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- Quake2 3.16 changes:
- - 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.
- Quake2 3.15 changes:
- - 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.
- - New cvar cl_vwep controls whether visible weapons is enabled on the client.
- If you turn it off, the visible weapons models are not loaded. This can offer
- a speed up on slow or memory starved machines.
- - 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
- - fixed it so blaster/hyperblaster shots aren't treated as solid when
- predicting--you aren't clipped against them now.
- - 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."
- Quake2 CTF 1.09a Changes:
- - Q2CTF 1.09 requires 3.15 now.
- - Competition Match mode added. Server can be reset into a timed match mode.
- Includes a pregame setup time, countdown until game start, timed match,
- statistics on players, admin functions and a post game time.
- - The server command 'gamemap' now works correctly. On a server, you can
- change maps with two commands: map and gamemap. Map will cause all teams
- to reset, gamemap will change maps with the teams intact.
- - New console commands:
- yes - vote yes on an election
- no - vote no on an election
- ready - ready oneself for a match
- notready - remove oneself from the ready list (stop the clock)
- ghost - ghost back into a match if connection was lost
- admin - become an admin or access the admin menu
- stats - show statistics on players in a match
- warp - warp to a new level
- boot - kick a player of the server (you must be an admin)
- playerlist - show player list and connect times
- - New cvars:
- competition - set to 1 to allow the server to be voted by players into
- competition mode. Set to 3 for a dedicated competition server.
- The default, 0, disables competition features.
- matchlock - controls whether players are allowed into a match in progress
- in competition mode. Defaults to on (1).
- electpercentage - the precentage of yes votes needed to win an election.
- Defaults to 66%.
- matchtime - length of a match, defaulting to 20 minutes. Can be changed
- by admins.
- matchsetuptime - length of time allowed to setup a match (after which
- the server will reset itself back into normal pickup play). Defaults
- to 10 mins.
- matchstarttime - The countdown after match setup has been completed
- until the match begins. Defaults to 20 seconds.
- admin_password - Password for admin access (allowing access to the admin
- menu without needing to be elected).
- - Minor bug fixes in team selection to help balance the teams better (the
- default option on the menu is now the team with the fewer players).
- - Don't get base defenses for telefragging your teammates in base.
- - Telefrags at start of game no longer count (to help with game spawning).
- - Instant weapon changing is now a server option (and can be changed by
- admin menu).
- - New admin menu that allows remote changes of the following items:
- Match length (time)
- Match setup length (time)
- Match start length (time)
- Weapons Stay
- Instant Items
- Quad Drop
- Instant Weapons
- - As part of the match code, a new 'ghost' option is included. When a match
- begins, all players are printed a randomly generated five digit ghost code
- in their consoles. If the player loses connection for some reason during
- the match, they can reconnect and reenter the game keeping their score
- intact at the time of disconnection.
- - Visible weapon support (as with the 3.15 release).
- - Some minor changes to the pmenu code to allow more flexability
-
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