This changelog is the canonical source of information for CPMA. Any document that disagrees with it is almost certainly wrong. See the end of this file for known issues. Visit https://playmorepromode.com/ to access the latest documentation. Notes for version 1.52 (31 Mar 19) add: SuperHUD element RecordingDemo will only be visible when recording a demo this will only be supported by compatible engines (latest CNQ3 and Quake3e) add: item timers for 1.52+ demos and live view (non-coaching spectators only) ItemTimers* HUD elements | placement, appearance, team filters ch_timers* CVars | type filtering, ordering, time sync add: SuperHUD elements for groups of item timers: ItemTimers1_Icons to ItemTimers4_Icons display the icons ItemTimers1_Times to ItemTimers4_Times display the time remaining until spawn add: ch_timersList (default: "quad bs regen invis haste flight medkit mh ra ya") it's a space-separated list of item types to display in all modes when not in CTF/NTF, the list's order is the display order to print the list of tracked items and their short names, use /itemtimerlist add: ch_timersSync <0|1> (default: 0) synchronizes all item timer text updates add: ch_timersOrderOR <0 to 3> (default: 0) is the order within own/red item timers ch_timersOrderEB <0 to 3> (default: 1) is the order within enemy/blue item timers CTF/NTF only 0 - Flag -> Mid 1 - Mid -> Flag 2 - Custom list (ch_timersList) 3 - Custom list inverted (ch_timersList inverted) add: ch_timersOrderTeams <0 to 3> (default: 0) is the order of item timer teams CTF/NTF only 0 - Own -> Enemy 1 - Enemy -> Own 2 - Red -> Blue 3 - Blue -> Red add: new SuperHUD commands and command arguments: fadedelay | wait time in milliseconds (max. 5000) before the "fade" animation starts alignh | horizontal alignment (Left, Center, Right) alignv | vertical alignment (Top, Center, Bottom) direction | direction (Left-to-right, Top-to-bottom, Right-to-left, Bottom-to-top) textoffset | offset to apply to the text position after all other computations imagetc | texture coordinates for the shader specified by "image" margins | offsets (positive means inward) to apply to "rect" when drawing "image" or | "text" with a non-"fill"ed background itteam | item timer team filter (Red, Blue, Neutral, Own, Enemy) color | changes the background color to match the item timer's team L T R B C stand for Left Top Right Bottom Center respectively when used in StatusBar_*Bar, "direction" overrides "textalign" and gives access to top-to-bottom mode when used with ItemTimers*, "direction" only specifies the axis, the orientation is handled by CVars add: only users with compatible engines will get a full item timers refresh right after /record for the others, the timer data will be invalid until either an arena restart or arena change happens note that /autorecord will always work on all engines add: server_timersNeutralZone <0 to 256> (default: 16) allows some wiggle room in the definition of center map for item timers in CTF/NTF some maps have their mid power-ups slightly off-center (e.g. quad, haste and mega on cpmctf2) add: cfg-maps/itemtimers.txt can be used to tweak some entity positions for item timers some maps have base items at exactly mid-distance between both flags (e.g. bottom YAs on q3wcp14) add: new SuperHUD elements Name_OWN and Name_NME they won't be visible in pre-1.52 demos when in FFA or a 1v1 mode in free-float view add: /con_echo can now output a cvar's value using the $(cvar) syntax (e.g. "con_echo $(s_volume)") add: the players' ready status is now drawn in the 1v1/hm scoreboard during warm-up add: the #V team chat token is the last enemy player you killed chg: the #T team chat token is now the last *enemy* player you damaged chg: the #D team chat token is now the last *enemy* player who damaged you the AttackerIcon and AttackerName HUD elements now refer to the last *enemy* player who damaged you /messagemode4 will send a private message to the last *enemy* player who damaged you chg: ch_drawWarmup 1 no longer draws anything in coach view chg: improved the default HUD and added item timers, player names and a demo recording indicator chg: removed the "draw3d" SuperHUD command (to load a skin, use "image" after "model") chg: com_blood 0 no longer turns off gibs (despite cg_gibs 1) in all modes other than FTAG chg: "Add Bots" and "Remove Bots" menu tweaks: fixed all unregistered keys scrolling the list up by 1 line added list scrolling support with home/end/page up/page down chg: in free-float view, Score_OWN/Name_OWN is red/1st place and Score_NME/Name_NME is blue/2nd place chg: the accepted value range for the fadedelay and time SuperHUD commands is now [0, 5000] chg: removed ch_drawWeaponSelect and added 2 new SuperHUD elements as replacement: WeaponSelection | the weapon wheel WeaponSelectionName | the name of the selected weapon unlike ch_drawWeaponSelect, the new elements are also active in live and demo follow views to learn how to replicate the look of ch_drawWeaponSelect, please refer to the website's guide chg: disabled WeaponList and WeaponSelection* in team modes when multi-view is active because the weapon list would only consist of the current weapon (it's a MV limitation) chg: tweaked demo playback a bit: HOME: sets speed to 1, no longer resumes playback END : toggles play/pause PGUP: multiplies speed by 2 (max.: 32), no longer resumes playback PGDN: divides speed by 2 (min.: 0.125), no longer resumes/pauses playback the demo playback messages are now drawn in coach (multi-)view as well chg: spectators can always vote when no human player is in the arena fix: fixes for the power-up list in the HUD when multi-viewing games: - the list could sometimes be broken or empty - the order now matches the currently loaded SuperHUD config - 2v2/TDM: time remaining was ticking down during server pauses - 2v2/TDM: the icons were not displayed when the pick-up time wasn't known - 2v2/TDM: the countdown was starting at 29 instead of 30 fix: team chat token data for #C #D #P #T #V now gets cleared during team changes fix: first-person gun offsets were wrong when cg_fov was too high or had a fractional value fix: disconnecting players could cancel team pauses fix: the FollowMessage SuperHUD element was visible for players in the arena during server pauses fix: vid_restart could revert the following to former values: scores, warm-up, # of red/blue players alive fix: you could get awarded the defense medal by vicinity for protecting a dead or invalid player fix: server crash (division by 0) at the end of a CTFS/CA match when printing the stats fix: team mode matches could start with an empty team fix: callvotes now get validated more strictly to prevent redundancy, mistakes and abuse: - on/off items only accept "0" and "1" - numeric items only accept numbers in range with no extra characters - numeric items only accept numbers different than the current ones - the "mode" and "match" items only accept names of modes that exist and are enabled - the "item"/"items" item only accepts proper item names with a "+"/"-" prefix - the "item"/"items" item only accepts callvotes that would change the current item list - the "nextmap" item now gets validated like the "map" item fix: in the error menu, pressing any key when the cursor was on the button would transition to the main menu fix: in team modes, referee spectators could /coachinvite players to coach the spectator team fix: Score_NME was visible even when the score wasn't valid (no (other) player in the arena) fix: a very old bug prevented some state changes from being sent to the clients through config strings affected: score blue/1st/red/2nd (sb/sr), # blue/red players alive (pb/pr), warm-up time (tw) fix: team and player names now get validated the same way the maximum display length is 16 and leading/trailing whitespace is no longer accepted fix: the SuperHUD element StatusBar_AmmoBar never drew the ammo bar with infinite ammo (<= -1) fix: the SuperHUD element AmmoMessage could be visible with infinite ammo (< -1) (e.g. mg on wtf24) fix: ch_recordMessage 0 wasn't respected when starting demo recording through /record fix: incorrect behavior with cg_predictItems 0 (always) and cg_predictItems 1 (sometimes): - backpack pickups in NTF would show weapon/ammo names/icons in the SuperHUD and emit weapon/ammo sounds - with cg_autoswitch 1 in NTF, pickups of backbacks dropped by players who had a weapon with ammo selected would make you switch to said weapon when you had it - cg_predictItems 0 only: power-up pickups didn't show up on the HUD (ItemPickup and ItemPickupIcon) pre-1.52 demos will exhibit the same behavior no matter what