketsmax + Specifies maximum client cl_maxpackets setting (Default = 125, + 0 = no upper limit on client cl_maxpackets). + +server_motdfile + Defines an external file from which to read MOTD message to + display to a client. This file will override + any server_motdX variable setting (defined below). + (Default = "none" - No MOTD file defined). + +server_motdX (X = 1 through 8) + Sets the server MOTD. Each var is used to display a line in the + MOTD. The message is terminated when the first NULL ("") line is + encountered. + +server_optimiseBW <0|1> + Force the optimiseBW algorithm on for all clients, which greatly + reduces the amount of unnecessary data sent out. + Regrettably, this also makes you unable to see players through + portals, thanks to a bug in the Q3 engine. Regardless, this really + should NEVER be set to 0 except when on LAN - the difference is + just staggering. + 0 - Waste huge amounts of bandwidth for no good reason. + * 1 - Don't. :) + +server_timenudgemin + Specifies minimum client cl_timenudge setting (Default = 0, + no lower limit on client cl_timenudge). + +server_timenudgemax + Specifies maximum client cl_timenudge setting (Default = 0, + no upper limit on client cl_timenudge). + +server_ratemin + Specifies minimum client rate setting (Default = 0, + no lower limit on client rate). + +server_record + 1 - record demos + 2 - take screenshots + 4 - add server name to demo/screenshot filenames + 8 - add server time when game starts to filenames + +server_availmodes + Restrict the server to a subset of supported game types + (Default: "" - all modes available) + +server_chatfloodprotect + Controls max # of msgs per second (Default = 0) + e.g. server_chatfloodprotect 2 means you can talk every 500ms + +ref_password + Sets the password for in-game "referee" (admin) access. + Setting this password to "none" disables the referee feature + (default = "none"). + + +======================== + GENERAL Q3 OPTIONS +======================== + +g_inactivity + Specifies how long a player can idle before being kicked + from the server. A value of "0" disables this feature + (default = 0). + +g_log + Specifies the name of the file to save all in-game + information. Setting this to "" disables logging + (default = "games.log"). + It's worth pointing out that logfiles can get very large, + and for public servers there's really not much point in + using them. Anything truly important will be written to + the admin log instead, which is a separate file. + + +============================== + MATCH-RELATED PARAMETERS +============================== + +match_mutespecs <0|1> + Enables/disables spectator chat being displayed to active + players in the game when a match is in progress (default = 0). + +match_readypercent + Specifies the percentage of in-game players who must be + "ready" to start a match. This can also be used to get + a match going on an otherwise long "warmup" period + (default = 51). + +match_maxsuicides + players who /kill more than this many times will be auto-banned + stops them screwing up TDM games and forcing draws in DA + (default = 0). + +match_WinDelayDA (in milliseconds, default 2000) + controls how long after the kill a winner is actually declared + so if you rail someone but then their rocket takes you out, + the round is ruled a draw + +match_winDelayCA (in milliseconds, default 4000) + same as match_WinDelayDA, but for Clan Arena games + + +============== + TEAMPLAY +============== + +team_allcaptain <0|1> + 0 - Traditional captaincy assignments (1 per team). + * 1 - All players on a team have the ability to invite + spectators or to call a time-out. There is still + a single "true" captain. + +g_teamAutoJoin <0|1> + * 0 - Places connecting players in spectator mode once they + have fully connected to the game. + 1 - Automatically places a player on the team with the + lowest number of players (or score if equal player + counts) after fully connecting to the game. + +g_teamForceBalance <0|1> + * 0 - Allows players to join any team, regardless of player counts. + 1 - Forces players to join the team that has fewer players + and if equal, then the team with the lower score. + + +============ + VOTING +============ + +g_allowVote <0|1> + 0 - Disables all client voting on the server. + * 1 - Allows clients to vote on server settings. + +vote_limit + Maximum # of votes allowed during a map for a non-referee + (default = 5). + +vote_percent <1-100> + Specifies the percentage of accepting clients needed for a + vote to pass. Note that a player who does not vote is assumed to + be opposed to the change. This saves players being forced to break + off actual play simply to "defend" against an unwanted vote. + +vote_allow_ + All but a few votes have a corresponding vote_allow_ cvar, + which enables fine control of players' ability to call votes. + Note that a referee may change ANY votable setting, regardless + of its vote_allow control, so you should use vote_allow_referee 0 + as well if you choose to disable any votes. + 0 - Disables a particular vote item. + * 1 - Allows clients to vote on the item. + +allcaptain <0|1> + See team_allcaptain. + +armor <0-200> + Specify amount of armor to give players on spawn. + +armorsystem <0-3> + Allows different ProMode armor systems to be used. + 0 - Standard (S:5 GA:50 YA:100 RA:150) + 1 - Obsolete (S:5 GA:50 YA:100 RA:200) + 2 - Quake1-ish (S:2 GA:100 YA:150 RA:200) + 3 - Quake2-ish (S:2 GA:25 YA:50 RA:100) + +dropitems <0-3> + Ability to drop weapons/ammo/flags + 0 - None + 1 - Weapons and ammo + 2 - Flags + 3 - All + +fallingdamage <0|1> + Enables/disables falling damage (duh) + +flood + Sets maximum number of chat messages per client per second + Clients can use this vote to loosen or disable (0) flood control, + usually in teamplay games where free communication is crucial. + +footsteps <0|1> *CQ3 only* + Enables/disables footstep sounds + +hook <0|1|2> + Sets hook availability and type + 0 - Disabled + 1 - Offhand (the "newbie" grapple, or "crutch") + 2 - Onhand (the "skill" grapple) + +instagib <0|1> + Enables/disables Instagib gameplay + +items +/- + Enables/disables items (weapons, powerups, etc) + MG Machine Gun SG Shotgun GL Grenade Launcher + RL Rocket Launcher LG Lightning Gun RG Railgun + PG Plasma Gun BFG Big Effin Gun AMMO Ammunition + 5H Health Sphere 25H Yellow Health 50H Gold Health + MH Megahealth 5A Armor Shard GA Green Armor + YA Yellow Armor RA Red Armor + QUAD Quad Damage SUIT Battle Suit HASTE Haste + INVIS Invisibility REGEN Regeneration FLIGHT Flight + MEDKIT Medkit TELE Personal Tele + Grouped items: + HEALTH All Health ARMOR All Armor RUNES All Powerups + ITEMS All Holdables ALL Everything + +kick + Forces a player to disconnect from the server + +map + Changes to a new map and/or itemset + +maxdamage + Sets the maximum damage shots can do to "friendly" players + (yourself and your teammates) + 0 = no limit: use selfdamage and teamdamage to disable completely + +maxpackets_max / maxpackets_min + Both controlled by vote_allow_maxpackets + See server_maxpacketsmin / server_maxpacketsmax + +mode + Loads a standard server configuration. + Normally used to change game types. + Note that there is no vote_allow_mode cvar: + server_availmodes is used instead to give admins more control + +mutespecs <0|1> + See match_mutespecs + +overtime <0|1|2> + Sets overtime behaviour + 0 - Sudden Death (first score decides) + 1 - Timed Periods (2 or 5 minutes each) + 2 - No Overtime (matches can end in a tie) + +poweruprespawn <30-120> + Sets power respawn delay in seconds + +gameplay + See server_gameplay + +prosound <0|1> *CQ3 only* + Enables/disables ProMode's enhanced sound system + +random + Picks a number from 1 to + +referee + Gives a player additional admin abilities + These can be removed by an unreferee vote + +reload + Sets RG reload time for Instagib games (in ms, normally 1500) + +scorelimit / limit + Changes the fraglimit/caplimit/roundlimit/pointlimit + +selfdamage <0-3> + Controls your ability to hurt yourself + 0 - None + 1 - Health only + 2 - Armor only + 3 - Health and armor + +simplemega <0|1> + Controlled by vote_allow_mhstyle + Toggles wearoff/periodic MH respawn behaviour + +startrespawn <0|1> + For CA/DA, toggles players respawning on round start + For Freeze Tag, toggles winning team thawing on round start + +startweapon + Sets players initial armament on respawn + Add values together to give multiple weapons + MG 4, SG 8, GL 16, RL 32, LG 64, RG 128, PG 256, BFG 512 + +teamdamage <0-3> + Controls your ability to hurt teammates + Values are as for selfdamage + +thawauto <30-300> + Controlled by vote_allow_thaw + Sets how long players stay frozen if not defrosted by a teammate + +thawtime <1-10> + Controlled by vote_allow_thaw + Sets how long it takes to defrost teammates (in seconds) + +thrufloors <0|1> + Toggles splash damage transferring through thin surfaces + +timelimit + Changes the game's timelimit + +timenudge_max / timenudge_min + Both controlled by vote_allow_timenudge + See server_timenudgemin / server_timenudgemax + +warmup + Sets the duration of the pre-match warmup + +weaponrespawn + Sets weapon respawn delay in seconds (0 means weaponstay) + + +========== + HOOK +========== + +hook_delaytime + Specifies the minimum number of MILLISECONDS that a player + can redeploy a hook after use (default = 750). + +hook_holdtime + Specifies the maximum number of seconds that a player's + hook will remain attached (default = 3). + +hook_range + Specifies the maximum length of the hook cable (default = 1800) + +hook_sky <0|1> + * 0 - Players cannot hook the "sky" surface. + 1 - Players can hook onto any surface (except other players). + +hook_speed + The speed at which the hook leaves from the player's position + and makes contact with a surface on the map (default = 1200). + +hook_speedpull + The speed at which a player is pulled along the hook's path + after it has landed on a valid map surface (default = 700). + + + +================== + MAP SETTINGS +================== +map_cfgdir + sets where the maplists etc are read from (default: "cfg-maps") + +map_delay + 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 + (default: 30) + +map_rotate <0|1> + 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 mapnd of each match (default: 0) + diff --git a/cpma/docs/arQmode.txt b/cpma/docs/arQmode.txt new file mode 100644 index 0000000..ba1d1c5 --- /dev/null +++ b/cpma/docs/arQmode.txt @@ -0,0 +1,176 @@ + +Challenge ProMode Arena: arQmode +-------------------------------- +Date: 28 Nov 03 + +There is no "arQmode" any more. It's been tweaked and is now the official +ruleset of Challenge ProMode. This document exists solely for "historical" +purposes. + + +Date: 18 Feb 03 + +arQmode is an unofficial version of Challenge ProMode that incorporates some +of the changes we've discussed over the years but opted NOT to include in +ProMode itself for one reason or another. It's really just a place for me to +experiment with gameplay, and unlike ProMode the settings for arQmode can +(and most likely will) change on a whim without any Design review. +I'll refer to it as APM from now on to save typing. :) + +The strategic elements of modern ProMode (armour specifics, weaponspawns, +MH behaviour, sound system, etc) are so close to perfect after the last few +years of CPMA refinements that changes in that area would provide at best +miniscule improvement in return for gratuitous differencing from CPM, so +APM (like CQ3) generally leaves them untouched. Instead it focuses on melee, +and especially on the behaviour of the "top tier" weapons. + + +The APM changes are: + +Biased RL Damage +Motivation: Reward use of high-skill weaponry. +Splash damage from the RL now follows a Q1/Q2-like scheme (though nothing +like as ubernoobed) where ANY hit does a minimum of 15 damage, and the +damage/distance relationship is biased accordingly, i.e. a shot that does +50 damage in CPM will do ~60 damage in APM. Note that although the base +knockback factor remains the same as in CPM, knockback on splash hits +will also be higher since the base factor is scaled by damage. RL speed, +base damage, splash radius, and max splash damage remain unchanged. + +Decreased Splash Vertical Knockback +Motivation: Ameliorate the higher RL knockback. +CPM's vertical knockback base is 150% of CQ3's. APM's is 133% of CQ3's, +or 89% of CPM's. Since an "average" RL hit in APM is ~20% stronger than +in CPM, players were thrown around too much. While this change reduces +the "lift" from a perfect RL shot by a small amount, when coupled with +the previous change it increases lift on an overall basis for the vast +majority of shots, and you can still juggle people very nicely. :P + +Increased PG Damage and Knockback, Reduced Speed +Motivation: Reward use of high-skill weaponry. +The PG's *direct hit* damage has been raised from 15 to 20. The splash +damage remains unchanged, and the splash radius is slightly reduced. +These changes promote the PG to "top tier" / "power trio" weapon status. +Knockback has been increased implicity along with damage, but only +slightly: it's now roughly that of the CPM LG. +The projectile's speed has been reduced from 2000 to 1800. +This keeps the weapon extremely dangerous at close range (where it's still +effectively a hitscan weapon) but reduces its utility as a mid-range spam +weapon since good players will be able to dodge it to some extent as was +possible in Doom; and greatly reduces its value for "pure spam" cases on +CTF and other large maps. Speaking of which... +The one significant issue with a strong PG lies not so much with the +weapon itself but with the behaviour of a certain class of player: the +tendency for newbies to simply spam it until they run out of ammo. While +not really a problem in skill games, it becomes a very obvious one in CA +and CTFS, as those gametypes not only have 99% of the newbie population +but also provide the weapon and ammo for free. Fortunately, such people +are far more likely to play RA3 or Threewave than CPMA. :P +Regardless, the ammo limit for the PG has been reduced to 100, which is +more than enough for DM or even TDM play. +The size of the plasma graphic has been reduced too, since I REALLY HATE +the way Q3 does them; and the shots themselves are in reality infinitely +small, contrary to their appearance (especially in VQ3). + +Decreased LG Damage and Knockback +Motivation: Penalise use of low-skill weaponry. +The LG is 90% ping and 10% ability. Terrifying in the hands of even the +most newbie SLPB yet near-useless to HPBs regardless of their skill, it +has no place as a top tier weapon. The interesting impact of damage +changes to the LG is how that damage is distributed across health and +armour. In CPM, the LG damage is always split 2H 6A whether the enemy has +RA or YA: despite the lower protection percentage of YA, the rounding +applied to the factors involved makes both armours equivalent. Dropping +the damage to either 6 or 7 makes the armours distinct again, but the +health loss is the same whether the LG is 6 or 7: damage is applied as +1H xA against RA and 2H xA against YA for both. +I flipped a coin and chose 6. +To look at that another way: against a YA player, all 3 "total damage" +factors reduce health at the same rate: the only difference is how fast +they go through armour. Against an RA player though, either reduction in +LG damage makes it virtually worthless for actually killing people until +such time as the enemy's armour has been eroded. As such, the LG's role +is now very much restricted to that of a finishing weapon and a way to +"test" the enemy's health and then combo from. +Knockback has been reduced implicity along with damage, but increased +explicitly to compensate somewhat. CPM's LG has a knockback of 10 (units +per hit) and I originally set APM's to 8, which is JUST enough to hold +someone in the air, but it requires exceptional aim to do so. In the end +I upped it to 9 simply because it's just so much more fun at that when +people take jumppads. :) +9 Mar 03: The only thing I DON'T like about 6 is that it means LG now +has the same hit tone with Quad as without, which is a bit of a shame. +So I got sneaky and increased it to 6.5 instead. Since you can't do +fractional damage, that means it stays at 6 normally, but with Quad it +jumps from 24 to 26. + +Decreased Rail Damage and Knockback +Motivation: Penalise passive play. +Now half of its CPM value, enabling fast players to break through "standy +railer" defenses. It's extremely tempting to leave the knockback factor +at 1 but change the actual damage of the RG instead. Reducing it to 75 +for example removes the ability to use it for skill-less spawnrapes but +leaves it strong enough to be used for "balance of power" shifts or to +finish an opponent with. It would however diminish the overall power of +the RG to a level that removes it from the top tier, thus leaving no +hitscan weapon in that class, which I think would be a mistake. The only +way to compensate for that would be to reduce the reload penalty or +reinstate cessrail: of the two, a consistent but faster reload is +probably still the more desirable option, but with the LG also modified +the classic cessrail combo is really a non-issue for APM already. +9 Mar 03: Okay, tempting enough that I'm going to try it. :) +Damage is reduced to 80; overall knockback stays at half of CPM/VQ3. +I found it impossible to decide between a constant faster reload and +just re-enabling cessrail by default: there are pros and cons to both. +In the end I went with this: if you enable fastrail, you get the standard +FR timings of 1000 and 1500; whereas if you leave it disabled (default) +then the reload is dropped to 1250. +APM was already strongly RL-dominated, and I think that's even more the +case after this change. The RG still clearly has an effective role even in +DM though: it remains the weapon of choice for a couple of key situations, +so I'm willing to run with this for a while and see how it plays out. + +Assorted BFG Tweakage +Motivation: Avoid Superweapons. +When I originally set the BFG to be a "120% RL", the plan was that we use +that as a starting point and then refine it from there. That never happened +in CPM, and the weapon remains +20% over the RL in all these aspects: +speed; damage; splash damage; splash radius; and implicitly, knockback. +(The knockback scale is the same as the RL's, but since the damage is +20% +the knockback automatically is also). +APM shrinks the blast radius down to 20% *less* than the RL. Interestingly, +because of the new bias on the APM RL the two weapons now cause roughly the +same damage for "average" shots, but the BFG causes more on "good" shots +and less on "bad" shots. + +Biased Spawns (the only strategic change) +Motivation: Minimise streaks of "cheap luck". +Biased player respawns mean that a player CAN respawn at any spawnpoint, +but is more likely to respawn some distance from where he died. While +clearly still superior to baseq3's utterly predictable respawns, and +significantly less likely (note: NOT impossible) to result in unpleasant +"get spawnfragged in the same place 3 times in a row" than the "true +random" scheme that CPM uses, there are still elements to it that I'm +not really comfortable with. My personal opinion is that that there IS no +"best" way to handle respawns, because of the variance in map layouts etc +and in the events that lead up to the frag in the first place. Still, to +paraphrase the ELM docs: "All respawn schemes suck. This one just sucks +less than the others". :) + + +Changes that STILL didn't make it: + +Increased Ground Friction +Motivation: Improve player agility when on the ground. +Something that was supposed to be in *pre-CPMA* CPM even, but in reality +was never changed. Friction is 25% higher, allowing for faster stops and +increased dodging ability. It has the interesting side-effect of reducing +"launch speed" (i.e. the speed of the initial CSJ when starting a run) by +about 30-50ups, which makes certain now-common tricks like stairs->MH on +CPM3 significantly harder. +Final Verdict: Had we done this years ago, it arguably would have been +the better call, but at this stage it just seems limiting. +Moreover it forces players to relearn the initial CSJ and thus introduces +a conflict between CPM and APM movement, and a barrier to being able to +play both. Those factors more than outweigh the slight improvement that it +makes to the ground game. diff --git a/cpma/hud/arqon.cfg b/cpma/hud/arqon.cfg new file mode 100644 index 0000000..7367a71 --- /dev/null +++ b/cpma/hud/arqon.cfg @@ -0,0 +1,242 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + #font id; textstyle 1 + font threewave +} + + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 +} + + +NetGraph +{ + rect 592 432 48 48 + bgcolor 0.25 0.25 0.25 0.25 + fill +} + +NetGraphPing +{ + rect 592 432 48 12 + textalign R +} + + +# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks: +# W and H are the size of EACH weapon, not the total +# and for the horizontal weaponlist (textalign C) X is the point to center around +# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM + +WeaponList +{ + rect 0 80 48 16 + color 0.25 0.25 1 0.75 + bgcolor 0.25 0.25 0.25 0.75 + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 260 420 24 24 + model "models/players/mynx/head.md3" + image "models/players/mynx/head_pm.skin" + angles 0 180 0 0 + offset -12 -0.5 -3 + color 0.25 0.75 1 1 +} + +StatusBar_HealthCount +{ + rect 240 448 48 24 + font idblock + fontsize 16 24 + textalign R + textstyle 1 +} + + +StatusBar_AmmoIcon +{ + rect 312 428 16 16 +} + +StatusBar_AmmoCount +{ + rect 302 448 36 16 + font idblock + fontsize 12 16 + textalign C + textstyle 1 +} + + +StatusBar_ArmorIcon +{ + rect 352 420 24 24 + #angles 0 180 0 0 + #Draw3D +} + +StatusBar_ArmorCount +{ + rect 352 448 48 32 + font idblock + fontsize 16 24 + textstyle 1 +} + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 24 640 16 + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 32 640 24 + fontsize 16 24 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 64 640 16 + fontsize 12 16 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FollowMessage +{ + rect 0 16 640 12 + textalign C +} + + +PlayerSpeed +{ + rect 0 12 640 12 + color 1 1 1 0.5 + textalign R +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +!DEFAULT { textalign R; fontsize 16 20; } +Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; } + + +!DEFAULT { textalign L; fontsize 8 12; } +Chat1 { rect 0 396 640 12; time 3000; } +Chat2 { rect 0 384 640 12; time 3000; } +Chat3 { rect 0 372 640 12; time 3000; } +Chat4 { rect 0 360 640 12; time 3000; } +Chat5 { rect 0 348 640 12; time 3000; } +Chat6 { rect 0 336 640 12; time 3000; } +Chat7 { rect 0 324 640 12; time 3000; } +Chat8 { rect 0 312 640 12; time 3000; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; } +Team1 { rect 0 396 640 12; monospace; } +Team2 { rect 0 384 640 12; monospace; } +Team3 { rect 0 372 640 12; monospace; } +Team4 { rect 0 360 640 12; monospace; } +Team5 { rect 0 348 640 12; monospace; } +Team6 { rect 0 336 640 12; monospace; } +Team7 { rect 0 324 640 12; monospace; } +Team8 { rect 0 312 640 12; monospace; } + +!