4708 lines
145 KiB
Plaintext
4708 lines
145 KiB
Plaintext
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This changelog is the canonical source of information for CPMA.
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Any document that disagrees with it is almost certainly wrong.
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See the end of this file for known issues.
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Notes for version 1.48 (27 Jul 10)
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add: r_unreferee/unreferee referee's command
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add: ch_gauntlet 1/0 in hud(WeaponList)
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add: cg_crosshairSize can set the width and height of the crosshair (format "WxH").
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For example, cg_crosshairSize '32x48'
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add: cg_simpleItems can vary from 0.1 to 2.0 as a multiplier size of an item icons.
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For exmaple, cg_simpleItems 1.5 will increase the size of icons to 50%
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add: cg_noAmmoChange 2 does not switch to another weapon if no ammo
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add: invalid characters in cg_altlightning value disable LG beam
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add: cq3/dev crouchsliding
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add: color code ^8(LtGrey) and ^9(Violet), except console messages
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chg: votesystem
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always ignore speconly
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in 1V1 mode ignore specs except remove or kick votables
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in 1V1 mode do not ignore specs for map, gameplay, match, mode or restart votables during non-warmup
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in 1V1 mode make a decision by timer, if vote counts are not equal and more than two
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in TEAM-based modes ignore specs while teams have players
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do not ignore specs for referee votable, only spec can be elected referee
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chg: referee drops his status when joining the match
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chg: remove vote windelay, vote_allow_windelay
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chg: 'players' command can show packetlost
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chg: 'players' command for rcon always show ready/notready status
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chg: values mode_idletime may change only in the range of 1 to 60
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chg: increase sv_fps maximum value to 40 for cnq3
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chg: ban the 'kill' command to CTFS
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chg: cq3 RL speed 950, splash radius 110
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chg: DEV use PM2 RG (remove scaling damage)
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chg: cq3 RG fixed damage 80 and scaling knockback from 125% to 75%. fastrail on.
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chg: cq3 items height is 50
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chg: cq3 tweak doublejumps
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chg: player stats resets to the beginning of the match for CA/CTFS/FTAG
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chg: fix roundwarmup
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chg: CTFS can use roundwarmup
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chg: remove warnings for empty s_announcer
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fix: a few bot ai bugs
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fix: cg_altlightning enemy color equal mates color
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fix: armorbar, ammobar, healthbar cannot display big value (400 health or 400 armor)
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fix: don't count suicide in warmup
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fix: commands referee, including the options, available in the server console
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fix: PM_CmdScale '-128/127 bug'
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fix: ancient callvote security exploit (id bug)
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i thought we fixed these years ago, but one case snuck through :(
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Notes for version 1.47 (22 Apr 09)
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add: roundwarmup for CA/DA
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add: negative cg_trueLightning is no beam
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add: cq3 new hitsounds
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add: voulcaine's maps layouts: pro-q3dm6cq3, q3tourney2cq3, pro-q3tourney4cq3,
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nodm9acq3, hub3aeroq3cq3, ztn3tourney1cq3, q3dm7cq3
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add: LG impact texture (thanks voulcaine)
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add: gp as an alias for gameplay for callvote command
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add: wr as an alias for weaponrespawn for callvote command
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add: duration match to xml stats
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chg: 'tell' without player number agrument sent message to all spectators
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chg: remove tell_target and tell_attacker
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chg: #N use client netname when nick is empty
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chg: Coaches are able to use the SuperHUD (for MVD)
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chg: Ignore spec votes in teamplay modes (Teams must have players).
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chg: The chat macro #I ignore own flag
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chg: Silent ref kicks of specs
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chg: fastrail back
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chg: increase max players in player_file/filter_file to 100
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chg: use KISS32 random generator
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chg: cg_altlightning is string('123' or '12' or '1'). First character is player lightning,
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Second character is enemy lightning. Third character is mates lightning.
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First character is default for enemy and mates lightning if not specified.
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chg: cg_altlightning 3 with 1.44 render system
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chg: cg_drawgun 0 is static(no bobbing)
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chg: health and armour votes allow up to 400
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chg: DA defaults to 250/250 spawns
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chg: a few tweak cq3 ground friction and acceleration
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chg: add micro-dj for cq3
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chg: (1v1, 2v2, ctf, ftag) cq3 player respawn with ammo. 2 SSG, 2 RL, 20 LG, 3 GL, 3 RG
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chg: cq3 items height is 46
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chg: cq3 dead player drop ammo like CPM
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chg: cq3 respawns are biased away from corpse (except nearest spawnpoint)
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chg: cq3 gauntlet knockback is 0.5
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chg: cq3 MG - ammo 60/10/80; reload time 90ms; increase spread
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chg: cq3 SSG - new pattern; ammo 8/5/25
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chg: cq3 PG ammo 40/20/80
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chg: cq3 GL use PM2 settings, ammo 7/5/25
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chg: cq3 RL speed 1000 ups, splash radius 100, knockback 110%, ammo 8/5/25
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chg: cq3 LG scaling knockback from 125% to 75%. ammo 60/40/140
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chg: cq3 RG damage (100,90,80); scaling knockback (100%-50%). ammo 7/5/25
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chg: cq3 BFG ammo 10/10/25; damage 125; knockback 150%; BFG shots are "fat"
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chg: cq3 increase knockback for rj/gj and plasmaclimbing
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chg: cq3 different protection (0.5/0.66/0.75) and different decay (0.5/1/1.5) for GA/YA/RA
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fix: wrong ammo and flag weight after cv gameplay or cv mode(mode file with gameplay)
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fix: gameplay initialization refresh current game mode
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fix: file handle leaks
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fix: CA/FTAG startrespawn 1
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fix: "humming" weapons could pan and crackle on stairs sometimes
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fix: flagrun times weren't properly adjusted for pauses
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fix: stupidly long text decorations could crash the hud parser
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Notes for version 1.46 (26 Apr 08)
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chg: mode_current tagged as serverinfo for MAXBrowse / ASE / etc
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chg: FFA mode uses 5s weapon respawns
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chg: reverted to 1.43 cg_altLightning
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chg: removed hemostick's RL explosions
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they're derived from something other than Q3 apparently
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chg: removed uriel's wings - they're annoyingly defective
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fix: listen servers hanging sometimes on map load
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fix: loud LG impact sounds with correctly-functioning Q3 clients
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Notes for version 1.45 (18 Feb 08)
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add: callvote remove is back
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chg: RG low ammo warning
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chg: CQ3 pg/sg ammobox
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chg: CQ3 RG scaling from 100 to 80
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chg: CQ3 hitsound from CPM
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fix: finally, hopefully, the @#$%ing TA bugs with rocket splash
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only took seven years to track the damn thing down...
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fix: IDs bot stuck
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fix: PMC ctfs/ctf heavy flag
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fix: CPM ctfs heavy flag
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Notes for version 1.44 (19 Dec 07)
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Yes, I know the menus look like ass
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add: new icons for just about everything, thanks to vamp1re <3
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add: log_xmlstats (default "stats")
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directory to save endgame stats to, "" to disable
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add: END pauses demos (needs CNQ3)
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add: Digital Graphics Labs "Enter Sansman" font
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usable in superhud with "font sansman"
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add: cg_railCoreWidth (2), cg_railRingWidth (8), cg_railRingStep (32)
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the r_rail* cvars are now obsoleted
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add: cl_noprint works during demo playback and with the SHUD "console"
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add: captain actions are logged to the team's consoles
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add: show timein caller in team games
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add: hud_hide <element>, hud_show <element>
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add: info_player_deathmatch support to mapcfgs
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was only doing info_player_start - doh!
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chg: removed dlights from FC's again
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chg: PG gun/TDM ammo 100, box 50, speed 2000
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chg: MG boxes give 50 ammo, max 100
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chg: replaced the RL and GL trail system
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cg_smokeGrowth_RL and cg_smokeGrowth_GL are obsoleted
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chg: beefed up cg_railStyle 2 a fair bit
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chg: CTF flags don't flash and only show on the HUD when they're not at base
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chg: team overlay expands to show multiple PUs if needed
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chg: NTF defaults to flag dropping enabled
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chg: servers reject players whose names have bogus characters (<32 or >126)
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chg: removed FlagWeight from class files
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chg: removed s_occfactor - now always treated as 0
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chg: removed fastrail, finally, may it rest in peace
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chg: cg_altLightning now just 0 or 1
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0 is the original (pre-TA) id LG beam
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1 is the 1.43 altLighting 3 with a new render scheme
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chg: CPM tele exit speed is 400, same as VQ3
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chg: spawnsystem back to "far half" from killer with no weighting
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chg: CQ3 2K8 :P settings - a "better VQ3" without culture shock
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VQ3 physics, plus rampjumps. PM2 spawnsystem; lava/slime damage;
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item height; water speed; and LG and BFG settings.
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RG damage scaling from 100 at point-blank down to 75 (linearly)
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at 768 units distance (LG range) and beyond.
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Ammo limits: MG/LG 150, SG/GL/RL/RG/BFG 25, PG 200.
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Smaller ammoboxes: MG 25, SG 5, LG 50.
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No "cripple" effect for MG/PG/LG.
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fix: xml strings need escaping even when quoted
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fix: waterjump catapult wasn't triggering properly
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fix: simpleitems are actually ITEM_RADIUS (most meaningless id bug ever)
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finally trumped the RG light fix :P
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fix: rather fascinating bizarre bugs with corpses and weapons
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e.g. your corpse with LG would actually fire when you fired
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and if it had a humming weapon, it would play that sound too
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fix: item bboxes were asymmetric and misaligned (id bug)
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fix: stupid SnapVectorTowards bug from the TA era (id bug)
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fix: hunter/pm antlers weren't blended properly
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fix: bad math in item bobbing made them jerky for no good reason (id bug)
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if the server had been up for more than just a couple of days
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fix: concretefloor1 and portal_sfx had invalid tcmods (id bugs)
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fix: railtrails were often not sent to players near the shooter (id bug)
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fix: #E correctly identifies Suited enemies
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fix: some edit fields in the ui (e.g. rate) weren't updating their cvars
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Notes for version 1.43 (18 July 07)
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add: DM scoreboard shows weapon shots
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add: player pings shown in the server browser
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add: Slash's skates are affected by PM skin color
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add: \acc <weapon> now sorted
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add: "sw" to class files
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chg: RL knockback increased to 112.5%
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chg: water speeds are significantly higher
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chg: PG gun/TDM ammo 80, box 40
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chg: default PU respawn in 2v2 now 120s
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chg: removed vote_allow_remove, callvote remove
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been broken for years and nobody noticed, so it's clearly dead weight
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chg: spectator speed increased to 480ups
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chg: CA/DA/CTFS modes explicitly set spawn health to 100
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chg: BFG is droppable
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chg: removed the irrelevant "team color names" crud from many CTF messages
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(e.g. "PlayerA gets an assist for returning the >XYZ< flag")
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chg: server stats are output in XML (same format as Q4Max stats)
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thanks to cha0ticz, panni, and cmd for their work on this
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chg: NTF Heavies use Keel model and get SG instead of MG
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chg: NTF Fighters spawn with 5 rockets
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chg: NTF backpacks give 25 armor
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chg: vote time is 20 seconds
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chg: removed support for the very-legacy CPM 1.0 armor system
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chg: removed !PreDecorate1-8 and _PostDecorate1-8 superhud elements
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just "PreDecorate" and "PostDecorate" now, limit 64 total
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fix: dying while firing RG caused "ghost" rails on next switch to RG
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fix: rebound/OB could still happen on surfaces under shallow water
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fix: various AI bits, especially in VQ3
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fix: an insanely pathological case to do with traces near patches
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when q3map has created a poisoned BSP that has non-convex spaces
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note: this fix makes no sense, it just "works". such maps are broken,
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and this may well just be moving the fail cases to a different set.
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fix: widescreen support should be much better now
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DEV: RG is 1500ms reload, with damage scaling from 100 at point-blank
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down to 75 (linearly) at 768 units distance (LG range) and beyond
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DEV: flaglocks are 5s
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Notes for version 1.40 (19 Dec 06)
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add: !PreDecorate5-8 and _PostDecorate5-8 superhud elements
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add: AttackerIcon and AttackerName superhud elements
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add: WeaponList supports the TIME command
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add: MODEL, ANGLES, OFFSET, and DRAW3D commands to the superhud
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ANGLES are ordered as <pitch> <yaw> <roll> [+pan | -rotate]
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note that most Q3 models DO NOT WORK PROPERLY if r_vertexlight is on
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add: 9 new high res, high quality crosshairs as cg_drawCrosshair 11-19
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chg: NTF significantly redesigned: see docs/NTF.txt
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chg: removed support for RagePro-specific smoke
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chg: be more tolerant of invalid models/enemymodels
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chg: FragMessage no longer updates for suicides
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chg: GTV can CALL votes, but not CAST them
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so an unattended GTV doesn't cause problems with vote_percent 100
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chg: con_echo doesn't insert newlines between multiple args
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chg: chat tokens are disabled for non-mm2
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chg: ammo bars scale by weapon capacity
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fix: vertical bars didn't scale correctly
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fix: the infamous legacy id bug of "callvote; reconnect"
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fix: autoAction 1 stats weren't saved properly
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fix: grenades always rested axially (id bug)
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fix: cg_drawCrosshairNames 2 doesn't draw enemy's name in 1v1
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fix: couldn't start CTFS games through the UI
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fix: UI ugliness in nonstandard video modes
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Notes for version 1.39 (12 Nov 06)
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add/chg/fix: overhauled a bunch of the UI crud (WIP)
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add/chg/fix: overhauled a huge amount of AI (WIP)
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add: netgraph shows "SYNC" warning if cg_predict is off
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add: low ammo warning sound not played when fast-forwarding demos
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add: cv as an alias for callvote
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add: smartbots now play VQ3 as well
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add: VQ3TDM mode (50 MG ammo, Holdables and BFG disabled)
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add: cg_viewAdjustments (0|1, default 0)
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replaces and unifies cg_run* and cg_bob* (all deleted)
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add: custom loc files for q3w1, q3w4, q3wcp17, ctctf1, ctctf2
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add: GTV can use cg_autoAction even if unattended/nocamera
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chg: autorecord uses underscores for time and date separators
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dots meant truncated filenames could make the engine sulk
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chg: removed \time and \currenttime (is on the scoreboard already)
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chg: removed some obsoleted cvars
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ch_crosshairTeamInfo (is in the superhud as TargetStatus)
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cg_drawStatus, cg_drawAttacker, cg_drawIcons
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chg: removed cg_followPowerup and cg_followKiller
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these are now cg_autoAction 32 and 64 respectively
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chg: removed \followpowerup command (was for GTV, is now redundant)
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chg: moved the CPMA console to the superhud as "Console"
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removed cf_Console, ch_consoleLines, ch_consoleTime, con_disable
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chg: scoreplums have been removed completely
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chg: votes that are disabled aren't listed by "callvote ?"
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chg: gauntlet range lowered from 48 to 44
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chg: SG and RL pickups give 10 ammo
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chg: BFG reload lowered to 1000ms
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chg: no BFG explosion cloud (since it doesn't actually splash)
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chg: removed the duplicate spawn near lower RL on CPM1A
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chg: cg_marks specifies mark lifetime in ms (default 2500)
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chg: removed "color2" cvar - "color" and cg_enemycolors now RHBLX
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where X is the secondary FX color used for rail rings/spirals
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chg: cg_teamchatsOnly controls what text reaches the HUD Chat elements
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if set, non-team text still shows up in the console area
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chg: poked at a bunch of CQ3 settings (WIP)
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chg: promode initial spawns are true random
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chg: promode respawns are biased away from corpse and killer
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chg: cg_damageDraw 1 made less game-breaking
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chg: cg_drawCrosshairNames not dependent on cg_drawCrosshair
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fix: stats\etc could crash the client if they fired more than 10,000 shots
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yes, *10000* shots in one game: I smell CA LG-fests! :P
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fix: modes were always overriding match_mutespecs
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Notes for version 1.38 (22 Sep 06)
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chg: 2v2 mode uses 10s weapon respawns
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fix: TDM ammo counts were messed up
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fix: maplist parsing was messed up
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Notes for version 1.37 (12 Sep 06)
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chg: DEV ammo counts, spawnsystem, and BFG migrated to CPM
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SG 5, SG box 5; GL 5, GL box 5; RL 5, RL box 5
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LG 50, LG box 50; RG 5, RG box 5; PG 50, PG box 50; BFG 5, BFG box 5
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TDM has double ammo for all pickups except LG box 50; PG box 50
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spawnsystem is "far half" from killer with no weighting
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fix: certain HUD elements could be missing in MVD playback
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fix: non-MV demos recorded by a third client had POV as enemymodel
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Notes for version 1.36 (22 Aug 06)
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chg: no \kill penalty in VQ3 CTF
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chg: updated my sample config
|
|
|
|
chg: recolored the console background
|
|
|
|
chg: live H/A pickup stats available to all specs (was ref-only)
|
|
|
|
chg: use serverside pings at intermission
|
|
|
|
chg: enable MVD for non-prosound
|
|
has some subtle side-effects for specs, but is fine for players
|
|
|
|
fix: fully reset doors on game start
|
|
|
|
fix: colors of in-eyes player in live MV now always your colors
|
|
|
|
|
|
Notes for version 1.35 (2 Aug 06)
|
|
|
|
add: !PreDecorate1-4 and _PostDecorate1-4 as superhud elements
|
|
can be used to draw separator bars etc
|
|
|
|
add: doublebar element command to the superhud
|
|
|
|
add: Runningman's uberthin LG as cg_altlightning 3
|
|
|
|
add: weaponlist wraps at the bottom of the screen
|
|
so you can sneak a multi-column one in
|
|
|
|
add: AmmoMessage (low/out) to the superhud
|
|
|
|
add: StatusBar_AmmoBar to the superhud
|
|
|
|
add: hud7 as a sample hud
|
|
|
|
chg: cg_ammoWarning ONLY controls the "click"
|
|
if you don't want the text, remove AmmoMessage from your hud
|
|
|
|
chg: reimplement the OSP "initial spawns" bug for VQ3
|
|
|
|
chg: no separators on doublebars: use decorations if you want them
|
|
|
|
chg: StatusBar_AmmoCount turns red when ammo is low
|
|
|
|
chg: StatusBar_ArmorCount is not drawn when armor is 0
|
|
|
|
chg: raised net server browser cap from 128 to 256
|
|
|
|
chg: raised favorites server browser cap from 16 to 32
|
|
|
|
chg: BFG explosion is less obnoxious
|
|
|
|
chg: BFG muzzleflash is blue
|
|
|
|
chg: uncoupled NetGraphPing from NetGraph in superhud
|
|
|
|
chg: end of game by timelimit uses buzzer rather than klaxon
|
|
|
|
chg: use Runningman's improved id font
|
|
|
|
fix: disabling NetGraph in superhud broke double-sided pings
|
|
|
|
fix: non-referee timeouts were using "prepare to fight" instead of klaxon
|
|
|
|
fix: DEV respawns were falling back to CPM respawns in some cases
|
|
|
|
fix: invis icon was missing an alpha channel
|
|
|
|
fix: overhauled the projectile splash code
|
|
should fix the blue moon id bugs from post-1.17
|
|
|
|
fix: weapprev wouldn't wrap if you had too few weapons
|
|
|
|
|
|
Notes for version 1.34 (24 Jul 06)
|
|
|
|
add: CTF flag icons can be colored in the hud
|
|
|
|
add: sample huds in hud/
|
|
|
|
add: Runningman's playershadow and much-improved 3W font, thanks
|
|
|
|
add: hemostick's RL explosions
|
|
|
|
add: color T and color E for superhud elements to use red/blue stupidity
|
|
set *bgcolor* for these, even for images - see hud/old.cfg
|
|
|
|
chg: cg_teamChatsOnly controls whether or not mm1 reaches the chat window
|
|
but ALL chat is ALWAYS added to the console buffer regardless
|
|
|
|
chg: moved the status bar to the superhud
|
|
deleted cf_Statusbar, ch_statusbarStyle, ch_graphs
|
|
|
|
chg: moved the weaponlist to the superhud
|
|
deleted ch_weaponList
|
|
|
|
chg: moved the netgraph to the superhud
|
|
deleted cg_lagometer
|
|
|
|
chg: removed hudstyle, hudnext, hudprev
|
|
|
|
chg: cg_nomip changes require a vid_restart
|
|
|
|
chg: cg_nomip 4 affects rocket and grenade explosions
|
|
|
|
chg: cg_nomip 8 only affects the grenade itself
|
|
|
|
chg: player settings menu uses cpma colors only
|
|
|
|
chg: CPM GL self-damage is 50% and uses the 50/50 rule for H/A
|
|
i.e. is consistent with all other self-damage in CPM
|
|
|
|
chg: VQ3 is allowed to use inconsistent weapon respawns
|
|
|
|
chg: VQ3 is allowed to use dlights on FCs
|
|
|
|
chg: unpause and timein play "prepare to fight" instead of klaxon
|
|
|
|
chg: \pickplayer renamed to \pick, and is no longer an alias for \invite
|
|
|
|
chg: \pick automatically adds the player to the team
|
|
|
|
chg: can't invite or pick speconly players
|
|
|
|
fix: various superhud nits
|
|
TextAlign C misbehaved if X was non-zero
|
|
BGColor was halving Cv
|
|
fades were starting at white instead of element color
|
|
|
|
fix: prosound was falling back to PVS for idlers with RG/LG
|
|
|
|
fix: "drop weapon" wasn't enforcing the reload wait
|
|
|
|
|
|
Notes for version 1.33 (2 Jun 06)
|
|
|
|
IMPORTANT: This release contains ALL the CPMA content except for the maps.
|
|
This is a new (and ongoing) policy. Admins can (and should) delete ALL
|
|
old z-cpma-pakXXX.pk3 files from their servers, INCLUDING z-cpma-pak100.
