3.17_Changes.txt 8.4 KB

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  1. Quake2 3.17 Upgrade
  2. -------------------
  3. This upgrade addresses several features, including security, playability, and
  4. enhancements.
  5. Changes for 3.17
  6. ----------------
  7. - Fixed possible NAN resulting from handing zero to second arg of atan2
  8. - Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
  9. 'allow_download 1' at the console, or using the download options menu
  10. in Multiplayer/PlayerSetup/Download Options
  11. - Server demos now include a svc_serverdata block at the beginning with the
  12. attractloop byte set to '2' to indicate server demo (byte before gamedir
  13. in the svc_serverdata block). This allows easy identification of
  14. serverrecorded demos (serverrecord demos are only for demo editors, they
  15. can not be played back in Quake2 without being first edited).
  16. - New options for setting texture formats in ref_gl:
  17. gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
  18. GL_RGBA2
  19. gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
  20. GL_R3_G3_B2, GL_RGB2 (SGI only)
  21. - Player movement during Air acceleration changed to reflect more real-world
  22. physics while airborne.
  23. - Fixed a bug when riding trains that caused drift in a southwest direction
  24. (Thanks to Jim Dose at Ritual for pointing this one out).
  25. - Linux: Now correctly reports out of memory rather than segfaulting (mmap
  26. returns (void *)-1 and not NULL on error).
  27. - Fixed autodownloading to not create paths for files that can't be downloaded
  28. (this was creating many empty directories in baseq2/players).
  29. - When downloading a file from a server that doesn't have it, the message is
  30. now "Server does not have this file" rather than "File not found."
  31. - Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
  32. - Highbits are now stripped from console when using condump
  33. - Restored support for gl_modulate in multiplayer play
  34. - Fixed it so that players with a model/skin you don't have aren't checked for
  35. on disk more than once.
  36. - Fixed it so sounds played for PPMs that default to male are only checked
  37. on disk once.
  38. - Byte ordering/portability fixes in cinematics, PCX and other file handling.
  39. - Client state during static image cinematic (PCX image) so that client can
  40. continue to next unit.
  41. - Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
  42. if a server is in coop mode, hitting a button at the victory.pcx screen
  43. while cause the server to restart at base1
  44. - Fixed infinite grenade bug
  45. - Fixed autodownloading to actually download sounds and console pics
  46. - Fixed autodownload to not create empty directories for files not on
  47. the server.
  48. - Added customized client downloading. cvars are the same as the server side:
  49. allow_download - global download on/off
  50. allow_download_players - players download on/off
  51. allow_download_models - models download on/off
  52. allow_download_sounds - sounds download on/off
  53. allow_download_maps - maps download on/off
  54. They can also be (more easily) set with a new Download Options menu
  55. accessible in Multiplayer/Player Setup/Download Options
  56. - Changed checksumming code to be more portable and faster.
  57. The checksum in 3.15 was seriously broken.
  58. This change makes 3.17 incompatible with previous servers.
  59. - Fixed player 'warping' present in 3.15 (this was an artifact of the
  60. hyperblaster optimizations).
  61. - Fixed the autodownload in 3.15 so that stuff like skins for models are
  62. downloaded as well as pics.
  63. Changes for 3.15
  64. ----------------
  65. - Added visible weapons support. This is precached with a special symbol, i.e.
  66. gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
  67. the players current weapon model. Plug in player models can optionally
  68. support the visible weapons. Any that do not support it will use their
  69. default weapon.md2 files automatically.
  70. Visible weapons files for plug in player models are not downloaded
  71. automatically--only the default weapon.md2 (and skin) is.
  72. The Visible weapon models themselves are not included. They can be
  73. downloaded from http://www.telefragged.com/vwep/
  74. - Rewrote the some of the net code to use optimized network packets for
  75. projectiles. This is transparent to the game code, but improves netplay
  76. substancially. The hyperblaster doesn't flood modem players anymore.