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; } + +PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS +PowerUp1_Time { rect 544 264 64 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; } + + +FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; } +FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; } + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; } + +TeamCount_OWN { rect 620 48 20 20; fill; } +TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 72 20 20; fill; } +TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud1.cfg b/cpma/hud/hud1.cfg new file mode 100644 index 0000000..a8c4935 --- /dev/null +++ b/cpma/hud/hud1.cfg @@ -0,0 +1,237 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + font cpma + textstyle 1 +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +WeaponList +{ + rect 0 64 48 16 + color 0.2 0.2 0.7 0.75 + font id + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 200 448 24 24 + image "models/players/mynx/icon_pm.tga" +} + +StatusBar_HealthCount +{ + rect 240 448 48 24 + font idblock + fontsize 16 24 + textalign R +} + + + +StatusBar_ArmorIcon +{ + rect 420 448 24 24 +} + +StatusBar_ArmorCount +{ + rect 352 448 32 32 + font idblock + fontsize 16 24 +} + + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 16 640 16 + font id + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 16 640 24 + fontsize 20 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 40 640 24 + fontsize 16 + textalign C +} + + +FollowMessage +{ + rect 0 466 640 12 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FragMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +RankMessage +{ + rect 0 96 640 12 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +#PlayerSpeed +#{ +# rect 0 386 640 12 +# color 1 1 1 0.5 +# textalign R +#} + + +ItemPickup +{ + rect 24 384 640 16 + fontsize 12 16 + time 1500 + #fade 1 1 1 0.5 +} + + +ItemPickupIcon +{ + rect 0 384 16 16 + time 1500 + # fading an image requires an alpha channel which the icons don't have >:( + #fade 1 1 1 0.5 +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +Chat1 { rect 0 372 640 12; time 3000; } +Chat2 { rect 0 360 640 12; time 3000; } +Chat3 { rect 0 348 640 12; time 3000; } +Chat4 { rect 0 336 640 12; time 3000; } +Chat5 { rect 0 324 640 12; time 3000; } +Chat6 { rect 0 312 640 12; time 3000; } +Chat7 { rect 0 300 640 12; time 3000; } +Chat8 { rect 0 288 640 12; time 3000; } + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; } +Team1 { rect 0 372 640 12; monospace; } +Team2 { rect 0 360 640 12; monospace; } +Team3 { rect 0 348 640 12; monospace; } +Team4 { rect 0 336 640 12; monospace; } +Team5 { rect 0 324 640 12; monospace; } +Team6 { rect 0 312 640 12; monospace; } +Team7 { rect 0 300 640 12; monospace; } +Team8 { rect 0 288 640 12; monospace; } +!DEFAULT { bgcolor 0 0 0 0; textalign L; } + + +# PowerUp1_Icon is also used for the O/D indicator in CTFS + +PowerUp1_Icon { rect 608 264 32 32; } +PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; } + + +FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; } +FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; } + + +TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud2.cfg b/cpma/hud/hud2.cfg new file mode 100644 index 0000000..6a0dc79 --- /dev/null +++ b/cpma/hud/hud2.cfg @@ -0,0 +1,238 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + font cpma + textstyle 1 +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +WeaponList +{ + rect 320 420 48 16 + color 0.2 0.2 0.7 0.75 + font id + textalign C + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 200 448 24 24 + image "models/players/mynx/icon_pm.tga" +} + +StatusBar_HealthCount +{ + rect 240 448 48 24 + font idblock + fontsize 16 24 + textalign R +} + + + +StatusBar_ArmorIcon +{ + rect 420 448 24 24 +} + +StatusBar_ArmorCount +{ + rect 352 448 32 32 + font idblock + fontsize 16 24 +} + + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 16 640 16 + font id + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 16 640 24 + fontsize 20 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 40 640 24 + fontsize 16 + textalign C +} + + +FollowMessage +{ + rect 0 466 640 12 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FragMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +RankMessage +{ + rect 0 96 640 12 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +#PlayerSpeed +#{ +# rect 0 386 640 12 +# color 1 1 1 0.5 +# textalign R +#} + + +ItemPickup +{ + rect 24 384 640 16 + fontsize 12 16 + time 1500 + #fade 1 1 1 0.5 +} + + +ItemPickupIcon +{ + rect 0 384 16 16 + time 1500 + # fading an image requires an alpha channel which the icons don't have >:( + #fade 1 1 1 0.5 +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +Chat1 { rect 0 372 640 12; time 3000; } +Chat2 { rect 0 360 640 12; time 3000; } +Chat3 { rect 0 348 640 12; time 3000; } +Chat4 { rect 0 336 640 12; time 3000; } +Chat5 { rect 0 324 640 12; time 3000; } +Chat6 { rect 0 312 640 12; time 3000; } +Chat7 { rect 0 300 640 12; time 3000; } +Chat8 { rect 0 288 640 12; time 3000; } + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; } +Team1 { rect 0 372 640 12; monospace; } +Team2 { rect 0 360 640 12; monospace; } +Team3 { rect 0 348 640 12; monospace; } +Team4 { rect 0 336 640 12; monospace; } +Team5 { rect 0 324 640 12; monospace; } +Team6 { rect 0 312 640 12; monospace; } +Team7 { rect 0 300 640 12; monospace; } +Team8 { rect 0 288 640 12; monospace; } +!DEFAULT { bgcolor 0 0 0 0; textalign L; } + + +# PowerUp1_Icon is also used for the O/D indicator in CTFS + +PowerUp1_Icon { rect 608 264 32 32; } +PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; } + + +FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; } +FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; } + + +TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud3.cfg b/cpma/hud/hud3.cfg new file mode 100644 index 0000000..ef01240 --- /dev/null +++ b/cpma/hud/hud3.cfg @@ -0,0 +1,250 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + font cpma + textstyle 1 +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +WeaponList +{ + rect 592 64 48 16 + color 0.2 0.2 0.7 0.75 + font id + fontsize 12 16 + textalign r +} + + +StatusBar_HealthIcon +{ + rect 150 448 24 24 + image "models/players/mynx/icon_pm.tga" +} + +StatusBar_HealthCount +{ + rect 190 448 48 24 + font idblock + fontsize 16 24 + textalign R +} + + + +StatusBar_ArmorIcon +{ + rect 470 448 24 24 +} + +StatusBar_ArmorCount +{ + rect 400 448 32 32 + font idblock + fontsize 16 24 +} + + +StatusBar_AmmoIcon +{ + rect 312 428 16 16 +} + +StatusBar_AmmoCount +{ + rect 302 448 36 16 + font idblock + fontsize 12 16 + textalign C +} + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 16 640 16 + font id + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 16 640 24 + fontsize 20 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 40 640 24 + fontsize 16 + textalign C +} + + +FollowMessage +{ + rect 0 466 640 12 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FragMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +RankMessage +{ + rect 0 96 640 12 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +#PlayerSpeed +#{ +# rect 0 386 640 12 +# color 1 1 1 0.5 +# textalign R +#} + + +ItemPickup +{ + rect 24 384 640 16 + fontsize 12 16 + time 1500 + #fade 1 1 1 0.5 +} + + +ItemPickupIcon +{ + rect 0 384 16 16 + time 1500 + # fading an image requires an alpha channel which the icons don't have >:( + #fade 1 1 1 0.5 +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +Chat1 { rect 0 372 640 12; time 3000; } +Chat2 { rect 0 360 640 12; time 3000; } +Chat3 { rect 0 348 640 12; time 3000; } +Chat4 { rect 0 336 640 12; time 3000; } +Chat5 { rect 0 324 640 12; time 3000; } +Chat6 { rect 0 312 640 12; time 3000; } +Chat7 { rect 0 300 640 12; time 3000; } +Chat8 { rect 0 288 640 12; time 3000; } + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; } +Team1 { rect 0 372 640 12; monospace; } +Team2 { rect 0 360 640 12; monospace; } +Team3 { rect 0 348 640 12; monospace; } +Team4 { rect 0 336 640 12; monospace; } +Team5 { rect 0 324 640 12; monospace; } +Team6 { rect 0 312 640 12; monospace; } +Team7 { rect 0 300 640 12; monospace; } +Team8 { rect 0 288 640 12; monospace; } +!DEFAULT { bgcolor 0 0 0 0; textalign L; } + + +# PowerUp1_Icon is also used for the O/D indicator in CTFS + +PowerUp1_Icon { rect 608 264 32 32; } +PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; } + + +FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; } +FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; } + + +TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud4.cfg b/cpma/hud/hud4.cfg new file mode 100644 index 0000000..f8eb760 --- /dev/null +++ b/cpma/hud/hud4.cfg @@ -0,0 +1,239 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + font cpma + textstyle 1 +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +WeaponList +{ + rect 320 464 30 11 + color 0.2 0.2 0.7 0.75 + font cpma + textalign C + fontsize 11 + bgcolor 0 0 0 0.5 + fill +} + + +StatusBar_HealthCount +{ + rect 285 260 32 32 + font cpma + color 1 1 1 0.8 + fontsize 11 + textalign C +} + + + +StatusBar_ArmorIcon +{ + rect 313 260 11 11 + textalign R + color 0, 0, 0, 0.5 +} + +StatusBar_ArmorCount +{ + rect 320 260 32 32 + font cpma + fontsize 11 + color 1 1 1 0.8 + textalign C +} + + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 16 640 16 + font id + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 16 640 24 + fontsize 20 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 40 640 24 + fontsize 16 + textalign C +} + + +FollowMessage +{ + rect 0 466 640 12 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FragMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +RankMessage +{ + rect 0 96 640 12 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +#PlayerSpeed +#{ +# rect 0 386 640 12 +# color 1 1 1 0.5 +# textalign R +#} + + +ItemPickup +{ + rect 24 384 640 16 + fontsize 12 16 + time 1500 + #fade 1 1 1 0.5 +} + + +ItemPickupIcon +{ + rect 0 384 16 16 + time 1500 + # fading an image requires an alpha channel which the icons don't have >:( + #fade 1 1 1 0.5 +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +Chat1 { rect 0 372 640 12; time 3000; } +Chat2 { rect 0 360 640 12; time 3000; } +Chat3 { rect 0 348 640 12; time 3000; } +Chat4 { rect 0 336 640 12; time 3000; } +Chat5 { rect 0 324 640 12; time 3000; } +Chat6 { rect 0 312 640 12; time 3000; } +Chat7 { rect 0 300 640 12; time 3000; } +Chat8 { rect 0 288 640 12; time 3000; } + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; } +Team1 { rect 0 372 640 12; monospace; } +Team2 { rect 0 360 640 12; monospace; } +Team3 { rect 0 348 640 12; monospace; } +Team4 { rect 0 336 640 12; monospace; } +Team5 { rect 0 324 640 12; monospace; } +Team6 { rect 0 312 640 12; monospace; } +Team7 { rect 0 300 640 12; monospace; } +Team8 { rect 0 288 640 12; monospace; } +!DEFAULT { bgcolor 0 0 0 0; textalign L; } + + +# PowerUp1_Icon is also used for the O/D indicator in CTFS + +PowerUp1_Icon { rect 608 264 32 32; } +PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; } + + +FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; } +FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; } + + +TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud5.cfg b/cpma/hud/hud5.cfg new file mode 100644 index 0000000..b514af5 --- /dev/null +++ b/cpma/hud/hud5.cfg @@ -0,0 +1,236 @@ +#this comment is purely for a versioning test + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + font cpma + textstyle 1 +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +WeaponList +{ + rect 0 80 48 16 + color 0.2 0.2 0.7 0.75 + font id + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 0 260 24 24 + image "models/players/doom/icon_pm.tga" +} + +StatusBar_HealthCount +{ + rect 30 260 48 24 + font idblock + fontsize 16 24 + textalign L +} + + +StatusBar_ArmorIcon +{ + rect 0 290 24 24 +} + +StatusBar_ArmorCount +{ + rect 30 290 32 32 + font idblock + fontsize 16 24 +} + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 16 640 16 + font id + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 16 640 24 + fontsize 20 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 40 640 24 + fontsize 16 + textalign C +} + + +FollowMessage +{ + rect 0 466 640 12 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FragMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +RankMessage +{ + rect 0 96 640 12 + textalign C + time 1500 + fade 1 1 1 0.5 +} + + +#PlayerSpeed +#{ +# rect 0 386 640 12 +# color 1 1 1 0.5 +# textalign R +#} + + +ItemPickup +{ + rect 24 384 640 16 + fontsize 12 16 + time 1500 + #fade 1 1 1 0.5 +} + + +ItemPickupIcon +{ + rect 0 384 16 16 + time 1500 + # fading an image requires an alpha channel which the icons don't have >:( + #fade 1 1 1 0.5 +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +Chat1 { rect 0 372 640 12; time 3000; } +Chat2 { rect 0 360 640 12; time 3000; } +Chat3 { rect 0 348 640 12; time 3000; } +Chat4 { rect 0 336 640 12; time 3000; } +Chat5 { rect 0 324 640 12; time 3000; } +Chat6 { rect 0 312 640 12; time 3000; } +Chat7 { rect 0 300 640 12; time 3000; } +Chat8 { rect 0 288 640 12; time 3000; } + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; } +Team1 { rect 0 372 640 12; monospace; } +Team2 { rect 0 360 640 12; monospace; } +Team3 { rect 0 348 640 12; monospace; } +Team4 { rect 0 336 640 12; monospace; } +Team5 { rect 0 324 640 