|
|
|
|
add: the "superhud" begins... :D
|
|
check hud/hud.cfg (and the docs if we've written them yet :P)
|
|
|
|
add: ch_file (default: "hud") to select the hud file
|
|
custom huds MUST be in your cpma/hud/ dir, MUST end in .cfg
|
|
and MUST NOT be called "hud" if you want to customise it
|
|
|
|
add: reloadHUD command
|
|
|
|
add: cg_error, so you can actually see why a client fatal'd out
|
|
the shader debugspew messages id left in always flush the console
|
|
|
|
add: enabled s_announcer (3 years after originally adding it :)
|
|
|
|
add: Hellchick's announcer sounds: "s_announcer hellchick"
|
|
|
|
add: #S chat token - item in sights
|
|
|
|
add: a bunch of custom loc files for CTF maps, thanks to MassMan
|
|
|
|
chg: re-generated the PM skins as picmip0
|
|
|
|
chg: default reload for instagib is the gameplay's RG reload
|
|
|
|
chg: allow voting for obsoleted maps (cpm3/4/11/13/18)
|
|
|
|
chg: gauntlet range increased slightly
|
|
(to compensate for fixing the id muzzlebug in 1.32)
|
|
|
|
chg: CPM uses "absolutely honest" knockback rules
|
|
no artificial vertical boost
|
|
|
|
chg: CPM RL is unbiased
|
|
|
|
chg: deleted a whole bunch of hud-related cvars
|
|
cg_drawTimer, cg_drawFPS
|
|
ch_drawFollow, cf_Following
|
|
ch_drawSpeed,
|
|
ch_drawPickup, cf_Pickupstring
|
|
ch_fragMessage, cf_Fragmsg
|
|
cf_Vote
|
|
cf_CrosshairNames
|
|
ch_consoleTeamChat, cf_Teamchat
|
|
cg_teamChatHeight, cg_teamChatTime
|
|
cg_drawTeamOverlay, cf_TeamOverlay, ch_teamBackground
|
|
ch_powerups, ch_flags
|
|
ch_scores, ch_skinScores
|
|
|
|
chg: cg_thirdperson 1 only available in demos
|
|
|
|
chg: updated the defaults for a few client cvars
|
|
cg_deadBodyDarken 1
|
|
cg_enemyColors 2222
|
|
cg_enemyModel sarge/pm
|
|
ch_drawWeaponSelect 0
|
|
|
|
chg: MOTD maximum line length is now 60 chars
|
|
|
|
chg: MOTD line 3 is now available (lines 1 and 2 are still reserved)
|
|
|
|
chg: using "use item" with no item (i.e. as a signal) doesn't whine
|
|
|
|
chg: removed cg_centertime
|
|
"centerprint" messages ONLY come from the server now
|
|
and may not be hidden/ignored by players
|
|
|
|
chg: use a much better RNG for cointosses and "callvote random x"
|
|
|
|
fix: issues with excessively-sharded GA players picking up YAs
|
|
|
|
fix: re-enable bot "hunting" in instagib
|
|
|
|
fix: VQ3 battlesuit was using CPM "alternate spawns"
|
|
|
|
fix: splash damage could weasel its way through thin non-axial surfaces
|
|
|
|
fix: scoreboard getting "stuck on" in some MVDs
|
|
|
|
DEV: weapon ammo and box ammo reduced significantly
|
|
|
|
DEV: spawn locations are biased by enemy position rather than corpse
|
|
|
|
DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload
|
|
|
|
|
|
Notes for version 1.32 (22 May 05)
|
|
|
|
add: ch_crosshairText (go ki11ingtime powah :P)
|
|
|
|
add: cg_nohitbeep
|
|
|
|
add: callvote remove, vote_allow_remove
|
|
|
|
add: 2v2 mode (uses 2v2maps.txt for its maplist)
|
|
|
|
add: con_disable to mimic engine-hacked "cl_noprint"
|
|
|
|
add: con_echo to mimic engine-hacked "echo"
|
|
|
|
add: per-class grapple options
|
|
|
|
add: MVD automatically stops recording at match end
|
|
|
|
add: mapcfg for q3wcp15 (adds 2xGA to mid)
|
|
|
|
add: no "door/rocket/etc epilepsy" during pauses
|
|
|
|
add: highlight followed player's scorebox in DM MVDs
|
|
|
|
add: rcon callvote <vote> <value> [arena]
|
|
|
|
chg: drag only in NTF (tho CTF still has "heavy" flags)
|
|
|
|
chg: CPM splash weapons use consistent directional knockback rules
|
|
(baseq3 has completely different behaviour for direct hits vs splash)
|
|
|
|
chg: RL knockback lowered to 100%
|
|
|
|
chg: RG knockback increased to 100%
|
|
|
|
chg: GL reload is 800ms, velocity is 800ups, fuse is 2 seconds
|
|
|
|
chg: LG is 10 damage per shot, 66ms reload, 150% knockback
|
|
|
|
chg: PG shots are no longer "fat"
|
|
|
|
chg: PG knockback increased to 100%
|
|
|
|
chg: LG ammo is 75 gun, 25 box, 150 max
|
|
|
|
chg: PG ammo is 50 gun, 25 box, 100 max
|
|
|
|
chg: max ammo for SG, GL, RL, RG is 25
|
|
|
|
chg: remove "cripple" effect for MG and PG as well
|
|
|
|
chg: initial PU spawns are synced
|
|
|
|
chg: default PU respawn in FFA now 90s
|
|
|
|
chg: rampjumps and doublejumps enabled in CQ3
|
|
|
|
chg: disable MVD unless CPMA sound is on
|
|
there's 3 bugs in the VQ3 sound system that basically cause all players
|
|
to hear all sounds during MV
|
|
we allow it in TDM still since you can't really tell in that, and because
|
|
OSP does too despite the bugs, but it's definitely a no-no in DM.
|
|
|
|
chg: VQ3 self-damage is always 50%
|
|
|
|
chg: "unregistered gamesound" is no longer fatal
|
|
(only happens if you have s_initsound 0 anyway, so...)
|
|
|
|
chg: chat tokens are disabled for non-playing clients
|
|
|
|
chg: readying a team requires captain privileges
|
|
|
|
chg: locking/unlocking a team requires captain privileges
|
|
|
|
chg: cleaned up the whole "ref cmd x" vs "cmd x" mess
|
|
"ref blah" is now ONLY used to become a ref
|
|
and once you are, you just use the commands normally
|
|
|
|
chg: fall velocity needed to cause damage increased slightly
|
|
(to match the numbers caused by the pmove bugs of lesser mods :P)
|
|
|
|
chg: cg_altPlasma always 0 for id's and 1 for cpm's (was too confusing)
|
|
|
|
chg: VQ3 uses id's "predictable furthest" spawn system
|
|
|
|
fix: muzzlepoint calculations (id bug)
|
|
this is why you can't shoot people standing on your head
|
|
|
|
fix: no playercount checks if a ref uses callvote to elect other refs
|
|
|
|
fix: an undocumented hack in Q3 blocks ALL connections if g_gametype is 2
|
|
so it's no longer allowed for "showas"
|
|
|
|
fix: the lights on top of the RG are the right color (id bug)
|
|
this may well be the most pointless bugfix ever :P
|
|
|
|
fix: connecting clients were being counted towards vote %ages
|
|
|
|
fix: id bots kept "choosing" gauntlet instead of RG in instagib
|
|
|
|
fix: id botlib randomly segfaulting with smart bots
|
|
|
|
fix: PMC ammo counts match CPMA 1.11
|
|
|
|
fix: hitting [BACK] on a demo list with 200+ demos could segfault
|
|
|
|
fix: say_teamnl as a spec used regular say rather than say_team
|
|
|
|
fix: repaired the altPlasma graphics (they'd become JPGs and thus sucked)
|
|
|
|
fix: armor pickup sound clipping (id bug, thanks skanq for the new wav)
|
|
|
|
|
|
Notes for version 1.31 (22 May 04)
|
|
|
|
This release also contains the files for ALL versions since 1.00.
|
|
This is a new (and ongoing) policy because the number of update paks
|
|
will soon reach irritating levels. Admins can (and should) delete all
|
|
old z-cpma-pakXXX.pk3 files from their servers except for z-cpma-pak100,
|
|
keeping only that and the most recent version (i.e. pak131 right now).
|
|
|
|
add: support for NTF in the startserver menu
|
|
|
|
add: support per-class flagweights in NTF
|
|
|
|
add: support per-class ammo counts (spawn/max/droppack/itempack) in NTF
|
|
|
|
add: actually support lasery :P on the client (id bug)
|
|
|
|
add: cg_optimiseBW mask 2 - see docs/client.txt
|
|
|
|
add: cg_lagHax (-1|0|value, default -1) - see docs/client.txt
|
|
|
|
add: \control - team stats for PUs, armour, weapons (TDM only)
|
|
|
|
add: automatically disable client prediction on GTV
|
|
|
|
add: cg_altPlasma
|
|
|
|
chg: Fighter speed raised to 270, various other NTF tweaks
|
|
|
|
chg: lava damage is 10 every 250ms, slime is 4
|
|
(it's also trivially different depending on sv_fps)
|
|
|
|
chg: cg_nudge now allows up to -200
|
|
|
|
chg: cg_nudge now "extra" TN
|
|
ffs don't use it unless you're GENUINELY HPB
|
|
|
|
chg: removed callvote promode - use callvote gameplay instead
|
|
|
|
chg: CPMA bots more tolerant of newb games (CA, IG, etc)
|
|
|
|
chg+fix: don't check for a map existing before allowing a vote for it
|
|
it was handy, but it also broke mapcfg votes :/
|
|
|
|
fix: can disable the netgraph again
|
|
|
|
fix: lava damage was just insanely broken (id bug)
|
|
|
|
|
|
Notes for version 1.30 (12 May 04)
|
|
|
|
add: NTF teamplay mode - see docs/NTF.txt for details
|
|
|
|
add: #E for number of visible enemies
|
|
also shows "EFC", "Enemy QUAD", etc automatically :)
|
|
|
|
add: #N for nearest teammate's nick
|
|
|
|
add: backpacks to #I #P #L (just item packs, not dropped ones)
|
|
shows as RA/YA/GA deliberately: it's slightly more info
|
|
|
|
add: flags to #I #P #L
|
|
|
|
add: ch_powerups <x y layout size>
|
|
|
|
add: cf_Statusbar (default 32x48) for ch_statusbarStyle 0
|
|
|
|
add: disable "connection interrupted" message on gtv
|
|
|
|
add: enable tab-completion for some gtv commands
|
|
|
|
add: maplist entries with minplayers -1 are "banned"
|
|
can't be voted in even with map_restrict 0
|
|
|
|
add: autoload maps into the maplist if map_restrict is 0
|
|
|
|
chg: map_restrict defaults to 0
|
|
|
|
chg: PG self-damage is only 50%
|
|
|
|
chg: RL knockback lowered by 10% in CPM
|
|
|
|
chg: #U no longer sucks
|
|
|
|
chg: cstats no longer shows downstream (S->C) if player is following someone
|
|
(evil id netcode behaviour makes them unreliable there)
|
|
|
|
chg: g_smoothClients has been removed (again :P)
|
|
|
|
chg: cg_smoothClients renamed to cg_xerpClients (-1|0|1, default 0)
|
|
this should solve the "config pollution" stupidities but still let
|
|
people who know what they're doing use it if they really want to
|
|
all the old notes/warnings/issues/etc still apply
|
|
so if you don't like it, don't whine about it: just don't USE it ffs
|
|
|
|
chg: cg_nudge replaces cl_timenudge
|
|
timenudge definitely DOES do weird things internally to Q3
|
|
I don't know WHAT, but the difference is clear and unmistakeable
|
|
timenudge is now forced to 0, and nudging is handled internally
|
|
by the new cg_nudge variable.
|
|
the timenudge min/max votes have been removed.
|
|
|
|
chg: CQ3 respawn window now 1-4s
|
|
|
|
chg: mapcfgs with the same name as the base map are loaded automatically
|
|
(i've avoided doing this in the past as it has a fairly high
|
|
abuse potential, but people keep asking for it so...)
|
|
|
|
chg: weapon ammo in PM0 and FFA uses the nonsensical id scheme
|
|
(note: this also lets bad mappers use custom ammo counts there)
|
|
|
|
|
|
Notes for version 1.22 (8 Feb 04)
|
|
|
|
add: bots use \nick
|
|
|
|
add: rat bot (finally :P)
|
|
|
|
add: callvote armordecay, vote_allow_armordecay (CA/DA/CTFS)
|
|
(it's always been in there, but was disabled years ago
|
|
because clueless CA admins would turn it off
|
|
which makes CA even more of a campfest than usual)
|
|
|
|
add: callvote gameplay alias for callvote promode
|
|
|
|
add: ch_customLoc (default 1)
|
|
use custom locations for a map if possible
|
|
loc files are locs/map.cfg, and must have a "v2" header
|
|
different to OSP: can only replace existing locations
|
|
|
|
add: /ff for demos ('>' does /ff 30 - handy for skipping pauses)
|
|
|
|
add: g_smoothclients (0|1, default 0)
|
|
very annoying to have to do this...
|
|
cg_smoothclients 1 (especially with timenudge) is the
|
|
main cause of misleading enemy positions (and the whole
|
|
"shooting behind people to hit them" whine).
|
|
although we disable it on the client by default, pollution
|
|
from baseq3 often enables it again without players noticing.
|
|
ideally players would fix their configs, but apparently
|
|
that's too much to hope for so the only option left is to
|
|
force it off from the server side like OSP does. :(
|
|
|
|
chg: RL self-damage is back down to 50%
|
|
now always split *at least* half H rather than half H half A
|
|
but still regardless of armour type
|
|
i.e. a 100/0 player takes 50H total damage
|
|
a 100/200 player takes 25H *and* 25A total damage
|
|
|
|
chg: RL self-damage even split is only for CPM and CQ3
|
|
|
|
chg: drag isn't applied during knockback
|
|
means you get a few ms of "unlimited boost" on rocket runs
|
|
to help close the gap better when chasing, then drag kicks in
|
|
as normal to avoid "rj+permabunny" FC stupidity
|
|
|
|
chg: FFA doesn't use backpacks
|
|
they penalise newbs for picking up weapons in the wrong order
|
|
|
|
chg: maxpacketsmin upper limit raised to 60
|
|
|
|
chg: maxpacketsmax lower limit raised to 60
|
|
|
|
chg: maxpacketsmin/maxpacketsmax not changed by modes
|
|
|
|
chg: server_promode renamed to server_gameplay (default "CPM")
|
|
|
|
chg: vote_allow_promode renamed to vote_allow_gameplay
|
|
(default "", behaves like server_availmodes)
|
|
|
|
chg: removed Q1+Q2 armour systems
|
|
|
|
chg: shards are 2 in CPM1.0 armour system
|
|
|
|
chg: PG pickup has 40 ammo
|
|
|
|
chg: default MH behaviour for CTF is simplemega 0
|
|
|
|
fix: FC time included pauses
|
|
|
|
|
|
Notes for version 1.20 (4 Jan 04)
|
|
|
|
This release also contains the 1.11 files. Admins can (and should)
|
|
delete the z-cpma-pak111.pk3 and any beta pk3's from their servers,
|
|
leaving only pak100, pak110, and pak120 in the cpma/ dir.
|
|
|
|
add: PUBCTF mode config (teamdamage A-only, flag dropping on)
|
|
|
|
add: "locked" command to mapcfg parser
|
|
|
|
add: cg_nomip bit for in-flight rockets (512) - needs vid_restart
|
|
|
|
chg: cg_nomip defaults to 1023 (everything)
|
|
|
|
chg: HS triggered by time until capping rather than fixed distance
|
|
|
|
chg: specs can talk during warmup even if muting is on
|
|
|
|
|
|
Notes for version 1.16 (16 Dec 03) BETA
|
|
|
|
add: HoonyMode 1v1 - see docs/HoonyMode.txt for details
|
|
|
|
add: all sorts of bot stuff (some of it is in 1.11 as well)
|
|
see docs/bots.txt for details
|
|
|
|
add: new HUD cvars: ch_flags, ch_shortNames, etc - see docs/HUD.txt
|
|
|
|
add: \nick - set a short name to use for team chat/overlay
|
|
limited to 5 visible characters, but allows colours
|
|
|
|
add: docs/demoplay.txt
|
|
|
|
add: callvote windelay (ms, CA:4000, DA:2000, HM: 500)
|
|
vote_allow_windelay (0|1, default 1)
|
|
|
|
add: \protect - for when you accidentally hit ESC during a demo :)
|
|
|
|
add: s_announcer
|
|
|
|
chg: own muzzleflash always disabled if cg_drawgun is 0
|
|
|
|
chg: cg_smoothClients defaults to 0
|
|
|
|
chg: rocket explosion animation lasts 0.5s (was 1s)
|
|
|
|
chg: a bunch of the HUD cvars - see docs/HUD.txt
|
|
|
|
chg: HUD health turns red at 33, not 30
|
|
|
|
chg: moved scoreboard on top of MVWs
|
|
|
|
chg: removed bot_boost
|
|
|
|
chg: lifts/doors/etc always crush corpses immediately
|
|
|
|
chg: removed match_windelayCA and match_windelayDA cvars
|
|
|
|
chg: thirdpersonrange limit in demos raised to 999
|
|
|
|
chg: rules for ending intermission
|
|
if everyone rups (clicks) it ends immediately
|
|
if nobody rups it stays there forever
|
|
otherwise it stays for the usual 10s
|
|
|
|
chg: cg_gunOffset [x,y,z] replaces cg_gunX/Y/Z
|
|
stupidities in Q3 mean the old vars can't work with GTV
|
|
note that you MUST use commas (spaces screw up binds)
|
|
|
|
chg: removed LG "cripple" effect
|
|
|
|
chg: handicaps only affect damage
|
|
|
|
chg: weapon/box/max/backpack ammo counts (especially LG)
|
|
|
|
chg: no consecutive spawns on the same point in TDM
|
|
note that this *doesn't* mean you can't spawn next
|
|
to where you just died, just that you won't do it
|
|
three times in a row
|
|
|
|
chg: CQ3 and PM1 use PM2 spawn system for DM
|
|
|
|
chg: CQ3 uses PM2 weapon settings
|
|
|
|
chg: PM LG knockback increased slightly
|
|
|
|
chg: PM2 SG reload lowered to 950ms
|
|
|
|
chg: PM2 RL bias lowered to 10
|
|
|
|
chg: PM2 PG damage lowered to 18
|
|
|
|
chg: PM2 PG "fattened" (shots have actual volume)
|
|
|
|
chg: PM2 PG knockback lowered to 2/3
|
|
|
|
chg: PM2 RL splash radius lowered to 110 (8% smaller)
|
|
|
|
chg: PM2 BFG splash radius raised to 120
|
|
|
|
chg: PM2 out-of-ammo penalty raised to 200ms
|
|
|
|
chg: PM2 CTF flags are "heavy"
|
|
|
|
chg: PM2 bunnying at high speeds (700+) actually requires skill
|
|
or the haste powerup, which is now VERY valuable to FC's
|
|
|
|
chg: haste gives a 25% boost to base speed and dragpoint
|
|
|
|
chg: haste does not affect weapon reload times
|
|
|
|
chg: haste negates flag weight
|
|
|
|
chg: RL self-damage now 66% (sort of) rather than 50%
|
|
always split half H and half A
|
|
regardless of armour type or even armour presence
|
|
i.e. a 100/0 player takes 33H total damage
|
|
a 100/200 player takes 33H *and* 33A total damage
|
|
|
|
chg: remove viewpos, com_buildScript, cg_drawsnapshot, cg_stats
|
|
(debug cruft that's just been hanging around)
|
|
|
|
chg: lock cl_anglespeedkey, cl_pitchspeed, cl_yawspeed
|
|
|
|
chg: teamed PUs default to sequenced, not random
|
|
|
|
fix: unspawned teamed PUs play pickup sound with cg_predictItems 1
|
|
|
|
fix: unspawned teamed PUs confuse bots
|
|
|
|
fix: railtrail positions and RG flashes (4! id bugs)
|
|
|
|
fix: drawgun 0 only affects the gun itself (id bug)
|
|
used to have side effects on LG beam etc
|
|
|
|
|
|
Notes for version 1.11 (26 May 03) Server-only release
|
|
|
|
add: nameteam/r_namered/r_nameblue commands
|
|
\mvd and \autorecord will use these to name TDM/CTF demos
|
|
cleared on map changes or when a team has no players
|
|
only refs and "real" captains can use this
|
|
(to avoid stupidities when allcaptain is set)
|
|
|
|
add: log players stats so far if they drop mid-game
|
|
|
|
add: force-throttle scoreboard updates to GTV
|
|
30s in TDM/CTF now - the scoreboard is such a bandwidth pig
|
|
that it really hurts live MV if everyone keeps hitting TAB
|
|
|
|
chg: tweaked some bot stuff
|
|
skill is 1-100 now: 1-5 is id AI, 6+ is CPMA AI
|
|
it's basically an aim modifier, i.e. 80 ~= HC aim
|
|
|
|
chg: no "player joined the game/spectators" message in non-team games
|
|
|
|
fix: q3dm6ffa and cpm16b mapcfgs
|
|
|
|
|
|
Notes for version 1.1 (20 Mar 03)
|
|
|
|
Old CTF demos may produce some weird/incorrect messages and sounds,
|
|
since I changed the behaviour of several things so I could recover
|
|
some of the bandwidth wasted by the "normal" CTF implementation.