cg_predictItems setting was used fix: the following UI bits were still drawn when cg_draw2D was 0: Multi-View coach | scoreboard, center print, all SuperHUD elements Multi-View zoom | scoreboard, center print, SuperHUD element WarmupInfo fix: connecting players were not always moved to the spectator team after game type changes fix: SuperHUD vertical double bars now work correctly in the StatusBar_*Bar elements fix: the WeaponList and Console SuperHUD elements can now fade properly fix: no longer writing stats and clearing the console when spectating with cg_autoAction flags 1 and 16 set fix: ch_playerNames now draws at correct locations regardless of FOV fix: when the score limit is greater than 1 in DA, we now display the correct scores they are hidden during playback of pre-1.52 demos since they were incorrect fix: map script callvotes were always rejected (e.g. "cv map !cpm17tp") fix: player win/loss stats were updated incorrectly after forfeits fix: player models were distorted or invisible in the UI when the resolution was too high fix: spawn telefrags were still possible due to an incorrect distance test fix: the follow specbug (toggling follow/free-float mode with +attack) fix: pending votes not timing out in game modes other than 1v1/hm Notes for version 1.51 (24 May 18) add: /forfeit to concede defeat in 1v1 or HM add: ch_hiddenElements (default: "") is a space-separated list of SuperHUD elements to hide this includes custom elements (PreDecorate and PostDecorate) and they can be specified individually example: PreDecorate3 is the third PreDecorate element of the currently loaded HUD config hud_hide will add to this list and hud_show will remove from this list example: ch_hiddenElements "Score_NME Score_OWN" hides scores irrespective of the loaded HUD config add: the LocalTime SuperHUD element displays the local time in the "hh:mm" format chg: the Chat1-8 SuperHUD elements behave the same as in 1.48 (no con_notifytime/cl_noprint filtering) chg: the PowerUpXX_Icon SuperHUD elements will now display holdable items too and the number of PowerUp* SuperHUD element slots was raised from 4 to 8 chg: /kill is now disabled in the following scenarios: CA DA FTAG -> during rounds and countdowns CTFS HM -> during rounds chg: StatusBar_ArmorIcon isn't visible with 0 armor (like StatusBar_ArmorCount and StatusBar_ArmorBar) chg: in OT pauses, the clock will no longer show the total time elapsed since the first OT started fix: the UI's mouse sensitivity slider now works with CNQ3 fix: leaving a HM match in progress during the countdown of round 2+ wouldn't forfeit fix: the following "items" arguments would fail in a mode script: "-5H", "-25", "-50", "-5A" fix: parts of the vote system were stuck on version 1.47. In addition to the 1.48 changes, non-speconly'd spectators can now vote on: - referee and unreferee items in all game modes (1.48: all modes except 1v1 and HM) - any item in Duel Arena fix: in the server browser, the server selection now survives rescans and sort key changes fix: /mvd and /autorecord were creating the same demo name over and over (date/time of last match start) fix: cg_autoAction demo recording not happening after /autorecord or /mvd was used fix: combined map + mode changes would make clients lose their session data (ref, speconly, etc) fix: the forfeiting player can now talk to his opponent during intermission with mutespecs enabled fix: the SuperHUD element AmmoMessage now works in multi-view mode fix: the scoreboard flash that happened right before respawning after a DA round loss fix: "Invalid vote in PassVote: windelay" warning in DA and HM fix: the following commands would crash when run at the server's console (or through rcon): name, coach, remove fix: the duration of the countdown of the first round in CA is now "warmup" seconds fix: set the win delays of CA, DA and HM back to what they were in 1.48 fix: no longer starting demo recording in DA through cg_autoAction fix: no longer displaying "all players ready" in FFA and DA fix: players spawning at the end of round countdowns instead of the start in CA and DA fix: the wrong custom game mode could sometimes be loaded when one's name was the prefix of another (e.g. "PUBCTFS" instead of "PUBCTF") fix: fullbright player models now work with NTF fix: callvotes for unregistered maps now get immediately rejected fix: ch_drawKeys 2 wasn't displaying in zoomed (multi-)view fix: HM round countdown missing fix: the clock was frozen at 0:00 in sudden death overtimes Notes for version 1.50 (07 Jan 18) add: new SuperHUD element: MultiView the element is only visible when following a player full-screen with multi-view enabled add: new SuperHUD command: visflags 1 - enable when following a player "full-screen" 2 - enable in free-float camera view 4 - enable in coach view add: forfeit support and persistent scoreboards for duel (1v1 and HM) a duel game is forfeited if a player voluntarily leaves the match early (/team s, /disconnect) add: the scoreboard's spectator list now indicates who is speconly (S) and referee (R) add: new default SuperHUD config and new key textures (thanks df) add: hud_takeScreenshots takes a screenshot for each SuperHUD config at the root of the "hud" directory screenshots will be .jpg files if cg_useScreenShotJPEG is 1 and .tga otherwise with compatible engines, the console will be hidden automatically add: cg_drawBrightWeapons (default: 0) for fullbright weapon models 1 - first-person, your own gun 2 - first-person, carried by teammates 4 - first-person, carried by enemies 8 - weapons lying on the map 16 - free-float camera, carried by players add: fullbright player models (e.g. "keel/fb" for fullbright keel) add: ui_sensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the UI add: cg_mvSensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the live multi-view UI this is only used with engines that don't have the cgame input forwarding extension during demo playback, ui_sensitivity is used instead add: ch_consoleLines <1 to 64> (default: 3) is the max. line count shown by the 'Console' SuperHUD element add: server_useMapModes <0|1> (default: 1) enables game mode overrides on map loads cfg-maps/mapmodes.txt is used to populate the "Create Server" UI and select suitable game modes on server map loads for all the details, see the top of the file itself add: with compatible engines, drop and disconnect errors will be displayed in the UI add: notify compatible engines of match starts you've missed (see "/help cl_matchAlerts" in CNQ3) add: with compatible engines, end-game screenshots will hide the console add: support for the new help and cvar range extensions from compatible engines add: drawing movement keys for yourself and other players new SuperHUD elements: KeyDown/Up_, where key is one of Back/Forward/Jump/Crouch/Left/Right example: the SuperHUD element KeyDown_Jump is only displayed when the jump key is pressed add: ch_drawKeys (default: 0) to enable/disable the new KeyDown/Up_ SuperHUD elements 1 - when you're playing 2 - when you're following another player 4 - during demo playback (won't work with pre-1.50 demos) add: new force colors/model options for team games cg_redTeamColors (default: "cccab") to specify the color codes of players in the red team cg_blueTeamColors (default: "mmmpo") to specify the color codes or players in the blue team CHBLS colors: rail Core, Head, Body, Legs, rail Spiral (like cg_enemyColors) cg_forceTeamColors (default: 15) to decide when cg_red/blueTeamColors are used 1 - enable for your own team when in first person 2 - enable for the enemy team when in first person 4 - enable when in free-float camera mode 8 - only enable for game types with flags cg_teamModel (default: "sarge/pm") to specify the model all your teammates should be using cg_forceTeamModel <0|1> (default: 0) to decide if your teammates use the model specified by cg_teamModel add: specdefer [N] command to move down the spectator queue N levels (default: 1) add: overtime duration callvote in seconds with "od" or "overtimeduration" (min: 30, max: 300) this vote can neither be called nor pass during a match add: cg_autoAction option 128 to record when joining mid-game or during the countdown this requires option 4 to be set as well add: colored spawn points rendering in CTF and NTF, initial spawns are not animated add: cg_drawBrightSpawns <0|1> (default: 0) for making the spawn learning process easier add: cg_zoomAnimationTime <0 to 500> (default: 150) sets the zoom animation duration in milliseconds chg: DEV gameplay was reset to what it was before 1.48 chg: CQ3 and DEV gameplay no longer have crouch sliding chg: Multi-View tweaks and