12; monospace; } +Team6 { rect 0 312 640 12; monospace; } +Team7 { rect 0 300 640 12; monospace; } +Team8 { rect 0 288 640 12; monospace; } +!DEFAULT { bgcolor 0 0 0 0; textalign L; } + + +# PowerUp1_Icon is also used for the O/D indicator in CTFS + +PowerUp1_Icon { rect 608 264 32 32; } +PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; } + + +FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; } +FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; } + + +TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; } +TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/hud7.cfg b/cpma/hud/hud7.cfg new file mode 100644 index 0000000..101e9c6 --- /dev/null +++ b/cpma/hud/hud7.cfg @@ -0,0 +1,262 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + #font id; textstyle 1 + font threewave +} + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 + font threewave +} + +NetGraph +{ + rect 592 432 48 48 + bgcolor 0.25 0.25 0.25 0.25 + fill +} + +NetGraphPing +{ + rect 592 432 48 12 + textalign R +} + + +# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks: +# W and H are the size of EACH weapon, not the total +# and for the horizontal weaponlist (textalign C) X is the point to center around +# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM + +WeaponList +{ + rect 0 80 48 16 + color 0.25 0.25 1 0.75 + bgcolor 0.25 0.25 0.25 0.75 + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 64 440 16 16 + image "models/players/mynx/icon_pm.tga" +} + +StatusBar_HealthBar +{ + rect 64 440 100 36 + color 0 0 0 0 + textalign R + doublebar +} + +PreDecorate { rect 64 457 100 2; bgcolor 1 1 1 1; fill; } + +StatusBar_HealthCount +{ + rect 168 448 48 24 + font idblock + fontsize 16 24 +} + +PreDecorate { rect 220 440 2 36; bgcolor 1 1 1 1; fill; } + +StatusBar_ArmorIcon +{ + rect 228 440 16 16 +} + +StatusBar_ArmorBar +{ + rect 228 440 100 36 + color 0 0 0 0 + textalign R + doublebar +} + +PreDecorate { rect 228 457 100 2; bgcolor 1 1 1 1; fill; } + +StatusBar_ArmorCount +{ + rect 332 448 48 24 + font idblock + fontsize 16 24 +} + +PreDecorate { rect 384 440 2 36; bgcolor 1 1 1 1; fill; } + +StatusBar_AmmoIcon +{ + rect 392 440 16 16 +} + +StatusBar_AmmoBar +{ + rect 392 440 100 36 + color 0 0 0 0 + textalign R + doublebar +} + +PreDecorate { rect 392 457 100 2; bgcolor 1 1 1 1; fill; } + +StatusBar_AmmoCount +{ + rect 496 448 48 24 + font idblock + fontsize 16 24 +} + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 24 640 16 + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 32 640 24 + fontsize 16 24 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 64 640 16 + fontsize 12 16 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FollowMessage +{ + rect 0 16 640 12 + textalign C +} + + +PlayerSpeed +{ + rect 0 12 640 12 + color 1 1 1 0.5 + textalign R +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +!DEFAULT { textalign R; fontsize 16 20; } +Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; } + + +!DEFAULT { textalign L; fontsize 8 12; } +Chat1 { rect 0 396 640 12; time 3000; } +Chat2 { rect 0 384 640 12; time 3000; } +Chat3 { rect 0 372 640 12; time 3000; } +Chat4 { rect 0 360 640 12; time 3000; } +Chat5 { rect 0 348 640 12; time 3000; } +Chat6 { rect 0 336 640 12; time 3000; } +Chat7 { rect 0 324 640 12; time 3000; } +Chat8 { rect 0 312 640 12; time 3000; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; } +Team1 { rect 0 396 640 12; monospace; } +Team2 { rect 0 384 640 12; monospace; } +Team3 { rect 0 372 640 12; monospace; } +Team4 { rect 0 360 640 12; monospace; } +Team5 { rect 0 348 640 12; monospace; } +Team6 { rect 0 336 640 12; monospace; } +Team7 { rect 0 324 640 12; monospace; } +Team8 { rect 0 312 640 12; monospace; } + +!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; } + +PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS +PowerUp1_Time { rect 544 264 64 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; } + + +FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; } +FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; } + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; } + +TeamCount_OWN { rect 620 48 20 20; fill; } +TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 72 20 20; fill; } +TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/installer.cfg b/cpma/hud/installer.cfg new file mode 100644 index 0000000..1b9a667 --- /dev/null +++ b/cpma/hud/installer.cfg @@ -0,0 +1,242 @@ + +!DEFAULT +{ + color 1 1 1 1 + fontsize 8 12 + #font id; textstyle 1 + font threewave +} + + +Console +{ + rect 0 0 640 48 + #monospace + time 3000 +} + + +NetGraph +{ + rect 592 432 48 48 + bgcolor 0.25 0.25 0.25 0.25 + fill +} + +NetGraphPing +{ + rect 592 432 48 12 + textalign R +} + + +# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks: +# W and H are the size of EACH weapon, not the total +# and for the horizontal weaponlist (textalign C) X is the point to center around +# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM + +WeaponList +{ + rect 0 80 48 16 + color 0.25 0.25 1 0.75 + bgcolor 0.25 0.25 0.25 0.75 + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 260 420 24 24 + model "models/players/doom/head.md3" + image "models/players/doom/head_pm.skin" + angles 0 180 0 0 + offset 0 0 0 + color 0.25 0.75 1 1 +} + +StatusBar_HealthCount +{ + rect 240 448 48 24 + font idblock + fontsize 16 24 + textalign R + textstyle 1 +} + + +StatusBar_AmmoIcon +{ + rect 312 428 16 16 +} + +StatusBar_AmmoCount +{ + rect 302 448 36 16 + font idblock + fontsize 12 16 + textalign C + textstyle 1 +} + + +StatusBar_ArmorIcon +{ + rect 352 420 24 24 + #angles 0 180 0 0 + #Draw3D +} + +StatusBar_ArmorCount +{ + rect 352 448 48 32 + font idblock + fontsize 16 24 + textstyle 1 +} + + +FPS +{ + rect 0 0 640 12 + color 1 1 1 0.5 + textalign R +} + + +GameTime +{ + rect 0 24 640 16 + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0 32 640 24 + fontsize 16 24 + textalign C + color 1 1 0.5 1 +} + + +WarmupInfo +{ + rect 0 64 640 16 + fontsize 12 16 + textalign C +} + + +SpecMessage +{ + rect 0 80 640 16 + fontsize 12 16 + textalign C +} + + +FollowMessage +{ + rect 0 16 640 12 + textalign C +} + + +PlayerSpeed +{ + rect 0 12 640 12 + color 1 1 1 0.5 + textalign R +} + + +TargetName +{ + rect 0 256 640 12 + textalign C + time 500 +} + +TargetStatus +{ + rect 0 268 640 12 + textalign C + time 500 + color 0.5 1 1 1 +} + + +VoteMessageArena +{ + rect 0 60 640 16 + fontsize 12 16 + textalign C +} + + +VoteMessageWorld +{ + rect 0 76 640 16 + fontsize 12 16 + textalign C + color 1 1 0 1 +} + + +!DEFAULT { textalign R; fontsize 16 20; } +Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; } +Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; } + + +#!DEFAULT { textalign L; fontsize 8 12; } +#Chat1 { rect 0 396 640 12; time 3000; } +#Chat2 { rect 0 384 640 12; time 3000; } +#Chat3 { rect 0 372 640 12; time 3000; } +#Chat4 { rect 0 360 640 12; time 3000; } +#Chat5 { rect 0 348 640 12; time 3000; } +#Chat6 { rect 0 336 640 12; time 3000; } +#Chat7 { rect 0 324 640 12; time 3000; } +#Chat8 { rect 0 312 640 12; time 3000; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; } +Team1 { rect 0 396 640 12; monospace; } +Team2 { rect 0 384 640 12; monospace; } +Team3 { rect 0 372 640 12; monospace; } +Team4 { rect 0 360 640 12; monospace; } +Team5 { rect 0 348 640 12; monospace; } +Team6 { rect 0 336 640 12; monospace; } +Team7 { rect 0 324 640 12; monospace; } +Team8 { rect 0 312 640 12; monospace; } + +!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; } + +PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS +PowerUp1_Time { rect 544 264 64 32; } + +PowerUp2_Icon { rect 608 232 32 32; } +PowerUp2_Time { rect 544 232 64 32; } + +PowerUp3_Icon { rect 608 200 32 32; } +PowerUp3_Time { rect 544 200 64 32; } + +PowerUp4_Icon { rect 608 168 32 32; } +PowerUp4_Time { rect 544 168 64 32; } + + +FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; } +FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; } + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; } + +TeamCount_OWN { rect 620 48 20 20; fill; } +TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620 72 20 20; fill; } +TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/hud/old.cfg b/cpma/hud/old.cfg new file mode 100644 index 0000000..004d22f --- /dev/null +++ b/cpma/hud/old.cfg @@ -0,0 +1,247 @@ +!DEFAULT +{ + fontsize 6 10 + font id + textstyle 1 + monospace +} + + +NetGraph +{ + rect 592 432 48 48 + bgcolor 0.25 0.25 0.25 0.25 + fill +} + +NetGraphPing +{ + rect 592 432 48 12 + textalign C +} + + +WeaponList +{ + rect 0 80 60 16 + color 0.25 0.25 1 0.75 + fontsize 12 16 +} + + +StatusBar_HealthIcon +{ + rect 280 440 40 40 + image "models/players/mynx/icon_pm.tga" +} + +StatusBar_HealthCount +{ + rect 320 440 40 40 + font idblock + fontsize 32 40 + textstyle 0 +} + + +StatusBar_ArmorIcon +{ + rect 440 440 40 40 +} + +StatusBar_ArmorCount +{ + rect 480 440 40 40 + font idblock + fontsize 32 40 + textstyle 0 +} + + +StatusBar_AmmoIcon +{ + rect 80 440 40 40 +} + +StatusBar_AmmoCount +{ + rect 120 440 40 40 + font idblock + fontsize 32 40 + textstyle 0 +} + + +FPS +{ + rect 0, 20, 640, 12 + color 1, 1, 1, 1 + fontsize 12 16 + textalign R + color 0, 0, 0, 0 # disabled +} + + +GameTime +{ + rect 0, 0, 640, 16 + fontsize 12 16 + textalign R + monospace +} + + +GameType +{ + rect 0, 16, 640, 24 + fontsize 20 + textalign C + color 1, 1, 0, 1 +} + + +WarmupInfo +{ + rect 0, 40, 640, 24 + fontsize 14 + textalign C + color 1, 0, 0, 1 +} + + +FollowMessage +{ + rect 0, 64, 640, 12 + textalign C +} + + +SpecMessage +{ + rect 0, 80, 640, 16 + fontsize 16 + textalign C +} + + +FragMessage +{ + rect 0, 80, 640, 16 + fontsize 16 + textalign C + time 1500 + fade 1, 1, 1, 0.5 +} + + +RankMessage +{ + rect 0, 96, 640, 12 + textalign C + time 1500 + fade 1, 1, 1, 0.5 +} + + +PlayerSpeed +{ + color 0, 0, 0, 0 # disabled +} + + +ItemPickup +{ + color 0, 0, 0, 0 # disabled +} + + +ItemPickupIcon +{ + color 0, 0, 0, 0 # disabled +} + + +TargetName +{ + color 0, 0, 0, 0 # disabled +} + +TargetStatus +{ + color 0, 0, 0, 0 # disabled +} + + +Chat1 { rect 0, 372, 640, 12; time 3000; } +Chat2 { rect 0, 360, 640, 12; time 3000; } +Chat3 { rect 0, 348, 640, 12; time 3000; } +Chat4 { rect 0, 336, 640, 12; time 3000; } +# disabled Chat5 { } +# disabled Chat6 { } +# disabled Chat7 { } +# disabled Chat8 { } + + +VoteMessageArena +{ + rect 0, 60, 640, 16 + fontsize 6 + textalign C +} + + +VoteMessageWorld +{ + rect 0, 76, 640, 16 + fontsize 6 + textalign C + color 1, 1, 0, 1 +} + + +Score_Limit { rect 0, 420, 32, 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; } +Score_OWN { rect 0, 440, 32, 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; color T; } +Score_NME { rect 0, 460, 32, 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; color E; } + + +# that's all the DM stuff + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.25; textalign R; fontsize 8 12; } + +Team1 { rect 0, 372, 640, 12; color T; } +Team2 { rect 0, 360, 640, 12; color T; } +Team3 { rect 0, 348, 640, 12; color T; } +Team4 { rect 0, 336, 640, 12; color T; } +Team5 { rect 0, 324, 640, 12; color T; } +Team6 { rect 0, 312, 640, 12; color T; } +Team7 { rect 0, 300, 640, 12; color T; } +Team8 { rect 0, 288, 640, 12; color T; } + + +!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; } + +PowerUp1_Icon { rect 608, 264, 32, 32; } # also used for the O/D indicator in CTFS +PowerUp1_Time { rect 544, 264, 64, 32; } + +PowerUp2_Icon { rect 608, 232, 32, 32; } +PowerUp2_Time { rect 544, 232, 64, 32; } + +PowerUp3_Icon { rect 608, 200, 32, 32; } +PowerUp3_Time { rect 544, 200, 64, 32; } + +PowerUp4_Icon { rect 608, 168, 32, 32; } +PowerUp4_Time { rect 544, 168, 64, 32; } + + +# note: team coloring for images needs BGCOLOR alpha to be non-zero +FlagStatus_OWN { rect 608 400 32 32; bgcolor 1 1 1 1; color T; } +FlagStatus_NME { rect 568 400 32 32; bgcolor 1 1 1 1; color E; } + + +!