|
|
|
|
add: arQmode :P (server_promode 2, callvote promode 2)
|
|
see docs/arQmode.txt for details
|
|
|
|
add: server_optimiseBW (0|1, default 1)
|
|
force the optimiseBW algorithm on for all clients
|
|
|
|
add: mvw_DM enabled outside of demos (great for GTV :P)
|
|
|
|
add: teamchat bandwidth optimisations
|
|
|
|
add: boatloads of CTF-specific bandwidth optimisations
|
|
|
|
add: Flag runs to \scores for CTF
|
|
|
|
add: cg_oldctfsounds 2 (default)
|
|
uses mostly the old sounds for YOUR team's actions
|
|
take enemy flag: four deep "urnks" :P
|
|
return our flag: single "knock"
|
|
cap enemy flag: single fanfare from TA
|
|
and TA sounds (but not the gay voices) for the enemy's
|
|
take your flag: bigass alarm
|
|
return their flag: three "knocks"
|
|
cap your flag: lower-pitched "duh-duhh" noise :P
|
|
so you can actually tell WHICH flag is involved now, without
|
|
needing to check the hud. note that the sounds are "US" and "THEM"
|
|
so they're always the same for YOU no matter which team you're on
|
|
|
|
add: flag status to CTF coachview
|
|
|
|
add: dlight for Batsuit
|
|
|
|
add: r_vertexlight 2 (enables dlights)
|
|
|
|
add: negative wait values on lifts makes them always return
|
|
positive waits means people can camp-force a lift to stay at top
|
|
|
|
add: automatically uncensor stats to GTV clients
|
|
so GTV doesn't have to be ref'd to show armour pickups etc in DM
|
|
|
|
add: show connecting clients as well on the DM scoreboard spec list
|
|
|
|
add: cg_itemFX (bitmask, default 7)
|
|
1 - bob up and down
|
|
2 - rotate
|
|
asymmetric items (weapons and armours) will always rotate
|
|
4 - scale up on respawn
|
|
|
|
add: BFG stats to \accuracy (15 shots to qualify, same as RL)
|
|
|
|
add: optimiseBW also disables scoreplums
|
|
|
|
add: clamp sv_fps to values that the Q3 netcode actually supports
|
|
|
|
add: match client snaps to sv_fps on map load
|
|
modemers MIGHT want to lower it to 15 on 30fps servers
|
|
but otherwise are probably best off leaving it alone
|
|
|
|
add: cg_autoaction 16 - ignore autoaction ss/demo if you're a spec
|
|
|
|
add: more entities supported by mapcfgs
|
|
must specify version 2 in the mapcfg to use them
|
|
at start of file along with base bsp, e.g. // "cpm10" "2"
|
|
misc_teleporter_dest, target_speaker
|
|
team_CTF_redplayer, team_CTF_redspawn
|
|
team_CTF_blueplayer, team_CTF_bluespawn
|
|
|
|
add: mapcfgs for CPM1a and CPM3 to fix the teleporters (*cough* jude :P)
|
|
these are loaded automatically
|
|
|
|
add: a bunch of new mapcfgs
|
|
!cpm10a (DM), !cpm18i (TDM), !cpm18ffa, !cpm16ffa
|
|
!q3dm14ffa, !q3dm8ffa, !q3dm6ffa, !q3dm9ffa, !q3dm5ffa
|
|
|
|
add: r_coachred/r_coachblue commands - handy if a coach drops midgame
|
|
|
|
add: log_pergame (0|1, default 0)
|
|
server logs written to a logs/ dir on a per-game basis
|
|
implicitly disables the normal g_log logfile
|
|
does not play nice with MA maps
|
|
|
|
add: mvw_TDM<1-9> - controls TDM/CTF MV layout when zoomed
|
|
format is the same as mvw_DM, default is no child windows
|
|
|
|
add: ch_scores (default "640 400 1")
|
|
|
|
chg: removed all pmove stuff and just fixed the damn physics
|
|
fed up with preserving retarded bugs just for "compatibility"
|
|
physics are now not only more consistent across FPS ranges
|
|
but also more consistent within themselves AT any fixed FPS
|
|
interestingly enough, this is also the first time in Q3 history
|
|
that jumppads have EVER worked correctly and reliably... :P
|
|
|
|
chg: removed cg_oversamplemouse - no longer an issue
|
|
|
|
chg: removed server_realping - always the behaviour of the old "3"
|
|
now done for all classes of specs as well as players
|
|
|
|
chg: various cstats things - uses a new scheme
|
|
window for min/max/avg now ~1.25 seconds instead of ~6
|
|
now tracks upstream and downstream stats separately
|
|
if you're seeing large differences between them then
|
|
either your settings are hosed or you're flooding one side
|
|
(typically, maxpackets 125 on conns that can't handle it)
|
|
|
|
chg: #P only tracks "important" items now: weapons, PUs, armours, MH
|
|
(the same set used by #I/#L)
|
|
|
|
chg: default MH behaviour for TDM is simplemega 0
|
|
|
|
chg: tweak the behaviour of LG sounds in coachview
|
|
should stop them "bleeding over" and crackling
|
|
|
|
chg: tolerate invalidly interpolate-tagged entities in coachview
|
|
|
|
chg: successful kick vote sends console message rather than centerprint
|
|
stops it distracting players if used during a game
|
|
|
|
chg: show scores immediately on GTV even if we have to use old ones
|
|
tired of morons whining about how slow GTV is to send them :P
|
|
|
|
chg: plasma explosions resized to match the shots properly
|
|
|
|
chg: max PG ammo now 100
|
|
|
|
chg: make bots jump when in slime/lava
|
|
minimises damage and means they actually get OUT of it on cpm3 :)
|
|
|
|
chg: removed dlights from just about everything, most notably CTF flags
|
|
they're so buggy and annoying that it's not worth keeping them
|
|
and built-in EFC wallhacks are not exactly a great idea...
|
|
|
|
chg: removed cg_swapSkins
|
|
it's been pointless really ever since we created the PM skins
|
|
|
|
chg: lava thaws use the normal thaw time value rather than 5s
|
|
and can be interrupted like normal thaws too
|
|
|
|
chg: bots are smarter about thaws when there are multiple candidates
|
|
|
|
chg: make corpsicles a little bit bouncy - more fun that way :P
|
|
|
|
chg: ESC in a demo menu tree pops you up one level
|
|
rather than straight back to the main menu - that annoys me
|
|
"back" still jumps all the way out just in case you like it
|
|
|
|
chg: max number of demos on menu reduced to 200
|
|
|
|
chg: addbot defaults bot skill to g_spSkill (used to just use 4)
|
|
|
|
chg: addbot on MA maps on a listen server defaults to your arena
|
|
|
|
chg: enable MVD in CQ3 (no idea if it works now, but ...)
|
|
|
|
chg: coachview support for up to 9 players
|
|
|
|
chg: moved the cfg-ra3/ files into cfg-maps/
|
|
|
|
chg: bot skill now 1-15 (default 10)
|
|
they still suck pretty hard tho...
|
|
see docs/bots.txt for details
|
|
|
|
chg: max bot LG skill reduced a little
|
|
60%+ is just retarded in CPM because of the knockback
|
|
|
|
chg: bot_boost upper limit now 2.0
|
|
|
|
chg: speconly can now take a 0|1 argument
|
|
|
|
chg: speclock/specunlock are explicit
|
|
the toggling was stupid and annoying
|
|
|
|
chg: enable the "teammate" sprite for players with Invis
|
|
|
|
chg: voodoostats support dropped
|
|
sorry, but the osp stats format just sucks too much
|
|
stats are now logged in an almost-sensible format
|
|
but one enough like VS to make updating parsers trivial
|
|
|
|
chg: skinned scores use body colour only
|
|
|
|
chg: teams are automatically unlocked at end of game
|
|
|
|
fix: duplicated spectators on the DM scoreboard
|
|
|
|
fix: interval-based messages lost on servers with certain sv_fps values
|
|
(pause/unpause countdowns, rup reminder, etc - i blame rhea :P)
|
|
|
|
fix: mouse movement during pauses messing up view direction on resume
|
|
|
|
fix: bonus for protecting dropped flags (id bug)
|
|
|
|
fix: losing ready markers on the scoreboard if you die during warmup
|
|
|
|
fix: #L misbehaving if a map with shared entities changed modes
|
|
rather than being started in the "right" mode
|
|
|
|
fix: #D not working for client 0
|
|
|
|
fix: direction to look at from intermission points
|
|
|
|
fix: issues with referees who were in-game DA players
|
|
|
|
fix: maplists "missing" maps on *nix servers sometimes
|
|
|
|
fix: Crash PM torso
|
|
|
|
fix: wait key ignored for lifts (id bug)
|
|
|
|
fix: distant/low-skill bots had totally borked prediction (id bug)
|
|
|
|
fix: spastic bot RJs (id bug)
|
|
|
|
fix: crushers blocked on com_blood 0 servers (id bug)
|
|
|
|
fix: ui used r_finish instead of r_swapinterval for vsync (id bug)
|
|
|
|
|
|
*** Important Note ***
|
|
Server admins upgrading to 1.0 from older versions should,
|
|
BEFORE installing, make sure they delete the following:
|
|
ALL existing PK3's in cpma/
|
|
The cpma/vm/ and cpma/maps/ subdirectories
|
|
Any files in cpma/docs/
|
|
|
|
|
|
Notes for version *** 1.0 *** (25 Dec 02)
|
|
|
|
add: cg_optimiseBW (0|1, default 0) YEAH BABY! :)
|
|
enable the old server_optimiseBW code, but on a per-client basis
|
|
means portals are iffy at times, but everything else is perfect
|
|
and the bandwidth savings can be HUGE in team games
|
|
|
|
add: "rescan" button to server browser
|
|
reSCAN = update ping, map, etc of already-listed servers (fast)
|
|
reFRESH = purge list and request everything from id master (slow)
|
|
|
|
add: automatically do full refresh for LAN page of browser if no list
|
|
|
|
add: \viewall as an alias for \mv
|
|
|
|
add: team damage, RL eff, RL direct hits to \stats
|
|
|
|
add: dlight for BFG shots
|
|
|
|
add: ch_wstatsTime (in seconds, default 10)
|
|
how long the auto-wstats window stays up
|
|
|
|
add: several mapcfgs for standard maps
|
|
!CPM2 - added location markers
|
|
!CPM2B - YA moved, 2nd YA added, spawns tweaked
|
|
!CPM4 - updated locations
|
|
!CPM13A - additional PG and SG
|
|
|
|
add: cg_noTaunt (0|1, default 1)
|
|
disable all taunts, not just voicechat ones
|
|
|
|
add: shortcuts for teamplay MVD POV changes
|
|
B - Blue Flag, i.e. *red* FC
|
|
R - Red Flag, i.e. *blue* FC
|
|
F - either FC
|
|
I - Invis player
|
|
Q - Quad player
|
|
S - Batsuit player
|
|
P - any player with a real PU (i.e. not Regen/Flight/Speed)
|
|
for F and P, if there's more than one PU/flag in play
|
|
each keypress will cycle to the next one
|
|
note that this is demo-only functionality
|
|
|
|
add: bot_boost (1.0-1.5, default 1.0)
|
|
just a little cheat to make them a bit more fun to play :P
|
|
note that they're still incredibly stupid
|
|
|
|
add: sort the map display for the practice menu
|
|
|
|
add: legomode to the graphics options page
|
|
|
|
chg: removed the BETA message from the default MOTD :)
|
|
|
|
chg: tightened the netcode one last time
|
|
|
|
chg: enabled coachview for all team games (was just TDM)
|
|
it's not really suitable for more than 4v4 games tho
|
|
|
|
chg: unreferee removes specinvites as well
|
|
|
|
chg: MVD auto-adds (player joins etc) happen instantly
|
|
|
|
chg: show clients in \players as soon as they connect
|
|
(so they can be kicked immediately if intruding but DLing)
|
|
|
|
chg: allow console to use \players on MA maps
|
|
|
|
chg: remove \viewadd and \viewremove
|
|
|
|
chg: remove g_speed and g_knockback
|
|
|
|
chg: vote_allow_falling renamed to vote_allow_fallingdamage
|
|
|
|
chg: ch_weaponListDrawAll behaviour now actually useful
|
|
shows cases where you have finite ammo but no weapon,
|
|
but not cases where you have neither. handy for TDM
|
|
|
|
chg: ch_weaponList 2 right-justifies weapons and ammo better
|
|
|
|
chg: removed cg_statscrolltime
|
|
|
|
chg: no auto-wstats at end of DM games - the scoreboard owns it
|
|
|
|
chg: powerup autofollow prefers flags over PUs
|
|
|
|
chg: server_optimiseBW removed rather than just ignored
|
|
|
|
chg: demo trees can now use up to 256 chars for path+demo
|
|
democasts still have to be <64 though
|
|
|
|
chg: no warning message if a democast wav is missing
|
|
|
|
chg: updated most of the docs, and renamed them
|
|
|
|
chg: updated the "standard" video configs to something decent
|
|
|
|
chg: updated the "standard" net configs to something decent
|
|
|
|
chg: updated the net config screen itself to something useful
|
|
|
|
chg: increased the number of maps that the practice menu can handle
|
|
|
|
fix: carried flags flickering into view at times, especially with TN
|
|
|
|
fix: between-round joins in CA caused "countdown stopped" message
|
|
and also stopped recording if you had autoaction 4 etc
|
|
game still continued because only first round of CA needs rups
|
|
|
|
fix: inaccurate pings on heavy-pl clients
|
|
|
|
fix: match stats not dumped properly on MA maps
|
|
|
|
fix: ch_weaponList 1 and 2 didn't show medkit/PT
|
|
|
|
fix: ch_weaponListFlash was unreliable
|
|
|
|
fix: backpack model if you die holding the onhand hook is "best ammo"
|
|
(same as for gauntlet and mg)
|
|
|
|
fix: direct hits with BFG have no explosion (id bug)
|
|
|
|
|
|
Notes for version 99z3 (15 Dec 02)
|
|
|
|
add: allow MA maps to specify what type they show up as in browsers
|
|
update cfg-ra3/* accordingly
|
|
|
|
chg: cg_smoothclients now just (negative | off | positive)
|
|
mapped to -50, 0, 50 internally
|
|
default is 1, i.e. positive, i.e. 50 internally
|
|
too many people just didn't understand it and set it wrong
|
|
or used vq3 configs that had it at 1
|
|
which was the worst possible value for y3-z2 builds
|
|
|
|
fix: arrows on server browser
|
|
|
|
fix: issues with extreme TN values (-75 to -100)
|
|
|
|
fix: z2 recalc'd readiness if people join DURING games as well
|
|
which caused them to abort
|
|
|
|
pkg: server VM moved into PK3
|
|
|
|
pkg: standard mapcfgs (CPM13B, Abuse TMP, etc) moved into PK3
|
|
|
|
|
|
Notes for version 0.99z2 (12 Dec 02)
|
|
|
|
add: "+nologo" on command line skips id metalstamp cin at startup
|
|
(always has, but now without giving an error)
|
|
|
|
add: "+browser" on command line starts Q3 at the server browser
|
|
|
|
add: cg_altLightning 2 - 4nTi/voo LG
|
|
|
|
add: 4nTi's updated BFG media
|
|
|
|
add: oNyx's updated grapple media
|
|
|
|
add: offhand crutch can be used to open doors etc
|
|
|
|
add: re-check ready percentage if players join during countdown
|
|
|
|
add: browser does a full refresh automatically if it has no servers
|
|
handy for first-time users
|
|
|
|
chg: maximum TN upped to -100
|
|
note that it will artifact like crazy at that point
|
|
especially with +ve SC
|
|
|
|
fix: jerkiness with +ve SC on laggy conns
|
|
|
|
fix: release grapple at intermission, end of CA rounds, etc
|
|
|
|
|
|
Notes for version 0.99z1 (8 Dec 02)
|
|
|
|
add: enable TN (up to -50)
|
|
(removed by id secretly over a year ago - gg placebos)
|
|
|
|
chg: CTF \kill penalty lowered to 2.5 sec
|
|
|
|
fix: final smoothclients tweaks (default 50)
|
|
the effective range is limited to +-50
|
|
0 disables
|
|
negative values sacrifice accuracy for smoothness (99x9)
|
|
positive values sacrifice smoothness for accuracy (99x8)
|
|
either one will be jerky sometimes with heavy timenudges
|
|
|
|
fix: reassign captaincy if captain drops
|
|
|
|
fix: jerkiness in demos with certain configs
|
|
|
|
fix: no commentary in democasts that weren't in subdirectories
|
|
|
|
fix: rank preservation during match_windelayDA period
|
|
(meant that losers who specfollowed winners weren't removed)
|
|
|
|
fix: double loss in DA if you specfollow winner
|
|
|
|
fix: "const violation in G_ParseInfos" on certain maps
|
|
|
|
|
|
Notes for version 0.99y3 (2 Dec 02)
|
|
|
|
add: scorebot helpers for the dominant arena on MA maps
|
|
|
|
add: caps, assists, defense, returns to CTF/CTFS wstats
|
|
|
|
add: \mv - enable multiview but don't record (handy for GTV)
|
|
|
|
add: cg_autoaction 8: enable multiview at match start
|
|
note that this ONLY enables multiview
|
|
use cg_autoaction 4 as well if you want to auto-record
|
|
|
|
add: support democasts natively
|
|
WAV filename must match DM_xx filename, and start from FIGHT
|
|
|
|
chg: rewrote the server browser: now MUCH faster, and very usable
|
|
note: Q3 tends to ping too many servers at the same time
|
|
so the pings it reports are a bit iffy on lame conns like mine :/
|
|
click Refresh to rescan+reping the servers in the list
|
|
double-click a server for info and playerlist
|
|
press R to do a "full" refresh (to pick up new servers)
|
|
|
|
chg: serverinfo screen vars in alphabetical order
|
|
|
|
chg: more cg_smoothclients tweakage (default 50)
|
|
negative values use the smoother, less accurate scheme of 99x9
|
|
(preferred by tn lamers and modemers)
|
|
positive values use a more accurate but usually jerkier scheme
|
|
(same concept as pre-99x9, but slightly improved)
|
|
in both cases, the magnitude determines the max prediction in ms
|
|
|
|
chg: removed cg_footsteps
|
|
|
|
chg: show seconds to DM specs
|
|
|
|
chg: can't hook movers (doors, plats, etc)
|
|
they still hit though, i.e. will dink and open doors, etc
|
|
|
|
chg: onhand hook damage now multiplied by quad
|
|
|
|
chg: update DM/DA W/L/etc immediately at match/round end
|
|
|
|
chg: rounds column on DA scoreboard replaced with win%
|
|
|
|
chg: record/screenshot passthrough from GTV ignored
|
|
|
|
chg: speconly persists across map changes
|
|
|
|
fix: workaround for LinuxQ3 wildcard bugs (demos menu)
|
|
|
|
fix: truelightning < 1 with drawgun 0
|
|
|
|
fix: MA maps with map_rotate 0 didn't reset intermission properly
|
|
|
|
fix: tightened up force/enemy model/skin/colour for GTV/MVD/follow
|
|
|
|
fix: flag time column for CTFS wstats had wrong header
|
|
|
|
fix: bad stats in multi-round DA games
|
|
|
|
fix: "xxYY" in server_availmodes doesn't also enable "YY" mode
|
|
|
|
fix: playing unpathed demos from inside pk3's
|
|
|
|
|
|
Notes for version 0.99y2 (15 Nov 02)
|
|
|
|
chg: server_optimiseBW ignored
|
|
the bugs in the engine wrt to portals are insurmountable :/
|
|
in the longer term I'll probably re-enable it selectively
|
|
based on whether a map has portals or not
|
|
|
|
chg: bandwidth optimisation still applies to some extent on MA maps
|
|
can at least optimise away different arenas without problems
|
|
|
|
chg: don't apply server controls for tn etc if on GTV
|
|
|
|
chg: show seconds in duels if on GTV
|
|
|
|
fix: 99y1 broke truelightning < 1
|
|
|
|
fix: UI startserver screen showed wrong gametype string
|
|
|
|
fix: FRAGGED/FROZEN messages for CA/FT after death
|
|
|
|
fix: freefloat specs had problems with bandwidth optimisation on
|
|
not that it matters any more for now
|
|
|
|
|
|
Notes for version 0.99y1 (14 Nov 02)
|
|
|
|
chg: CTFS mode uses teamdamage 0
|
|
|
|
chg: server_promode tagged as serverinfo for ASE etc
|
|
|
|
chg: removed server_footsteps, server_prosound
|
|
|
|
chg: removed callvote exec, vote_allow_exec
|
|
|
|
chg: removed the crufty UI cvars when starting a server
|
|
ui_ffa_fraglimit, ui_ffa_timelimit
|
|
ui_tourney_fraglimit, ui_tourney_timelimit
|
|
ui_team_fraglimit, ui_team_timelimit, ui_team_friendly
|
|
ui_ctf_capturelimit, ui_ctf_timelimit, ui_ctf_friendly
|
|
|
|
chg: UI startserver sets mode_start
|
|
|
|
chg: UI startserver defaults teams to 4v4
|
|
and puts DIFFERENT bots on each team, ffs id... :)
|
|
|
|
chg: UI startserver sets pure based on "dedicated"
|
|
(and since dedicated is always 0, pure will be too)
|
|
id are never going to fix the bugs of listen servers
|
|
|
|
chg: client also disables sv_pure if running a listen server
|
|
|
|
chg: custom modes are case-insensitive matched (*nix needs it)
|
|
|
|
fix: your muzzle flashes disabled regardless of cg_muzzleflash
|
|
|
|
|
|
Notes for version 0.99y (10 Nov 02)
|
|
Getting very close to the end of the alphabet... :)
|
|
Basically tying up any remaining loose ends.
|
|
This version changes/removes a LOT of server cvars:
|
|
rename cpma/q3config.cfg and let CPMA generate a new one for you
|
|
then add back in ONLY the cvars that exist in both
|
|
or that you're absolutely sure still do something useful
|
|
|
|
add: docs/cpma-q3-Modes.txt - how to use custom modes
|
|
*** admins who allow RA3 maps should definitely read this ***
|
|
|
|
add: the maplist for MA maps is now "mamaps.txt" rather than "camaps.txt"
|
|
|
|
add: cfg-ra3 subdirectory
|
|
thanks to whoever gave me the configs (John?) ages ago...
|
|
just add "+set map_cfgdir cfg-ra3" to the command line
|
|
|
|
add: fixed the ra3map8 items to be "CPMA-complete" for yuks :)
|
|
used by the "Gutteral" arena - I defaulted it to 5-round FT
|
|
need to use !ra3map8 to load the fixed version
|
|
|
|
add: map_restrict (0|1, default 1)
|
|
whether maps other than those in the maplist can be voted for
|
|
|
|
add: set pb_sv_specname for GTV
|
|
|
|
chg: TDM mode updated to TTDM settings, TTDM removed
|
|
|
|
chg: mode_start now a string (default: "1v1") not an int
|
|
|
|
chg: server_availmodes now a string (default: "" (all))
|
|
e.g. "1v1 TDM CTF"
|
|
|
|
chg: CPMA armoursystem now standard for all modes
|
|
|
|
chg: 90s PU respawns now standard for all modes except FFA
|
|
|
|
chg: Personal Teleporter disabled in all modes
|
|
|
|
chg: CTF mode disables Batsuit as well as Invis
|
|
|
|
chg: removed most gameplay-related server cvars
|
|
fraglimit
|
|
timelimit
|
|
hook_enable
|
|
instagib_reload
|
|
match_dropitems
|
|
match_overtime
|
|
match_startarmor
|
|
match_startrespawn
|
|
match_startweapon
|
|
match_timeoutcount
|
|
match_timeoutlength
|
|
server_armordamageself
|
|
server_armordamageteam
|
|
server_fallingdamage
|
|
server_fastrail
|
|
server_footsteps
|
|
server_instagib
|
|
server_prosound
|
|
server_thrufloors
|
|
g_powerupRespawnCTF
|
|
g_powerupRespawnFFA
|
|
g_powerupRespawnTDM
|
|
g_weaponRespawn
|
|
g_weaponRespawnCTF
|
|
g_weaponRespawnTDM
|
|
|
|
chg: the "custom" config parser has been completely removed
|
|
(previously used by "callvote exec" and per-map cfgs)
|
|
settings are now just passed to the vote code.