fixes added auto-completion for /mv (an alias of /viewall) fixed the PiP images not stretching up to the rectangle's edges enabled MV for DA and disabled MV for FFA disabled the MV cursor in non team modes fixed all SuperHUD elements being drawn in coach view by default coach view now respects ch_gauntlet chg: renamed OSP's /help to /osphelp chg: improved the map download UI and fixed the incorrect progress percentages chg: improved the SuperHUD warning messages chg: raised the com_maxfps cap to 250 chg: /team now rejects your request if the argument isn't valid typing /team invalidname would make you join the game to join the spectators: "spectator", "specs", "spec", "s" to join the red team: "red", "r" to join the blue team: "blue", "b" to join any team: "free", "auto", "any", "f" chg: "Add Bots" and "Remove Bots" menu tweaks: fixed "Skill" and "Team" not displaying the current value added selected bot highlighting and mouse wheel support chg: "Game Settings" menu tweaks: fixed the "Game Mode" displayed being wrong for some modes added display of the current "Overtime Mode" and a new entry for "Overtime Duration" fixed the display of "Game Mode", "Gameplay", "InstaGib", "thrufloors" and "Overtime Mode" in their submenus chg: removed the "Team Orders" menu chg: cg_autoAction screenshots and stats files now use the same file name as the demo chg: votes can neither be called nor pass during intermission chg: follow, follownext and followprev will no longer move you to the spectator team when you're not chg: cg_deferPlayers 1 only applies during matches and pre-match countdowns chg: invalid characters in cg_altLightning don't disable the LG beam anymore chg: invalid s_announcer values will mute it instead of playing placeholder sounds with some engines chg: cg_simpleItems <0|1> (default: 0) is a 0/1 cvar again (i.e. item scaling is now disabled) fix: the "Chat1-8" SuperHUD elements now behave the same as "Console" wrt con_notifytime and cl_noprint fix: the map selection UI would show maps from .arena files even though the .bsp files were missing fix: scores and names can no longer overlap in the 1v1 scoreboard fix: FFA and DA matches would start while the 2nd player was still connecting fix: the 'Console' SuperHUD element would not always draw all the lines in its rectangle fix: cv'ing a map script when the required .bsp is missing will no longer make the next map load use it example: when hub3aeroq3a.bsp was missing, "cv map !cpm22a" followed by "cv map anymap" would mean "anymap" was getting loaded with the cpm22a.map item layout fix: clearing the ready status of all players when a match begins in a round-based game mode fix: cgame wasn't unregistering commands during shutdown fix: squashed the "specbugs" that were introduced thanks to ioq3 servers 1. Spec queue bug: a player going spec after you gets to play before you 2. Spec follow bug: toggling follow/free-float mode with +attack doesn't work fix: choppy animations when the server time is a large value: underwater FOV, 3D elements in the HUD and scoreboards, weapon drift, sine trajectories fix: the game mode under the level shot in the "game server" menu wasn't shown for HM and NTF fix: the credits now respect s_musicVolume fix: the team overlay was sometimes visible for spectators fix: multi-view mouse input sensitivity is now the same as in the UI with compatible engines fix: the player name look-up behavior of follow, cstats, cv remove/kick/referee/unreferee, ... if 2 players had the same name, it would just pick the first one (lowest client number) fix: the CTFS match durations in the XML stats files were incorrect fix: sometimes, stats and screenshots were not saved during the intermission fix: /team free/red/blue would make you go spec in non-team modes fix: the server would sometimes not send global events (flag taken/returned/captured, obituaries, etc) fix: the UI wasn't centered properly with display aspect ratios less than 4:3 fix: demo recording start/stop bugs demo recording not starting in FFA demo recording not starting in team games with bots demo recording not stopping when going back to warm-up demo recording not stopping when map/restart/mode/gameplay/match votes pass demo recording and announcer not stopping when a countdown was interrupted (e.g., a duel player got kicked) fix: no longer need to use +scores to get the scoreboard data when connecting during an intermission fix: slow-sinking/raising free-floating spectator camera movement fix: the zoom-out animation's start would abruptly change the fov fix: always load the map config after a game type vote passes example: cv map cpm24 followed by cv mode 1v1 was resetting the weapon respawn to 15s fix: voting maps whose names start with a digit is working now example: cv map 13void fix: when a map is callvoted, its name is fixed to use the case of the actual file name Linux servers can then load the map script (case sensitive file systems) and demo files have proper names example: cv map CPM24 will not get incorrectly stuck on weapon respawn 15 on Linux servers anymore Notes for version 1.48 (27 Jul 10) add: r_unreferee/unreferee command add: ch_gauntlet 1/0 to display/hide the gauntlet in the WeaponList SuperHUD item add: cg_crosshairSize can set the width and height of the crosshair (format: "WxH") For example, cg_crosshairSize "32x48" add: cg_simpleItems can vary from 0.1 to 2.0 as an icon's size multiplier For example, cg_simpleItems 1.5 will increase the size of icons by 50% add: cg_noAmmoChange 2 does not switch to another weapon when out of ammo add: invalid characters in cg_altlightning value disable the LG beam add: cq3/dev crouchsliding add: color code ^8(LtGrey) and ^9(Violet), except console messages chg: votesystem always ignore speconly'd players in 1v1/hm, ignore specs except for remove/kick in 1v1/hm, specs can vote for map/gameplay/match/mode/restart during a match in 1v1/hm, the vote fails if time runs out with less than 2 votes total or the same amount of yes/no votes in team modes, ignore specs when both teams have at least 1 player in non-1v1/hm, specs can vote for referee/unreferee chg: referees drop their status when joining a match chg: removed windelay voting chg: the players command prints packet loss chg: the players command for rcon prints the ready status chg: the mode_idletime value range is [1 60] (and can't be disabled) chg: increase sv_fps maximum value to 40 for cnq3 chg: disabled the kill command in CTFS chg: cq3 RL speed 950, splash radius 110 chg: DEV uses PM2 RG (remove scaling damage) chg: cq3 RG fixed damage 80 and scaling knockback from 125% to 75%. fastrail on. chg: cq3 items height is 50 chg: cq3 tweak doublejumps chg: player stats resets to the beginning of the match for CA/CTFS/FTAG chg: fix roundwarmup chg: CTFS can use roundwarmup chg: remove warnings for empty s_announcer fix: a few bot ai bugs fix: cg_altlightning enemy color equal mates color fix: armorbar, ammobar, healthbar cannot display big value (400 health or 400 armor) fix: don't count suicide in warmup fix: commands referee, including the options, available in the server console fix: PM_CmdScale '-128/127 bug' fix: ancient callvote security exploit (id bug) i thought we fixed these years ago, but one case snuck through :( fix: items not spawning when a FTAG match starts Notes for version 1.47 (22 Apr 09) add: roundwarmup for CA/DA add: negative cg_trueLightning is no beam add: cq3 new hitsounds add: voulcaine's maps layouts: pro-q3dm6cq3, q3tourney2cq3, pro-q3tourney4cq3, nodm9acq3, hub3aeroq3cq3, ztn3tourney1cq3, q3dm7cq3 add: LG impact texture (thanks voulcaine) add: gp as an alias for gameplay for callvote command add: wr as an alias for weaponrespawn for callvote command add: duration match to xml stats chg: 'tell' without player number agrument sent message to all spectators chg: remove tell_target and tell_attacker chg: #N use client netname when nick is empty chg: Coaches are able to use the SuperHUD (for MVD) chg: Ignore spec votes in teamplay modes (Teams must have players). chg: The chat macro #I ignore own flag chg: Silent ref kicks of specs chg: fastrail back chg: increase max players in player_file/filter_file to 100 chg: use KISS32 random generator chg: cg_altlightning is string('123' or '12' or '1'). First character is player lightning, Second character is enemy lightning. Third character is mates lightning. First character is default for enemy and mates lightning if not specified. chg: cg_altlightning 3 with 1.44 render system chg: cg_drawgun 0 is static(no bobbing) chg: health and armour votes allow up to 400 chg: DA defaults to 250/250 spawns chg: a few tweak cq3 ground