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font id; fontsize 12 16; } + +TeamCount_OWN { rect 620, 40, 20, 20; color T; fill; } +TeamIcon_OWN { rect 600, 40, 20, 20; image "models/players/mynx/icon_pm.tga"; } +TeamCount_NME { rect 620, 64, 20, 20; color E; fill; } +TeamIcon_NME { rect 600, 64, 20, 20; image "models/players/sarge/icon_pm.tga"; } diff --git a/cpma/locs/base_for_locs.cfg b/cpma/locs/base_for_locs.cfg new file mode 100644 index 0000000..66c0202 --- /dev/null +++ b/cpma/locs/base_for_locs.cfg @@ -0,0 +1,100 @@ +v2 +"1" +"2" +"3" +"4" +"5" +"6" +"7" +"8" +"9" +"10" +"11" +"12" +"13" +"14" +"15" +"16" +"17" +"18" +"19" +"20" +"21" +"22" +"23" +"24" +"25" +"26" +"27" +"28" +"29" +"30" +"31" +"32" +"33" +"34" +"35" +"36" +"37" +"38" +"39" +"40" +"41" +"42" +"43" +"44" +"45" +"46" +"47" +"48" +"49" +"50" +"51" +"52" +"53" +"54" +"55" +"56" +"57" +"58" +"59" +"60" +"61" +"62" +"63" +"64" +"65" +"66" +"67" +"68" +"69" +"70" +"71" +"72" +"73" +"74" +"75" +"76" +"77" +"78" +"79" +"80" +"81" +"82" +"83" +"84" +"85" +"86" +"87" +"88" +"89" +"90" +"91" +"92" +"93" +"94" +"95" +"96" +"97" +"98" +"99" \ No newline at end of file diff --git a/cpma/locs/cpm16.cfg b/cpma/locs/cpm16.cfg new file mode 100644 index 0000000..1ed6e6e --- /dev/null +++ b/cpma/locs/cpm16.cfg @@ -0,0 +1,16 @@ +v2 +"^5QUAD ^7Front" +"^1LOW RL" +"LG" +"^5QUAD" +"^3YA" +"^4Mega" +"^1HIGH RL" +"^tPG" +"^1RA" +"^1RA" +"^1RA" +"^1LOW RL ^gShards" +"^3YA" +"LG" +"LG" \ No newline at end of file diff --git a/cpma/locs/cpm18r.cfg b/cpma/locs/cpm18r.cfg new file mode 100644 index 0000000..8afbbaa --- /dev/null +++ b/cpma/locs/cpm18r.cfg @@ -0,0 +1,27 @@ +v2 +"^5QUAD ^7Lower" +"^2RG" +"^cSG ^1RA" +"^tPG" +"^3YA ^7Upper" +"LG Lower" +"^3YA ^7Mid" +"HIGH MID" +"^1RA" +"^5QUAD" +"^2MID" +"HIGH MID ^cSG" +"HIGH MID" +"HIGH MID" +"^3YA ^7Upper" +"^2MID" +"^2MID" +"^1RA ^7LG" +"^1RA" +"^tPG" +"^tPG" +"^2MID" +"^2RG" +"^5QUAD ^7Upper" +"^cSG^7-Teleport" +"^cSG^7-Teleport" \ No newline at end of file diff --git a/cpma/locs/cpm21.cfg b/cpma/locs/cpm21.cfg new file mode 100644 index 0000000..d0b0a22 --- /dev/null +++ b/cpma/locs/cpm21.cfg @@ -0,0 +1,32 @@ +v2 +"^dSUIT" +"Low ^1RL^7/^3YA" +"^1RA" +"LG" +"^4Mega ^7Room" +"^4Mega" +"^2RG" +"^1RL ^7Upper" +"^5QUAD" +"^5QUAD" +"^3YA ^7Upper" +"^5QUAD ^7Above" +"HI PASS JP" +"HI PASS" +"LG" +"HI PASS" +"^2GL" +"^dSUIT ^7Front" +"^cSG^7/^2GA" +"^5QUAD ^7Above" +"^5QUAD ^7Above" +"^1RL ^7Upper" +"^1RL ^7Upper" +"^5QUAD ^7Above" +"^1RA" +"^cLAVA TRAP" +"^5QUAD" +"^5QUAD" +"CRUSHER" +"Low ^1RL^7/^3YA" +"HI PASS" \ No newline at end of file diff --git a/cpma/locs/cpm25.cfg b/cpma/locs/cpm25.cfg new file mode 100644 index 0000000..32241a0 --- /dev/null +++ b/cpma/locs/cpm25.cfg @@ -0,0 +1,10 @@ +v2 +"^2RG" +"^1RA" +"^3YA" +"^5QUAD" +"LG" +"^4MEGA^7/^1RL" +"^2GA" +"^1RA" +"^1LOW RL" \ No newline at end of file diff --git a/cpma/locs/cpm26.cfg b/cpma/locs/cpm26.cfg new file mode 100644 index 0000000..14fbbcf --- /dev/null +++ b/cpma/locs/cpm26.cfg @@ -0,0 +1,16 @@ +v2 +"^5QUAD ^7High" +"LG ^3YA" +"Bridge" +"^2RG" +"^1RA^7 High" +"^1RA^7 Low" +"^tPG" +"^5QUAD" +"LG ^3YA" +"^2GL" +"Low ^3YA^7/^1RL" +"Outside" +"Outside" +"^4Mega" +"^dSUIT" \ No newline at end of file diff --git a/cpma/locs/cpm27.cfg b/cpma/locs/cpm27.cfg new file mode 100644 index 0000000..7a03270 --- /dev/null +++ b/cpma/locs/cpm27.cfg @@ -0,0 +1,38 @@ +v2 +"^5QUAD ^7Below" +"^3YA^7/^1RL" +"Lift Top" +"Lift Top" +"Atrium ^3YA" +"Atrium ^1RL" +"^1RA" +"^1RA^7/^tPG" +"^2RG^7/^4MH" +"^5QUAD ^7Below" +"^cSG ^7Upper" +"^3YA^7/^1RL" +"Invisibility" +"^1RA ^7Above" +"Atrium ^4Mega" +"Atrium LG" +"^1RA ^7Above" +"^cSG ^7Upper" +"^cSG ^7Upper" +"^cSG ^7Upper" +"^2RG^7/^4MH" +"Atrium ^cSG" +"^2RG^7/^4MH" +"^5QUAD ^7Below" +"^5QUAD" +"^3YA^7/^1RL" +"^cSG ^7Upper" +"^3YA^7/^1RL" +"Atrium ^2GL" +"Lift Top" +"^3YA^7/^1RL" +"Atrium ^1RL" +"Atrium ^1RL" +"Atrium LG" +"Atrium LG" +"Atrium High" +"Atrium ^4Mega" \ No newline at end of file diff --git a/cpma/locs/cpm29.cfg b/cpma/locs/cpm29.cfg new file mode 100644 index 0000000..5611ab3 --- /dev/null +++ b/cpma/locs/cpm29.cfg @@ -0,0 +1,22 @@ +v2 +"^5QUAD" +"^tPG^7/^3YA" +"^1RA^7/^1RL" +"^3YA^7/^1RL" +"^1RA^7/^1RL" +"^1RA^7/^1RL" +"^tPG^7/^3YA" +"^1RA^7/^1RL" +"^3YA^7/^1RL" +"^tPG^7/^3YA" +"^3YA^7/^1RL" +"^3YA^7/^1RL" +"^1RA^7/^1RL" +"^tPG^7/^3YA" +"^1RA^7/^1RL" +"^tPG^7/^3YA" +"^tPG^7/^3YA" +"^tPG^7/^3YA" +"^5QUAD" +"^5QUAD" +"^3YA^7/^1RL" \ No newline at end of file diff --git a/cpma/locs/cpm4.cfg b/cpma/locs/cpm4.cfg new file mode 100644 index 0000000..a47743e --- /dev/null +++ b/cpma/locs/cpm4.cfg @@ -0,0 +1,21 @@ +v2 +"^1RA" +"^cSG^" +"^1RA ^7LG" +"^5QUAD" +"^5QUAD ^1RL" +"^3YA" +"^1RL^7-Teleporter" +"^3YA^tPG^7-Jump" +"^3YA^tPG" +"^tLoser's Hall" +"^cSG^5Quad-Tele" +"^1RL" +"^1RL/RA-High" +"^2GL" +"Tunnel" +"Tunnel" +"Tunnel" +"^cSG" +"^QUAD ^7Across" +"LG" \ No newline at end of file diff --git a/cpma/locs/cpm4a.cfg b/cpma/locs/cpm4a.cfg new file mode 100644 index 0000000..a47743e --- /dev/null +++ b/cpma/locs/cpm4a.cfg @@ -0,0 +1,21 @@ +v2 +"^1RA" +"^cSG^" +"^1RA ^7LG" +"^5QUAD" +"^5QUAD ^1RL" +"^3YA" +"^1RL^7-Teleporter" +"^3YA^tPG^7-Jump" +"^3YA^tPG" +"^tLoser's Hall" +"^cSG^5Quad-Tele" +"^1RL" +"^1RL/RA-High" +"^2GL" +"Tunnel" +"Tunnel" +"Tunnel" +"^cSG" +"^QUAD ^7Across" +"LG" \ No newline at end of file diff --git a/cpma/locs/cpmctf1.cfg b/cpma/locs/cpmctf1.cfg new file mode 100644 index 0000000..fc35754 --- /dev/null +++ b/cpma/locs/cpmctf1.cfg @@ -0,0 +1,37 @@ +v2 +"^4Base" +"^4Base ^1RL" +"^4Base ^7Flag" +"^4Base ^5Mega" +"^4Base ^2RG" +"^4Base ^7Pool" +"^4Water ^7Tunnel" +"^4Regen^7/^3YA" +"^4Front ^7Elevator" +"^4Front ^7Stairs" +"^4High ^7LG Side" +"^4High ^7Mid" +"^4High ^7Mid" +"^4Middle" +"^4Middle" +"^4Middle ^7LG" +"^4Water ^1RA" +"^1Water ^tPG" +"^4Water ^tPG" +"^1Water RA" +"^1Middle ^7LG" +"^1Middle" +"^1Middle" +"^1High ^7Mid" +"^1High ^7Mid" +"^1High ^7LG Side" +"^1Front ^7Stairs" +"^1Front ^7Elevator" +"^1Regen^7/^3YA" +"^1Water ^7Tunnel" +"^1Base ^7Pool" +"^1Base ^2RG" +"^1Base ^5Mega" +"^1Base ^7Flag" +"^1Base RL" +"^1Base" \ No newline at end of file diff --git a/cpma/locs/cpmctf2.cfg b/cpma/locs/cpmctf2.cfg new file mode 100644 index 0000000..127b5d5 --- /dev/null +++ b/cpma/locs/cpmctf2.cfg @@ -0,0 +1,13 @@ +v2 +"^1Base" +"^2High ^7Mid" +"^3Low ^7Mid" +"^1Base ^7Back" +"^4Base" +"^4Base ^7Back" +"^1Base ^7Flag" +"^4Base ^7Flag" +"^4Base ^7Stairs" +"^1Base ^7Stairs" +"^4High ^7Door" +"^1High ^7Door" \ No newline at end of file diff --git a/cpma/locs/cpmctf3.cfg b/cpma/locs/cpmctf3.cfg new file mode 100644 index 0000000..cbc68ce --- /dev/null +++ b/cpma/locs/cpmctf3.cfg @@ -0,0 +1,18 @@ +v2 +"^4Base" +"^4Outer Base High" +"^4Regen" +"^4Base Side Corridor" +"^4Base Entrance" +"^4Tunnel" +"^1Base" +"^1Outer Base High" +"^1Regen" +"^1Side Corridor" +"^1Base Entrance" +"^1Tunnel" +"Midfield" +"^1Lower Tele" +"^4Lower Tele" +"^4Outer Base Low" +"^1Outer Base Low" diff --git a/cpma/locs/ctctf1.cfg b/cpma/locs/ctctf1.cfg new file mode 100644 index 0000000..68c1c6c --- /dev/null +++ b/cpma/locs/ctctf1.cfg @@ -0,0 +1,11 @@ +v2 +"^1Base ^7Regen" +"^1Base ^7Flagroom" +"^1Low ^7Water" +"^1High ^7Perimeter" +"^2High ^7Mid" +"^3Low ^7Mid" +"^4Low ^7Water" +"^4High ^7Perimeter" +"^4Base ^7Regen" +"^4Base ^7Flagroom" diff --git a/cpma/locs/ctctf2.cfg b/cpma/locs/ctctf2.cfg new file mode 100644 index 0000000..66c0202 --- /dev/null +++ b/cpma/locs/ctctf2.cfg @@ -0,0 +1,100 @@ +v2 +"1" +"2" +"3" +"4" +"5" +"6" +"7" +"8" +"9" +"10" +"11" +"12" +"13" +"14" +"15" +"16" +"17" +"18" +"19" +"20" +"21" +"22" +"23" +"24" +"25" +"26" +"27" +"28" +"29" +"30" +"31" +"32" +"33" +"34" +"35" +"36" +"37" +"38" +"39" +"40" +"41" +"42" +"43" +"44" +"45" +"46" +"47" +"48" +"49" +"50" +"51" +"52" +"53" +"54" +"55" +"56" +"57" +"58" +"59" +"60" +"61" +"62" +"63" +"64" +"65" +"66" +"67" +"68" +"69" +"70" +"71" +"72" +"73" +"74" +"75" +"76" +"77" +"78" +"79" +"80" +"81" +"82" +"83" +"84" +"85" +"86" +"87" +"88" +"89" +"90" +"91" +"92" +"93" +"94" +"95" +"96" +"97" +"98" +"99" \ No newline at end of file diff --git a/cpma/locs/ospctf1.cfg b/cpma/locs/ospctf1.cfg new file mode 100644 index 0000000..3743e44 --- /dev/null +++ b/cpma/locs/ospctf1.cfg @@ -0,0 +1,15 @@ +v2 +"^4Blue ^2RG" +"^1Low ^7Entrance" +"Middle" +"^1Red ^7LG" +"^1Base ^7Flag" +"^1Red ^tPG" +"^4Low ^7Entrance" +"^4Blue ^7LG" +"^4Blue ^7Flag" +"^4Blue ^tPG" +"^1Red ^2RG" +"Middle" +"Middle" +"Middle" \ No newline at end of file diff --git a/cpma/locs/ospctf2.cfg b/cpma/locs/ospctf2.cfg new file mode 100644 index 0000000..137f799 --- /dev/null +++ b/cpma/locs/ospctf2.cfg @@ -0,0 +1,16 @@ +v2 +"^4Low ^3YA" +"^1Low ^3YA" +"^4Mid ^cSG" +"^1High ^7Hallway" +"^1Mid ^7Front" +"^1Low ^7Netting" +"^4High ^7Hallway" +"^4Mid ^7Front" +"^4Low ^7Netting" +"^4Base ^7Flag" +"^1Base ^7Flag" +"^2High ^7Center" +"Mid Center" +"^3Low ^7Center" +"^1Mid ^cSG" \ No newline at end of file diff --git a/cpma/locs/ospdm11.cfg b/cpma/locs/ospdm11.cfg new file mode 100644 index 0000000..0c0acee --- /dev/null +++ b/cpma/locs/ospdm11.cfg @@ -0,0 +1,37 @@ +v2 +"^3YA ^7Stairs" +"^3YA" +"East ^cSG" +"LG near" +"^5QUAD ^7near" +"^5QUAD" +"East ^tPG" +"^5Mega" +"^5QUAD ^7below" +"East Room" +"West ^gShards" +"West Room" +"West Teleporter" +"West ^tPG ^7below" +"West ^tPG" +"West ^cSG" +"West ^cSG" +"^1RA ^7below" +"^1RA" +"West Room" +"^1RL" +"^2GL" +"LG below" +"^3YA ^7below" +"LG" +"^1RL ^7above" +"^1RL ^7above" +"East ^tPG ^7near" +"East Room" +"^1RA ^7Stairs" +"^1RA ^7near" +"West ^tPG" +"West ^tPG ^7above" +"West ^tPG" +"West Room" +"East ^tPG ^7near" \ No newline at end of file diff --git a/cpma/locs/ospdm12.cfg b/cpma/locs/ospdm12.cfg new file mode 100644 index 0000000..dd3a45a --- /dev/null +++ b/cpma/locs/ospdm12.cfg @@ -0,0 +1,48 @@ +v2 +"^5QUAD" +"^cSG" +"^1RA" +"^2RG" +"^5Mega" +"^3YA" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^3YA" +"^3YA" +"LG" +"^3YA" +"^5Mega" +"^3YA" +"^5Mega" +"^5Mega" +"^2RG" +"^2RG" +"^2RG" +"^2RG" +"^2RG" +"^2RG" +"^tPG" +"^tPG" +"^tPG" +"^tPG" +"^1RA5" +"^1RA6" +"^1RA" +"^1RA" +"^1RA" +"^1RA ^2GL" +"^2GL" +"^2GL" +"^5QUAD" +"^5QUAD" +"^5QUAD" +"^5QUAD" +"^5QUAD" +"^5QUAD" +"^5QUAD" \ No newline at end of file diff --git a/cpma/locs/ospdm5.cfg b/cpma/locs/ospdm5.cfg new file mode 100644 index 0000000..3de353a --- /dev/null +++ b/cpma/locs/ospdm5.cfg @@ -0,0 +1,41 @@ +v2 +"^1RA ^7Platform" +"Weak ^3YA" +"^cSG ^7Lower" +"^5Mega" +"LG Lower" +"^2RG ^7Jumppad" +"^5QUAD ^tPG" +"Weak ^1RL" +"^cSG ^7Lower" +"^2RG ^7Jumppad" +"^2RG" +"^2RG ^7Room" +"^1RA ^7Room" +"^5Mega" +"LG Lower" +"LG Lower" +"LG Jumppad" +"^1RA ^2GL" +"Strong ^1RL" +"Strong ^1RL" +"Strong ^1RL" +"^3YA ^7Lower" +"Weak RL Jumppad" +"^5QUAD" +"^5QUAD" +"Weak RL Jumppad" +"^cSG ^7Upper" +"^cSG ^7Upper" +"Weak ^1RL" +"^2RG ^7Room" +"Strong ^1RL" +"Tele Exit" +"^1RA" +"^5QUAD" +"^cSG ^7Upper" +"^cSG ^7Upper" +"Weak ^3YA" +"^3YA ^7Lower" +"LG Jumppad" +"^3YA ^7Lower" \ No newline at end of file diff --git a/cpma/locs/ospdm5a.cfg b/cpma/locs/ospdm5a.cfg new file mode 100644 index 0000000..0aecfb3 --- /dev/null +++ b/cpma/locs/ospdm5a.cfg @@ -0,0 +1,42 @@ +v2 +"^1RA" +"^1RA ^7Platform" +"Weak ^3YA" +"^2GL ^7Lower" +"LG" +"^cSG ^7Lower" +"^4Mega ^7Jumppad" +"^5QUAD ^tPG" +"Weak ^1RL" +"^2GL ^7Lower" +"^4Mega ^7Jumppad" +"^4Mega" +"^4Mega ^7Room" +"^1RA ^7Room" +"LG" +"^cSG ^7Lower" +"^cSG ^7Lower" +"^2GA ^7Jumppad" +"^1RA ^tPG" +"Strong ^1RL" +"Strong ^1RL" +"Strong ^1RL" +"^3YA ^7Lower" +"Weak RL Jumppad" +"^5QUAD" +"^5QUAD" +"Weak RL Jumppad" +"^cSG ^7Upper" +"^cSG ^7Upper" +"Weak ^1RL" +"^4Mega ^7Room" +"Strong ^1RL" +"Tele Exit" +"^1RA" +"^5QUAD" +"^cSG ^7Upper" +"^cSG ^7Upper" +"Weak ^3YA" +"^3YA ^7Lower" +"^2GA ^7Jumppad" +"^3YA ^7Lower" \ No newline at end of file diff --git a/cpma/locs/ospdm6.cfg b/cpma/locs/ospdm6.cfg new file mode 100644 index 0000000..f57b67d --- /dev/null +++ b/cpma/locs/ospdm6.cfg @@ -0,0 +1,37 @@ +v2 +"Big Jumppad" +"^5QUAD ^7Jumppad" +"Balcony" +"^2GL ^7Hallway" +"^3YA ^7Hallway" +"Tele Exit" +"Outside" +"^2RG" +"^3YA ^7Upper" +"^cSG ^7Lower" +"^1RL" +"^2RG" +"^2GL" +"^5Mega" +"LG Hallway" +"Teleport Floor" +"LG" +"^1RA ^cSG" +"^1RA" +"^3YA ^tPG" +"^5QUAD" +"Balcony" +"^5QUAD ^7Jumppad" +"^3YA ^7Hallway" +"^5QUAD ^tPG" +"^5QUAD ^7Room" +"Outside" +"Outside" +"^1RA ^cSG" +"^1RA" +"^cSG ^7Hallway" +"LG" +"LG" +"Teleport Floor" +"Teleport Floor" +"^1RA" \ No newline at end of file diff --git a/cpma/locs/pro-q3dm6.cfg b/cpma/locs/pro-q3dm6.cfg new file mode 100644 index 0000000..86b776f --- /dev/null +++ b/cpma/locs/pro-q3dm6.cfg @@ -0,0 +1,60 @@ +v2 +"RL" +"^1RA" +"^cSG" +"^tPG" +"Bridge Stairs" +"^2RG" +"LG" +"Pillars ^cSG" +"^1RA" +"^3YA" +"RL" +"^5QUAD" +"LG Stairs" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD" +"^5QUAD" +"^cSG" +"^5QUAD" +"^cSG" +"^cSG" +"^gShards" +"^gShards" +"Pillars Low" +"^1RA" +"^1RA" +"^1RA" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"RL" +"Bridge" +"^tPG" +"^tPG" +"^3YA" +"^2RG ^72nd" +"^2RG ^72nd" +"^2RG" +"^2RG ^7Jumppad" +"Pillars ^cSG" +"^2RG" +"LG Stairs" +"LG" +"^3YA" +"^5QUAD" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD" +"^5QUAD" +"^tPG" +"^tPG" diff --git a/cpma/locs/q3ctf1.cfg b/cpma/locs/q3ctf1.cfg new file mode 100644 index 0000000..5ffbb67 --- /dev/null +++ b/cpma/locs/q3ctf1.cfg @@ -0,0 +1,26 @@ +v2 +"^4Base ^7Flag" +"^4Base ^7Low" +"^4Base ^tPG^3YA" +"^4Low ^3YA" +"^4Low ^3YA" +"^4Mid ^7Door" +"^4High ^7Stair3" +"^4Low ^7Door" +"^4High ^7Stair2" +"^4High ^7Stair1" +"^4Mid" +"^4Mid" +"^4Mid" +"^1Mid" +"^1Mid" +"^1Mid" +"^1Mid ^7Door" +"^1High ^7Stair3" +"^1Low ^7Door" +"^1High ^7Stair2" +"^1High ^7Stair1" +"^1Low ^3YA" +"^1Base ^7Low" +"^1Base ^7Flag" +"^1Base ^tPG^3YA" \ No newline at end of file diff --git a/cpma/locs/q3ctf2.cfg b/cpma/locs/q3ctf2.cfg new file mode 100644 index 0000000..ffdc4fd --- /dev/null +++ b/cpma/locs/q3ctf2.cfg @@ -0,0 +1,59 @@ +v2 +"Low ^1RA" +"^1High ^7Backjump" +"^4Pool ^gShards" +"^4Base ^1RL" +"^4High ^gShards" +"^4Base ^7Flag" +"^1Base ^5Mega" +"^1Base ^5Mega" +"^4Base ^5Mega" +"^4Base ^tPG" +"^4High ^gShards" +"^4High ^gShards" +"^4High ^gShards" +"^4High ^2RG" +"^4High ^7Mid" +"^4Right ^7Bridge" +"^1Left ^7Bridge" +"^4Low ^7Medkit" +"^4High ^7Dock" +"^4Pool ^8SG" +"^4Pool ^8SG" +"^4Pool ^8SG" +"^4Pool ^8SG" +"^4Pool ^7Tunnel" +"^1Pool ^gShards" +"^1Base RL" +"^1Base ^7Flag" +"^1Base ^tPG" +"^1High ^gShards" +"^1High ^gShards" +"^1High ^gShards" +"^1High ^gShards" +"^1High ^2RG" +"^1High ^7Mid" +"^1Right ^7Bridge" +"^4Left ^7Bridge" +"^1Low ^7Medkit" +"^1High ^7Dock" +"^1Pool ^8SG" +"^1Pool ^8SG" +"^1Pool ^8SG" +"^1Pool ^8SG" +"^1Pool ^7Tunnel" +"^1Low ^7Airpocket" +"^1Low ^7Tunnel" +"^1High ^2GL" +"^1High ^gShards" +"^1High ^2GL" +"^4High ^7Backjump" +"^4High ^2GL" +"^4High ^2GL" +"^4High ^gShards" +"^4Low ^7Water" +"^1Low ^7Water" +"^4Front ^3YA" +"^1Front ^3YA" +"^4Low ^7Airpocket" +"^4Low ^7Tunnel" \ No newline at end of file diff --git a/cpma/locs/q3ctf3.cfg b/cpma/locs/q3ctf3.cfg new file mode 100644 index 0000000..5bf4914 --- /dev/null +++ b/cpma/locs/q3ctf3.cfg @@ -0,0 +1,20 @@ +v2 +"^4Low ^7Front" +"^4High ^2RG" +"Middle" +"^4Low ^8SGside1" +"^4Base ^7Flag" +"^4Low ^3YAside1" +"^4High ^3YAside" +"^4High ^8SGside" +"^4Low ^8SGside2" +"^4Low ^3YAside2" +"^1Low ^7Front" +"^1High ^2RG" +"^1Low ^3YAside1" +"^1Base ^7Flag" +"^1Low ^8SGside1" +"^1High ^8SGside" +"^1High ^3YAside" +"^1Low ^3YAside2" +"^1Low ^8SGside2" \ No newline at end of file diff --git a/cpma/locs/q3dm14tmp.cfg b/cpma/locs/q3dm14tmp.cfg new file mode 100644 index 0000000..a39d4cb --- /dev/null +++ b/cpma/locs/q3dm14tmp.cfg @@ -0,0 +1,60 @@ +v2 +"^cSG" +"^1RL" +"^5QUAD" +"^5QUAD" +"^5QUAD" +"^5QUAD ^k5hp" +"LG" +"LG" +"^3YA" +"^3YA" +"^3YA" +"^3YA" +"^3YA" +"^3YA^1RL ^7Path" +"^3YA^1RL ^7Path" +"^2RG" +"^2RG" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^1RL" +"^2GL" +"^2GL" +"^dSUIT ^7Path" +"^dSUIT ^7Path" +"^2GL" +"^2GL" +"^2GL" +"^dSUIT" +"^dSUIT" +"^dSUIT" +"^dSUIT" +"^dSUIT" +"^dSUIT" +"^dSUIT" +"^2RG" +"^2RG ^7Jumppad" +"^2RG ^7Jumppad" +"^2RG ^7Jumppad" +"^2RG ^7Jumppad" +"^cSG ^gShards" +"^cSG ^gShards" +"^cSG" +"^cSG" +"^cSG" +"^1RA ^7Room" +"^1RA ^7Room" +"^1RA ^7Room" +"^1RA ^7Room" +"^1RA ^1RL" +"^1RA ^1RL" +"^1RA ^7Room" +"^1RA ^7Room" +"^1RA" +"^1RL" +"^3YA ^7Low" \ No newline at end of file diff --git a/cpma/locs/q3dm6.cfg b/cpma/locs/q3dm6.cfg new file mode 100644 index 0000000..d124475 --- /dev/null +++ b/cpma/locs/q3dm6.cfg @@ -0,0 +1,49 @@ +v2 +"RL" +"^1RA" +"^cSG" +"^5QUAD ^72nd" +"Bridge Stairs" +"^2RG" +"^tPG" +"Pillars ^cSG" +"^3YA" +"^1RA" +"RL" +"^5QUAD" +"^tPG ^7Stairs" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD ^72nd" +"^5QUAD" +"^5QUAD" +"^cSG" +"^5QUAD" +"^cSG" +"^cSG" +"^k5hp" +"^k5hp" +"Pillars Low" +"^3YA" +"^3YA" +"^3YA" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"Pillars Low" +"RL" +"Bridge" +"^tPG Ammo" +"^3YA" +"^1RA" +"^2RG ^72nd" +"^2RG ^72nd" +"^2RG" +"^2RG ^7Jumppad" +"Pillars ^cSG" +"^2RG" diff --git a/cpma/locs/q3dm7.cfg b/cpma/locs/q3dm7.cfg new file mode 100644 index 0000000..dd6553b --- /dev/null +++ b/cpma/locs/q3dm7.cfg @@ -0,0 +1,34 @@ +v2 +"^5Mega" +"^1RA" +"^5QUAD" +"^3YA" +"^1RL ^7Room" +"Teleporter" +"Dungeon ^cSG" +"^tPG" +"Basement" +"^5Mega" +"^cSG" +"^1RL" +"Dungeon" +"Basement" +"^3YA^5Q ^7Path" +"^3YA^5Q ^7Path" +"^1RLRA ^7Path" +"^cSG^1RA ^7Path" +"^cSG^5Q ^7Path" +"^cSG^5Q ^7Path" +"^cSG^5Q ^7Path" +"^1RA^5Q ^7Path" +"^1RA^5Q ^7Path" +"^1RA^5Q ^7Path" +"^1RLRA ^7Path" +"^1RLRA ^7Path" +"^5QUAD" +"^1RL ^7Room" +"^1RL ^7Room" +"^1RL ^7Room" +"^1RL ^7Room" +"^1RL ^7Room" +"^1RL ^7Room" \ No newline at end of file diff --git a/cpma/locs/q3w1.cfg b/cpma/locs/q3w1.cfg new file mode 100644 index 0000000..6edfdbc --- /dev/null +++ b/cpma/locs/q3w1.cfg @@ -0,0 +1,32 @@ +v2 +"^4High ^7Mid" +"^1High ^7Mid" +"^4Low ^7Mid" +"^1Low ^7Mid" +"^5Quad" +"^1Base" +"^1Base ^tPG" +"^1High ^7Front" +"^1Low ^7Front" +"^1Low ^2RG" +"^1Low RA" +"^1Low RA" +"^1High ^5MH" +"^1High ^5MH" +"^1High ^7L-Door" +"^1High ^7R-Door" +"^1Base ^2GL" +"^1High ^5MH" +"^4Base" +"^4Base ^tPG" +"^4High ^7Front" +"^4Low ^7Front" +"^4Low ^2RG" +"^4Low ^1RA" +"^4Low ^1RA" +"^4High ^5MH" +"^4High ^5MH" +"^4High ^7L-Door" +"^4High ^7R-Door" +"^4Base ^2GL" +"^4High ^5MH" \ No newline at end of file diff --git a/cpma/locs/q3w2.cfg b/cpma/locs/q3w2.cfg new file mode 100644 index 0000000..905426a --- /dev/null +++ b/cpma/locs/q3w2.cfg @@ -0,0 +1,21 @@ +v2 +"^1High ^7Mid" +"^1High ^2GL" +"^1Low ^8PU" +"^1Base ^7LG" +"^1Base RA" +"^1Base ^5Mega" +"^1Base ^7Flag" +"^1Low ^3YA" +"^1Base ^2RG" +"^4High ^7Mid" +"^4Low ^7Mid" +"^1Low ^7Mid" +"^4High ^2GL" +"^4Low ^8PU" +"^4Base ^7LG" +"^4Base ^1RA" +"^4Base ^5Mega" +"^4Base ^7Flag" +"^4Low ^3YA" +"^4Base ^2RG" \ No newline at end of file diff --git a/cpma/locs/q3w3.cfg b/cpma/locs/q3w3.cfg new file mode 100644 index 0000000..6f2a7a8 --- /dev/null +++ b/cpma/locs/q3w3.cfg @@ -0,0 +1,26 @@ +v2 +"^1High ^7Hallway" +"^1High ^2GL" +"^1Base RL" +"^1High ^tPG" +"^1Low ^7Entrance" +"^1Low ^7Mid/SG" +"^1Base ^7Flag" +"^1Base RA" +"^1Base ^2RG" +"^4High ^7Hallway" +"^4Low ^7Mid/SG" +"Mid-Zone" +"^4High ^tPG" +"^1High ^7Right" +"^1High ^7Left" +"^1Base ^7Bridge" +"^4High ^2GL" +"^4Base ^1RL" +"^4Low ^7Entrance" +"^4Base ^7Flag" +"^4Base ^1RA" +"^4Base ^2RG" +"^4High ^7Right" +"^4High ^7Left" +"^4Base ^7Bridge" \ No newline at end of file diff --git a/cpma/locs/q3w4.cfg b/cpma/locs/q3w4.cfg new file mode 100644 index 0000000..a2643b3 --- /dev/null +++ b/cpma/locs/q3w4.cfg @@ -0,0 +1,8 @@ +v2 +"^4Base ^7Flag" +"^4Low ^7Entrance" +"^4High ^2RG" +"Middle" +"^1Base ^7Flag" +"^1Low ^7Entrance" +"^1High ^2RG" \ No newline at end of file diff --git a/cpma/locs/q3w5.cfg b/cpma/locs/q3w5.cfg new file mode 100644 index 0000000..c086352 --- /dev/null +++ b/cpma/locs/q3w5.cfg @@ -0,0 +1,33 @@ +v2 +"^1Base ^7Flag" +"^1Base RL" +"^1Base ^2RG" +"^1High ^2RG" +"^1High ^3YA" +"^1High ^7Stairs" +"^1High ^7LG" +"^1High ^7LG" +"^2High ^7Mid" +"^3Low ^7Mid" +"^1Low ^7Entrance" +"^1Low ^8SG" +"^1Low ^2GL" +"^4Base ^7Flag" +"^4Base ^1RL" +"^4Base ^2RG" +"^4High ^2RG" +"^4High ^3YA" +"^4High ^7Stairs" +"^4High ^7LG" +"^4High ^7LG" +"^4Low ^7Entrance" +"^4Low ^8SG" +"^4Low ^2GL" +"^1Base ^3YA ^7Side" +"^1Base RA" +"^4Base ^1RA" +"^4Base ^3YA ^7Side" +"^4High ^7Mid" +"^1High ^7Mid" +"^4Low ^7Underground" +"^1Low ^7Underground" \ No newline at end of file diff --git a/cpma/locs/q3w7.cfg b/cpma/locs/q3w7.cfg new file mode 100644 index 0000000..8e76bc2 --- /dev/null +++ b/cpma/locs/q3w7.cfg @@ -0,0 +1,47 @@ +v2 +"^1Base RL" +"^1Base RL" +"^1Base RL" +"^1Base ^8SG" +"^1Base ^3YA" +"^1Base ^7Flag" +"^1Base ^7High" +"^1Base ^7Tele" +"^1Base ^2RG" +"^1High ^7Window" +"^1High ^7Window" +"^1Low ^7LG" +"^1Low ^7LG" +"^1Base ^7Water" +"^1Base ^7Water" +"^1Low ^7Water" +"^1Mid ^7Water" +"^1Mid ^7Stairs" +"^1Mid ^7Jumppad" +"^1High ^6PG" +"^1High Regen" +"^1High Regen" +"^1Mid ^8SG" +"^4Mid ^8SG" +"^4High ^1Regen" +"^4High ^1Regen" +"^4High ^6PG" +"^4Mid ^7Jumppad" +"^4Mid ^7Stairs" +"^4Mid ^7Water" +"^4Low ^7Water" +"^4Base ^7Water" +"^4Base ^7Water" +"^4Low ^7LG" +"^4Low ^7LG" +"^4High ^7Window" +"^4High ^7Window" +"^4Base ^2RG" +"^4Base ^7Tele" +"^4Base ^7High" +"^4Base ^7Flag" +"^4Base ^3YA" +"^4Base ^8SG" +"^4Base ^1RL" +"^4Base ^1RL" +"^4Base ^1RL" \ No newline at end of file diff --git a/cpma/locs/q3wcp1.cfg b/cpma/locs/q3wcp1.cfg new file mode 100644 index 0000000..8ae57b0 --- /dev/null +++ b/cpma/locs/q3wcp1.cfg @@ -0,0 +1,84 @@ +v2 +"Center Room1" +"^1Gardn ^7Entrance" +"^1Low ^7Garden" +"^1Low ^7Door" +"^1Balcony ^8PU" +"^1High ^7Hall" +"^1Base ^7Sword" +"^1Base ^7Flag" +"^1High ^7Stairs" +"^1High ^7Main" +"^1High ^7Court" +"^1Garden ent" +"^1Low ^7Garden" +"^1Low ^7Garden" +"^1Small ^7Tunnel" +"^1Low ^7Garden" +"^1Low ^7GardnJP" +"^1Balcony ^8PU" +"^1Balcony ^2RG" +"^1Balcony ^2RG" +"^1Balcony ^8PU" +"^1Balcony ^8PU" +"^1High ^7Hall" +"^1High ^7Hall" +"^1Base ^7Hall" +"^1Low ^7Stairs" +"^1Low ^7Stairs" +"^1Base ^7Hall" +"^1Base ^7Flag" +"^1Base ^7Flag" +"^1High ^7Stairs" +"^1High ^7Stairs" +"^1High ^7Main" +"^1High ^7Main" +"^1High ^7Main" +"^1High ^7Main" +"^1High ^7Main" +"^1High ^7Court" +"^1High ^7Court" +"^1High ^7Court" +"^1High ^7Court" +"^1Base ^7Sword" +"^4Gardn ^7Entrance" +"^4Low ^7Garden" +"^4Low ^7Door" +"^4Balcony ^8PU" +"^4High ^7Hall" +"^4Base ^7Sword" +"^4Base ^7Flag" +"^4High ^7Stairs" +"^4High ^7Main" +"^4High ^7Court" +"^1Garden ent" +"^4Low ^7Garden" +"^4Low ^7Garden" +"^4Small ^7Tunnel" +"^4Low ^7Garden" +"^4Low ^7GardnJP" +"^4Balcony ^8PU" +"^4Balcony ^2RG" +"^4Balcony ^2RG" +"^4Balcony ^8PU" +"^4Balcony ^8PU" +"^4High ^7Hall" +"^4High ^7Hall" +"^4Base ^7Hall" +"^4Low ^7Stairs" +"^4Low ^7Stairs" +"^4Base ^7Hall" +"^4Base ^7Flag" +"^4Base ^7Flag" +"^4High ^7Stairs" +"^4High ^7Stairs" +"^4High ^7Main" +"^4High ^7Main" +"^4High ^7Main" +"^4High ^7Main" +"^4High ^7Main" +"^4High ^7Court" +"^4High ^7Court" +"^4High ^7Court" +"^4High ^7Court" +"^4Base ^7Sword" \ No newline at end of file diff --git a/cpma/locs/q3wcp11.cfg b/cpma/locs/q3wcp11.cfg new file mode 100644 index 0000000..f1ba7f1 --- /dev/null +++ b/cpma/locs/q3wcp11.cfg @@ -0,0 +1,41 @@ +v2 +"^1Base ^7Flag" +"^1High ^2RG" +"^1High ^2RG" +"^1High ^7Mid" +"^1High ^7Mid" +"^1Red ^5Mega" +"^1Low ^7Stairwell" +"^1Low ^7JP" +"^1Low ^2GL" +"^1Low ^5Q-side" +"^1Low RA-side" +"^1Low ^7Medkit" +"^1Base ^gShards" +"^1Base ^3YA" +"^1Base ^7High Left" +"^1Mid RA-side" +"^1High ^5MH^7JP" +"^1High ^8SG" +"^1Mid ^5Q-side" +"^4Base ^7Flag" +"^4High ^2RG" +"^4High ^7Mid" +"^4High ^7Mid" +"^4Blue ^5Mega" +"^4Low ^7Stairwell" +"^4Low ^7JP" +"^4Low ^2GL" +"^4Low ^5Q-side" +"^4Low ^1RA-side" +"^4Low ^7Medkit" +"^4Base ^gShards" +"^4Base ^3YA" +"^4Base ^7High Right" +"^4Mid ^1RA-side" +"^4High ^8SG" +"^4Mid ^5Q-side" +"^4High ^2RG" +"^4High ^5MH^7JP" +"^4Low ^5Q-side" +"^1Low ^5Q-side" \ No newline at end of file diff --git a/cpma/locs/q3wcp14.cfg b/cpma/locs/q3wcp14.cfg new file mode 100644 index 0000000..37a5cfa --- /dev/null +++ b/cpma/locs/q3wcp14.cfg @@ -0,0 +1,30 @@ +v2 +"^4Base" +"^4High ^tPG^7JP" +"^1High ^tPG^7JP" +"^1Base" +"^4Left ^7Rear" +"^4Right ^7Rear" +"^4Base ^5Mega" +"^1Right ^7Rear" +"^1Left ^7Rear" +"^1Base ^5Mega" +"^4Middle ^7Tele" +"^1Middle ^7Tele" +"^4Middle ^3YA" +"^1Middle ^3YA" +"^1Middle ^7Deck" +"^4Middle ^7Deck" +"^5Quad" +"^4High ^1RL" +"^1High RL" +"^1Middle ^tPG" +"^4Middle ^tPG" +"^1Low ^2RG" +"^4Low ^2RG" +"^4High ^7Deck" +"^1High ^7Deck" +"^4High ^7Passage" +"^1High ^7Passage" +"^1Low ^3YA" +"^4Low ^3YA" \ No newline at end of file diff --git a/cpma/locs/q3wcp15.cfg b/cpma/locs/q3wcp15.cfg new file mode 100644 index 0000000..0c2a1dd --- /dev/null +++ b/cpma/locs/q3wcp15.cfg @@ -0,0 +1,20 @@ +v2 +"^1Base" +"^1Base ^7Behind Flag" +"^1Low ^tPG" +"^1Low ^3YA" +"^1Low ^7Entrance" +"^1High ^7Mid" +"^4High ^7Mid" +"^1High ^7Regen" +"^1Mid ^7Jumppad" +"^4Mid ^7Jumppad" +"Middle" +"^4High ^7Regen" +"^4Low ^7Entrance" +"^4Low ^3YA" +"^4Low ^tPG" +"^4Base ^7Behind