|
|
some commands are therefore changed or no longer supported
|
|
"ammo" - format changed
|
|
"weapons" - use "items -XX"
|
|
"maxplayers" - no replacement/workaround
|
|
multi-arena maps can now use "mode XX" rather than "type N"
|
|
and almost certainly should :)
|
|
|
|
chg: g_gametype ignored (remains only for ASE/Q3P/etc)
|
|
|
|
chg: remove a bunch of unused cvars
|
|
dmflags, g_warmup, g_listEntity, g_rankings, g_singlePlayer
|
|
g_podiumDist, g_podiumDrop, g_enableBreath, g_enableDust
|
|
|
|
chg: removed "HEALTH, ARMOR, RUNES, ITEMS" from +-vote display
|
|
they still work fine, but they were visually awkward
|
|
|
|
chg: removed "ALL" from +-vote
|
|
|
|
chg: giving players MG on spawn can now be disabled
|
|
|
|
chg: startweapon is a bitmask (0|4-511, default 4:MG)
|
|
starting ammo for each weapon is one "box"
|
|
except MG which is 50 bullets
|
|
|
|
chg: CA mode ammo now 50 PG (was 100) and 50 RL (was 80)
|
|
|
|
chg: FTEU mode renamed to FTAG
|
|
|
|
chg: modes IFFA, ITDM, ICTF, ALTCA, FTUS, BFGA are now customs
|
|
|
|
fix: your gauntlet buzz played from the wrong place
|
|
|
|
|
|
Notes for version 0.99x9b (4 Nov 02)
|
|
|
|
add: callvote simplemega (default 0 in DM, 1 in other modes)
|
|
vote_allow_mhstyle (0|1, default 1)
|
|
wearoff vs periodic respawns
|
|
|
|
add: cg_muzzleflash works in MVDs
|
|
|
|
fix: use predicted rather than current weapon for hand positions
|
|
(gets rid of artifacts on certain weapon changes)
|
|
|
|
fix: cg_useScreenShotJPEG was backwards
|
|
|
|
|
|
Notes for version 0.99x9a (30 Oct 02)
|
|
(incredibly, the first double-minor version number)
|
|
|
|
add: TDM MVDs show PU time remaining
|
|
|
|
add: TDM MVDs show exact armor type
|
|
|
|
add: mvw_DM (default "464 48 160 120")
|
|
x, y, width, height of PiP window for DM games
|
|
|
|
add: MVD/coach shows PJ icon if player's ping goes over 200
|
|
|
|
add: ch_shortScoreboard (0|1, default 0)
|
|
minimal scoreboard in DM (i.e. no stats)
|
|
|
|
add: cg_useScreenShotJPEG (0|1, default 1) for cg_autoaction 2
|
|
|
|
chg: coach mode totally overhauled
|
|
|
|
chg: MVD majorly overhauled
|
|
|
|
chg: preserve "true" referees across map changes
|
|
|
|
chg: max 3rd-person range is now 40 in all games, not just CA
|
|
|
|
chg: torso/legs/weapon are truly invisible for cloaked players
|
|
|
|
chg: Invis respawns match Batsuit, not Quad
|
|
|
|
chg: no sprites (carnage, pummel, etc) for players with Invis
|
|
note that this includes the "lagout" sprite
|
|
and crucially, the "teammate" sprite
|
|
|
|
chg: the stupidity of the stolen "cpm1a" is no longer tolerated
|
|
|
|
chg: new defaults for CA mode
|
|
self and team armour damage, maxdamage 25
|
|
|
|
chg: ch_mvdPIP removed
|
|
|
|
fix: various annoying problems with 1.32 (messed up coach/MVD)
|
|
|
|
fix: player respawns/teles weren't using ProMode sound
|
|
|
|
fix: crash when using /ref to make another player a ref
|
|
(doesn't actually DO anything tho - use vote)
|
|
|
|
fix: problems with 3rd-person views in MVD
|
|
|
|
|
|
Notes for version 0.99x9 (4 Oct 02)
|
|
(otherwise known as the "we love TTimo" build)
|
|
|
|
add: server_optimiseBW (0|1, default 1)
|
|
Q3 1.32 and later only
|
|
optimises bandwidth use, especially in team games
|
|
uses a tiny bit of extra CPU on the server
|
|
but CPU is cheap and bandwidth is not
|
|
|
|
add: s_occfactor is back! and better than ever :)))
|
|
it's ignored for coaches/MVD (don't ask...)
|
|
|
|
add: support dm_66 to dm_68 under Q3 1.32
|
|
|
|
add: support trees of demos :P
|
|
there are several engine-based limitations on this
|
|
the most important one being a maximum TOTAL path length of 64
|
|
still, it's a very handy way to organise demos
|
|
dK owes me lots of beers for this one :P
|
|
|
|
add: haste's version of cg_smoothclients (cheers mate)
|
|
note that it's no more accurate than the old code
|
|
but it's a LOT less ugly when using -ve tn
|
|
|
|
add: show fragmessages in MVDs
|
|
|
|
add: show ping in lagometer 4 in demos
|
|
|
|
add: cf_PickupString (default 10x14)
|
|
apparently some players are deaf and need the text message...
|
|
|
|
add: BFG Arena (mode 13, bitmask 8192)
|
|
CA with G/MG/BFG only, and infinite ammo. Stupid fun :P
|
|
|
|
add: callvote maxdamage (0-200, 0 means no limit, default 0)
|
|
(controlled by vote_allow_maxdamage, default 1)
|
|
for CA: sets the max damage you can do to self+team
|
|
very handy for BFG Arena, as it enables you to play with
|
|
self-damage on without raping your armour while still
|
|
avoiding RJ llamafests
|
|
for simplicity, if health dmg is off and armour dmg is on
|
|
then 100% of the damage is applied to armour, rather than
|
|
split between h/a first and then tested for damage flags
|
|
else you need to use 37 to get 25 off armour, which is ugly
|
|
|
|
add: +wstats is back
|
|
|
|
add: Tweaked TDM (mode 14, bitmask 16384)
|
|
90s Quad, 150 RA
|
|
|
|
chg: removed server_ospauth (always on)
|
|
|
|
chg: pain sounds for you always played when you fall in lava
|
|
used to not hear them if you had YA or RA
|
|
because you only lose 1H at a time, which Q3 ignores
|
|
(it thinks it's just health decay from 125H spawns / +5s / MH)
|
|
but everyone else would hear them correctly
|
|
|
|
chg: keep "your" model when speccing in-eyes even in GTV
|
|
|
|
chg: upper limit on maxpackets_max raised to 125
|
|
|
|
chg: Batsuit respawn time now twice whatever PU respawn time is
|
|
rather than always 120
|
|
|
|
chg: moved the connection line of the DM scoreboard to the top
|
|
|
|
chg: CTF mode defaults to SD OT (used to allow ties)
|
|
|
|
chg: OT clocks count down as well
|
|
|
|
chg: \hudstyle no longer changes ch_TeamBackground
|
|
|
|
chg: stats from previous game stay available until next game starts
|
|
(used to be denied them after intermission / map change)
|
|
|
|
chg: don't draw your own shadow - it's annoying
|
|
|
|
chg: removed old cg_smoothclients 1 behaviour
|
|
(it's always been crap - i should have pulled it ages ago)
|
|
|
|
chg: removed g_smoothclients
|
|
|
|
chg: propogate 999's out to the scoreboard faster
|
|
|
|
fix: cg_predict 2 jerkiness on lifts
|
|
|
|
fix: playernames with multiple consecutive dots broke autorecord
|
|
(Q3 incorrectly thinks they're relative paths)
|
|
|
|
fix: powerup spawns not always being audible to coaches/MVD
|
|
|
|
fix: cleaned up a few overlaps with teamchat/overlay/pickup/etc
|
|
in various hudstyles, notably 3 and 6
|
|
some are simply not workable for TDM though, e.g. style 5
|
|
|
|
|
|
Notes for version 0.99x8 (9 Sep 02)
|
|
|
|
add: CPM13B map config (PG -> LG)
|
|
|
|
add: cg_predict (0-2)
|
|
replaces cg_nopredict
|
|
0 = off
|
|
1 = normal
|
|
2 = optimised
|
|
the normal prediction path is extremely slow at times
|
|
(notably around curves) and can cost you 100fps on a GHz machine
|
|
this new scheme is MUCH faster, but slightly more prone to errors.
|
|
oddly enough, it's still more accurate than the original
|
|
id prediction code (i.e. before the CPMA fixes) :)
|
|
if you have a slow machine, it's definitely worth trying.
|
|
* currently very broken on lifts
|
|
* don't use cg_predictItems 1 with this
|
|
|
|
add: new scoreboard for DM
|
|
needs a lot of work still, but is VERY cool for GTV :)
|
|
(accuracy icon is for RL skill: effectiveness and direct hits)
|
|
|
|
add: assorted GTV-awareness (prepping for live MVD)
|
|
|
|
add: picture-in-picture for MVD :P
|
|
(press P to cycle window positions during playback)
|
|
|
|
add: UPS in MVDs
|
|
|
|
add: support gametype-specific spawnpoints
|
|
|
|
chg: allow mappers to specify respawn times for certain types of items
|
|
not weapons (can't play id "pro" maps with polish rules or in ffa)
|
|
not powerups (cpm13 becomes awful)
|
|
|
|
chg: \acc "qualifying" shot count for PG upped from 45 to 50
|
|
|
|
chg: PickedUp and DiedWith columns renamed to Take and Drop
|
|
was too much space for something so unimportant
|
|
|
|
fix: explicitly dropping the current weapon didn't switch from it
|
|
|
|
|
|
Notes for version 0.99x7 (15 Aug 02)
|
|
|
|
chg: only do realpings for non-following players
|
|
|
|
fix: maxpackets ranges not being reset by mode votes
|
|
|
|
fix: weirdness on hubaero with x6
|
|
|
|
|
|
Notes for version 0.99x6 (12 Aug 02)
|
|
|
|
add: \cstats [player_id]
|
|
show connection stats for a client
|
|
"real" average ping, flux, loss, etc
|
|
|
|
add: server_realping 2 and 3 (default 3)
|
|
use the "real" average ping for the scoreboard
|
|
less susceptible to maxpacket masking etc
|
|
|
|
add: MVD shows armor types, but only "RA" or "not-RA"
|
|
i.e. YA and GA both show as YA
|
|
|
|
add: MVD will reacquire the "chosen" player when possible
|
|
if it was forced to autocycle away from them
|
|
|
|
add: match_startarmor (0-200, default 0, Freeze-only)
|
|
|
|
add: match_startweapon (0|3-8, default 0, Freeze-only)
|
|
|
|
add: hook_range (default 1800)
|
|
max distance the hook can reach (0 = no limit)
|
|
|
|
add: basic OGC 1.6 protection
|
|
i really hate having to waste time on this crap :/
|
|
it's not like i'm short of things to keep me busy...
|
|
|
|
chg: MVD always uses default viewheight
|
|
used to adjust if players were crouching
|
|
but that could flake out under certain conditions
|
|
|
|
chg: death sounds aren't carried "with" players
|
|
(it's annoying in ProMode because of the fast respawn)
|
|
|
|
chg: optimise prediction a bit when hitting multiple brushes
|
|
it's still pretty bad though. when playing online,
|
|
the client has to do a LOT of tracing and clipping.
|
|
it especially hates you strafing along curved walls
|
|
|
|
chg: CTFS per-round max score is 3 (cap or touch + elim)
|
|
|
|
chg: hook_speedpull default now 700
|
|
|
|
chg: tweaked bot weapon selection a bit
|
|
|
|
chg: defaulted g_spSkill to 5 (nightmare) and bot_challenge to 1
|
|
bots are still an utter joke regardless
|
|
|
|
fix: mode_idletime errors with empty maplists
|
|
|
|
fix: the rebound bug
|
|
|
|
fix: release the hook when teleported
|
|
|
|
fix: assorted model problems if you joined a game after MVD'ing
|
|
|
|
fix: yet another problem case with events
|
|
if we get backlogged too far on playerstate events,
|
|
we can never realistically catch up
|
|
so cut our losses and just skip ahead in the stream
|
|
(was the cause of gunfire echoes in MVDs)
|
|
|
|
fix: callvote random would crash in x4 - doh
|
|
|
|
fix: match_startrespawn was ignored even in non-mode Freeze
|
|
|
|
|
|
Notes for version 0.99x4 (14 Jul 02)
|
|
|
|
add: MVD playback updates player models on POV changes
|
|
|
|
add: MVD preserves scores for lower right on DM POV changes
|
|
|
|
add: MVD message when forced to auto-cycle
|
|
typically only happens when players teleport/respawn
|
|
and the recording client is lagging
|
|
|
|
add: ProMode sound option for CQ3
|
|
server_prosound (0|1, default 0)
|
|
callvote prosound, vote_allow_prosound
|
|
typically makes games really slow though
|
|
unless you turn off footsteps as well
|
|
|
|
add: Footsteps option for CQ3 (note: NOT dmflags 32)
|
|
server_footsteps (0|1, default 1)
|
|
callvote footsteps, vote_allow_footsteps
|
|
|
|
add: ch_playerNames (0|1, default 0)
|
|
|
|
chg: don't lock teams on \teamready in unlimited games
|
|
|
|
chg: no score throttling in DM MVDs
|
|
|
|
chg: poweruprespawn can be voted to anything from 30 to 120
|
|
(was just 60/90/120 before)
|
|
|
|
chg: votes with ranges now display those ranges in the help
|
|
|
|
chg: removed the pure vote - GTV doesn't need it any more
|
|
|
|
chg: sample maplists moved to cfg-maps/sample
|
|
since people keep overwriting theirs when they upgrade
|
|
|
|
chg: removed "cinematics" and "mods" from the main menu
|
|
|
|
fix: hit tones would wrap very quickly in instagib
|
|
|
|
fix: current timenudge/maxpackets limits showed wrong values
|
|
(if you used callvote with no args to display them)
|
|
the *behaviour* was right, but in some cases it would
|
|
show them as disabled when they weren't
|
|
|
|
|
|
Notes for version 0.99x3 (25 Jun 02)
|
|
|
|
add: DM MVDs now show the player's weaponlist, roughly
|
|
if they have a weapon but no ammo for it, it's not shown
|
|
and only the current weapon has an ammo count
|
|
|
|
add: TDM MVDs show the player's current weapon on the weaponlist
|
|
|
|
add: CPM1B itemconfig and mapconfig files
|
|
(the Polish CPM1A, but without screwing everything up)
|
|
|
|
add: show the "real" map name when loading a custom itemset
|
|
(e.g. Q3DM12CPM rather than Q3DM12)
|
|
|
|
add: cg_lagometer options are now a bitmask
|
|
1 - draw the netgraph background
|
|
2 - colour the background if there's rate delay or PL
|
|
4 - show your ping at the top
|
|
8 - don't draw the frame interpolate/extrapolate graph
|
|
|
|
add: CTFS-aware bot AI
|
|
|
|
add: con_notifyTime < 0 uses the CPMA "console" overlay instead of id's
|
|
doesn't affect the console *buffer*, just the text in the top left
|
|
the default for con_notifyTime is now -1 (i.e. use the CPMA console)
|
|
cf_Console default is 8x16, and scales the same way as the id console
|
|
ch_consoleTime default is 3000
|
|
to disable completely, set con_notifyTime AND ch_consoleTime to -1
|
|
|
|
add: ch_consoleLines (0-4, default 4)
|
|
max number of lines for the console overlay
|
|
(note that carriage returns generally mean it will display
|
|
one line less than this value)
|
|
|
|
add: can use ENTER to launch a demo from the menu
|
|
|
|
add: sv_fps to serverinfo so clients can actually see what it's set to
|
|
all but the most bandwidth-challenged servers should be using 25
|
|
and ones with a nice connection should probably use 40
|
|
|
|
add: F11 in demos does a screenshotjpeg
|
|
|
|
chg: snaps defaults to 40
|
|
|
|
chg: now explicitly aware if we're connected through GTV
|
|
fixes a few problems with GTV, especially on MA maps
|
|
|
|
chg: use white for "black" (i.e. invisible) rails
|
|
|
|
chg: tweak the duration of "external" events on players
|
|
hard to explain but: for players who are not you, Q3 favours
|
|
external events over player-generated ones for 300ms
|
|
so if they pick up an item then fire a weapon, it won't
|
|
actually "send" that weapon fire until that much later
|
|
and in many cases, it NEVER sends those events because later
|
|
player activity overwrites them.
|
|
it's basically yet another variant of Q3's "dropped sounds" bugs
|
|
and it's been like this forever, but it's only become really
|
|
obvious since we introduced MVDs.
|
|
since it HAS been so unremarked and fixing it properly would
|
|
noticeably increase bandwidth usage, we've cut the lag down to
|
|
100ms instead (ideally we'd use 50, but this gives us a cushion
|
|
for a dropped packet or modemers with low snaps)
|
|
|
|
chg: allow bot-only games without having to ref-allready them
|
|
|
|
chg: plasma prestep dropped from 50 to 25
|
|
|
|
chg: ProMode plasma visuals shrunk from 16 to 12
|
|
|
|
chg: remove a bunch of cheat-only cvars
|
|
cg_tracerChance, cg_tracerWidth, cg_tracerLength,
|
|
cg_animSpeed, cg_swingSpeed, cg_noPlayerAnims,
|
|
cg_debugAnim, cg_debugPosition, com_cameraMode
|
|
|
|
chg: remove cg_noVoiceChats, cg_noVoiceText, cg_noTaunt
|
|
since we don't support TA voice rubbish
|
|
|
|
fix: re-enable the CPM damage-through-floors fix
|
|
removed it a couple of builds ago because 1.2x supposedly fixed it
|
|
shows what I get for trusting id's code... :P
|
|
|
|
fix: compounded damage downscale when splashing multiple players
|
|
|
|
fix: muzzle render position was being adjusted twice for railgun
|
|
|
|
fix: bunch of id bugs in CTF AI code
|
|
bots couldnt "find" flags on wcp21 and many other maps
|
|
|
|
fix: bot_minplayers works again (oops)
|
|
accidentally nuked it in 99x when removing ai deadwood :)
|
|
|
|
fix: yet more id bugs - the ingame menus (notably, team orders)
|
|
would use the wrong client info if you were following someone
|
|
|
|
|
|
Notes for version 0.99x1 (14 Jun 02)
|
|
|
|
add: 3W CTFS (mode 12, bitmask 4096)
|
|
thanks to Casey and the 3W team for permission
|
|
|
|
add: reset timescale to 1.0 on listens after watching demos
|
|
|
|
add: rench's updated docs
|
|
|
|
chg: the "low" ammo point for SG is 5 rather than 10
|
|
|
|
chg: enabled armoursystem vote in CQ3
|
|
|
|
chg: cg_shadows 2 and 3 removed - too buggy and cheaty
|
|
(both project through walls etc)
|
|
|
|
chg: stepup events optimized
|
|
|
|
chg: improved client prediction during djumps
|
|
CPM3 lower rl is easiest place to see the difference
|
|
|
|
chg: popsicles refreeze over time if abandoned mid-thaw
|
|
same rate as for thawing, i.e. if you thaw for 2 secs
|
|
then leave for 1 sec, there's 2 secs left
|
|
|
|
chg: unlock cg_gunX/Y/Z and clamp them
|
|
x: -8 to +8, y: -3 to +9, z: -8 to +2
|
|
(y is offset because 0 is the player's right hand
|
|
not the center of their body)
|
|
|
|
chg: g_doWarmup removed - it's always been pointless
|
|
setting g_warmup to 0 already turns warmup off
|
|
and setting it to anything else turns warmup on
|
|
|
|
chg: end of match stats format changed to work with VoodooStats
|
|
|
|
chg: default settings for duels are 10 mins with 2-min OT
|
|
|
|
fix: model-specific custom sounds using the wrong voice
|
|
(voiding and a couple of others)
|
|
|
|
fix: time-forced respawns couldn't set a starting weapon reliably
|
|
|
|
|
|
Notes for version 0.99x (20 May 02)
|
|
(otherwise known as the "demos" build)
|
|
|
|
add: Multiview demos!
|
|
just \mvd and the game will take care of everything.
|
|
can only be recorded by spectators, and have the same
|
|
"visibility" rules as normal play, i.e. if teams are
|
|
speclocked you need a specinvite or referee privileges.
|
|
since this is ridiculous abuse of an engine that's
|
|
SO not designed for this sort of thing, you can only
|
|
(heh: only) MVD up to 12 players, and servers need to
|
|
have maxclients <= 16 to make sure it works nicely.
|
|
MVD only works in ProMode ATM - it needs the enhanced
|
|
event handling code. Not sure yet if it's possible to
|
|
get it to work reliably in CQ3.
|
|
|
|
add: keystrokes and mouse clicks no longer abort demos :)
|
|
TAB brings up the scoreboard
|
|
PGUP / PGDN adjusts playback speed by +-0.25
|
|
HOME sets playback speed to 1.0
|
|
KP_5 toggles third-person rendering
|
|
KP_UPARROW / KP_DNARROW moves camera to / from player
|
|
KP_LEFT / KP_RIGHT moves camera around player
|
|
KP_HOME resets camera distance and angle
|
|
MVD-controls :P
|
|
SPACE/MOUSE2 switches to next player
|
|
ALT/MOUSE1 switches to previous player
|
|
note that binds will no longer work in this mode:
|
|
to enable them, you need to hit ESC to turn off the
|
|
crapout protection and return to the id behaviour
|
|
(which means hitting ESC *twice* will exit)
|
|
|
|
add: cg_followpowerup works during MVD playback as well
|
|
|
|
add: team overlay works during MVD playback :P
|
|
it doesn't in normal GTV/ref "single follow" demos
|
|
|
|
add: cf_Console (default 7x12) - only affects demo playback
|
|
nice bug in the Q3 engine:
|
|
fixing the "exit demo on ANY keypress" problem
|
|
causes the console fail to print to the top left corner
|
|
so we have to mimic it ourselves
|
|
|
|
add: ch_consoleTime (ms, default 2500)
|
|
how long "console" messages stay on screen during playback
|
|
|
|
add: ch_consoleTeamChat (0|1, default 1)
|
|
add team chat to console
|
|
note that setting this to 0 removes teamchat COMPLETELY
|
|
from the console, not just from showing up at top left
|
|
so if you miss it in the teamchat window, it's lost
|
|
|
|
add: ch_recordMessage (0|1, default 1)
|
|
0 gets rid of the sodding "recording blahblah" message
|
|
|
|
add: ch_selfOnTeamOverlay (0|1, default 1)
|
|
|
|
add: cg_deadBodyDarken (0|1, default 0)
|
|
|
|
add: don't show PJ message if timescale is less than 1
|
|
so you can slomo demos without having that flash constantly
|
|
|
|
add: \followpowerup as a command - same effect as \cg_followpowerup
|
|
maybe bif will actually use it now (*cough* :P)
|
|
|
|
add: func_plat and func_door can now have custom sounds
|
|
since the standard sounds are so pathetic as to be pointless
|
|
use this rather than chaining them to a target_speaker:
|
|
those get ignored by s_ambient 0 clients (which is everyone)
|
|
done via two new keys for the entities:
|
|
"sound_start" (the "move" sound)
|
|
"sound_end" (the "stop" sound)
|
|
if not specified, the default sounds are used
|
|
|
|
chg: tweaks to ammo given on weapon pickups
|
|
TDM, weaponstay, and dropped weapons as before.
