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- Quake2 3.17 Upgrade
- -------------------
- This upgrade addresses several features, including security, playability, and
- enhancements.
- Changes for 3.17
- ----------------
- - Fixed possible NAN resulting from handing zero to second arg of atan2
- - Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
- 'allow_download 1' at the console, or using the download options menu
- in Multiplayer/PlayerSetup/Download Options
- - Server demos now include a svc_serverdata block at the beginning with the
- attractloop byte set to '2' to indicate server demo (byte before gamedir
- in the svc_serverdata block). This allows easy identification of
- serverrecorded demos (serverrecord demos are only for demo editors, they
- can not be played back in Quake2 without being first edited).
- - New options for setting texture formats in ref_gl:
- gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
- GL_RGBA2
- gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
- GL_R3_G3_B2, GL_RGB2 (SGI only)
- - Player movement during Air acceleration changed to reflect more real-world
- physics while airborne.
- - Fixed a bug when riding trains that caused drift in a southwest direction
- (Thanks to Jim Dose at Ritual for pointing this one out).
- - Linux: Now correctly reports out of memory rather than segfaulting (mmap
- returns (void *)-1 and not NULL on error).
- - Fixed autodownloading to not create paths for files that can't be downloaded
- (this was creating many empty directories in baseq2/players).
- - When downloading a file from a server that doesn't have it, the message is
- now "Server does not have this file" rather than "File not found."
- - Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
- - Highbits are now stripped from console when using condump
- - Restored support for gl_modulate in multiplayer play
- - Fixed it so that players with a model/skin you don't have aren't checked for
- on disk more than once.
- - Fixed it so sounds played for PPMs that default to male are only checked
- on disk once.
- - Byte ordering/portability fixes in cinematics, PCX and other file handling.
- - Client state during static image cinematic (PCX image) so that client can
- continue to next unit.
- - Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
- if a server is in coop mode, hitting a button at the victory.pcx screen
- while cause the server to restart at base1
- - Fixed infinite grenade bug
- - Fixed autodownloading to actually download sounds and console pics
- - Fixed autodownload to not create empty directories for files not on
- the server.
- - Added customized client downloading. cvars are the same as the server side:
- allow_download - global download on/off
- allow_download_players - players download on/off
- allow_download_models - models download on/off
- allow_download_sounds - sounds download on/off
- allow_download_maps - maps download on/off
- They can also be (more easily) set with a new Download Options menu
- accessible in Multiplayer/Player Setup/Download Options
- - Changed checksumming code to be more portable and faster.
- The checksum in 3.15 was seriously broken.
- This change makes 3.17 incompatible with previous servers.
- - Fixed player 'warping' present in 3.15 (this was an artifact of the
- hyperblaster optimizations).
- - Fixed the autodownload in 3.15 so that stuff like skins for models are
- downloaded as well as pics.
- Changes for 3.15
- ----------------
- - Added visible weapons support. This is precached with a special symbol, i.e.
- gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
- the players current weapon model. Plug in player models can optionally
- support the visible weapons. Any that do not support it will use their
- default weapon.md2 files automatically.
- Visible weapons files for plug in player models are not downloaded
- automatically--only the default weapon.md2 (and skin) is.
- The Visible weapon models themselves are not included. They can be
- downloaded from http://www.telefragged.com/vwep/
- - Rewrote the some of the net code to use optimized network packets for
- projectiles. This is transparent to the game code, but improves netplay
- substancially. The hyperblaster doesn't flood modem players anymore.
- - Rewrote the packet checksum code to be more portable and defeat proxy bots
- yet again.
- - Autodownload support is in. The following items will be automatcally
- downloaded as needed:
- - world map (and textures)
- - models
- - sounds (precached ones)
- - plug in player model, skin, skin_i and weapon.md2
- downloads go to a temp file (maps/blah.tmp for example) and get renamed
- when done. autoresume is supported (if you lose connect during the
- download, just reconnect and resume). Server has fine control over
- the downloads with the following new cvars:
- allow_download - global download on/off
- allow_download_players - players download on/off
- allow_download_models - models download on/off
- allow_download_sounds - sounds download on/off
- allow_download_maps - maps download on/off
- maps that are in pak files will _not_ autodownload from the server, this
- is for copyright considerations.
- The QuakeWorld bug of the server map changing while download a map has
- been fixed.
- - New option in the Multiplayer/Player Setup menu for setting your connection
- speed. This sets a default rate for the player and can improve net
- performance for modem connections.
- - Rewrote some of the save game code to make it more portable. I wanted to
- completely rewrite the entire save game system and make it portable across
- versions and operating systems, but this would require an enormous amount
- of work.
- - Added another 512 configure strings for general usage for mod makers.
- This gives lots of room for general string displays on the HUD and in other
- data.
- - Player movement code re-written to be similiar to that of NetQuake and
- later versions of QuakeWorld. Player has more control in the air and
- gets a boost in vertical speed when jumping off the top of ramps.
- - Fixed up serverrecord so that it works correctly with the later versions.
- serverrecord lets the server do a recording of the current game that
- demo editors can use to make demos from any PVS in the level. Server
- recorded demos are BIG. Will look at using delta compression in them
- to cut down the size.
- - Copy protection CD check has been removed.
- - Quake2 3.15 has changed the protocol (so old servers will not run) but
- all existing game dlls can run on the new version (albiet without the
- new features such as visible weapons).
- - Added flood protection. Controlled from the following cvars:
- flood_msgs - maximum number of messages allowed in the time period
- specified by flood_persecond
- flood_persecond - time period that a maximum of flood_msgs messages are
- permitted
- flood_waitdelay - amount of time a client gets muzzled for flooding
- (gamex86 DLL specific)
- - fixed it so blaster/hyperblaster shots aren't treated as solid when
- predicting--you aren't clipped against them now.
- (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
- - gender support is now in. The userinfo cvar "gender" can be set to
- male/female/none (none for neutral messages). This doesn't affect sounds
- but does affect death messages in the game. The models male and cyborg
- default to gender male, and female and crackhor default to female.
- Everything else defaults to none, but you can set it by typing
- "gender male" or "gender female" as appropriate.
- - IP banning support ala QW. It's built into the game dll as 'sv' console
- commands. This list is:
- sv addip <ip-mask> - adds an ip to the ban list
- sv listip <ip-mask> - removes an ip from the ban list
- sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
- exec this on a server load to load the list on subsequent server runs.
- like so: quake2 +set dedicated 1 +exec listip.cfg
- sv removeip <ip-mask> - remove an ip from the list
- the ip list is a simple mask system. Adding 192.168 to the list
- would block out everyone in the 192.168.*.* net block. You get 1024 bans,
- if you need more, recompile the game dll. :)
- A new cvar is also supported called 'filterban'. It defaults to one which
- means "allow everyone to connect _except_ those matching in the ban list."
- If you set it to zero, the meaning reverses like so, "don't allow anyone
- to connect unless they are in the list."
- (gamex86 DLL specific)
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