Flag" +"^4Base" +"^1Base RL" +"^4Base ^1RL" \ No newline at end of file diff --git a/cpma/locs/q3wcp17.cfg b/cpma/locs/q3wcp17.cfg new file mode 100644 index 0000000..909805e --- /dev/null +++ b/cpma/locs/q3wcp17.cfg @@ -0,0 +1,14 @@ +v2 +"^1Base ^2GL-side" +"^1Base ^2RG-side" +"^1Base ^7Flag" +"^4Base ^2GL-side" +"^4Base ^2RG-side" +"^4Base ^7Flag" +"^2High ^tPG" +"^2High ^tPG" +"^3Low ^8SG" +"^3Low ^8SG" +"^3Low ^7LG" +"^2High ^7Mid" +"^2High ^7Mid" \ No newline at end of file diff --git a/cpma/locs/q3wcp22.cfg b/cpma/locs/q3wcp22.cfg new file mode 100644 index 0000000..9a8730e --- /dev/null +++ b/cpma/locs/q3wcp22.cfg @@ -0,0 +1,33 @@ +v2 +"^1High ^7Door" +"^1High ^7Garden" +"^4High ^7Door" +"^4High ^7Garden" +"^2High ^7Mid" +"^3Low ^7Mid" +"^4Low ^gShards" +"^1Low ^gShards" +"^1Low ^7Regen" +"^4Low ^7Regen" +"^4Low ^7Undergrowth" +"^4Low ^1RL" +"^1Low RL" +"^1Low ^7Undergrowth" +"^1Low ^8SG" +"^1Low ^3YA" +"^4Low ^8SG" +"^4Low ^3YA" +"^1Low ^3YA^tPG" +"^4Low ^3YA^tPG" +"^1Low ^tPG" +"^4Low ^tPG" +"^4Base ^2RG" +"^1Base ^2RG" +"^4Base ^7Back" +"^4Base ^5Mega" +"^1Base ^7Back" +"^1Base ^5Mega" +"^1Base ^3YA^8SG" +"^1Base ^7Flag" +"^4Base ^7Flag" +"^4Base ^3YA^8SG" \ No newline at end of file diff --git a/cpma/locs/q3wcp5.cfg b/cpma/locs/q3wcp5.cfg new file mode 100644 index 0000000..94d87f1 --- /dev/null +++ b/cpma/locs/q3wcp5.cfg @@ -0,0 +1,13 @@ +v2 +"^1Base" +"^4Base" +"^4High ^1RL" +"^4High ^tPG" +"High ^8PU" +"^4Low ^7Hallway" +"^4Low ^3YA" +"^1High RL" +"^1High ^tPG" +"^1Low ^7Hallway" +"^1Low ^3YA" +"Low ^1RA" \ No newline at end of file diff --git a/cpma/locs/q3wcp7.cfg b/cpma/locs/q3wcp7.cfg new file mode 100644 index 0000000..aac5f41 --- /dev/null +++ b/cpma/locs/q3wcp7.cfg @@ -0,0 +1,19 @@ +v2 +"^1Base" +"^4Base" +"^2High ^7Mid" +"^1Low ^7Mid" +"^4Low ^7Mid" +"^3Low ^7Mid" +"^4Low ^gShards" +"^4Low ^k5hp" +"^1Low ^k5hp" +"^1Low ^gShards" +"^1High ^7Mid" +"^4High ^7Mid" +"^1Base ^7Flag" +"^4Base ^7Flag" +"^1High ^k5hp" +"^1High ^gShards" +"^4High ^gShards" +"^4High ^k5hp" \ No newline at end of file diff --git a/cpma/locs/q3wcp9.cfg b/cpma/locs/q3wcp9.cfg new file mode 100644 index 0000000..ffd1818 --- /dev/null +++ b/cpma/locs/q3wcp9.cfg @@ -0,0 +1,30 @@ +v2 +"^1Right ^gShards" +"^1Low ^3YA" +"^1Low ^7Basement" +"^1Low RL" +"^1Low ^7Regen" +"^1Base ^5Mega" +"^1Left ^gShards" +"^1High RA" +"^1High RL" +"^1Base ^2RG" +"^1Base ^tPGside" +"^1Base ^7Flag" +"^1Base ^7LG" +"^1Base ^tPGside" +"Q-Zone" +"^4Right ^gShards" +"^4Low ^3YA" +"^4Low ^7Basement" +"^4Low ^1RL" +"^4Low ^7Regen" +"^4Base ^5Mega" +"^4Left ^gShards" +"^4High ^1RA" +"^4High ^1RL" +"^4Base ^2RG" +"^4Base ^tPGside" +"^4Base ^7Flag" +"^4Base ^7LG" +"^4Base ^tPGside" \ No newline at end of file diff --git a/cpma/locs/ztn3dm1.cfg b/cpma/locs/ztn3dm1.cfg new file mode 100644 index 0000000..3d58a74 --- /dev/null +++ b/cpma/locs/ztn3dm1.cfg @@ -0,0 +1,28 @@ +v2 +"LG Jumppad" +"^2GL" +"^2GL" +"^2GL" +"^5QUAD ^7Path" +"^5QUAD ^7Path" +"^5QUAD ^7Room" +"^5QUAD" +"^cSG^5QUAD" +"^cSG" +"^cSG" +"^1RA" +"^2RG" +"^2RG ^7Teleporter" +"^5Mega" +"^5Mega" +"^1RL ^3YA" +"LG" +"^1RL ^7Jumppad" +"^1RL^3YA ^7High" +"^1RL" +"^gShards ^7High" +"^gShards ^7High" +"^5QUAD ^7Room" +"^5QUAD ^7Room" +"^2RG" +"^1RL" \ No newline at end of file diff --git a/cpma/modes/CQ32V2.cfg b/cpma/modes/CQ32V2.cfg new file mode 100644 index 0000000..8abcbe4 --- /dev/null +++ b/cpma/modes/CQ32V2.cfg @@ -0,0 +1,8 @@ +type 9 +items -ITEMS +items -BFG +timelimit 20 +overtime 1 +weaponrespawn 30 +poweruprespawn 120 +dropitems 1 diff --git a/cpma/modes/CQ3CTF.cfg b/cpma/modes/CQ3CTF.cfg new file mode 100644 index 0000000..4bb737a --- /dev/null +++ b/cpma/modes/CQ3CTF.cfg @@ -0,0 +1,8 @@ +type 4 +items -INVIS +items -SUIT +timelimit 20 +overtime 0 +weaponrespawn 5 +dropitems 3 +teamdamage 2 \ No newline at end of file diff --git a/cpma/modes/CQ3DM.cfg b/cpma/modes/CQ3DM.cfg new file mode 100644 index 0000000..0378070 --- /dev/null +++ b/cpma/modes/CQ3DM.cfg @@ -0,0 +1,7 @@ +type 1 +items -RUNES +items -ITEMS +items -BFG +timelimit 15 +overtime 1 +weaponrespawn 10 \ No newline at end of file diff --git a/cpma/modes/CQ3TDM.cfg b/cpma/modes/CQ3TDM.cfg new file mode 100644 index 0000000..621b6bd --- /dev/null +++ b/cpma/modes/CQ3TDM.cfg @@ -0,0 +1,8 @@ +type 3 +items -ITEMS +items -BFG +timelimit 20 +overtime 1 +weaponrespawn 30 +type 3 +dropitems 1 \ No newline at end of file diff --git a/cpma/modes/FTUS.cfg b/cpma/modes/FTUS.cfg new file mode 100644 index 0000000..f0e0d24 --- /dev/null +++ b/cpma/modes/FTUS.cfg @@ -0,0 +1,9 @@ +type 6 +armor 25 +dropitems 1 +overtime 1 +simplemega 0 +timelimit 20 +weaponrespawn 15 +startrespawn 0 +startweapon 268 diff --git a/cpma/modes/ICTF.cfg b/cpma/modes/ICTF.cfg new file mode 100644 index 0000000..fb09ec8 --- /dev/null +++ b/cpma/modes/ICTF.cfg @@ -0,0 +1,5 @@ +type 4 +instagib 1 +timelimit 20 +fallingdamage 0 +teamdamage 0 diff --git a/cpma/modes/IFFA.cfg b/cpma/modes/IFFA.cfg new file mode 100644 index 0000000..6dd605f --- /dev/null +++ b/cpma/modes/IFFA.cfg @@ -0,0 +1,4 @@ +type 0 +instagib 1 +limit 30 +fallingdamage 0 diff --git a/cpma/modes/ITDM.cfg b/cpma/modes/ITDM.cfg new file mode 100644 index 0000000..651f326 --- /dev/null +++ b/cpma/modes/ITDM.cfg @@ -0,0 +1,5 @@ +type 3 +instagib 1 +timelimit 20 +fallingdamage 0 +teamdamage 0 diff --git a/cpma/modes/PUBCTF.cfg b/cpma/modes/PUBCTF.cfg new file mode 100644 index 0000000..21d4cf0 --- /dev/null +++ b/cpma/modes/PUBCTF.cfg @@ -0,0 +1,10 @@ +type 4 +items -INVIS +items -SUIT +overtime 0 +simplemega 1 +timelimit 20 +weaponrespawn 5 +# make CTF a bit less demanding in pickups +teamdamage 2 +dropitems 2 diff --git a/cpma/modes/VQ3DM.cfg b/cpma/modes/VQ3DM.cfg new file mode 100644 index 0000000..df4af38 --- /dev/null +++ b/cpma/modes/VQ3DM.cfg @@ -0,0 +1,7 @@ +type 1 +items -RUNES +items -ITEMS +items -BFG +overtime 1 +timelimit 15 +weaponrespawn 5 diff --git a/cpma/modes/VQ3TDM.cfg b/cpma/modes/VQ3TDM.cfg new file mode 100644 index 0000000..ad5a8ad --- /dev/null +++ b/cpma/modes/VQ3TDM.cfg @@ -0,0 +1,9 @@ +type 3 +dropitems 0 +items -ITEMS +items -BFG +overtime 1 +simplemega 1 +timelimit 20 +weaponrespawn 30 +ammo 50,100,20,50,150,50,100,0 diff --git a/cpma/modes/sample/MIDAIR.cfg b/cpma/modes/sample/MIDAIR.cfg new file mode 100644 index 0000000..1f53fa8 --- /dev/null +++ b/cpma/modes/sample/MIDAIR.cfg @@ -0,0 +1,23 @@ +type 1 +warmup 0 +limit 9 +ammo 0,0,0,-1,0,0,0,0 +armor 200 +health 200 +fallingdamage 0 +selfdamage 0 +startrespawn 0 +startweapon 32 +items -HEALTH +items -ARMOR +items -RUNES +items -ITEMS +items -AMMO +items -MG +items -SG +items -GL +items -RL +items -LG +items -RG +items -PG +items -BFG diff --git a/cpma/modes/sample/POLDM.cfg b/cpma/modes/sample/POLDM.cfg new file mode 100644 index 0000000..ca8ec26 --- /dev/null +++ b/cpma/modes/sample/POLDM.cfg @@ -0,0 +1,8 @@ +type 1 +fastrail 1 +items -RUNES +items -ITEMS +overtime 1 +simplemega 0 +timelimit 10 +weaponrespawn 5 diff --git a/cpma/modes/sample/RA3.cfg b/cpma/modes/sample/RA3.cfg new file mode 100644 index 0000000..674e74b --- /dev/null +++ b/cpma/modes/sample/RA3.cfg @@ -0,0 +1,9 @@ +type 5 +limit 5 +ammo 200,100,20,50,150,50,100,0 +armor 100 +fallingdamage 1 +startrespawn 0 +selfdamage 2 +teamdamage 0 +items -BFG diff --git a/cpma/q3config.cfg b/cpma/q3config.cfg new file mode 100644 index 0000000..f7b3ec8 --- /dev/null +++ b/cpma/q3config.cfg @@ -0,0 +1,231 @@ +// generated by quake, do not modify +unbindall +bind TAB "+scores" +bind ENTER "messagemode" +bind SPACE "+moveup" +bind 1 "weapon 1" +bind 2 "weapon 2" +bind 3 "weapon 3" +bind 4 "weapon 4" +bind 5 "weapon 5" +bind 6 "weapon 6" +bind 7 "weapon 7" +bind 8 "weapon 8" +bind 9 "weapon 9" +bind \ "messagemode2" +bind ` "toggleconsole" +bind a "+moveleft" +bind d "+moveright" +bind s "+back" +bind t "messagemode" +bind w "+forward" +bind y "messagemode2" +bind ~ "toggleconsole" +bind PAUSE "screenshotJPEG" +bind ALT "+movedown" +bind F1 "vote yes" +bind F2 "vote no" +bind F3 "ready" +bind F4 "notready" +bind F5 "arenavote yes" +bind F6 "arenavote no" +bind MOUSE1 "+attack" +bind MOUSE3 "+zoom" +bind MWHEELDOWN "weapprev" +bind MWHEELUP "weapnext" +seta server_optimiseBW "1" +seta server_gameplay "CPM" +seta server_chatfloodprotect "0" +seta match_readypercent "51" +seta g_allowVote "1" +seta g_filterBan "1" +seta g_banIPs "" +seta g_logSync "0" +seta g_log "games.log" +seta g_teamForceBalance "0" +seta g_teamAutoJoin "0" +seta g_maxGameClients "0" +seta in_mouse "1" +seta in_joystick "0" +seta in_midi "0" +seta net_socksEnabled "0" +seta net_noudp "0" +seta nick "" +seta cg_useScreenShotJPEG "1" +seta cg_showPlayerLean "1" +seta cg_oldCTFSounds "0" +seta cg_noteamchatbeep "0" +seta cg_nomip "1023" +seta cg_nochatbeep "0" +seta cg_customLoc "1" +seta cg_autoAction "0" +seta cg_altPlasma "1" +seta cg_altLightning "2" +seta creepCamSmoothRate "2.5" +seta creepCam "0" +seta cg_teamChatsOnly "0" +seta cg_drawFriend "1" +seta cg_deferPlayers "1" +seta cg_predictItems "1" +seta cg_forceModel "1" +seta cg_thirdPersonRange "40" +seta cg_noTaunt "1" +seta cg_noProjectileTrail "0" +seta cg_railTrailTime "400" +seta cg_marks "2500" +seta cg_brassTime "2500" +seta cg_simpleItems "0" +seta cg_crosshairY "0" +seta cg_crosshairX "0" +seta cg_crosshairHealth "0" +seta cg_crosshairSize "32" +seta cg_drawRewards "1" +seta cg_drawCrosshairNames "1" +seta cg_drawCrosshair "11" +seta cg_draw3dIcons "1" +seta cg_draw2D "1" +seta cg_gibs "1" +seta cg_shadows "1" +seta cg_stereoSeparation "0.4" +seta cg_viewsize "100" +seta cg_fov "105" +seta cg_zoomfov "22.5" +seta cg_drawGun "2" +seta com_blood "1" +seta cg_autoswitch "0" +seta cg_ammoWarning "1" +seta s_announcer "feedback" +seta s_ambient "1" +seta mvw_DM "480 48 160 120" +seta ch_gauntlet "0" +seta ch_wstatsTime "10" +seta ch_3waveFont "1" +seta ch_shortScoreboard "0" +seta ch_shortNames "0" +seta ch_selfOnTeamOverlay "1" +seta ch_recordMessage "1" +seta ch_playerNames "0" +seta ch_file "installer" +seta ch_drawWeaponSelect "0" +seta ch_drawWarmup "0" +seta ch_crosshairText "" +seta ch_crosshairPulse "0" +seta ch_crosshairColor "7" +seta ch_crosshairAlpha "0.8" +seta cg_viewAdjustments "0" +seta cg_trueLightning "0.75" +seta cg_xerpClients "0" +seta cg_smokeRadius_GL "6" +seta cg_smokeRadius_RL "4" +seta cg_smoke_SG "1" +seta cg_railStyle "5" +seta cg_railRingWidth "8" +seta cg_railRingStep "32" +seta cg_railCoreWidth "2" +seta cg_optimiseBW "0" +seta cg_nudge "0" +seta cg_noHitBeep "0" +seta cg_noAmmoChange "1" +seta cg_muzzleFlash "1" +seta cg_lightningImpact "0" +seta cg_lagHax "-1" +seta cg_itemFX "7" +seta cg_gunOffset "" +seta cg_forceColors "1" +seta cg_fallKick "1" +seta cg_enemyModel "keel/pm" +seta cg_enemyColors "22222" +seta cg_deadBodyDarken "1" +seta cg_damageDraw "1" +seta g_spSkill "100" +seta ui_browserShowEmpty "1" +seta ui_browserShowFull "1" +seta ui_browserSortKey "4" +seta ui_browserGameType "0" +seta ui_browserMaster "0" +seta com_soundMegs "8" +seta s_mixPreStep "0.05" +seta s_mixahead "0.2" +seta s_musicvolume "0.25" +seta s_volume "0.8" +seta vid_ypos "22" +seta vid_xpos "3" +seta r_gamma "1" +seta r_swapInterval "0" +seta r_textureMode "GL_LINEAR_MIPMAP_LINEAR" +seta r_finish "0" +seta r_dynamiclight "1" +seta r_noportals "0" +seta r_fastsky "0" +seta r_ignoreGLErrors "1" +seta r_flares "0" +seta r_lodbias "-2" +seta r_intensity "1.75" +seta r_smp "0" +seta r_subdivisions "4" +seta r_fullbright "0" +seta r_vertexLight "0" +seta r_customaspect "1" +seta r_height "600" +seta r_width "800" +seta r_ignorehwgamma "1" +seta r_overBrightBits "1.5" +seta r_depthbits "0" +seta r_stencilbits "0" +seta r_stereo "0" +seta r_colorbits "0" +seta r_texturebits "32" +seta r_detailtextures "1" +seta r_picmip "0" +seta r_ext_multisample "4" +seta r_ext_max_anisotropy "16" +seta r_ext_compressed_textures "0" +seta cl_anonymous "0" +seta snaps "30" +seta name "^cUnnamed^7Player" +seta cl_maxPing "800" +seta r_inGameVideo "1" +seta cl_packetdup "0" +seta cl_aviMotionJpeg "1" +seta cl_aviFrameRate "25" +seta cl_freelook "1" +seta cl_run "1" +seta cl_yawspeed "140" +seta cl_pitchspeed "140" +seta m_filter "0" +seta m_side "0.25" +seta m_forward "0.25" +seta m_yaw "0.022" +seta m_pitch "0.022000" +seta m_limit "0" +seta m_accel "0" +seta m_speed "8" +seta con_speed "3" +seta