|
|
other cases, the first pickup ALWAYS gives full weapon
|
|
ammo, so rox+RL is finally 15 rockets, same as RL+rox.
|
|
later pickups "refill" to weapon ammo as before
|
|
(i.e. 3 rox => 10 rox) but do NOT give the stupid
|
|
"one extra round" if you're over the weapon ammo.
|
|
also, backpack capacity has been reduced a bit.
|
|
|
|
chg: armor default for team games is back to CPMA's "Team" system
|
|
|
|
chg: server_CPMA_armor removed - now implicit
|
|
|
|
chg: CPM1.0 armorsystem replaced with Q1 armorsystem
|
|
shards at 2 (cointoss, since Q1 didn't have shards)
|
|
|
|
chg: re-ordered the armorsystems: Duel, Team, Q1, Q2
|
|
|
|
chg: use the predicted weapon for muzzle flash animations / sounds
|
|
means +fire 4 when holding LG actually makes a GL noise, etc
|
|
|
|
chg: tightened up a few aspects of creepcam
|
|
camera never drifts behind walls now
|
|
camera swing accelerated if players make 180s to face a target
|
|
|
|
chg: backpack messages removed
|
|
|
|
chg: removed long-unused cvars g_friendlyfire and capturelimit
|
|
(scorelimit is always set by "fraglimit", even for CTF and CA)
|
|
|
|
chg: removed cg_timescaleFade rubbish
|
|
|
|
chg: max ammo for BFG is now 25
|
|
|
|
chg: grenades back to being magically aware of who fired them
|
|
still do 100% damage, but you can't selfnade any more :(
|
|
|
|
chg: heh - noticed one of the effects of defaulting entities to
|
|
being unmarshalled :)
|
|
it completely removes all the lame sound effects on maps
|
|
like WCP15, regardless of the client's s_ambient setting.
|
|
that type (target_speaker ents) are now marshalled again
|
|
for the 0.1% of players who actually use s_ambient 1
|
|
|
|
chg: #w/#W chat token now shows current weapon and ammo
|
|
the old "best" weapon meaning was pretty useless
|
|
#W is red if you have less than one box of ammo, else white
|
|
#w message doesn't change any colours
|
|
|
|
chg: #M chat token uses box counts to decide what "low" ammo is
|
|
before it always used 5, which is useless for LG/PG
|
|
|
|
chg: #U chat token also shows time remaining on powerups
|
|
|
|
chg: can only see stats for players in the same arena as you
|
|
|
|
chg: damage and item counts for \stats not available during game
|
|
except to players checking their own stats, and referees
|
|
|
|
chg: low ammo warning based on current weapon only
|
|
and determined by box counts rather than guesswork
|
|
|
|
chg: cg_drawAmmoWarning replaced with cg_ammoWarning (default: 1)
|
|
0 - none
|
|
1 - "click" only
|
|
2 - "click" and message
|
|
|
|
chg: removed everything related to cooldown option
|
|
now fixed at 100ms (old cooldown 0 setting)
|
|
|
|
fix: callvote restart didn't cancel timeouts
|
|
|
|
fix: couldn't unpause a 1v1 if opponent dropped during the pause
|
|
|
|
fix: playerstate events sounding again after external events
|
|
|
|
fix: bars on HUDs 1 and 2 were opaque
|
|
|
|
fix: ProMode sound could occasionally "leak" between arenas
|
|
if the arenas were right next to each other
|
|
|
|
|
|
Notes for version 0.99w5 (5 May 02)
|
|
|
|
chg: "Duel" armorsystem is now the default for team games as well
|
|
|
|
chg: quad shell is now always blue
|
|
|
|
chg: testmodel/testgun cruft removed
|
|
|
|
chg: all HUD variations show flag status in CTF
|
|
|
|
chg: popsicle effect is now totally white rather than bluish-white
|
|
was a bit too close to the Quad effect with some configs
|
|
|
|
chg: be really agressive about popsicle trajectory tests
|
|
stops them slipping through seams on maps like DM6
|
|
|
|
chg: max number of demos on menu increased to a real 240
|
|
rather than an id-math 128, which is about 40 :P
|
|
|
|
chg: creepcam_smoothfactor renamed to creepcamSmoothRate
|
|
since that's what it actually is
|
|
|
|
fix: no blood effect when SG'ing popsicles
|
|
|
|
fix: cg_enemycolors default should be "", not "0"
|
|
|
|
fix: coaches were being blacked out in speclocked games
|
|
|
|
|
|
Notes for version 0.99w4 (1 May 02)
|
|
|
|
add: linked/unlinked flag, marshal flag, and counts to \entitylist
|
|
|
|
add: "you defrosted xyz" and "defrosted by xyz" messages in FT
|
|
(can be disabled with ch_fragMessage 0)
|
|
|
|
add: thawed popsicles explode into ice cubes
|
|
(many if cg_gibs 1, otherwise just one)
|
|
|
|
add: crosshairnames for popsicles
|
|
|
|
add: players given assist reward for thawing teammates
|
|
|
|
add: cg_noProjectileTrail (0|1, default 0)
|
|
only affects the underwater bubble trails
|
|
|
|
add: 3D heads on scoreboard and status bar use player colours
|
|
|
|
add: support "armorsystem"/"armoursystem" in config files
|
|
just for bleader :P
|
|
|
|
chg: preserve reward counts for temporary specs, i.e. dead CA/FT players
|
|
means you won't see rewards when following other players
|
|
but your own reward counts will stay correct no matter what
|
|
|
|
chg: "general" entities default to unmarshalled
|
|
!!! note: I have no idea what problems this might cause.
|
|
it seems to be fine so far, and on some maps it removes
|
|
THOUSANDS of entities from client consideration every second
|
|
so I figure it's well worth trying it for a while.
|
|
|
|
chg: ProMode voting rules
|
|
can always be voted on
|
|
can be voted off only if vote_allow_promode is 1, or
|
|
server_promode is 0, or
|
|
the player is a "true" referee (i.e. password, not election)
|
|
|
|
chg: removed the never-used "alternate standard" demo naming format
|
|
|
|
chg: closing doors bounce off popsicles, crushers thaw them
|
|
|
|
chg: overhauled a few things in the ProMode sound code
|
|
sound radius is now 1400 units
|
|
s_occfactor has been removed :(((
|
|
the behaviour is now always as it was with s_occfactor 0
|
|
i REALLY didn't want to do that, but there seem to be some
|
|
pathological cases where the true position of an entity is
|
|
unavailable to us, so any on-entity sounds get messed up
|
|
|
|
chg: \color defaults to 9779 - tshirt and faded jeans :)
|
|
|
|
chg: no time penalty added for \kill in DM/TDM
|
|
|
|
chg: players get 1 point for each second spent defrosting teammates
|
|
rather than just crediting whoever finished the thaw
|
|
to balance, teamkills cost players <thawtime> points
|
|
|
|
fix: q3w2 train; dm11 quad room!
|
|
|
|
fix: arena playercounts unavailable sometimes
|
|
|
|
fix: GTV can change arenas again
|
|
|
|
fix: strip filename-illegal chars from player names for demo record
|
|
|
|
fix: drowning timer was being reset during pauses
|
|
|
|
fix: could get impressives from shooting teammates
|
|
|
|
fix: players who died in water (inc lava/slime) gurping on respawn
|
|
|
|
fix: item pickup sounds not played reliably if you respawn ON an item
|
|
|
|
|
|
Notes for version 0.99w3 (23 Apr 02)
|
|
|
|
add: say_teamnl - doesn't add your location to the message
|
|
|
|
add: support "maxplayers" in config files (per-arena)
|
|
|
|
add: avoid popsicles like real players when choosing a spawnpoint
|
|
|
|
add: instagib modes to the game settings menu
|
|
|
|
add: callvote startweapon and vote_allow_startweapon (default 1)
|
|
Freeze-only, sets an additional weapon to give spawnees
|
|
comes with a BOX of ammo rather than stock weapon ammo
|
|
|
|
add: callvote allcaptain and vote_allow_allcaptain (default 1)
|
|
default set by team_allcaptain (default 1)
|
|
|
|
add: accept "armour" and "armoursystem" (i.e. English) votes
|
|
|
|
add: cg_lagometer 2 - colours the netgraph background as well
|
|
lpbs can't notice rate delays otherwise
|
|
because the graph itself is only 2 pixels high
|
|
|
|
chg: players with Batsuit don't "gasp" when coming out of water
|
|
|
|
chg: force "fullsize" popsicles rather than using the player bounds
|
|
|
|
chg: split FTDM (mode 10) into FTEU (mode 10) and FTUS (mode 11)
|
|
FTEU has startrespawn 1, spawn with MG
|
|
FTUS has startrespawn 0, spawn with MG + SG
|
|
both use teammaps.txt for the maplist
|
|
|
|
chg: uncouple cg_shadows 1 from cg_marks and nomip them
|
|
|
|
chg: show CPMA players colors on player model screen as well
|
|
|
|
chg: put all the promode skins first in the model screen
|
|
|
|
chg: matchmode no longer requires even teams
|
|
|
|
chg: cool new credits page
|
|
|
|
chg: no auto MOTD window after connecting
|
|
it's already shown on the connection screen itself
|
|
|
|
chg: standard demo name format for 1v1
|
|
if a player records, it's "ThisGuy(POV)-vs-ThatGuy"
|
|
if a spec records, it's just "Player1-vs-Player2"
|
|
|
|
chg: removed many referee commands that also exist as votes
|
|
|
|
fix: cg_predictitems 1 sound echo
|
|
|
|
fix: corpses on MA maps couldn't be gibbed sometimes
|
|
|
|
fix: not spawning only the TDM itemset on some maps (rdogdm4) in freeze
|
|
|
|
fix: non-MG ammo counts reset to 0 after each round in EU freeze
|
|
|
|
fix: autothaw timer not halted during pauses
|
|
|
|
fix: viewpos as a spec after dying in CA/FT was offset by cg_thirdPersonRange
|
|
|
|
|
|
Notes for version 0.99w2 (10 Apr 02)
|
|
|
|
add: Freeze Tag TDM! as g_gametype 6 (mode 10, bitmask 1024)
|
|
based on Darrell "Doolittle" Bircsak's original (thanks man)
|
|
vote_allow_thaw (default 1)
|
|
callvote thawauto (seconds, default 120)
|
|
callvote thawtime (seconds, default 3)
|
|
callvote startrespawn (0|1, default 1)
|
|
ON (default) = EU rules:
|
|
all players reset to base attributes + loadouts after each point
|
|
OFF = semi-US rules: losing team is thawed; winning team is NOT
|
|
but the living players on the winning team keep their current h/a
|
|
(note that this may well be LESS than the spawn h/a) and weapons
|
|
|
|
add: CPMA colours can now be used in names, crosshairs, etc
|
|
(everywhere that's under my control, basically, which
|
|
is anything game-related but not the console)
|
|
some of the numeric colours have been changed as a result
|
|
0: was white, now black
|
|
7: was orange, now white
|
|
8: was purple, now orange - T is the closest to the old 8
|
|
id have always had 5 and 6 backwards. since I can't fix the
|
|
console, they're now wrong in CPMA as well, for compatibility
|
|
(note to id: ever heard of constants?)
|
|
|
|
add: ch_crosshairAlpha (0.0 to 1.0, default 1.0)
|
|
|
|
add: \kill adds 5 seconds to respawn time
|
|
|
|
add: Swelt's "Guide To Configuring CPMA" to readme.txt
|
|
|
|
add: Drex's Q3DM12CPM
|
|
|
|
add: cg_oldCTFSounds (0|1, default 0)
|
|
no voiceovers on captures, flag pickups, etc
|
|
also controls non-leadchange FTDM end-of-round announcements
|
|
|
|
chg: cg_crosshairColor renamed yet again to ch_crosshairColor
|
|
default changed to 7 since 0 is now black
|
|
|
|
chg: cg_crosshairPulse renamed to ch_crosshairPulse
|
|
|
|
chg: item scaleup time on respawns changed from 1000 to 250
|
|
items also start at half size and scale up from there
|
|
|
|
chg: BFG shots are now 1200ups (was 2000)
|
|
reload is 800ms (was 200)
|
|
damage is 120 (was 100)
|
|
splash damage is 120 (was 100)
|
|
splash radius is 144 (was 120)
|
|
knockback scale is 120% (144% relative, given the higher dmg)
|
|
rocket running boost is 120% absolute (to match RL)
|
|
warmup/CA ammo 5
|
|
initial/box ammo 5
|
|
enabled by default in all gametypes except CA/DA
|
|
|
|
chg: cg_errordecay clamped at 0-200
|
|
|
|
chg: after bouncing, grenades no longer pass through whoever fired them
|
|
so if you spam, you're a threat to yourself too
|
|
|
|
chg: your own grenades do FULL damage to you, not 1/2
|
|
|
|
chg: PG splash radius is now 10 units instead of 20
|
|
|
|
chg: server_availmodes default changed to -1 (all modes)
|
|
|
|
chg: RG selected automatically when respawning in instagib
|
|
|
|
chg: remove g_quadfactor - we override it anyway
|
|
|
|
chg: coaches don't viewcycle to other team even with speclocks off
|
|
|
|
chg: team damage enabled for CTF mode and default
|
|
|
|
chg: stats window removed after intermission
|
|
|
|
chg: CQ3 powerup respawns match ProMode
|
|
this also means that they're now votable
|
|
|
|
chg: CQ3 ammo box counts for \drop match ProMode
|
|
|
|
chg: cg_lightningImpact enabled for CQ3
|
|
|
|
chg: timeout allocations were ridiculous
|
|
new rules are: 2 @ 60s for DM; 3 @ 120s for team games
|
|
|
|
chg: ITDM/ICTF show Net/O/D stats on the scoreboard rather than Acc
|
|
|
|
chg: bot AI adjusted for the new BFG
|
|
|
|
fix: "picked up" stats were counting the killer's current weapon
|
|
not the one that was actually in the backpack
|
|
|
|
fix: coach chat going to other specs rather than coached team
|
|
|
|
fix: gauntlet would "fire" on occasion even if it wasn't actually hitting
|
|
|
|
fix: id bugs and stupidities in the team overlay location code
|
|
|
|
fix: multiview could make Q3 segfault when a viewed player died
|
|
|
|
fix: team overlay restored in CA if freefloat after following enemy
|
|
|
|
|
|
Notes for version 0.99w1 (18 Mar 02)
|
|
|
|
add: total health and armour taken and RA/YA/GA/MH counts to stats
|
|
|
|
add: "picked up" and "died with" counts to weapon stats
|
|
note: "died with" rather than "died and dropped"
|
|
so it's good for CA as well
|
|
|
|
add: ch_3waveFont - thanks to the Threewave guys for permission
|
|
|
|
add: OSP coach functionality
|
|
/coach, /coachinvite, /coachdecline, /coachkick
|
|
|
|
add: scoreboard shows per-team spectators and coaches
|
|
|
|
add: "callvote random n" and vote_allow_random
|
|
where n is a number from 2 to 100
|
|
2 is the equivalent of flipping a coin
|
|
6 is like rolling a die
|
|
handy for choosing maps etc
|
|
|
|
add: "callvote ot" synonym for "callvote overtime"
|
|
|
|
add: server version shown on loading screen
|
|
|
|
chg: vstr now enabled in CQ3 as well
|
|
|
|
chg: CQ3 clocks match ProMode
|
|
(count down, not up; no seconds in 1v1 play)
|
|
|
|
chg: players spawn with 100 armour during warmup
|
|
|
|
chg: auto-join if it's an FFA game
|
|
|
|
chg: auto-join if it's a team game and g_teamAutoJoin is on
|
|
|
|
chg: mode TDM now enables weapon dropping by default (CPM and CQ3)
|
|
|
|
chg: shots during the match_windelayCA period don't affect stats
|
|
so you don't "lose accuracy" when gibbing bodies etc
|
|
|
|
chg: g_weaponRespawnCTF defaults to 5
|
|
|
|
chg: CTF mode sets weapon respawn to 5
|
|
|
|
chg: 1v1 mode disables holdables (PT, MK) as well
|
|
never understood why OSP leaves them enabled
|
|
|
|
chg: "restart arena" item removed from UI menu
|
|
|
|
chg: timed overtime in 1v1/FFA uses 2-minute rounds
|
|
|
|
chg: item respawns are absolute
|
|
gameplay rules > map-specified ones
|
|
for ALL items now, not just weapons
|
|
|
|
chg: s_occlude removed - s_occfactor 0 is equivalent
|
|
(always has been, actually)
|
|
|
|
chg: s_ambient 0 now more aggressive (fixes T2, WCP15)
|
|
|
|
chg: s_ambient changes now take effect immediately
|
|
(no longer needs a client restart)
|
|
|
|
chg: target_speakers don't use the ProMode sound system
|
|
helps cut down on noise even for s_ambient 1 clients
|
|
(and saves small amounts of bandwidth)
|
|
|
|
chg: updated version of DM12TMP - cheers Drex
|
|
doors still don't behave the way we'd really like,
|
|
but at least it's playable again now
|
|
|
|
fix: starting a server through "practice" preserves g_spSkill
|
|
(id code resets it to "Bring It On" *cough*) :)
|
|
|
|
fix: "minutes played" wasn't getting reset reliably on map changes
|
|
|
|
fix: couldn't see your damage stats mid-round when dead in CA
|
|
|
|
fix: several multiview bugs
|
|
|
|
fix: gauntlet hits weren't shown unless there was a kill as well
|
|
|
|
fix: players could make multiple gauntlet hits in a single frame
|
|
(yet another id bug, only happened with pmove on)
|
|
Menace gets a cookie for finding it :)
|
|
|
|
|
|
Notes for version 0.99w (14 Jan 02)
|
|
|
|
!!! Important - CPMA no longer supports VQ3 !!!
|
|
|
|
The non-ProMode option in the mod is now "Challenge Q3".
|
|
After two years, Q3's newbie population is now essentially non-existent,
|
|
and the original justifications for certain design decisions are long
|
|
since obsolete. It's time the base game grew up to match the skill level
|
|
of the people playing it today rather than the target audience of those
|
|
who created it.
|
|
Where ProMode redefines all major aspects of the game: player movement;
|
|
melee/weapons; and strategy, CQ3 addresses only the strategic elements
|
|
and a few things that are very poorly implemented in VQ3 (think of
|
|
these as bugfixes on steroids).
|
|
|
|
The Challenge Q3 changes are as follows:
|
|
|
|
Strategic:
|
|
|
|
Hit tones match ProMode
|
|
Four tones, each with a 25-damage range
|
|
Lower pitches indicate higher damage
|
|
|
|
Player spawns match ProMode
|
|
100 health; 50 bullets for the MG
|
|
|
|
Player respawn times are reduced
|
|
Minimum limbo time is 1 second
|
|
Maximum limbo time is 10 seconds
|
|
|
|
Weapon respawns match ProMode
|
|
15 seconds in DM; 30 in TDM; 10 in CTF; weaponstay in FFA
|
|
|
|
Item respawns match ProMode
|
|
Ammo boxes - 30 seconds
|
|
Health - 30 seconds
|
|
DM MegaHealth - 20 seconds after it "runs out"
|
|
|
|
Initial powerup spawns match ProMode
|
|
15-30 seconds into the game
|
|
|
|
Powerup factors match ProMode
|
|
Quad is "true", i.e. 4x damage. Be very afraid. :)
|
|
Batsuit protects at 75%
|
|
|
|
Armour system matches ProMode (the "CPMA Duel" system)
|
|
Armour does not "decay" over time
|
|
GA protects 1:1, first pickup 50, second adds 50
|
|
YA protects 2:1, first pickup 100, second adds 50
|
|
RA protects 3:1, first pickup 150, second adds 50
|
|
|
|
MG matches ProMode
|
|
5 damage per shot in all games, 25 bullets per ammo box
|
|
|
|
Railgun ammo boxes match ProMode
|
|
5 slugs
|
|
|
|
Maximum ammo counts match ProMode
|
|
SG 100; GL 100; RL 100; RG 100
|
|
|
|
Item sizes match ProMode
|
|
Items can be picked up while strafejumping
|
|
|
|
Water speeds match ProMode
|
|
Faster wading and swimming
|
|
|
|
Fixes:
|
|
|
|
Damage from the "world" matches ProMode
|
|
Lava and slime cause a steady flow of damage
|
|
|
|
SG matches ProMode
|
|
Max damage now only 96, but aim actually matters
|
|
|
|
Other enhancements:
|
|
|
|
Grenade model matches ProMode
|
|
|
|
|
|
Notes for version 0.99v9 - private build
|
|
|
|
add: update g_gametype on mode changes (non-MA maps only)
|
|
handy for server browsers
|
|
|
|
add: scorebot helpers to serverinfo
|
|
Score_Time, Score_Red, Score_Blue
|
|
Players_Active, Players_Red, Players_Blue
|
|
|
|
add: #F chat token - nearest Friendly player, i.e. teammate
|
|
|
|
add: new meaning for #P chat token - last Pickup
|
|
|
|
add: com_maxfps is capped at 125 for online play
|
|
|
|
add: enable a bunch of ProMode-only features in CQ3 as well
|
|
cg_smoke_sg; cg_muzzleFlash; cg_damageDraw; cg_drawGun 2;
|
|
|
|
add: "Net" column on TDM scoreboard
|
|
|
|
add: "O/D" column on CTF scoreboard
|
|
O (orange) is runs+caps+assists
|
|
D (yellow) is returns+escortD (NOT base D)
|
|
|
|
Demos from older versions will show strange numbers in those fields,
|
|
as they were used for damage until now.