friction and acceleration chg: add micro-dj for cq3 chg: (1v1, 2v2, ctf, ftag) cq3 player respawn with ammo. 2 SSG, 2 RL, 20 LG, 3 GL, 3 RG chg: cq3 items height is 46 chg: cq3 dead player drop ammo like CPM chg: cq3 respawns are biased away from corpse (except nearest spawnpoint) chg: cq3 gauntlet knockback is 0.5 chg: cq3 MG - ammo 60/10/80; reload time 90ms; increase spread chg: cq3 SSG - new pattern; ammo 8/5/25 chg: cq3 PG ammo 40/20/80 chg: cq3 GL use PM2 settings, ammo 7/5/25 chg: cq3 RL speed 1000 ups, splash radius 100, knockback 110%, ammo 8/5/25 chg: cq3 LG scaling knockback from 125% to 75%. ammo 60/40/140 chg: cq3 RG damage (100,90,80); scaling knockback (100%-50%). ammo 7/5/25 chg: cq3 BFG ammo 10/10/25; damage 125; knockback 150%; BFG shots are "fat" chg: cq3 increase knockback for rj/gj and plasmaclimbing chg: cq3 different protection (0.5/0.66/0.75) and different decay (0.5/1/1.5) for GA/YA/RA fix: wrong ammo and flag weight after cv gameplay or cv mode(mode file with gameplay) fix: gameplay initialization refresh current game mode fix: file handle leaks fix: CA/FTAG startrespawn 1 fix: "humming" weapons could pan and crackle on stairs sometimes fix: flagrun times weren't properly adjusted for pauses fix: stupidly long text decorations could crash the hud parser Notes for version 1.46 (26 Apr 08) chg: mode_current tagged as serverinfo for MAXBrowse / ASE / etc chg: FFA mode uses 5s weapon respawns chg: reverted to 1.43 cg_altLightning chg: removed hemostick's RL explosions they're derived from something other than Q3 apparently chg: removed uriel's wings - they're annoyingly defective fix: listen servers hanging sometimes on map load fix: loud LG impact sounds with correctly-functioning Q3 clients Notes for version 1.45 (18 Feb 08) add: callvote remove is back chg: RG low ammo warning chg: CQ3 pg/sg ammobox chg: CQ3 RG scaling from 100 to 80 chg: CQ3 hitsound from CPM fix: finally, hopefully, the @#$%ing TA bugs with rocket splash only took seven years to track the damn thing down... fix: IDs bot stuck fix: PMC ctfs/ctf heavy flag fix: CPM ctfs heavy flag Notes for version 1.44 (19 Dec 07) Yes, I know the menus look like ass add: new icons for just about everything, thanks to vamp1re <3 add: log_xmlstats (default "stats") directory to save endgame stats to, "" to disable add: END pauses demos (needs CNQ3) add: Digital Graphics Labs "Enter Sansman" font usable in superhud with "font sansman" add: cg_railCoreWidth (2), cg_railRingWidth (8), cg_railRingStep (32) the r_rail* cvars are now obsoleted add: cl_noprint works during demo playback and with the SHUD "console" add: captain actions are logged to the team's consoles add: show timein caller in team games add: hud_hide , hud_show add: info_player_deathmatch support to mapcfgs was only doing info_player_start - doh! chg: removed dlights from FC's again chg: PG gun/TDM ammo 100, box 50, speed 2000 chg: MG boxes give 50 ammo, max 100 chg: replaced the RL and GL trail system cg_smokeGrowth_RL and cg_smokeGrowth_GL are obsoleted chg: beefed up cg_railStyle 2 a fair bit chg: CTF flags don't flash and only show on the HUD when they're not at base chg: team overlay expands to show multiple PUs if needed chg: NTF defaults to flag dropping enabled chg: servers reject players whose names have bogus characters (<32 or >126) chg: removed FlagWeight from class files chg: removed s_occfactor - now always treated as 0 chg: removed fastrail, finally, may it rest in peace chg: cg_altLightning now just 0 or 1 0 is the original (pre-TA) id LG beam 1 is the 1.43 altLighting 3 with a new render scheme chg: CPM tele exit speed is 400, same as VQ3 chg: spawnsystem back to "far half" from killer with no weighting chg: CQ3 2K8 :P settings - a "better VQ3" without culture shock VQ3 physics, plus rampjumps. PM2 spawnsystem; lava/slime damage; item height; water speed; and LG and BFG settings. RG damage scaling from 100 at point-blank down to 75 (linearly) at 768 units distance (LG range) and beyond. Ammo limits: MG/LG 150, SG/GL/RL/RG/BFG 25, PG 200. Smaller ammoboxes: MG 25, SG 5, LG 50. No "cripple" effect for MG/PG/LG. fix: xml strings need escaping even when quoted fix: waterjump catapult wasn't triggering properly fix: simpleitems are actually ITEM_RADIUS (most meaningless id bug ever) finally trumped the RG light fix :P fix: rather fascinating bizarre bugs with corpses and weapons e.g. your corpse with LG would actually fire when you fired and if it had a humming weapon, it would play that sound too fix: item bboxes were asymmetric and misaligned (id bug) fix: stupid SnapVectorTowards bug from the TA era (id bug) fix: hunter/pm antlers weren't blended properly fix: bad math in item bobbing made them jerky for no good reason (id bug) if the server had been up for more than just a couple of days fix: concretefloor1 and portal_sfx had invalid tcmods (id bugs) fix: railtrails were often not sent to players near the shooter (id bug) fix: #E correctly identifies Suited enemies fix: some edit fields in the ui (e.g. rate) weren't updating their cvars Notes for version 1.43 (18 July 07) add: DM scoreboard shows weapon shots add: player pings shown in the server browser add: Slash's skates are affected by PM skin color add: \acc now sorted add: "sw" to class files chg: RL knockback increased to 112.5% chg: water speeds are significantly higher chg: PG gun/TDM ammo 80, box 40 chg: default PU respawn in 2v2 now 120s chg: removed vote_allow_remove, callvote remove been broken for years and nobody noticed, so it's clearly dead weight chg: spectator speed increased to 480ups chg: CA/DA/CTFS modes explicitly set spawn health to 100 chg: BFG is droppable chg: removed the irrelevant "team color names" crud from many CTF messages (e.g. "PlayerA gets an assist for returning the >XYZ< flag") chg: server stats are output in XML (same format as Q4Max stats) thanks to cha0ticz, panni, and cmd for their work on this chg: NTF Heavies use Keel model and get SG instead of MG chg: NTF Fighters spawn with 5 rockets chg: NTF backpacks give 25 armor chg: vote time is 20 seconds chg: removed support for the very-legacy CPM 1.0 armor system chg: removed !PreDecorate1-8 and _PostDecorate1-8 superhud elements just "PreDecorate" and "PostDecorate" now, limit 64 total fix: dying while firing RG caused "ghost" rails on next switch to RG fix: rebound/OB could still happen on surfaces under shallow water fix: various AI bits, especially in VQ3 fix: an insanely pathological case to do with traces near patches when q3map has created a poisoned BSP that has non-convex spaces note: this fix makes no sense, it just "works". such maps are broken, and this may well just be moving the fail cases to a different set. fix: widescreen support should be much better now DEV: RG is 1500ms reload, with damage scaling from 100 at point-blank down to 75 (linearly) at 768 units distance (LG range) and beyond DEV: flaglocks are 5s Notes for version 1.40 (19 Dec 06) add: !PreDecorate5-8 and _PostDecorate5-8 superhud elements add: AttackerIcon and AttackerName superhud elements add: WeaponList supports the TIME command add: MODEL, ANGLES, OFFSET, and DRAW3D commands to the superhud ANGLES are ordered as [+pan | -rotate] note that most Q3 models DO NOT WORK PROPERLY if r_vertexlight is on add: 9 new high res, high quality crosshairs as cg_drawCrosshair 11-19 chg: NTF significantly redesigned: see docs/NTF.txt chg: removed support for RagePro-specific smoke chg: be more tolerant of invalid models/enemymodels chg: FragMessage no longer updates for suicides chg: GTV can CALL votes, but not CAST them so an unattended GTV doesn't cause problems with vote_percent 100 chg: con_echo doesn't insert newlines between multiple args chg: chat tokens are disabled for non-mm2 chg: ammo bars scale by weapon capacity fix: vertical bars didn't scale correctly fix: the infamous legacy id bug of "callvote; reconnect" fix: autoAction 1 stats weren't saved properly fix: grenades always rested axially (id bug) fix: cg_drawCrosshairNames 2 doesn't draw enemy's name in 1v1 fix: couldn't start CTFS games through the UI fix: UI ugliness in nonstandard video modes Notes for version 1.39 (12 Nov 06) add/chg/fix: overhauled a bunch of the UI crud (WIP) add/chg/fix: overhauled a huge amount of AI (WIP) add: netgraph shows "SYNC" warning if cg_predict is off add: low ammo warning sound not played when fast-forwarding demos add: cv as an alias for callvote add: smartbots now play VQ3 as well add: VQ3TDM mode (50 MG ammo, Holdables and BFG disabled) add: cg_viewAdjustments (0|1, default 0) replaces and unifies cg_run* and cg_bob* (all deleted) add: custom loc files for