con_scale "1" +seta con_notifytime "3" +seta sv_strictAuth "1" +seta sv_lanForceRate "1" +seta sv_floodProtect "0" +seta sv_maxPing "0" +seta sv_minPing "0" +seta sv_maxRate "0" +seta sv_minRate "0" +seta sv_maxclients "8" +seta sv_hostname "^2No^7Name" +seta com_introplayed "1" +seta com_hunkMegs "128" +seta color "ggggg" +seta model "keel/pm" +seta sv_fps "30" +seta cl_maxpackets "125" +seta cl_allowDownload "1" +seta rate "25000" +seta r_roundImagesDown "0" +seta r_mode "0" +seta r_fullscreen "1" +seta vm_ui "2" +seta vm_cgame "2" +seta vm_game "2" +seta scr_conspeed "999" +seta com_maxfps "125" +seta com_zoneMegs "24" diff --git a/cpma/readme.txt b/cpma/readme.txt new file mode 100644 index 0000000..676b568 --- /dev/null +++ b/cpma/readme.txt @@ -0,0 +1,170 @@ + +Challenge ProMode Arena +----------------------- +Date: 22 Sep 06 + +WWW: http://www.promode.org +IRC: #promode on irc.quakenet.org + + +Installation: + +Unzip this archive in the root Quake3/ directory, with folders enabled. +You should have a newly created directory named "cpma" with these files: + +readme.txt - this file +changelog.txt - a very terse list of additions, changes, and bugfixes + it is however BY FAR the most important of the docs, so READ IT! +description.txt - the entry for the mods menu +z-cpma-pak.pk3 +docs/.txt +and a few standard configuration dirs (modes, cfg-maps, classes, etc) + +Note: you should NEVER change any of the files installed by CPMA: they +will almost certainly be overwritten by future releases. If you want +to customise things like modes, use a different name for your versions. + +Read the docs. There's a lot of useful information in them. :) +For quick start advice on player configs, see the end of this file. + + +To start up a DEDICATED CPMA server, just type: +----------------------------------------------- +quake3 +set dedicated 2 +set com_hunkmegs +set sv_pure 1 + +set fs_game cpma +set vm_game 2 +exec .cfg + +----> IF YOU'RE UPGRADING FROM A PREVIOUS VERSION OF CPMA: + Delete ALL old z-cpma-client-XXX.pk3 files in your server's + cpma/ directory. Dedicated servers should only have a single + z-cpma-pakXXX.pk3 file in the cpma/ directory to prevent + unnecessary .pk3 downloads and confusion (especially on + Linux/BSD-based servers). + +The value for com_hunkmegs really depends on how many clients you want +to support and the type of maps you're going to run. +For 1v1/FFA/TDM/CTF maps, 24-32 should be fine. For multiarena maps +like MAP-CPMAx and RA3MAPx you'll want to bump it to 48-64. + + +To start up a LISTEN CPMA server (where a client and server +run in the same machine), type: +----------------------------------------------------------- +quake3 +set fs_game cpma +set vm_game 2 + +Note: You may also need to set sv_pure 0 for the listen server, + if you experience crashes or Q3 decides to unload the mod + on map changes: these are known bugs in the Q3 engine. + + +** Linux admins: Replace "quake3" with "q3ded" in the above examples. +** Also make sure to add "+set fs_basepath " that +** points to your root Quake3 directory to properly +** enable server downloads. Also, add a +set vm_game 2 +** to the command-line to ensure full compatibility. + + +This document was blatantly ripped off from the one Rhea wrote for OSP. :) + + + +----------------------------- +Config Tips - Getting Started +Swelt, 3 Jan 02 +----------------------------- + +All the info in here is taken from the Client.txt file in the cpma/docs/ +directory. This section is just intended to make getting started that little +bit easier. Described below are a number of the most commonly used settings and +commands used by CPMA players. At the end, we'll be putting this into a config +file... more on this later. + +Models and skins: +----------------- +To start, you'll want to choose a model for yourself. As in vQ3, the setting +is "set model [model]/[skin]". CPMA has a set of special skins for better +visibility: to use these, choose your skins as "pm" (eg "set model doom/pm"). +If you have chosen to use ProMode skins, you should now choose your colors. +The setting is "color", and has 4 numbers: [rail core] [head] [shirt] [legs]. +So you could set your rail core to be green (2), head and shirt to be yellow (3) +and legs to be red (1) with this: "set color 2331". +Note that you can customise your own model setup in the game using the GUI. +Press Escape and choose Player Setup. There you can customise your personal +colors, and see it as they change. + +If you are playing team modes and want all your team mates to be the same color +as you, use the setting cg_forcecolors 1. cg_forcemodel 1 will force your team +to use the same model as you. + +Now that your own model and team are decided, you can set up how you want the +opposing team to appear. The command is cg_EnemyModel model/skin. To make +the most out of this you should use ProMode skins - fullbright custom colour +enemies rule! Again, select pm as the skin. You can customise the colour with +cg_EnemyColors #### + +eg: +cg_enemymodel keel/pm +cg_enemycolors iiii + +Bright Green Keel sir? Suits you, sir! + + +The HUD (Heads Up Display): +--------------------------- +This has a document all to itself these days: docs/HUD.txt + + +Weapon Stuff: +------------- +There are a few neeto little tweaks to the weapons. Most of these will again be +familiar to those with OSP experience. + +cg_truelightning [Value 0 - 1] +Most people find that 0.5 allows them better LG aim on the net. The same code +has now been used by id in Quake3. + +cg_smokeradius_rl and cg_smokegrowth_rl +Customise the size of your rocket trails, or simply turn them off. Setting both +to 0 will completely remove the trail. You can do the same for the grenade trail +( _gl rather than _rl). + + +Misc. Stuff: +------------ +Joining the game. After connecting to a server, the next step depends on the +game type. For most gametypes, you will initially spawn as a spectator. +To join the game, either press Escape and select a team or join game. +For multi arenas (maps with several seperate playing areas) hit escape and +select Choose Arena. The list of arenas are marked DA for Duel Arena (1v1) or +CA for Clan Arena. If an arena has CPM in red after the name, this signifies +that it is using ProMode settings. Once you are in the arena you want to be, +hit escape again to select a team, or type /team r or /team b to join up. + +CPMA uses specially tweaked prediction code, to offer the best gameplay online. +There are two settings which were tweaks to vanilla Q3 which can interfere with +this. In your config, you may find it best to set cg_smoothclients 0 and +cl_timenudge 0 + +Configs: +-------- +The easiest way to give Quake3 a bunch of config settings is to write a config +file. This is a simple text file which you can execute within the game to pass +quake3 all the settings it contains. To create a new config file, create a new +blank text file and enter a list of settings. Save this file in either the +baseq3 or cpma directory. This file should end ".cfg". For instance, I would +create a file called swelt.cfg. To apply the settings in the config, type +"/exec config" (eg exec swelt) at the console. No need to type the ".cfg" at +the end. (Note thats swelt.cfg not swelt.cfg.txt - god bless MS) + +For more advice on configs check one of these websites: +http://www.planetquake.com/thebind/ +http://ucguides.savagehelp.com/Quake3/AquaQuake3Guide.html +http://netsites.barrysworld.net/guides/quake3/ +_______________________________________________________________________________ + +The cpma/cfg directory includes a simplified version of arQon's config, +which is a good reference for some of the more technical settings: if you don't +understand what a certain cvar does or you aren't familiar with some of the +enhanced and new CPMA ones and don't want to look it up, odds are whatever is +in there is the best setting for it. :) +If you're new to CPMA, you should probably use "exec cfg/arqon" FIRST to set up +some good defaults, then modify those rather than start from scratch. diff --git a/cpma/stats/basics/arrdown.gif b/cpma/stats/basics/arrdown.gif new file mode 100644 index 0000000..d749e4e Binary files /dev/null and b/cpma/stats/basics/arrdown.gif differ diff --git a/cpma/stats/basics/arrup.gif b/cpma/stats/basics/arrup.gif new file mode 100644 index 0000000..5314490 Binary files /dev/null and b/cpma/stats/basics/arrup.gif differ diff --git a/cpma/stats/basics/stats141.css b/cpma/stats/basics/stats141.css new file mode 100644 index 0000000..63e39f9 --- /dev/null +++ b/cpma/stats/basics/stats141.css @@ -0,0 +1,121 @@ + +body { + background: #000000; + color: #FFFFFF; +} + +p,span { + margin-top: 1px; + margin-bottom: 1px; +} + + +TABLE { + border-collapse: collapse; +} + +TD { + border: 1px dotted; + border-color: #0000FF; +} + +img { + border: none; +} + +a, a:hover, a:link, a:visited { + color: #FFFFFF; + text-decoration: none; +} + + +.ReturnUp { + font-weight: bold; +} + + +.SectionTitle { + font-weight: bold; + padding-top: 8px; + padding-bottom: 4px; + color: #FF0000; +} + + +.MatchInfo { +} + +.MatchInfoLabel { + font-weight: bold; + text-align: right; +} + +.MatchInfoValue { + text-indent: 0.5em; +} + + +.TeamScores { +} + +.TeamScoresPad { + width: 20px; + border: hidden; +} + +.TeamName { + font-size: larger; + font-weight: bold; + font-variant: small-caps; +} + +.TeamScore { + font-size: larger; + font-weight: bold; + text-align: right; +} + + +.PlayerScores { + text-indent: 1em; +} + +.PlayerHeaderName { + font-weight: bold; +} + +.PlayerHeaderScore { + font-weight: bold; + text-align: right; + text-indent: 2em; +} + + +.StatName { + font-weight: bold; + font-variant: small-caps; + color: #CCCCCC; + text-align: center; + padding-left: 8px; + padding-right: 8px; +} + +.StatValue { + color: #FFFFFF; + text-align: center; + padding-left: 8px; + padding-right: 8px; +} + + +.Combat { +} + +.Weapons { +} + +.Items { +} + +.Powerups { +} diff --git a/cpma/stats/basics/stats141.xsl b/cpma/stats/basics/stats141.xsl new file mode 100644 index 0000000..82145e8 --- /dev/null +++ b/cpma/stats/basics/stats141.xsl @@ -0,0 +1,371 @@ + + + + + + + + + + + + + +]> + + + + + +
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+ +
+ + + + + % + + + + +
diff --git a/cpma/viewcam/cpm3.cfg b/cpma/viewcam/cpm3.cfg new file mode 100644 index 0000000..d1b6946 --- /dev/null +++ b/cpma/viewcam/cpm3.cfg @@ -0,0 +1,17 @@ +0 -550.330 -282.567 191.777 15.177 -49.921 +1 -111.125 -726.836 191.757 37.622 148.820 +2 -57.715 145.214 242.481 48.180 -94.059 +3 112.867 592.875 173.960 23.977 -120.020 +4 -456.441 103.530 191.759 38.501 -41.698 +5 199.045 -576.868 173.171 44.000 113.258 +6 763.166 134.650 126.669 37.622 -121.701 +7 1097.006 -467.914 143.924 50.377 146.200 +8 415.125 -928.875 -96.207 44.439 51.377 +9 10.409 -257.017 161.556 54.667 91.137 +10 437.968 -273.142 191.677 56.870 57.041 +11 888.447 80.866 -204.219 24.966 -123.359 +12 928.874 -328.274 -156.415 42.346 170.639 +13 1312.875 87.007 -211.802 41.687 176.802 +14 778.130 -49.436 -13.549 43.890 164.256 +15 819.291 -294.282 263.731 80.848 83.880 +16 535.450 -310.426 -104.758 9.453 168.184 diff --git a/cpma/viewcam/cpm3a.cfg b/cpma/viewcam/cpm3a.cfg new file mode 100644 index 0000000..d1b6946 --- /dev/null +++ b/cpma/viewcam/cpm3a.cfg @@ -0,0 +1,17 @@ +0 -550.330 -282.567 191.777 15.177 -49.921 +1 -111.125 -726.836 191.757 37.622 148.820 +2 -57.715 145.214 242.481 48.180 -94.059 +3 112.867 592.875 173.960 23.977 -120.020 +4 -456.441 103.530 191.759 38.501 -41.698 +5 199.045 -576.868 173.171 44.000 113.258 +6 763.166 134.650 126.669 37.622 -121.701 +7 1097.006 -467.914 143.924 50.377 146.200 +8 415.125 -928.875 -96.207 44.439 51.377 +9 10.409 -257.017 161.556 54.667 91.137 +10 437.968 -273.142 191.677 56.870 57.041 +11 888.447 80.866 -204.219 24.966 -123.359 +12 928.874 -328.274 -156.415 42.346 170.639 +13 1312.875 87.007 -211.802 41.687 176.802 +14 778.130 -49.436 -13.549 43.890 164.256 +15 819.291 -294.282 263.731 80.848 83.880 +16 535.450 -310.426 -104.758 9.453 168.184 diff --git a/cpma/z-cpma-pak148.pk3 b/cpma/z-cpma-pak148.pk3 new file mode 100644 index 0000000..0e21f38 Binary files /dev/null and b/cpma/z-cpma-pak148.pk3 differ