  77. - Rewrote the packet checksum code to be more portable and defeat proxy bots
  78. yet again.
  79. - Autodownload support is in. The following items will be automatcally
  80. downloaded as needed:
  81. - world map (and textures)
  82. - models
  83. - sounds (precached ones)
  84. - plug in player model, skin, skin_i and weapon.md2
  85. downloads go to a temp file (maps/blah.tmp for example) and get renamed
  86. when done. autoresume is supported (if you lose connect during the
  87. download, just reconnect and resume). Server has fine control over
  88. the downloads with the following new cvars:
  89. allow_download - global download on/off
  90. allow_download_players - players download on/off
  91. allow_download_models - models download on/off
  92. allow_download_sounds - sounds download on/off
  93. allow_download_maps - maps download on/off
  94. maps that are in pak files will _not_ autodownload from the server, this
  95. is for copyright considerations.
  96. The QuakeWorld bug of the server map changing while download a map has
  97. been fixed.
  98. - New option in the Multiplayer/Player Setup menu for setting your connection
  99. speed. This sets a default rate for the player and can improve net
  100. performance for modem connections.
  101. - Rewrote some of the save game code to make it more portable. I wanted to
  102. completely rewrite the entire save game system and make it portable across
  103. versions and operating systems, but this would require an enormous amount
  104. of work.
  105. - Added another 512 configure strings for general usage for mod makers.
  106. This gives lots of room for general string displays on the HUD and in other
  107. data.
  108. - Player movement code re-written to be similiar to that of NetQuake and
  109. later versions of QuakeWorld. Player has more control in the air and
  110. gets a boost in vertical speed when jumping off the top of ramps.
  111. - Fixed up serverrecord so that it works correctly with the later versions.
  112. serverrecord lets the server do a recording of the current game that
  113. demo editors can use to make demos from any PVS in the level. Server
  114. recorded demos are BIG. Will look at using delta compression in them
  115. to cut down the size.
  116. - Copy protection CD check has been removed.
  117. - Quake2 3.15 has changed the protocol (so old servers will not run) but
  118. all existing game dlls can run on the new version (albiet without the
  119. new features such as visible weapons).
  120. - Added flood protection. Controlled from the following cvars:
  121. flood_msgs - maximum number of messages allowed in the time period
  122. specified by flood_persecond
  123. flood_persecond - time period that a maximum of flood_msgs messages are
  124. permitted
  125. flood_waitdelay - amount of time a client gets muzzled for flooding
  126. (gamex86 DLL specific)
  127. - fixed it so blaster/hyperblaster shots aren't treated as solid when
  128. predicting--you aren't clipped against them now.
  129. (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
  130. - gender support is now in. The userinfo cvar "gender" can be set to
  131. male/female/none (none for neutral messages). This doesn't affect sounds
  132. but does affect death messages in the game. The models male and cyborg
  133. default to gender male, and female and crackhor default to female.
  134. Everything else defaults to none, but you can set it by typing
  135. "gender male" or "gender female" as appropriate.
  136. - IP banning support ala QW. It's built into the game dll as 'sv' console
  137. commands. This list is:
  138. sv addip <ip-mask> - adds an ip to the ban list
  139. sv listip <ip-mask> - removes an ip from the ban list
  140. sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
  141. exec this on a server load to load the list on subsequent server runs.
  142. like so: quake2 +set dedicated 1 +exec listip.cfg
  143. sv removeip <ip-mask> - remove an ip from the list
  144. the ip list is a simple mask system. Adding 192.168 to the list
  145. would block out everyone in the 192.168.*.* net block. You get 1024 bans,
  146. if you need more, recompile the game dll. :)
  147. A new cvar is also supported called 'filterban'. It defaults to one which
  148. means "allow everyone to connect _except_ those matching in the ban list."
  149. If you set it to zero, the meaning reverses like so, "don't allow anyone
  150. to connect unless they are in the list."
  151. (gamex86 DLL specific)