q3w1, q3w4, q3wcp17, ctctf1, ctctf2 add: GTV can use cg_autoAction even if unattended/nocamera chg: autorecord uses underscores for time and date separators dots meant truncated filenames could make the engine sulk chg: removed \time and \currenttime (is on the scoreboard already) chg: removed some obsoleted cvars ch_crosshairTeamInfo (is in the superhud as TargetStatus) cg_drawStatus, cg_drawAttacker, cg_drawIcons chg: removed cg_followPowerup and cg_followKiller these are now cg_autoAction 32 and 64 respectively chg: removed \followpowerup command (was for GTV, is now redundant) chg: moved the CPMA console to the superhud as "Console" removed cf_Console, ch_consoleLines, ch_consoleTime, con_disable chg: scoreplums have been removed completely chg: votes that are disabled aren't listed by "callvote ?" chg: gauntlet range lowered from 48 to 44 chg: SG and RL pickups give 10 ammo chg: BFG reload lowered to 1000ms chg: no BFG explosion cloud (since it doesn't actually splash) chg: removed the duplicate spawn near lower RL on CPM1A chg: cg_marks specifies mark lifetime in ms (default 2500) chg: removed "color2" cvar - "color" and cg_enemycolors now RHBLX where X is the secondary FX color used for rail rings/spirals chg: cg_teamchatsOnly controls what text reaches the HUD Chat elements if set, non-team text still shows up in the console area chg: poked at a bunch of CQ3 settings (WIP) chg: promode initial spawns are true random chg: promode respawns are biased away from corpse and killer chg: cg_damageDraw 1 made less game-breaking chg: cg_drawCrosshairNames not dependent on cg_drawCrosshair fix: stats\etc could crash the client if they fired more than 10,000 shots yes, *10000* shots in one game: I smell CA LG-fests! :P fix: modes were always overriding match_mutespecs Notes for version 1.38 (22 Sep 06) chg: 2v2 mode uses 10s weapon respawns fix: TDM ammo counts were messed up fix: maplist parsing was messed up Notes for version 1.37 (12 Sep 06) chg: DEV ammo counts, spawnsystem, and BFG migrated to CPM SG 5, SG box 5; GL 5, GL box 5; RL 5, RL box 5 LG 50, LG box 50; RG 5, RG box 5; PG 50, PG box 50; BFG 5, BFG box 5 TDM has double ammo for all pickups except LG box 50; PG box 50 spawnsystem is "far half" from killer with no weighting fix: certain HUD elements could be missing in MVD playback fix: non-MV demos recorded by a third client had POV as enemymodel Notes for version 1.36 (22 Aug 06) chg: no \kill penalty in VQ3 CTF chg: updated my sample config chg: recolored the console background chg: live H/A pickup stats available to all specs (was ref-only) chg: use serverside pings at intermission chg: enable MVD for non-prosound has some subtle side-effects for specs, but is fine for players fix: fully reset doors on game start fix: colors of in-eyes player in live MV now always your colors Notes for version 1.35 (2 Aug 06) add: !PreDecorate1-4 and _PostDecorate1-4 as superhud elements can be used to draw separator bars etc add: doublebar element command to the superhud add: Runningman's uberthin LG as cg_altlightning 3 add: weaponlist wraps at the bottom of the screen so you can sneak a multi-column one in add: AmmoMessage (low/out) to the superhud add: StatusBar_AmmoBar to the superhud add: hud7 as a sample hud chg: cg_ammoWarning ONLY controls the "click" if you don't want the text, remove AmmoMessage from your hud chg: reimplement the OSP "initial spawns" bug for VQ3 chg: no separators on doublebars: use decorations if you want them chg: StatusBar_AmmoCount turns red when ammo is low chg: StatusBar_ArmorCount is not drawn when armor is 0 chg: raised net server browser cap from 128 to 256 chg: raised favorites server browser cap from 16 to 32 chg: BFG explosion is less obnoxious chg: BFG muzzleflash is blue chg: uncoupled NetGraphPing from NetGraph in superhud chg: end of game by timelimit uses buzzer rather than klaxon chg: use Runningman's improved id font fix: disabling NetGraph in superhud broke double-sided pings fix: non-referee timeouts were using "prepare to fight" instead of klaxon fix: DEV respawns were falling back to CPM respawns in some cases fix: invis icon was missing an alpha channel fix: overhauled the projectile splash code should fix the blue moon id bugs from post-1.17 fix: weapprev wouldn't wrap if you had too few weapons Notes for version 1.34 (24 Jul 06) add: CTF flag icons can be colored in the hud add: sample huds in hud/ add: Runningman's playershadow and much-improved 3W font, thanks add: hemostick's RL explosions add: color T and color E for superhud elements to use red/blue stupidity set *bgcolor* for these, even for images - see hud/old.cfg chg: cg_teamChatsOnly controls whether or not mm1 reaches the chat window but ALL chat is ALWAYS added to the console buffer regardless chg: moved the status bar to the superhud deleted cf_Statusbar, ch_statusbarStyle, ch_graphs chg: moved the weaponlist to the superhud deleted ch_weaponList chg: moved the netgraph to the superhud deleted cg_lagometer chg: removed hudstyle, hudnext, hudprev chg: cg_nomip changes require a vid_restart chg: cg_nomip 4 affects rocket and grenade explosions chg: cg_nomip 8 only affects the grenade itself chg: player settings menu uses cpma colors only chg: CPM GL self-damage is 50% and uses the 50/50 rule for H/A i.e. is consistent with all other self-damage in CPM chg: VQ3 is allowed to use inconsistent weapon respawns chg: VQ3 is allowed to use dlights on FCs chg: unpause and timein play "prepare to fight" instead of klaxon chg: \pickplayer renamed to \pick, and is no longer an alias for \invite chg: \pick automatically adds the player to the team chg: can't invite or pick speconly players fix: various superhud nits TextAlign C misbehaved if X was non-zero BGColor was halving Cv fades were starting at white instead of element color fix: prosound was falling back to PVS for idlers with RG/LG fix: "drop weapon" wasn't enforcing the reload wait Notes for version 1.33 (2 Jun 06) IMPORTANT: This release contains ALL the CPMA content except for the maps. This is a new (and ongoing) policy. Admins can (and should) delete ALL old z-cpma-pakXXX.pk3 files from their servers, INCLUDING z-cpma-pak100. add: the "superhud" begins... :D check hud/hud.cfg (and the docs if we've written them yet :P) add: ch_file (default: "hud") to select the hud file custom huds MUST be in your cpma/hud/ dir, MUST end in .cfg and MUST NOT be called "hud" if you want to customise it add: reloadHUD command add: cg_error, so you can actually see why a client fatal'd out the shader debugspew messages id left in always flush the console add: enabled s_announcer (3 years after originally adding it :) add: Hellchick's announcer sounds: "s_announcer hellchick" add: #S chat token - item in sights add: a bunch of custom loc files for CTF maps, thanks to MassMan chg: re-generated the PM skins as picmip0 chg: default reload for instagib is the gameplay's RG reload chg: allow voting for obsoleted maps (cpm3/4/11/13/18) chg: gauntlet range increased slightly (to compensate for fixing the id muzzlebug in 1.32) chg: CPM uses "absolutely honest" knockback rules no artificial vertical boost chg: CPM RL is unbiased chg: deleted a whole bunch of hud-related cvars cg_drawTimer, cg_drawFPS ch_drawFollow, cf_Following ch_drawSpeed, ch_drawPickup, cf_Pickupstring ch_fragMessage, cf_Fragmsg cf_Vote cf_CrosshairNames ch_consoleTeamChat, cf_Teamchat cg_teamChatHeight, cg_teamChatTime cg_drawTeamOverlay, cf_TeamOverlay, ch_teamBackground ch_powerups, ch_flags ch_scores, ch_skinScores chg: cg_thirdperson 1 only available in demos chg: updated the defaults for a few client cvars cg_deadBodyDarken 1 cg_enemyColors 2222 cg_enemyModel sarge/pm ch_drawWeaponSelect 0 chg: MOTD maximum line length is now 60 chars chg: MOTD line 3 is now available (lines 1 and 2 are still reserved) chg: using "use item" with no item (i.e. as a signal) doesn't whine chg: removed cg_centertime "centerprint" messages ONLY come from the server now and may not be hidden/ignored by players chg: use a much better RNG for cointosses and "callvote random x" fix: issues with excessively-sharded GA players picking up YAs fix: re-enable bot "hunting" in instagib fix: VQ3 battlesuit was using CPM "alternate spawns" fix: splash damage could weasel its way through thin non-axial surfaces fix: scoreboard getting "stuck on" in some MVDs DEV: weapon ammo and box ammo reduced significantly DEV: spawn locations are biased by enemy position rather than corpse DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload Notes for version 1.32 (22 May 05) add: ch_crosshairText (go ki11ingtime powah :P) add: cg_nohitbeep add: callvote