|
|
|
|
add: "Dmg" column on CA scoreboard
|
|
|
|
add: Show "Net" when playing back OSP demos
|
|
|
|
chg: "Lag" and "Min" replace "Ping" and "Time" on scoreboard
|
|
needed every bit of space I could wrangle :)
|
|
|
|
chg: "Score" column for CA now just frags rather than "total impact"
|
|
yes, I know it's lame
|
|
|
|
chg: new rules for #I
|
|
you must have a clear line of sight to the center of the item
|
|
you must be looking in the appropriate direction
|
|
and it must be within your (potential) fov
|
|
this helps a LOT if you want to say "RG up" but you're nearer YA/PG
|
|
if you run past the item THEN hit your bind, that's your fault
|
|
|
|
chg: old #P chat token now #U (Utterly Useless powerUps list :P)
|
|
|
|
chg: remove cg_teamrails - it was unnecessary complexity
|
|
thus, cg_enemycolors is now *always* RHBL
|
|
|
|
chg: armour class for ProMode CA is now YA
|
|
|
|
chg: weaponrespawn is absolute again
|
|
we gave map-specified respawn times priority way back when,
|
|
because id "pro" maps would use still 5 secs by default in VQ3.
|
|
of course, that meant you *couldn't* get 5 sec spawns on them.
|
|
Poland > VQ3, so it's back to being mod-controlled
|
|
|
|
chg: FFA default and mode weapon respawn is weaponstay
|
|
|
|
chg: ProMode changes do NOT reset ANY other options
|
|
|
|
chg: elected referees can't disable ProMode on PM 1 servers
|
|
|
|
chg: remove arenatype vote - people should be using MODE
|
|
|
|
chg: update the vote UI to use MODE rather than arenatype
|
|
|
|
chg: remove mapcfg from the vote UI
|
|
|
|
chg: remove r_reset command
|
|
|
|
chg: remove reset vote
|
|
this was originally implemented so that people could use a
|
|
single vote to get the server back to default (i.e. match)
|
|
settings. MODE provides a better solution to that problem
|
|
|
|
chg: remove a bunch of useless cruft from server info
|
|
(doesn't actually make a difference, because as usual
|
|
id have bodgejobbed the damn thing so it doesn't work)
|
|
|
|
chg: corpse sink time changed from 5000 to 1000 (except CA/DA)
|
|
|
|
chg: DA implemented as a mode (bitmask 512)
|
|
if used on a non-MA map it will select the CA maplist
|
|
|
|
fix: MH was using DM rules in FFA as well
|
|
|
|
fix: weapon pickup sounds not played if weaponstay was on
|
|
|
|
fix: couldn't pick up dropped weapons in VQ3 if weaponstay was on
|
|
|
|
fix: weaponstay weapons always give full default ammo
|
|
|
|
fix: two-pass spawns at "true" game start were confusing Q3
|
|
if you were holding fire at end of warmup
|
|
client and server would disagree on which weapon you had
|
|
which led to some very strange behaviour at times
|
|
|
|
fix: poweruprespawn added to mode settings
|
|
|
|
fix: teams are preserved on map changes, as is the queue for 1v1
|
|
only for non-MA maps, obviously
|
|
|
|
|
|
Notes for version 0.99v8
|
|
|
|
add: use \color2 for rail rings as well as rail spiral
|
|
|
|
add: demo menu version autodetect updated for Q3 1.31 / dm_67
|
|
|
|
fix: mode CTF turns off team damage
|
|
|
|
fix: double item-give on first spawn of game
|
|
(have to spawn items first then players, or you can respawn an item
|
|
under a player who already picked it up on their respawn)
|
|
|
|
|
|
Notes for version 0.99v7
|
|
|
|
Important! The armor systems have been tweaked in this build for playtesting
|
|
YA now protects at 66% instead of 60%
|
|
Since that moves the breakeven point for RA/YA transitions from 120 to 133,
|
|
the value of a single RA in the Duel system also needed to be increased.
|
|
These changes mean that the Duel armor rules are now:
|
|
GA protects 1:1, first pickup 50, second adds 50
|
|
YA protects 2:1, first pickup 100, second adds 50
|
|
RA protects 3:1, first pickup 150, second adds 50
|
|
Wow - a clean, consistent set of armor rules :)
|
|
Let's hope it playtests well... :)
|
|
|
|
add: match_maxsuicides (default 0 - disabled)
|
|
players who /kill more than this many times will be auto-banned
|
|
stops them screwing up TDM games and forcing draws in DA
|
|
|
|
add: map_delay (seconds, default 30)
|
|
no map voting allowed for this long after a map change
|
|
unless everyone's loaded the new map and is ready to play
|
|
stops one lamer with a fast machine forcing changes to a map
|
|
by voting it in before anyone else has managed to reconnect
|
|
|
|
add: MA maps can be rotated after a timelimit
|
|
either a hard tl, which rotates no matter what's going on
|
|
or a soft one, which waits until the "dominant" arena is ready
|
|
|
|
add: map_cfgdir (default "cfg-maps")
|
|
sets where the maplists etc are read from
|
|
(for running multiple servers on a single install)
|
|
|
|
add: cf_Vote (default 10x14)
|
|
|
|
add: block the bobup cheat
|
|
|
|
add: nomip blood (128), nomip smoke (256)
|
|
|
|
add: \topshots (ffs rhea...) as a synonym for \accuracy
|
|
|
|
add: per-weapon minimum shot counts to be eligible for \accuracy
|
|
MG: 50, SG: 100, GL: 10, RL: 15, LG: 150, RG: 10, PG: 45
|
|
|
|
add: PureCTF grapple model - thanks to Kilderean
|
|
|
|
chg: ProMode colours aren't normalised any more
|
|
in English, that means they're ALL really bright now. :)
|
|
|
|
chg: remove the vstr vote and cvars - they're always available in ProMode
|
|
|
|
chg: allow \maplist during intermission
|
|
|
|
chg: mode changes on MA maps don't load a new maplist
|
|
this kinda sucks for servers that switch between MA and non-MA maps
|
|
AND different gametypes (e.g. a server is on ra3map1 and people want
|
|
to play CPM3) because you have to call the mode, then call a map that's
|
|
on the CURRENT list to get the new list loaded before you can call the
|
|
map that you really want. But that's just the way it goes sometimes. :(
|
|
|
|
chg: damage efficiency calc is no longer rounded
|
|
|
|
chg: removed ch_scoreStyle
|
|
OSP's "total impact" score is always used: (damage given + 100 * frags) / 100
|
|
|
|
chg: back to the old-style crosshairname fadeout
|
|
the OSP one is too distracting for a lot of people, including me :)
|
|
|
|
chg: allow cg_nomip in VQ3
|
|
|
|
chg: offhand crutch no longer silent
|
|
|
|
chg: fov clamped to 130, and you're damn lucky i didn't make it 120 :)
|
|
|
|
fix: per-map configs (e.g. CPM1A) now go in map_cfgdir/ as well
|
|
and this time, I mean it. DOH! :)
|
|
|
|
fix: skinned scoreboxes keep team colors when following enemies while dead in CA
|
|
|
|
fix: "#" (no token) chat bug
|
|
|
|
fix: "callvote items +" (no item) bug
|
|
|
|
fix: not always getting the first "spawn weapon to non-spawn weapon" switch
|
|
without penalties
|
|
|
|
|
|
Notes for version 0.99v6
|
|
|
|
Important:
|
|
This version contains some experimental netcode+prediction tweaks.
|
|
While I'm pretty confident they make for better play, especially
|
|
for the common 35-100 ping case, it may take you a couple of games
|
|
to get used to them.
|
|
|
|
add: maplist support! :)
|
|
added cfg-maps/ subdirectory and standard maplists
|
|
moved cpm1a.cfg to cfg-maps/
|
|
|
|
add: map_rotate (0|1, default 0)
|
|
if non-zero and a MODE is enabled, server will rotate to
|
|
the next map in the list for that mode when fl/tl/cl/rl is hit
|
|
map_rotate is ignored if the server is in 1v1 mode
|
|
or is running a multiarena map
|
|
|
|
add: mode_start (default -1 (no mode))
|
|
which mode to start with (or switch to if server is idle)
|
|
|
|
add: mode_idletime (minutes, default 10)
|
|
how long before idle servers reset to default mode+map
|
|
|
|
add: \maplist - shows maps available for current mode
|
|
|
|
add: "callvote map n" where n is a map id from \maplist
|
|
|
|
add: ch_skinScores (0|1, default 0)
|
|
colors the scoreboxes with the body+legs of your/enemy colors
|
|
also for the "players remaining" boxes in CA
|
|
|
|
chg: removed the cfg/ dir
|
|
modes should be used instead for those, for all standard play
|
|
per-map configs (e.g. CPM1A) now go in cfg-maps/ as well
|
|
|
|
chg: removed the "mapcfg" vote - combined with normal map votes now
|
|
just use a ! at the start of the "map" name instead
|
|
e.g. "callvote map !q3dm14tmp"
|
|
|
|
chg: the penalty for switches from G/MG to non-spawn weapons
|
|
no longer applies on the first switch
|
|
so you can grab a weapon after respawning and use it immediately
|
|
|
|
chg: pmove_msec has been removed (now always 8)
|
|
|
|
chg: cg_nomip for weapon effects/marks matches OSP
|
|
1 - Lightning
|
|
2 - Plasma
|
|
4 - Rocket explosions
|
|
8 - Grenade explosions
|
|
16 - Bullets (machinegun and shotgun)
|
|
32 - Railgun
|
|
64 - BFG
|
|
|
|
chg: the instagib mode bits have been moved down
|
|
so that they're next to the others. the new values are:
|
|
Instagib FFA - 64
|
|
Instagib TDM - 128
|
|
Instagib CTF - 256
|
|
|
|
chg: respect cg_forcemodel 0 for in-eyes POV in demo playback
|
|
just for you, JL :)
|
|
|
|
fix: dropped clients would hang around on the scoreboard sometimes
|
|
|
|
fix: stats dumps at end of matches
|
|
|
|
fix: description for chatflood vote
|
|
|
|
|
|
Notes for version 0.99v5
|
|
|
|
Important:
|
|
I've kept compatibility with Q3 1.27 until now because 1.29 was so awful.
|
|
Since 1.30 actually works, this build has some changes to exploit some of
|
|
the features in it, and may not work reliably on older versions.
|
|
|
|
Interesting trivia:
|
|
the assorted cleanups of the code over time mean that if you use hudstyle 0
|
|
(the baseq3 hud) then CPMA timedemos "four" faster than baseq3 does. :)
|
|
|
|
add: \statsall, \statsblue, \statsred
|
|
|
|
add: non-SD overtimes - callvote overtime <0|1|2>
|
|
default set by match_overtime (default 0)
|
|
0 - Sudden Death (first score decides)
|
|
1 - Timed Overtime (additional rounds of 5 mins each until a winner)
|
|
2 - No Overtime (can end in tie)
|
|
for MODES: FFA and DM use 0, TDM uses 1, CTF uses 2
|
|
|
|
add: #C chat token - where your corpse is
|
|
ProModers tend to respawn instantly - this lets them still use
|
|
"enemy at #c" / "#c lost" binds
|
|
|
|
add: #I chat token - nearest (potentially) visible item
|
|
including backpacks and dropped weapons :)
|
|
|
|
add: new meaning for #L - Q2-style locations (nearest armor/weapon/MH spawn)
|
|
|
|
add: mode altca (mode value 4) - ra3-style loadout and damage settings
|
|
|
|
add: if a matchmode is in effect
|
|
automatically record demos and take screenshots at the end of the game
|
|
if it's CA, player stats are reset at start
|
|
|
|
add: all matchmodes mute specs; all normal modes unmute them
|
|
|
|
add: better handling of demo playback from broken OSP versions
|
|
|
|
add: cf_Following (default 24x24)
|
|
|
|
add: cf_FragMessage (default 16x16)
|
|
|
|
add: cf_CrosshairNames (default 12x12)
|
|
and that cute little scaling fadeout OSP uses for them :)
|
|
|
|
chg: ch_drawFollow now sets the y-position of the message
|
|
|
|
chg: ch_fragMessage (0|1, default 1)
|
|
used to be: 0 - off, 1 - small font, 2 - normal font
|
|
|
|
chg: cg_drawCrosshairNames
|
|
used to be: 0 - off, 1 - small font, 2 - normal font
|
|
now: 0 - off, 1 - all players, 2 - teammates only
|
|
|
|
chg: player icon and armor type no longer shown in crosshairTeamInfo
|
|
(it was wrong before, actually: showed your armortype instead)
|
|
|
|
chg: the "pickup names" and #L descriptions for armors
|
|
now Red/Yellow/Green rather than Heavy/unqualified/Jacket
|
|
|
|
chg: \scores doesn't show damage mid-round in CA matchmode
|
|
|
|
chg: \stats on speclocked players doesn't show damage
|
|
|
|
chg: cg_autoaction bits match OSP's
|
|
1 - Automatically save stats to a local text file at the end of a match
|
|
Logs are stored in: <cpma_root>/stats/<date>/<logname>.txt
|
|
2 - Automatically take an end-level screenshot
|
|
4 - Automatically record the game (requires warmup to be on)
|
|
|
|
chg: remove match_overtimelength, match_overtimecount, type 3 overtime (tie-timed)
|
|
|
|
chg: remove all references to QTV (long since dead)
|
|
|
|
chg: remove old #L (health and armor) - it's pointless. use #h #a
|
|
|
|
chg: passworded refs can unref themselves
|
|
|
|
chg: say_team in CA when dead goes to all specs if the other team is not speclocked
|
|
so dead people can chat with each other in pickup games
|
|
but you can still talk privately to your teammates in matches
|
|
|
|
chg: predict the grapple trail start point as you move
|
|
looks MUCH better - thanks Kilderean
|
|
|
|
fix: messages for team/self damage changes were going to all arenas
|
|
|
|
fix: ignore "save stats" commands etc if just playing back a demo
|
|
|
|
fix: player counts were updating instantly if someone joined a CA team mid-round
|
|
|
|
|
|
Notes for version 0.99v4
|
|
|
|
add: the Q3Comp scoreboard. finally! :)
|
|
when players die in CA, their line is darkblended
|
|
|
|
add: Khaile's 1337 hack to keep the scoreboard accurate during demo playback
|
|
(players time+ping don't update, but the actual scores do)
|
|
|
|
add: time+date stamp to intermission screen
|
|
|
|
add: ch_weaponListSeparator (length, default: 74)
|
|
controls the lines that separate sections on the vertical weaponlist
|
|
|
|
add: callvote mode <mode_name>
|
|
changes to a configuration that is always the same on any server
|
|
|
|
add: callvote match <mode_name>
|
|
execs a mode config
|
|
requires even teams to start the game (if it's a team mode)
|
|
100% of players must rup for a game to start (if mode uses warmup)
|
|
locks/speclocks teams when match starts (if mode uses warmup)
|
|
|
|
add: server_availmodes (bitmask, default 63)
|
|
1 - FFA
|
|
2 - 1v1 / DM
|
|
4 - reserved - currently ignored
|
|
8 - TDM
|
|
16 - CTF
|
|
32 - CA
|
|
256 - Instagib FFA
|
|
512 - Instagib TDM
|
|
1024 - Instagib CTF
|
|
|
|
add: ch_scoreStyle (0|1, default 0) - only used by the CA scoreboard
|
|
0 - "raw skill" (damage efficiency)
|
|
1 - "total impact" (damage given + 100 * frags: the OSP style)
|
|
|
|
chg: instagib warmup now only gives players gauntlet and RG
|
|
|
|
chg: default CA loadouts now match OSP
|
|
|
|
fix: HUD CTF flag status reset at start of games
|
|
|
|
fix: wrong message when referees \removed players
|
|
|
|
fix: rounds played count for DA
|
|
|
|
|
|
Notes for version 0.99v3
|
|
|
|
add: mimic the behaviour of some of the no-longer-supported A3D functions
|
|
s_occlude and s_occfactor (ProMode only)
|
|
|
|
add: \accuracy [weapon]
|
|
with no args, shows "best" players with each weapon
|
|
with "RL" etc as arg, shows stats with that weapon for all players
|
|
minimum of 10 shots to qualify for the title (except for SG)
|
|
|
|
add: in DA, \stats and +wstats will show your stats if you're a freespec
|
|
|
|
add: OSP Hook control vars
|
|
hook_enable (0|1|2, default 0) 0 - disabled, 1 - offhand, 2 - onhand
|
|
hook_delaytime (ms, default 750) minimum time between hooks
|
|
hook_holdtime (secs, default 3) how long you can stay hooked
|
|
hook_sky (0|1, default 0) sky/noimpactsurf hooking enabled
|
|
hook_speed (ups, default 1200) rate hook travels
|
|
hook_speedpull (ups, default 950) rate at which player is pulled
|
|
If you want a more Alliance-style hook, the values are hook_speed 1250,
|
|
hook_speedpull 650 (thanks fredo) and hook_delaytime 100 (I think).
|
|
|
|
add: match_dropitems (1-3, bitfields, default 0, TDM and CTF only)
|
|
1 - can drop weapons+ammo
|
|
2 - can drop flags
|
|
\drop - drops the current weapon and all ammo for it (SG to PG only)
|
|
\drop <SG|GL|RL|LG|RG|PG> - drops that weapon and all ammo for it
|
|
\drop <bullets|shells|grenades|rockets|lightning|slugs|cells> - drops a "box" of ammo
|
|
\drop flag
|
|
\drop ammo - drops a "box" of the current weapon's ammo
|
|
note: a "box" IS a box, as determined by the gameplay rules
|
|
in OSP, certain "drop" box ammo counts are wrong (LG, PG)
|
|
|
|
add: callvote dropitems and vote_allow_dropitems
|
|
|
|
add: cg_followpowerup
|
|
|
|
add: a bunch of semi-gimmicky things to the connection screen
|
|
|
|
add: cg_noTeamchatBeep (0|1, default 0)
|
|
|
|
add: \addstr <cvar1> <cvar2>
|
|
combines strings - very handy for complex team messages
|
|
|
|
add: support "selfdamage" in config files and update cfgs
|
|
0 - none
|
|
1 - health only
|
|
2 - armor only
|
|
3 - both
|
|
|
|
add: callvote selfdamage and vote_allow_selfdamage
|
|
|
|
chg: callvote teamdamage is now 0 to 3, not 0 or 1
|
|
so that it matches the cfgfile entry and the selfdamage vote
|
|
|
|
chg: remove armordamageteam and armordamageself votes, and vote_allow_armordamage
|
|
|
|
chg: all cg_hud_* cvars renamed to ch_*
|
|
e.g. crosshairColor, fragMessage, weaponList, etc
|
|
yes, this means you'll have to edit your config :)
|
|
but it's long since time we made both mods consistent on these
|
|
|
|
chg: remove the "demo is from a broken OSP version" button on demos menu
|
|
it auto-senses them now
|
|
there are still a few OSP demos that simply can't be played back
|
|
but there's nothing I can do about that right now
|
|
|
|
chg: server_chatfloodprotect now controls the max # of msgs per second
|
|
e.g. server_chatfloodprotect 2 means you can talk every 500ms
|
|
|
|
chg: spectators used to get credit for "time served"
|
|
if they'd been waiting in one arena and changed to another
|
|
it confused RA3 players though (much like almost everything seems to)
|
|
|
|
chg: speconly now also does a "team s" automatically
|
|
|
|
chg: weapon respawn delays set by mappers now have priority
|
|
so the id "pro" maps default to 15 sec weapspawns even in VQ3
|
|
|
|
chg: finally remembered: server_vstr now defaults to 1
|
|
there's still no justification for them, but...
|
|
|
|
chg: damagekick is now always off, in VQ3 as well as ProMode
|
|
since id bugs make it unreliable on servers w/high uptime
|
|
cg_damagekick cvar removed
|
|
|
|
chg: g_powerupRespawn replaced by
|
|
g_powerupRespawnFFA (default: 60)
|
|
g_powerupRespawnTDM (default: 60) (quadruns > VQ3 RA campout lameness)
|
|
g_powerupRespawnCTF (default: 120)
|
|
batsuit still always 120 in all gametypes
|
|
|
|
chg: listen servers automatically disable some of the OSP protection
|
|
stops the flickering players problem
|
|
listen servers are just BAD though - nothing like real servers :(
|
|
|
|
chg: player teams aren't reset on config exec's unless they have to be
|
|
"callvote exec cpm1a" when in DM would rotate players, which was annoying
|
|
|
|
chg: first-round warmup for CA now 5 if start_respawn is off
|
|
(was 15 before: now matches other rounds)
|
|
|
|
fix: re-enable OSP windows (+wstats, motd, etc)
|
|
|
|
fix: GTV clients are automatically speconly
|
|
stops the "next in line" code of 1v1 arenas putting them in the game
|
|
|
|
fix: force a userinfo update for spectators when they change arenas
|
|
|
|
fix: oops - "respawns needed" was propogating to all higher-numbered arenas
|
|
|
|
fix: DM games can vote refs in
|
|
|
|
fix: certain types of mover (bs plat on dm14) would keep moving during pauses
|
|
made for some very Wile Coyote moments... :)
|
|
|
|
fix: the config parser could fail to apply settings on MA maps
|
|
|
|
fix: dead players wouldn't respawn for pre-match warmup after CA matches
|
|
|
|
heh: cg_followkiller has been in the code for months - forgot to doc it :)
|
|
|
|
|
|
Notes for version 0.99v2
|
|
|
|
Private build
|
|
|
|
|
|
Notes for version 0.99v1
|
|
|
|
add: auto-detect Q3 version and filter dm_48 or dm_66 demos accordingly
|
|
|
|
add: "demo is from a broken OSP version" option to demos menu
|
|
need this to get OSP 99v2 and 99v3 demos to show opponents properly
|
|
|
|
add: instagib_reload (in milliseconds, default 1500, range 100-5000)
|
|
|
|
add: callvote reload and vote_allow_reload
|
|
|
|
add: s_ambient (0|1, default 1)
|
|
disable ambient sounds like the gongs on q3wcp2 and the
|
|
void/wind/water background noise on a ton of maps
|
|
requires a client-side restart to take effect if you change it
|
|
|
|
add: cg_hud_drawWeaponSelect (0|1, default 1)
|
|
this used to be hardcoded based on hudstyle
|
|
|
|
add: server_chatfloodprotect (0|1, default 0)
|
|
command floodprotect uncoupled from chat floodprotect
|
|
sv_floodprotect has to be 0 or Q3 loses auth responses sometimes
|
|
but that means people can chatspam, which is lame
|
|
the related "callvote flood" and "vote_allow_flood" are unchanged
|
|
|
|
add: callvote warmup (value, default set by g_dowarmup and g_warmup)
|
|
lets each arena have its own warmup setting
|
|
0 disables, otherwise warmup is enabled and the value sets its length
|
|
also add vote_allow_warmup (0|1, default 1)
|
|
|
|
chg: ProMode skins now available in VQ3 even in team games
|
|
if you're too stupid to get them to work, don't whine to me about it
|
|
|
|
chg: instagib changes no longer restart the arena
|
|
|
|
chg: rail spiral fadeout now Q3 1.29 style (i.e. slower)
|
|
|
|
chg: no delay when forceswitched from freefloat to follow
|
|
|
|
chg: splash thru floors no longer an absolute decision: back to 1.17 style
|
|
|
|
chg: cg_hud_drawWarmup now defaults to 0
|
|
|
|
chg: warmup panel cleaned up a bit:
|
|
ProMode-only settings (fastrail, cooldown, etc) removed in VQ3 arenas
|
|
Enhanced Sound removed (always on in ProMode, always off in VQ3)
|
|
damage settings for health and armour show as "none/self/team/all"
|
|
|
|
fix: teamoverlay background off by one line in CA when dead
|
|
|
|
fix: \vote and \arenavote with no actual vote string in them defaulted to "no"
|
|
|
|
fix: use the OSP implementation of SpotWouldTelefrag
|
|
Q3 apparently has a bug in trap_EntitiesInBox prior to 1.29h
|
|
|
|
fix: invalid command times for respawned players
|
|
|
|
fix: proper lerping for non-default sv_fps values
|
|
|
|
fix: in vq3, initial powerup spawns are 45+-(0-15), not 45+(0-15)
|
|
|
|
|
|
Notes for version 0.99v rebuild, about 10 minutes after I released it :(
|
|
|
|
fix: Don't send tinfo for dead players in CA
|
|
|
|
|
|
Notes for version 0.99v
|
|
|
|
With the 99v builds of CPMA and OSP, we've decided to enable several
|
|
ProMode enhancements in VQ3 as well. This includes ProMode skins,
|
|
team rails, colored crosshairs, custom font sizes, and yes, ProMode HUDs!