remove, vote_allow_remove add: 2v2 mode (uses 2v2maps.txt for its maplist) add: con_disable to mimic engine-hacked "cl_noprint" add: con_echo to mimic engine-hacked "echo" add: per-class grapple options add: MVD automatically stops recording at match end add: mapcfg for q3wcp15 (adds 2xGA to mid) add: no "door/rocket/etc epilepsy" during pauses add: highlight followed player's scorebox in DM MVDs add: rcon callvote [arena] chg: drag only in NTF (tho CTF still has "heavy" flags) chg: CPM splash weapons use consistent directional knockback rules (baseq3 has completely different behaviour for direct hits vs splash) chg: RL knockback lowered to 100% chg: RG knockback increased to 100% chg: GL reload is 800ms, velocity is 800ups, fuse is 2 seconds chg: LG is 10 damage per shot, 66ms reload, 150% knockback chg: PG shots are no longer "fat" chg: PG knockback increased to 100% chg: LG ammo is 75 gun, 25 box, 150 max chg: PG ammo is 50 gun, 25 box, 100 max chg: max ammo for SG, GL, RL, RG is 25 chg: remove "cripple" effect for MG and PG as well chg: initial PU spawns are synced chg: default PU respawn in FFA now 90s chg: rampjumps and doublejumps enabled in CQ3 chg: disable MVD unless CPMA sound is on there's 3 bugs in the VQ3 sound system that basically cause all players to hear all sounds during MV we allow it in TDM still since you can't really tell in that, and because OSP does too despite the bugs, but it's definitely a no-no in DM. chg: VQ3 self-damage is always 50% chg: "unregistered gamesound" is no longer fatal (only happens if you have s_initsound 0 anyway, so...) chg: chat tokens are disabled for non-playing clients chg: readying a team requires captain privileges chg: locking/unlocking a team requires captain privileges chg: cleaned up the whole "ref cmd x" vs "cmd x" mess "ref blah" is now ONLY used to become a ref and once you are, you just use the commands normally chg: fall velocity needed to cause damage increased slightly (to match the numbers caused by the pmove bugs of lesser mods :P) chg: cg_altPlasma always 0 for id's and 1 for cpm's (was too confusing) chg: VQ3 uses id's "predictable furthest" spawn system fix: muzzlepoint calculations (id bug) this is why you can't shoot people standing on your head fix: no playercount checks if a ref uses callvote to elect other refs fix: an undocumented hack in Q3 blocks ALL connections if g_gametype is 2 so it's no longer allowed for "showas" fix: the lights on top of the RG are the right color (id bug) this may well be the most pointless bugfix ever :P fix: connecting clients were being counted towards vote %ages fix: id bots kept "choosing" gauntlet instead of RG in instagib fix: id botlib randomly segfaulting with smart bots fix: PMC ammo counts match CPMA 1.11 fix: hitting [BACK] on a demo list with 200+ demos could segfault fix: say_teamnl as a spec used regular say rather than say_team fix: repaired the altPlasma graphics (they'd become JPGs and thus sucked) fix: armor pickup sound clipping (id bug, thanks skanq for the new wav) Notes for version 1.31 (22 May 04) This release also contains the files for ALL versions since 1.00. This is a new (and ongoing) policy because the number of update paks will soon reach irritating levels. Admins can (and should) delete all old z-cpma-pakXXX.pk3 files from their servers except for z-cpma-pak100, keeping only that and the most recent version (i.e. pak131 right now). add: support for NTF in the startserver menu add: support per-class flagweights in NTF add: support per-class ammo counts (spawn/max/droppack/itempack) in NTF add: actually support lasery :P on the client (id bug) add: cg_optimiseBW mask 2 - see docs/client.txt add: cg_lagHax (-1|0|value, default -1) - see docs/client.txt add: \control - team stats for PUs, armour, weapons (TDM only) add: automatically disable client prediction on GTV add: cg_altPlasma chg: Fighter speed raised to 270, various other NTF tweaks chg: lava damage is 10 every 250ms, slime is 4 (it's also trivially different depending on sv_fps) chg: cg_nudge now allows up to -200 chg: cg_nudge now "extra" TN ffs don't use it unless you're GENUINELY HPB chg: removed callvote promode - use callvote gameplay instead chg: CPMA bots more tolerant of newb games (CA, IG, etc) chg+fix: don't check for a map existing before allowing a vote for it it was handy, but it also broke mapcfg votes :/ fix: can disable the netgraph again fix: lava damage was just insanely broken (id bug) Notes for version 1.30 (12 May 04) add: NTF teamplay mode - see docs/NTF.txt for details add: #E for number of visible enemies also shows "EFC", "Enemy QUAD", etc automatically :) add: #N for nearest teammate's nick add: backpacks to #I #P #L (just item packs, not dropped ones) shows as RA/YA/GA deliberately: it's slightly more info add: flags to #I #P #L add: ch_powerups add: cf_Statusbar (default 32x48) for ch_statusbarStyle 0 add: disable "connection interrupted" message on gtv add: enable tab-completion for some gtv commands add: maplist entries with minplayers -1 are "banned" can't be voted in even with map_restrict 0 add: autoload maps into the maplist if map_restrict is 0 chg: map_restrict defaults to 0 chg: PG self-damage is only 50% chg: RL knockback lowered by 10% in CPM chg: #U no longer sucks chg: cstats no longer shows downstream (S->C) if player is following someone (evil id netcode behaviour makes them unreliable there) chg: g_smoothClients has been removed (again :P) chg: cg_smoothClients renamed to cg_xerpClients (-1|0|1, default 0) this should solve the "config pollution" stupidities but still let people who know what they're doing use it if they really want to all the old notes/warnings/issues/etc still apply so if you don't like it, don't whine about it: just don't USE it ffs chg: cg_nudge replaces cl_timenudge timenudge definitely DOES do weird things internally to Q3 I don't know WHAT, but the difference is clear and unmistakeable timenudge is now forced to 0, and nudging is handled internally by the new cg_nudge variable. the timenudge min/max votes have been removed. chg: CQ3 respawn window now 1-4s chg: mapcfgs with the same name as the base map are loaded automatically (i've avoided doing this in the past as it has a fairly high abuse potential, but people keep asking for it so...) chg: weapon ammo in PM0 and FFA uses the nonsensical id scheme (note: this also lets bad mappers use custom ammo counts there) Notes for version 1.22 (8 Feb 04) add: bots use \nick add: rat bot (finally :P) add: callvote armordecay, vote_allow_armordecay (CA/DA/CTFS) (it's always been in there, but was disabled years ago because clueless CA admins would turn it off which makes CA even more of a campfest than usual) add: callvote gameplay alias for callvote promode add: ch_customLoc (default 1) use custom locations for a map if possible loc files are locs/map.cfg, and must have a "v2" header different to OSP: can only replace existing locations add: /ff for demos ('>' does /ff 30 - handy for skipping pauses) add: g_smoothclients (0|1, default 0) very annoying to have to do this... cg_smoothclients 1 (especially with timenudge) is the main cause of misleading enemy positions (and the whole "shooting behind people to hit them" whine). although we disable it on the client by default, pollution from baseq3 often enables it again without players noticing. ideally players would fix their configs, but apparently that's too much to hope for so the only option left is to force it off from the server side like OSP does. :( chg: RL self-damage is back down to 50% now always split *at least* half H rather than half H half A but still regardless of armour type i.e. a 100/0 player takes 50H total damage a 100/200 player takes 25H *and* 25A total damage chg: RL self-damage even split is only for CPM and CQ3 chg: drag isn't applied during knockback means you get a few ms of "unlimited boost" on rocket runs to help close the gap better when chasing, then drag kicks in as normal to avoid "rj+permabunny" FC stupidity chg: FFA doesn't use backpacks they penalise newbs for picking up weapons in the wrong order chg: maxpacketsmin upper limit raised to 60 chg: maxpacketsmax lower limit raised to 60 chg: maxpacketsmin/maxpacketsmax not changed by modes chg: server_promode renamed to server_gameplay (default "CPM") chg: vote_allow_promode renamed to vote_allow_gameplay (default "", behaves like server_availmodes) chg: removed Q1+Q2 armour systems chg: shards are 2 in CPM1.0 armour system chg: PG pickup has 40 ammo chg: default MH behaviour for CTF is simplemega 0 fix: FC time included pauses Notes for version 1.20 (4 Jan 04) This release also contains the 1.11 files. Admins can (and should) delete the z-cpma-pak111.pk3 and any beta pk3's from their servers, leaving only pak100, pak110, and pak120 in the cpma/ dir. add: PUBCTF mode config (teamdamage A-only, flag dropping on) add: "locked" command to mapcfg parser add: cg_nomip bit for in-flight rockets (512) - needs vid_restart chg: cg_nomip defaults to 1023 (everything) chg: HS triggered by time until capping rather than fixed distance chg: specs can talk during warmup even if muting is on Notes for version 1.16 (16 Dec 03) BETA add: HoonyMode 1v1 - see docs/HoonyMode.txt for details add: all sorts of bot stuff (some of it is in 1.11 as well) see docs/bots.txt for details add: new HUD cvars: ch_flags, ch_shortNames, etc - see docs/HUD.txt add: \nick - set a short name to use for team chat/overlay limited to 5 visible characters, but allows colours add: docs/demoplay.txt add: callvote windelay (ms, CA:4000, DA:2000, HM: 500) vote_allow_windelay (0|1, default 1) add: \protect - for when you accidentally hit ESC during a demo :) add: s_announcer chg: own muzzleflash always disabled if cg_drawgun is 0 chg: cg_smoothClients defaults to 0 chg: rocket explosion animation lasts 0.5s (was 1s) chg: a bunch of the HUD cvars - see docs/HUD.txt chg: HUD health turns red at 33, not 30 chg: moved scoreboard on top of MVWs chg: removed bot_boost chg: lifts/doors/etc always crush corpses immediately chg: removed match_windelayCA and match_windelayDA cvars chg: thirdpersonrange limit in demos raised to 999 chg: rules for ending intermission if everyone rups (clicks) it ends immediately if nobody rups it stays there forever otherwise it stays for the usual 10s chg: cg_gunOffset [x,y,z] replaces cg_gunX/Y/Z stupidities in Q3 mean the old vars can't work with GTV note that you MUST use commas (spaces screw up binds) chg: removed LG "cripple" effect chg: handicaps only affect damage chg: weapon/box/max/backpack ammo counts (especially LG) chg: no consecutive spawns on the same point in TDM note that this *doesn't* mean you can't spawn next to where you just died, just that you won't do it three times in a row chg: CQ3 and PM1 use PM2 spawn system for DM chg: CQ3 uses PM2 weapon settings chg: PM LG knockback increased slightly chg: PM2 SG reload lowered to 950ms chg: PM2 RL bias lowered to 10 chg: PM2 PG damage lowered to 18 chg: PM2 PG "fattened" (shots have actual volume) chg: PM2 PG knockback lowered to 2/3 chg: PM2 RL splash radius lowered to 110 (8% smaller) chg: PM2 BFG splash radius raised to 120 chg: PM2 out-of-ammo penalty raised to 200ms chg: PM2 CTF flags are "heavy" chg: PM2 bunnying at high speeds (700+) actually requires skill or the haste powerup, which is now VERY valuable to FC's chg: haste gives a 25% boost to base speed and dragpoint chg: haste does not affect weapon reload times chg: haste negates flag weight chg: RL self-damage now 66% (sort of) rather than 50% always split half H and half A regardless of armour type or even armour presence i.e. a 100/0 player takes 33H total damage a 100/200 player takes 33H *and* 33A total damage chg: remove viewpos, com_buildScript, cg_drawsnapshot, cg_stats (debug cruft that's just been hanging around) chg: lock cl_anglespeedkey, cl_pitchspeed, cl_yawspeed chg: teamed PUs default to sequenced, not random fix: unspawned teamed PUs play pickup sound with cg_predictItems 1 fix: unspawned teamed PUs confuse bots fix: railtrail positions and RG flashes (4! id bugs) fix: drawgun 0 only affects the gun itself (id bug) used to have side effects on LG beam etc Notes for version 1.11 (26 May 03) Server-only release add: nameteam/r_namered/r_nameblue commands \mvd and \autorecord will use these to name TDM/CTF demos cleared on map changes or when a team has no players only refs and "real" captains can use this (to avoid stupidities when allcaptain is set) add: log players stats so far if they drop mid-game add: force-throttle scoreboard updates to GTV 30s in TDM/CTF now - the scoreboard is such a bandwidth pig that it really hurts live MV if everyone keeps hitting TAB chg: tweaked some bot stuff skill is 1-100 now: 1-5 is id AI, 6+ is CPMA AI it's basically an aim modifier, i.e. 80 ~= HC aim chg: no "player joined the game/spectators" message in non-team games fix: q3dm6ffa and cpm16b mapcfgs Notes for version 1.1 (20 Mar 03) Old CTF demos may produce some weird/incorrect messages and sounds, since I changed the behaviour of several things so I could recover some of the bandwidth wasted by the "normal" CTF implementation. add: arQmode :P (server_promode 2, callvote promode 2) see docs/arQmode.txt for details add: server_optimiseBW (0|1, default 1) force the optimiseBW algorithm on for all clients add: mvw_DM enabled outside of demos (great for GTV :P) add: teamchat bandwidth optimisations add: boatloads of CTF-specific bandwidth optimisations add: Flag runs to \scores for CTF add: cg_oldctfsounds 2 (default) uses mostly the old sounds for YOUR team's actions take enemy flag: four deep "urnks" :P return our flag: single "knock" cap enemy flag: single fanfare from TA and TA sounds (but not the gay voices) for the enemy's take your flag: bigass alarm return their flag: three "knocks" cap your flag: lower-pitched "duh-duhh" noise :P so you can actually tell WHICH flag is involved now, without needing to check the hud. note that the sounds are "US" and "THEM" so they're always the same for YOU no matter which team you're on add: flag status to CTF coachview add: dlight for Batsuit add: r_vertexlight 2 (enables dlights) add: negative wait values on lifts makes them always return positive waits means people can camp-force a lift to stay at top add: automatically uncensor stats to GTV clients so GTV doesn't have to be ref'd to show armour pickups etc in DM add: show connecting clients as well on the DM scoreboard spec list add: cg_itemFX (bitmask, default 7) 1 - bob up and down 2 - rotate asymmetric items (weapons and armours) will always rotate 4 - scale up on respawn add: BFG stats to \accuracy (15 shots to qualify, same as RL) add: optimiseBW also disables scoreplums add: clamp sv_fps to values that the Q3 netcode actually supports add: match client snaps to sv_fps on map load modemers MIGHT want to lower it to 15 on 30fps servers but otherwise are probably best off leaving it alone add: cg_autoaction 16 - ignore autoaction ss/demo if you're a spec add: more entities supported by mapcfgs must specify version 2 in the mapcfg to use them at start of file along with base bsp, e.g. // "cpm10" "2" misc_teleporter_dest, target_speaker team_CTF_redplayer, team_CTF_redspawn team_CTF_blueplayer, team_CTF_bluespawn add: mapcfgs for CPM1a and CPM3 to fix the teleporters (*cough* jude :P) these are loaded automatically add: a bunch of new mapcfgs !cpm10a (DM), !cpm18i (TDM), !cpm18ffa, !cpm16ffa !q3dm14ffa, !q3dm8ffa, !q3dm6ffa, !q3dm9ffa, !q3dm5ffa add: r_coachred/r_coachblue commands - handy if a coach drops midgame add: log_pergame (0|1, default 0) server logs written to a logs/ dir on a per-game basis implicitly disables the normal g_log logfile does not play nice with MA maps add: mvw_TDM<1-9> - controls TDM/CTF MV layout when zoomed format is the same as mvw_DM, default is no child windows add: ch_scores (default "640 400 1") chg: removed all pmove stuff and just fixed the damn physics fed up with preserving retarded bugs just for "compatibility" physics are now not only more consistent across FPS ranges but also more consistent within themselves AT any fixed FPS interestingly enough, this is also the first time in Q3 history that jumppads have EVER worked correctly and reliably... :P chg: removed cg_oversamplemouse - no longer an issue chg: removed server_realping - always the behaviour of the old "3" now done for all classes of specs as well as players chg: various cstats things - uses a new scheme window for min/max/avg now ~1.25 seconds instead of ~6 now tracks upstream and downstream stats separately if you're seeing large differences between them then either your settings are hosed or you're flooding one side (typically, maxpackets 125 on conns that can't handle it) chg: #P only tracks "important" items now: weapons, PUs, armours, MH (the same set used by #I/#L) chg: default MH behaviour for TDM is simplemega 0 chg: tweak the behaviour of LG sounds in coachview should stop them "bleeding over" and crackling chg: tolerate invalidly interpolate-tagged entities in coachview chg: successful kick vote sends console message rather than centerprint stops it distracting players if used during a game chg: show scores immediately on GTV even if we have to use old ones tired of morons whining about how slow