|
|
ProMode skins will stay disabled in team games for now, since the last
|
|
time we tried it they were apparently too complicated for some people. :)
|
|
|
|
|
|
add: server_CPMA_armor (0|1, default 1)
|
|
use the CPMA armorsystems and auto-select duel/team by the arena type
|
|
|
|
add: onhand grapple (callvote hook 2)
|
|
when used as a weapon does 25 damage per hit
|
|
|
|
add: support "teamdamage" in config files and update teamgame cfgs
|
|
0 - none (CTF)
|
|
1 - health only
|
|
2 - armor only (CA)
|
|
3 - both (TDM)
|
|
|
|
add: config file for cpm1a to set weaponrespawn to 5
|
|
|
|
add: log_default (0|1, default 0) - use baseq3 logging rather than OSP-style
|
|
|
|
add: log_stat (0|1, default 0) - log health/armor changes and their cause
|
|
very handy for CA servers :)
|
|
|
|
add: tell players the h+a of whoever just killed them in CA/DA
|
|
(only if there's no speclock active)
|
|
|
|
add: match_winDelayCA (default 4000)
|
|
|
|
add: cg_teamRails 2 - changes the format of cg_enemyColors to RHBL
|
|
should have been like this from day one, TBH. wp Rhea :)
|
|
|
|
add: cg_crosshairPulse (0|1, default 1)
|
|
crosshair size changes when picking up items
|
|
|
|
add: cg_hud_drawFollow (0|1|2, default 1)
|
|
where to put the "Following ..." text when speccing
|
|
0 - off, 1 - top, 2 - bottom
|
|
|
|
add: enabled the ammo parser for config files
|
|
ammo line HAS to be formatted as "MG SG GL RL LG RG PG BFG"
|
|
even if the weapons line disables some
|
|
|
|
add: smarter flagrunning by bots on maps with a team_CTF_neutralflag
|
|
thanks to Johnny Law
|
|
|
|
add: cf_Teamoverlay (WxH, default 6x11) - size of font for team overlay
|
|
|
|
add: cf_Teamchat (WxH, default 8x12) - size of font for team chat
|
|
|
|
chg: cg_hud_crosshairColor renamed to cg_crosshairColor
|
|
sorry. needed to make it consistent with OSP
|
|
|
|
chg: remove a tied vote if everyone has voted
|
|
|
|
chg: hook voting enabled by default
|
|
|
|
chg: map config files now reside in cpma/cfg/ NOT cpma/
|
|
if you added cfg files for any maps, you need to move them
|
|
|
|
chg: LG knockback upped from 1.2 to 1.3
|
|
|
|
chg: shards are +5 in CPMA armorsystems and +2 in the Q2 one
|
|
|
|
chg: SUI, TK, TD removed from \scores in CA
|
|
|
|
chg: lateral self-knockback of RL in ProMode now matches "normal" PM RL knockback
|
|
(vertical self-knockback still same as VQ3 so RJ's behave the same)
|
|
|
|
chg: redid the way player team info and rounds won/lost are handled in CA
|
|
saves a LOT of ClientUserInfoChanged messages, especially at round start/end
|
|
|
|
chg: match_startrespawn now defaults to 0
|
|
|
|
chg: scoreboxes not drawn if the limit is 1 (handy for DA)
|
|
|
|
chg: frags not reset in DA
|
|
|
|
fix: occasional dups of other clients' events
|
|
|
|
fix: couldn't reuse a banned client's slot
|
|
|
|
fix: high-numbered clients not always getting stats sent+logged at end of match
|
|
|
|
fix: couldn't unlock teams sometimes
|
|
|
|
fix: target_gives (YA on spawn on T5)
|
|
|
|
fix: if all gametype entries on an entity are Q3-invalid, discard it
|
|
|
|
fix: LG "firing" flag cleared if console is down or player is talking
|
|
|
|
fix: behaviour of missiles when timeouts expire
|
|
|
|
|
|
Notes for version 0.99u3 !!! SPECIAL CLIENT-ONLY BUILD !!!
|
|
|
|
With the CotT finals being played on 1.27, the 99u2 menus won't show the demos
|
|
This pk3 is just to make life easier for people who want to watch the games
|
|
|
|
add: creepcam (still pretty rough) for specs and demos
|
|
thanks to Mandrake for his work on this
|
|
|
|
chg: demos menu back to dm_48 files
|
|
|
|
|
|
Notes for version 0.99u2
|
|
|
|
add: callvote unreferee
|
|
|
|
add: OSP messages and logging for CTF events
|
|
|
|
add: updated player settings menu for CPMA colors
|
|
|
|
add: can use cg_hud_crosshairTeamInfo even if team overlay is off
|
|
|
|
add: cg_fallKick (ProMode only)
|
|
|
|
add: +fire can now chain weapons, but is still atomic
|
|
e.g. "+fire 5 3" fires RL if poss, else SG if poss, else nothing
|
|
|
|
add: callvote teamdamage and vote_allow_teamdamage
|
|
|
|
add: cg_drawGun 2 (ProMode only) - disables the weapon "sway"
|
|
|
|
add: cg_altLightning
|
|
|
|
add: cg_hud_drawSpeed
|
|
|
|
chg: if a referee votes yes or no, the vote instantly passes or fails
|
|
(that's how OSP does it)
|
|
(with one exception: an unref vote) :)
|
|
|
|
chg: fall damage no longer doubled if crouching (ProMode only)
|
|
|
|
chg: playback of ProMode demos recorded with OSP is more like for CPMA ones
|
|
(timer counts down, variable rocket smoke radius, etc)
|
|
|
|
chg: be more tolerant of broken TA/Q3 maps like q3wcp1
|
|
|
|
chg: minimum warmup for matchplay now 5 (used to be 10)
|
|
|
|
chg: demos menu now shows dm_66 files (the format used by 1.29f)
|
|
|
|
chg: ProMode cg_smoke* options for RL and GL now available to VQ3 players too
|
|
|
|
fix: color2 can now use CPMA colors as well
|
|
|
|
fix: enemycolors not working properly unless enemy head color was 0-9
|
|
|
|
fix: Aph's ceiling-hanging trick. sorry bro. :)
|
|
|
|
|
|
Notes for version 0.99u1
|
|
(Technically 99u, but is being called 99u1 because so many people
|
|
had the 99u beta cgame already that it would be a real hassle)
|
|
|
|
add: ramp jumps
|
|
|
|
add: per-arena weaponrespawns in config files
|
|
|
|
add: match_WinDelayDA (in milliseconds, default 1000)
|
|
controls how long after the kill a winner is actually declared
|
|
so if you rail someone but their rocket takes you out right after,
|
|
the round is ruled a draw
|
|
|
|
add: cg_railStyle (1-7, bitfields, default 5)
|
|
1 - rail core
|
|
2 - rail spiral (color set by "color2" cvar)
|
|
4 - rail rings
|
|
gg to the Alliance team for making the spiral code public
|
|
|
|
add: colors 'a' to 'x' for ProMode skins, rails, etc
|
|
|
|
add: callvote exec for config files (cpma-specific settings ones, not general ones)
|
|
controlled by vote_allow_exec
|
|
|
|
add: thrufloors and fallingdamage/falldmg supported in config files
|
|
|
|
add: server_lgcooldown (0|1, default 1) and uncouple it from the fastrail switch
|
|
callvote [lg]cooldown, controlled by vote_allow_lgcooldown (0|1, default 1)
|
|
(it's actually on the MG as well, but no-one seems to care about that) :)
|
|
|
|
chg: "callvote items" no longer restarts the arena
|
|
includes weapons/powerups/holdables that a player has
|
|
|
|
chg: show timer seconds in 1v1 games to specs, demos, and in SD OT
|
|
|
|
chg: spectators no longer have votes if people are playing
|
|
|
|
chg: for team games, follow1 is the top scorer on blue and follow2 is the top scorer on red
|
|
|
|
chg: default CTF weapon respawn now 10 secs (was weaponstay)
|
|
|
|
chg: faster movement in water, and 4 levels of "depth" instead of q3's 2
|
|
|
|
fix: pmove weirdness on fast machines - lost events and hitsounds etc
|
|
this was the most significant of the id bugs that pmove 2 fixed
|
|
so they've been consolidated and pmove is back to only 0 or 1
|
|
|
|
fix: models playing wrong pain noises
|
|
|
|
fix: most of the EV_STEP stupidity
|
|
should stop it pissing away events, especially when predicting
|
|
|
|
fix: CTF teamstate properly reset
|
|
|
|
|
|
Notes for version 0.99t
|
|
|
|
add: w00t! multiview is back :)
|
|
|
|
add: "callvote tdm" etc as shorthand for "callvote arenatype tdm"
|
|
|
|
add: cg_enemyColors [head][body][legs]
|
|
|
|
add: new ingame UI menu item: "in-game settings"
|
|
lets players call votes without using the console (for RA3 morons)
|
|
|
|
add: new console command "ui_inGameSettings" will take you straight to that screen
|
|
(a very short comment for a LOT of functionality...
|
|
if you're a referee, all those votes will pass immediately,
|
|
so you essentially have a GUI to control pretty much every server
|
|
setting from) :)
|
|
|
|
add: support "instagib 1" in map config files
|
|
|
|
add: votable powerup times: 60, 90, 120 secs
|
|
set by g_powerupRespawn (default: 90)
|
|
vote controlled by vote_allow_poweruprespawn
|
|
doesn't apply to batsuit, which is always 120
|
|
applies to ALL modes, not just TDM
|
|
|
|
add: server_ospauth 1 for latest bot-protection
|
|
|
|
add: "ungrappleable" surfaces (surfaceflags & 0x10000000)
|
|
|
|
add: "item running" info added to \stats
|
|
number of times you had quad, flag, etc, and how long for
|
|
|
|
add: lg cooldown @ 200ms, except when fastrail is on
|
|
|
|
add: q3dm6tmp and q3dm6cpl(1v1) mapcfg files
|
|
|
|
add: server_record and cg_autoAction for tournaments
|
|
1 - record demos
|
|
2 - take screenshots
|
|
4 - add server name to demo/screenshot filenames
|
|
8 - add server time when game starts to filenames
|
|
16 - alternate method: server_name-player_name-[count]
|
|
|
|
add: playback of osp99t demos
|
|
|
|
add: referee commands, \players, and \scores accepted from console
|
|
|
|
add: "yell" console-only command: prints in red and sounds klaxon
|
|
|
|
add: quick fix for q30wnerz
|
|
|
|
chg: hard armour cap at 200: IOW, no more getting shards when you already have full RA
|
|
|
|
chg: major optimisation of \stats bw usage
|
|
|
|
chg: don't dump \scores at end of 1-round DA games
|
|
|
|
chg: vote_allow_vstr and vote_allow_hook default to 1
|
|
|
|
chg: players can be telefragged during CA warmup, but will respawn immediately
|
|
|
|
chg: suicides while flagrunning do NOT return the flag, unlike TA
|
|
I've always thought that was a BS change - it means you can't relay the flag
|
|
|
|
chg: use the railcore for grapple rather than the LG - MUCH prettier
|
|
|
|
chg+fix: pickups with cg_predictitems 1 play the pickup sound exactly once,
|
|
but not until the time you REALLY pick up the item
|
|
unfortunately, playing it at the time you APPEAR to have picked up the item
|
|
doesn't work out, because not all pickups are predictable :(
|
|
|
|
fix: couldn't ready up/resign/etc in CA while dead
|
|
|
|
fix: a really HORRIBLE problem with pmove. I think. :)
|
|
it may actually work properly now. we'll have to see...
|
|
pmove_fixed 1 means use the id code, for compatibility with vq3 weenies
|
|
pmove_fixed 2 means use the new code
|
|
|
|
fix: demos with spaces in the filename
|
|
|
|
fix: team chat as a spec in 1v1 games is now spec-only
|
|
|
|
fix: massive duplication of sounds on item pickup with predictitems 1
|
|
did this ages ago, but the fix got lost at some point
|
|
|
|
fix: UI client Number now uses the "real" one, not the player that you are following
|
|
(caused problems when ordering bots as a dead CA player)
|
|
|
|
fix: render the railtrail as close to the xhair as snapping will allow
|
|
for some reason, the baseq3 code does it wrong deliberately. I don't know why.
|
|
|
|
fix: don't uppercase filenames in the demo menu
|
|
it meant clients with real filesystems couldn't play them back
|
|
|
|
fix: bots rejoin the game after arena restarts
|
|
|
|
fix: cg_statScrollTime >0 but <1 still pops up the window
|
|
|
|
fix: vq3 arenas use the correct dmg beep
|
|
|
|
|
|
Notes for version 0.99s1
|
|
|
|
add: extended sound radius code for promode. gg HighlandeR. :)
|
|
modified for "adaptive sound" for better realism:
|
|
sounds are dampened when underwater or behind walls
|
|
|
|
add: green/jacket armour :)
|
|
in armorsystem 0 (CPM) - 50 units, 50% protection, 100 unit stack
|
|
in armorsystem 1 (CPMA Duel) - 50 units, 50% protection, 100 unit stack
|
|
in armorsystem 2 (CPMA Team) - 100 units, 50% protection
|
|
|
|
add: Q2 armour - callvote armorsystem 3 (I had room for one more)
|
|
RA is 100, YA is 50, GA is 25, shards are 5
|
|
|
|
add: OSP filter_file, for banning/protecting player names and clan tags
|
|
|
|
add: #d chat macro for "last player to cause damage to me"
|
|
|
|
add: support "tl" (or "timelimit") tokens in map config files for CPMA maps
|
|
|
|
add: support "armor" (or "armour") and "health" tokens in map config files for CA/DA only (RA3-style) maps
|
|
|
|
add: match_mutespecs (0|1, default 0) is used to set the default state
|
|
|
|
add: cache enemy models at map load time
|
|
|
|
add: cg_hud_drawWarmup (0|1, default 1) to control display of arena settings before a game starts
|
|
|
|
add: vote_allow_arenatype (0|1, default 1) - whether players can change an arena from 1v1 to DA to TDM etc
|
|
|
|
add: setting cg_statScrollTime to 0 stops the window coming up automatically at end of match
|
|
|
|
chg: remove some of the TA cruft from userinfo updates
|
|
|
|
chg: stats reset when going spec in a non-CA game
|
|
|
|
chg: show time in game on scoreboard for ffa and all team games (except ctf when carrying flag)
|
|
|
|
chg: copy a followed player's score for "true" spectators
|
|
|
|
chg: larger scoreboard in non-team games
|
|
|
|
chg: gamename set back to just "cpma" - q3 seems to have been getting confused by the space on some platforms
|
|
|
|
chg: cg_pmove_fixed now lets clients disable pmove if the server has it enabled, but not vice-versa
|
|
|
|
chg: warmup info is removed at 5 secs rather than at match start
|
|
|
|
chg: allow black in names. it's lame, but i'm tired of the whining... :)
|
|
|
|
chg: assorted other bits and pieces of warmup made less intrusive
|
|
|
|
chg: cg_teamrails default is now 0
|
|
|
|
chg: no klaxons at the end of DA games
|
|
|
|
fix: on DM7, the grate and button are now gone in TDM
|
|
(likewise, with CPM14 the "secret" tele's destination changes and the MH is accessible)
|
|
|
|
fix: actually *cough* open the admin log :)
|
|
|
|
fix: team selections on arena restarts
|
|
|
|
fix: accuracy on scoreboard for instagib
|
|
|
|
fix: accuracy stats fractions at end of matches should be okay on linux servers now
|
|
|
|
fix: callvote items +all enabled weapons that didnt exist
|
|
|
|
fix: referees pausing matches during warmup
|
|
|
|
fix: no respawn sometimes for first round of CA matches if startrespawn was on
|
|
|
|
fix: doubled pickup sounds when timenudging
|
|
|
|
fix: second-place score in demo playback
|
|
|
|
fix: scoreboard in VQ3 demo playback
|
|
|
|
fix: "players remaining" counts for CA update immediately when players respawn before the start of a round
|
|
|
|
|
|
Notes for version 0.99s (Beta 3)
|
|
|
|
add: in server menu, demo menu and choose arena menu you can now double click on a list item
|
|
|
|
add: the latest Abuse TMP maps - q3dm6tmp q3dm7tmp q3dm8tmp q3dm12tmp q3dm14tmp
|
|
use callvote mapcfg to run them
|
|
|
|
add: CPM skins for ALL standard models :)
|
|
|
|
|
|
Notes for version 0.309
|
|
|
|
add: \r_ip for referees (but only those with the ref_password)
|
|
|
|
chg: W/L in CA replaced with rounds played (yellow) and time (cyan)
|
|
|
|
chg: remove the unnecessary respawn during warmup before the first round of a match for g_dowarmup 0 games
|
|
|
|
chg: last attacker and last target only updated when damage is actually caused, not just on a hit
|
|
|
|
chg: colour the status bar (and highlight the player's team in CA) when following
|
|
|
|
chg: entertime set only on clientconnect, not clientbegin
|
|
|
|
fix: sigh. DA rotation got messed up by the follow changes
|
|
|
|
fix: layout of drawattacker and players remaining stuff on the hud in CA
|
|
|
|
fix: changing arenas while following meant stats didnt get reset
|
|
|
|
fix: callvoting to/from promode changes the spawn health, armor decay, and weapon respawn immediately
|
|
for CA and DA, the arena flags and the spawn armor will be reset as well
|
|
|
|
|
|
Notes for version 0.308a
|
|
|
|
chg: only worry about "our" spawnflags bits
|
|
|
|
chg: team ALWAYS set to spec on clientconnect
|
|
|
|
|
|
Notes for version 0.308
|
|
|
|
add: support the "gametype" spawnvar
|
|
|
|
add: ca/da respawn scheme vote - controlled by "vote_allow_startrespawn"
|
|
note the the cvar name change: different to OSP
|
|
|
|
add: match_carespawn renamed to match_startrespawn
|
|
|
|
|
|
Notes for version 0.307
|
|
|
|
add: match_carespawn (0|1, default 1) - controls respawn at "fight!" time
|
|
(set it to 0 for ra3 players who are used to it being wrong) :)
|
|
|
|
add: match_carespawn setting to the warmup hud
|
|
|
|
add: log winner and final score in console too for team games
|
|
|
|
add: CA spawn code will now use team team_CTF_redspawn and team_CTF_bluespawn if available
|
|
so well-designed maps can completely avoid the spawn gangrape issue
|
|
it will fall back to info_player_deathmatch spawns if necessary
|
|
|
|
add: support config files for MA maps to set default arenatypes, limits, weapons, ammo, etc
|
|
|
|
chg: make warmup hud text 25% larger
|
|
|
|
chg: infinite ammo during warmup
|
|
|
|
chg: switching to/from promode no longer requires an arena restart to make sure the client physics are correct
|
|
|
|
chg: won/lost record is cleared when player changes arenas
|
|
|
|
chg: bots "ideal fight distance" is now about twice as far away as it used to be
|
|
|
|
fix: allow dead CA players to call votes
|
|
|
|
fix: "Team Orders" menu now works on MA maps and in CA
|
|
|
|
fix: "Add Bots" menu enabled on MA maps, it now adds bots to the current arena
|
|
|
|
fix: player counts on the join team menu are totals in CA, not just living
|
|
|
|
fix: cg_damageKick and cg_damageDraw are only available in promode
|
|
|
|
fix: a couple of annoying little DA things
|
|
|
|
|
|
Notes for version 0.306
|
|
|
|
add: show inter-arena tele messages in the lobby even as spectator
|
|
|
|
add: g_weaponRespawnCTF - default is 0, which is weaponstay
|
|
|
|
chg: g_weaponTeamRespawn renamed to g_weaponRespawnTDM
|
|
|
|
chg: don't kick followspecs back to freefloat immediately if the player dies
|
|
|
|
fix: team follow1 clients 999 at intermission
|
|
|
|
|
|
Notes for version 0.305
|
|
|
|
chg: don't put someone in the game if they're dl'ing files
|
|
|
|
chg: clean up the clientinfo parser
|
|
|
|
chg: bots with RJ characteristic aren't so afraid to use them in CA games
|
|
|
|
chg: vq3 hud shows status bar too when following
|
|
|
|
fix: doh! holes in the client list would mean players didn't get respawned in CA
|
|
|
|
|
|
Notes for version 0.304
|
|
|
|
add: feedback when un/locking an arena
|
|
|
|
add: locked arenas are marked in red in the choose arena menu
|
|
|
|
add: update players wins and losses after each round in DA and CA
|
|
|
|
chg: no pain sound on crash landings if fall damage is off
|
|
|
|
fix: "damage efficiency" calc for DA and CA
|
|
|
|
fix: clientinfo changes would occasionally not propogate at the start of rounds
|
|
if the client had been following the last player to die
|
|
|
|
fix: AdjustCAScores was polluting the va() buffer
|
|
|
|
|
|
Notes for version 0.303
|
|
|
|
Happy Birthday Josephine! sm00ch! :)
|
|
|
|
add: server_armordamageself (0|1, default 0) - controls loss of armor on RJ's etc
|
|
|
|
add: server_armordamageteam (0|1, default 1) - controls loss of teammates armor when you spam
|
|
|
|
add: server_realping (0|1, default 0) - whether or not ping is copied for specs following other players
|
|
|
|
add: IP logged on client connect
|
|
|
|
add: r_lockarena and r_reset for refs
|
|
|
|
add: r_putblue/r_putred and r_remove for refs
|
|
|
|
add: update players won/lost records after each round in CA and add to wstats
|
|
|
|
chg: show teaminfo (includes players remaining, if CA) even when following
|
|
|
|
chg: add a delay before intermission kicks in so you can pummel that last guy's body in CA :)
|
|
|
|
chg: don't clear stats and scores even after matches in CA
|
|
they're still cleared if a player changes arenas or if an arena reset vote passes
|
|
|
|
chg: don't clear stats in DA, but score is still cleared at end of match
|
|
|
|
chg: don't show weapon respawn time on warmup hud if DA or CA
|
|
|
|
fix: speclocks by refs were keying off team locks too
|
|
|
|
fix: votes for reset and restart don't need an argument
|
|
|
|
fix: falling damage during warmup
|
|
|
|
fix: powerup spawns were playing in all arenas
|
|
|
|
|
|
Notes for version 0.302
|
|
|
|
add: cg_oversampleMouse - VERY experimental
|
|
|
|
add: d!ablo's "map item editor" (server-side) - only "/callvote mapcfg x" is supported so far
|
|
|
|
add: the Abuse teamplay versions of dm6/7/12/14, and the 1v1 version of dm6
|
|
these should be consolidated and use notteam/notfree flags
|
|
|
|
add: join team menu shows # of players on each team if not 0
|
|
|
|
chg: \ready not used for FFA
|
|
|
|
chg: intermission delay reset properly on changes to/from DA
|
|
|
|
chg: don't draw warmupinfo in the lobby
|
|
|
|
fix: occasional problems finding captains
|
|
|
|
|
|
Notes for version 0.301
|
|
|
|
add: "team follow1" and "team follow2" now work on a per-arena basis
|
|
|
|
add: for team games, the auto-follow choice is based on highest scores
|
|
|
|
add: DA now supports matches of more than one round :)
|
|
|
|
add: per-arenatype intermission delays: none for DA, 10 secs for everything else
|
|
|
|
chg: allow timelimit and scorelimit to both be 0, but disable team locks if they are
|
|
|
|
chg: can't pick flags up during warmup
|
|
|
|
chg: disable any skins except red and blue in VQ3 team games
|
|
|
|
chg: disable CPM skin colors in VQ3 1v1 games
|
|
|
|
fix: TDM would always use 30 sec weapon respawns (and the warmup hud was wrong)
|
|
now it defaults to whatever g_weaponTeamRespawn is, and can be changed by vote
|
|
|
|
fix: formatting of \scores in CTF
|
|
|
|
|
|
Notes for version 0.228b
|
|
|
|
add: stats logged at end of match
|
|
|
|
fix: speconly is cleared if you join a team
|
|
|
|
fix: spec invites are cleared on arena restarts
|
|
(stops ppl getting invites in one match and spying with them in a later one)
|
|
|
|
fix: loads of spec stuff: another fake PJ, cycles under assorted speclocks, etc etc
|
|
|
|
|
|
Notes for version 0.228
|
|
|
|
add: \ready and \teamready for first round of CA matches
|
|
|
|
add: allow players to respawn during pre-match warmup in CA
|
|
|
|
add: \r_allready for refs
|
|
|
|
|
|
Notes for version 0.226b
|
|
|
|
fix: fake PJ on following players - heh - left some test code in... :)
|
|
|
|
fix: don't double-debounce ref commands
|
|
|
|
|
|
Notes for version 0.226
|
|
|
|
add: server_fallingdamage (0|1, default 1) - using dmflags for it is kinda lame
|
|
|
|
add: callvote reset to get an arena's settings back to the defaults easily, based on its type
|
|
|
|
add: FIGHT! sound back in, for real this time :)
|
|
|
|
add: bots will now hunt enemies down in CA games
|
|
|
|
add: the rest of the nomip weapons
|
|
|
|
chg: specs now spawn at the arena's intermission point rather than any old spawnpoint
|
|
|
|
chg: scoreboard shows "team wins" instead of "team leads" at end of match
|
|
|
|
chg: command debounce dropped from 5 secs to 2.5
|
|
|
|
chg: no absolute ban on spectalk during 1v1 games - too many people got confused by it
|
|
|
|
chg: cg_teamRails affects marks on walls now too
|
|
|
|
fix: yay! gibbable bodies (complete with death anims) :)
|
|
|
|
fix: scores not lost any more if following a player in CA when dead and he dies too
|
|
|
|
fix: "non-aggressive" bots would sometimes shoot at long-dead enemies until someone more interesting came along
|
|
|
|
fix: bots would want to retreat for a stupid reason a lot of the time
|
|
|
|
fix: the nomip PG hit
|
|
|
|
fix: VQ3 powerups spawn between 45 and 60
|
|
|
|
|
|
Notes for version 0.223
|
|
|
|
urgh... a bunch of changes to improve bandwidth usage
|
|
|
|
chg: new nades - omfg do they rock! especially with nomip. gg 4nT1. :)
|
|
|
|
chg: nomip bitfields are now (1 << weapon), i.e. GL 16, LG 64, PG 256
|
|
|
|
chg: djumps v2.1 :)
|
|
|
|
chg: whining gits can now pick items up during warmup
|
|
|
|
fix: sometimes in 1v1, only one player's score was dumped at the end of the game
|
|
|
|
fix: rankings would be done across arenas sometimes, causing bad lead-change announcements
|
|
|
|
fix: stop "sudden death" voice on arena restarts
|
|
|
|
|
|
Notes for version 0.222
|
|
|
|
add: teamkill/teamdmg to wstats
|
|
|
|
fix: sound bugs. what else? :)
|
|
|
|
|
|
Notes for version 0.221
|
|
|
|
fix: allow refs to talk to players in 1v1 games
|
|
|
|
|
|
Notes for version 0.220
|
|
|
|
add: blenders and biohazards at intermission :)
|
|
|
|
chg: play lead changes even if player gets a reward
|
|
|
|
fix: yay! the nomip trick means colored xhairs are usable again in mip5
|
|
|
|
fix: unclamped swapskins values did bad things
|
|
|
|
fix: changing arenas from ffa to tdm sometimes left teammates in the enemymodel skin
|
|
|
|
fix: occasional auto-captain problems
|
|
|
|
fix: promode "no seconds" clock only in 1v1, not FFA as well
|
|
|
|
fix: about 50 things in the bot code. most notably:
|
|
they actually realise when they're playing CTF now
|
|
they don't get confused if you start an arena in CA
|
|
|
|
?fix: death sound continues to play from respawned players position
|
|
|
|
fix: powerups tagged SVF_NOCLIENT when not spawned to fix predictitems 1 clients
|
|
|
|
fix: yet more sound fixes - osp 99s2 - jumppads, mostly
|
|
|
|
fix: heh - don't use spec scores if player score is negative :)
|
|
|
|
|
|
Notes for version 0.219
|
|
|
|
add: server_vstr and vote_allow_vstr for CCC to disable scripts
|
|
|
|
add: "fire n" to switch to a weapon and fire it immediately
|
|
|
|
add: show time remaining in \scores
|
|
|
|
chg: in promode, clocks count down to 0:00 instead of up to timelimit
|
|
|
|
chg: calling a world vote counts towards your vote_limit
|
|
|
|
chg: no damage or knockback in the lobby, but RJs are okay :)
|
|
|
|
fix: deny ready/teamready if insufficient players
|
|
|
|
fix: red + blue scores are the right way around in vq3 demos
|
|
|
|
fix: clock shows the right time in vq3 demos
|
|
|
|
|
|
Notes for version 0.218
|
|
|
|
add: allow the skin specified in cg_enemymodel to override the server in team games
|
|
|
|
add: auto wstats at end of round / match
|
|
|
|
add: osp motd
|
|
|
|
chg: in promode duels clock only shows minutes until <30 secs left to play
|
|
|
|
fix: yet more sound bug fixes from OSP (duplicate sounds, this time)
|
|
|
|
fix: ui_playersettings crashes
|
|
|
|
|
|
Notes for version 0.217
|
|
|
|
add: # expansions in chat
|
|
|
|
chg: mondo hud rewrite. hud should actually work fully now in vq3 mode
|
|
|
|
chg: gone back to cpm1.0 djumps until the stepup problem can be fixed
|
|
|
|
|
|
Notes for version 0.213
|
|
|
|
add: cg_lightningImpact (0|1, default 1)
|
|
|
|
add: "gameversion" to serverinfo so pingtool etc can pick it up
|
|
|
|
chg: honour nobots/nohumans spawnflags
|
|
|
|
fix: quadded mg/pg sound is just too annoying
|
|
|
|
|
|
Notes for version 0.212
|
|
|
|
add: offhand crutch on button5
|
|
|
|
add: don't cycle to the hook on weapnext/weapprev/outofammo
|
|
|
|
add: cg_noAmmoChange (0|1, default 1) to avoid selecting a weapon that's out of ammo
|
|
|
|
chg: default weapon in CA and warmup is RL
|
|
|
|
fix: move the warmup test for item pickup into BG for clients with predictitems 1
|
|
|
|
|
|
Notes for version 0.211
|
|
|
|
add[MB]: wstats now appear at intermission time. You can use "-wstats" to make it go away.
|
|
If left alone it stays until the last 3 sec of the countdown,
|
|
|
|
add: cg_nomip flags to stop weapon fire looking like crap with picmip 5. rhea owns all. :)
|
|
1 = LG, 2 = PG, 3 = both
|
|
|
|
add: wstats from OSP
|
|
|
|
fix: ctf flag info displayed properly on hud
|
|
|
|
fix: djump stepup code would stepup mid-rj if you strafed into a horiz plane
|
|
|
|
fix: server_ratemin works again
|
|
|
|
fix: lol! got the predictitems sound code BACKWARDS in 210! *cough* gg me... :)
|
|
|
|
|
|
Notes for version 0.210
|
|
|
|
add: server_fastrail, default is *off*
|
|
|
|
chg: use cpma-1 as gametype: should fix some autodl probs
|
|
|
|
chg: assorted merges with osp 99s
|
|
|
|
fix: sounds and promode MH should be okay now no matter what predictitems is. i hope. :)
|
|
|
|
|
|
Notes for version 0.209
|
|
|
|
add: speconly command
|
|
|
|
add: debounce team commands
|
|
|
|
add: ref commands - restart, mutespecs, pause, kick, lock, speclock
|
|
|
|
fix: reset arena delta time properly after pauses/timeouts
|
|
|
|
fix: player miscounts on choosearena menu
|
|
|
|
|
|
Notes for version 0.208
|
|
|
|
add: callvote armor for CA
|
|
|
|
chg: rewrote "end of match" code for CA; cleaned up player rotation for DM
|
|
|
|
fix: double armor-give if first spawn of the game is on top of an armor
|
|
|
|
fix: global sounds (e.g. klaxons) are now per-arena
|
|
|
|
fix: "tied" CA rounds never restarted
|
|
|
|
fix: player miscounts made chasecam unavailable
|
|
|
|
|
|
Notes for version 0.207
|
|
|
|
add: fight! sound when match starts
|
|
|
|
add: players remaining counts in CA
|
|
|
|
add: cg_damagedraw
|
|
|
|
add: callvote restart to (duh) restart an arena - this replaces map_restart
|
|
|
|
|
|
Notes for version 0.206
|
|
|
|
add: server browser now allows CPMA and OSP gametypes
|
|
|
|
add: can now specify an arena when adding bots
|
|
|
|
chg: arenainfo msgs throttled to save bandwidth
|
|
|
|
chg: choosearena menu improvements
|
|
|
|
chg: g_weaponrespawn now honoured
|
|
-1: default to 15 for CPM and 5 for VQ3
|
|
0: weaponstay
|
|
|
|
fix: some messages were being sent to all arenas
|
|
(ready changes, thrufloors damage changes, captaincy resign, team speclocks)
|
|
|
|
fix: non-team arenas showed stats from other arenas too in matchinfo
|
|
|
|
fix: muted spec chat now shows up as spec chat rather than normal
|
|
note: specs can NOT be unmuted in 1v1 arenas
|
|
|
|
|
|
Notes for version 0.204
|
|
|
|
add: currenttime command
|
|
|
|
add: per-arena weapon respawn time and weaponstay
|
|
|
|
add: +/- vstr
|
|
|
|
fix: rail rings (who the hell uses rings?!) now shaded properly
|
|
|
|
|
|
Notes for version 0.201
|
|
|
|
add: callvote items reinstated
|
|
|
|
chg: yet more messing around with RemoveTournamentPlayer calls
|
|
|
|
fix: display your stats at end of non-1v1 games
|
|
|
|
fix: truelightning rendering was a little bit off
|
|
|
|
fix: obits only for players in current arena
|
|
|
|
fix: "other arenas" part of scoreboard now shown in non-teamgames too - oops :)
|
|
|
|
|
|
Notes for version 0.131
|
|
|
|
fix: players kicked to permanent spec in ca if the player they are following dies
|
|
|
|
fix: reset client frag/time warnings at each intermission
|
|
|
|
|
|
Notes for version 0.130b
|
|
|
|
add: armordamageself, armordamageteam now votable
|
|
|
|
chg: g_promode and g_instagib renamed to server_*
|
|
|
|
chg: tele exit speed upped by 10% in promode
|
|
|
|
chg: arenasettings menu removed - too gay. it's all done with std votes now
|
|
|
|
|
|
Notes for version 0.128a
|
|
|
|
fix: players sometimes kicked to spec at end of non-1v1 games
|
|
|
|
|
|
Notes for version 0.128
|
|
|
|
add: CPM skins
|
|
|
|
chg: new-style doublejumps
|
|
|
|
fix: rocketsmoke 0 bug
|
|
|
|
|
|
Notes for version 0.126
|
|
|
|
add: per-arena intermission
|
|
|
|
chg: timelimit set by serverop is now used ONLY to set default tl for arena
|
|
|
|
chg: nextmap now ignored as map changes are only by vote
|
|
|
|
fix: invite players to team actually allows them to join... :)
|
|
|
|
fix: no map_restarts any more. ever. unless callvoted.
|
|
|
|
fix: "choose arena" menu item working again on MA maps
|
|
|
|
|
|
Notes for version 0.122a
|
|
|
|
add: callvote fastrail and supporting gameplay code
|
|
|
|
fix: latest soundcode merged from OSP - should fix duped sounds with predict 0
|
|
|
|
fix: arena fl and tl checks when trying to set both to 0
|
|
|
|
|
|
Notes for version 0.122
|
|
|
|
fix: initsession now sets teams by arenatype, not g_gametype
|
|
|
|
fix: 1v1 matchinfo dump and player stats: now sent to all clients and ordered
|
|
|
|
fix: check backpack flag when picking up ammoboxes
|
|
|
|
fix: register all ammobox models in case we need to use one for a backpack
|
|
|
|
|
|
Notes for version 0.121
|
|
|
|
chg: allow world votes during intermission: handy for map changes etc
|
|
|
|
fix: cgame draws game clock correctly
|
|
|
|
fix: check conn state before factoring players into vote counts
|
|
|
|
fix: nextmap works properly for g_gametype 1 (1v1)
|
|
|
|
fix: mad serverinfo cess during intermission after 1v1 games
|
|
|
|
fix: w00t! finally tracked down the "fake pj" problem on map changes/restarts :)
|
|
(this also fixes the bots losing their "i am a bot" flag at random)
|
|
|
|
|
|
Notes for version 0.120
|
|
|
|
add: all weaps and infinite ammo in warmup
|
|
|
|
add: "arenatype" now votable
|
|
|
|
add: "arenavote" command to distinguish from world votes
|
|
|
|
fix: map and nextmap voting
|
|
|
|
|
|
Notes for version 0.118
|
|
|
|
add: timeout/timein
|
|
|
|
add: ready/unready
|
|
|
|
add: some more referee functions: team lock/speclock, pause match, ready all, etc.
|
|
|
|
add: loads more OSP voting yumminess - \callvote for help
|
|
|
|
add: callvote armorsystem (CPM (default), CPMA duel (75Y 100R), CPMA team (150Y 200R))
|
|
|
|
chg: CPM armour system now back to normal (YA 100 (150 max), RA 200)
|
|
|
|
fix: CPMA votables and OSP votables are now all one "thing"
|
|
|
|
|
|
Notes for version 0.114
|
|
|
|
chg: CPM z-knockback is now 36 - this should mean that it's about the same in 127 now as it used to be in 117
|
|
it might still need another tweak or two
|
|
|
|
|
|
Notes for version 0.111
|
|
|
|
add: cg_NoChatBeep (0|1, default 0) and cg_ShowPlayerLean (0|1, default 1)
|
|
|
|
|
|
Notes for version 0.110
|
|
|
|
chg: CPM SG knockback of 1.35 reinstated
|
|
|
|
|
|
Notes for version 0.109
|
|
WARNING!!! this build is basically just a bunch of tweaks to try stuff with:
|
|
|
|
chg: SSG_DMG dropped from 7 to 6. So max SG dmg per shot is now 96 rather than the 110 of vq3 and 112 of v1
|
|
|
|
chg: while i was in there, i fixed that bs with client drawing the wrong pattern for sg
|
|
which led to you sometimes seeing blood even if you missed
|
|
or not seeing it but hearing the hit tone.
|
|
this change is for the vq3 code as well, currently
|
|
but can be broken again if ppl really want that.
|
|
since it's a definite bug, i figured it was okay. :P
|
|
|
|
chg: just for yuks, i implemented the armour changes i mentioned in the forum (it was only 2 lines) so the deal is:
|
|
YA==75 with 150 stack
|
|
RA==100 with 200 stack
|
|
RA/YA breakpoint and conversion factors stay as is (except that there's now an
|
|
inverted conv as well if you have some YA when you pick up RA, obviously)
|
|
since we won't change prot% or YA max, and armour still doesn't count down.
|
|
note: since i'm just messing around, these values are the same for tdm too,
|
|
which they wouldn't be even if we did change the scheme for 1v1.
|
|
|
|
|
|
Notes for version 0.108 (note: version numbering scheme changed) ;)
|
|
|
|
add: very rough CPM-style warmupinfo
|
|
|
|
add: support for # expansions in chat
|
|
e.g. "say_team i just railed #t" will show up as "i just railed a|rhea"
|
|
i *don't* have the cpm set (health, armour, low ammo, etc) for tdm in there since i can't find the code...
|
|
|
|
add: promode smoke control for SG (cg_smoke_sg)
|
|
|
|
chg: CPM z-knockback of 40 replaced with VQ3 z-knockback of 24
|
|
chg: CPM SG knockback of 1.35 replaced with VQ3 SG knockback of 1.0
|
|
chg: CPM LG knockback changed from 1.55 to 1.2
|
|
(i.e. RL and LG are now 1.2; gauntlet and PG are 0.5; other weaps are 1.0 (same as VQ3))
|
|
|
|
chg: thrufloors now does 100% dmg instead of 50% - gonna leave it for the design team to worry about :)
|
|
|
|
chg: cg_drawtimer 1 now shows arena clock instead of world clock; 2 shows both clocks
|
|
|
|
fix: when followspec-ing, shaft now drawn and dmg tones played
|
|
|
|
fix: promode means promode gfx; vq3 means vq3 gfx
|
|
|
|
|
|
Notes for version 1217
|
|
|
|
add: splash through floors. this is NOT the same as the 1.17 splash bug
|
|
it makes an ABSOLUTE decision on splash through thin surfaces,
|
|
so it's a lot more consistent than the bug version was.
|
|
also, damage through floors is HALF what it would be for open splash at the same distance.
|
|
|
|
bug: i've had to force duel arena to roundlimit of 1 - it's too problematic right now otherwise.
|
|
i'll fix it after the hols. dm is still fine.
|
|
|
|
fix: fraglimit warnings will play properly each game
|
|
|
|
fix: team chg msgs only sent to current arena
|
|
|
|
fix: info for team overlay only sent for current arena
|
|
|
|
fix: id bug - you can now play 1.27 demos back through the ui :)
|
|
|
|
fix: arena votes work again
|
|
|
|
note: you may get "fake" PJ sometimes as a spec - pressing fire should clear it
|
|
|
|
|
|
Notes for version 1216
|
|
|
|
chg: \matchinfo cmd renamed to \scores to match osp
|
|
|
|
fix: w00t! sound-dropping code reintroduced by 1.27 merge replaced AGAIN with osp code.
|
|
now i can use lg again. :)
|
|
|
|
fix: swap quadshell colour too if swapskins set
|
|
|
|
add: promode smoke control vars for rox+pills
|
|
|
|
chg: promode hit-tones now disabled for non-promode arenas
|
|
|
|
|
|
Notes for version 1215
|
|
|
|
?fix: found old code in spec set for arena chg (c+p from wrong dir - gg me) - should fix the false PJ
|
|
|
|
?fix: zombie winners in 1v1 games left over when next match started
|
|
|
|
fix: clients showing scores/warmupinfo/scoreboard etc from wrong arena
|
|
|
|
fix: speclock not kicking specs from players if they were already following before the lock
|
|
|
|
add: cg_teamRails flag :)
|
|
|
|
|
|
Notes for version 1214
|
|
|
|
first 1.27 release
|
|
|
|
|
|
----
|
|
|
|
|
|
"WONTFIX" issues
|
|
These are problems that we've essentially written off.
|
|
Hopefully they will never be anything other than few and minor.
|
|
|
|
The doors in the original Abuse Q3DM12TMP are always closed.
|
|
This is basically a problem with the map itself.
|
|
The mapcfg version that comes with CPMA (callvote map !q3dm12tmp)
|
|
works fine, and also saves clients having to DL the 30MB TMP pak.
|
|
|
|
Callvoting items in CTF duplicates flags if they aren't at the base.
|
|
So don't do it. :)
|