GTV is to send them :P chg: plasma explosions resized to match the shots properly chg: max PG ammo now 100 chg: make bots jump when in slime/lava minimises damage and means they actually get OUT of it on cpm3 :) chg: removed dlights from just about everything, most notably CTF flags they're so buggy and annoying that it's not worth keeping them and built-in EFC wallhacks are not exactly a great idea... chg: removed cg_swapSkins it's been pointless really ever since we created the PM skins chg: lava thaws use the normal thaw time value rather than 5s and can be interrupted like normal thaws too chg: bots are smarter about thaws when there are multiple candidates chg: make corpsicles a little bit bouncy - more fun that way :P chg: ESC in a demo menu tree pops you up one level rather than straight back to the main menu - that annoys me "back" still jumps all the way out just in case you like it chg: max number of demos on menu reduced to 200 chg: addbot defaults bot skill to g_spSkill (used to just use 4) chg: addbot on MA maps on a listen server defaults to your arena chg: enable MVD in CQ3 (no idea if it works now, but ...) chg: coachview support for up to 9 players chg: moved the cfg-ra3/ files into cfg-maps/ chg: bot skill now 1-15 (default 10) they still suck pretty hard tho... see docs/bots.txt for details chg: max bot LG skill reduced a little 60%+ is just retarded in CPM because of the knockback chg: bot_boost upper limit now 2.0 chg: speconly can now take a 0|1 argument chg: speclock/specunlock are explicit the toggling was stupid and annoying chg: enable the "teammate" sprite for players with Invis chg: voodoostats support dropped sorry, but the osp stats format just sucks too much stats are now logged in an almost-sensible format but one enough like VS to make updating parsers trivial chg: skinned scores use body colour only chg: teams are automatically unlocked at end of game fix: duplicated spectators on the DM scoreboard fix: interval-based messages lost on servers with certain sv_fps values (pause/unpause countdowns, rup reminder, etc - i blame rhea :P) fix: mouse movement during pauses messing up view direction on resume fix: bonus for protecting dropped flags (id bug) fix: losing ready markers on the scoreboard if you die during warmup fix: #L misbehaving if a map with shared entities changed modes rather than being started in the "right" mode fix: #D not working for client 0 fix: direction to look at from intermission points fix: issues with referees who were in-game DA players fix: maplists "missing" maps on *nix servers sometimes fix: Crash PM torso fix: wait key ignored for lifts (id bug) fix: distant/low-skill bots had totally borked prediction (id bug) fix: spastic bot RJs (id bug) fix: crushers blocked on com_blood 0 servers (id bug) fix: ui used r_finish instead of r_swapinterval for vsync (id bug) *** Important Note *** Server admins upgrading to 1.0 from older versions should, BEFORE installing, make sure they delete the following: ALL existing PK3's in cpma/ The cpma/vm/ and cpma/maps/ subdirectories Any files in cpma/docs/ Notes for version *** 1.0 *** (25 Dec 02) add: cg_optimiseBW (0|1, default 0) YEAH BABY! :) enable the old server_optimiseBW code, but on a per-client basis means portals are iffy at times, but everything else is perfect and the bandwidth savings can be HUGE in team games add: "rescan" button to server browser reSCAN = update ping, map, etc of already-listed servers (fast) reFRESH = purge list and request everything from id master (slow) add: automatically do full refresh for LAN page of browser if no list add: \viewall as an alias for \mv add: team damage, RL eff, RL direct hits to \stats add: dlight for BFG shots add: ch_wstatsTime (in seconds, default 10) how long the auto-wstats window stays up add: several mapcfgs for standard maps !CPM2 - added location markers !CPM2B - YA moved, 2nd YA added, spawns tweaked !CPM4 - updated locations !CPM13A - additional PG and SG add: cg_noTaunt (0|1, default 1) disable all taunts, not just voicechat ones add: shortcuts for teamplay MVD POV changes B - Blue Flag, i.e. *red* FC R - Red Flag, i.e. *blue* FC F - either FC I - Invis player Q - Quad player S - Batsuit player P - any player with a real PU (i.e. not Regen/Flight/Speed) for F and P, if there's more than one PU/flag in play each keypress will cycle to the next one note that this is demo-only functionality add: bot_boost (1.0-1.5, default 1.0) just a little cheat to make them a bit more fun to play :P note that they're still incredibly stupid add: sort the map display for the practice menu add: legomode to the graphics options page chg: removed the BETA message from the default MOTD :) chg: tightened the netcode one last time chg: enabled coachview for all team games (was just TDM) it's not really suitable for more than 4v4 games tho chg: unreferee removes specinvites as well chg: MVD auto-adds (player joins etc) happen instantly chg: show clients in \players as soon as they connect (so they can be kicked immediately if intruding but DLing) chg: allow console to use \players on MA maps chg: remove \viewadd and \viewremove chg: remove g_speed and g_knockback chg: vote_allow_falling renamed to vote_allow_fallingdamage chg: ch_weaponListDrawAll behaviour now actually useful shows cases where you have finite ammo but no weapon, but not cases where you have neither. handy for TDM chg: ch_weaponList 2 right-justifies weapons and ammo better chg: removed cg_statscrolltime chg: no auto-wstats at end of DM games - the scoreboard owns it chg: powerup autofollow prefers flags over PUs chg: server_optimiseBW removed rather than just ignored chg: demo trees can now use up to 256 chars for path+demo democasts still have to be <64 though chg: no warning message if a democast wav is missing chg: updated most of the docs, and renamed them chg: updated the "standard" video configs to something decent chg: updated the "standard" net configs to something decent chg: updated the net config screen itself to something useful chg: increased the number of maps that the practice menu can handle fix: carried flags flickering into view at times, especially with TN fix: between-round joins in CA caused "countdown stopped" message and also stopped recording if you had autoaction 4 etc game still continued because only first round of CA needs rups fix: inaccurate pings on heavy-pl clients fix: match stats not dumped properly on MA maps fix: ch_weaponList 1 and 2 didn't show medkit/PT fix: ch_weaponListFlash was unreliable fix: backpack model if you die holding the onhand hook is "best ammo" (same as for gauntlet and mg) fix: direct hits with BFG have no explosion (id bug) Notes for version 99z3 (15 Dec 02) add: allow MA maps to specify what type they show up as in browsers update cfg-ra3/* accordingly chg: cg_smoothclients now just (negative | off | positive) mapped to -50, 0, 50 internally default is 1, i.e. positive, i.e. 50 internally too many people just didn't understand it and set it wrong or used vq3 configs that had it at 1 which was the worst possible value for y3-z2 builds fix: arrows on server browser fix: issues with extreme TN values (-75 to -100) fix: z2 recalc'd readiness if people join DURING games as well which caused them to abort pkg: server VM moved into PK3 pkg: standard mapcfgs (CPM13B, Abuse TMP, etc) moved into PK3 Notes for version 0.99z2 (12 Dec 02) add: "+nologo" on command line skips id metalstamp cin at startup (always has, but now without giving an error) add: "+browser" on command line starts Q3 at the server browser add: cg_altLightning 2 - 4nTi/voo LG add: 4nTi's updated BFG media add: oNyx's updated grapple media add: offhand crutch can be used to open doors etc add: re-check ready percentage if players join during countdown add: browser does a full refresh automatically if it has no servers handy for first-time users chg: maximum TN upped to -100 note that it will artifact like crazy at that point especially with +ve SC fix: jerkiness with +ve SC on laggy conns fix: release grapple at intermission, end of CA rounds, etc Notes for version 0.99z1 (8 Dec 02) add: enable TN (up to -50) (removed by id secretly over a year ago - gg placebos) chg: CTF \kill penalty lowered to 2.5 sec fix: final smoothclients tweaks (default 50) the effective range is limited to +-50 0 disables negative values sacrifice accuracy for smoothness (99x9) positive values sacrifice smoothness for accuracy (99x8) either one will be jerky sometimes with heavy timenudges fix: reassign captaincy if captain drops fix: jerkiness in demos with certain configs fix: no commentary in democasts that weren't in subdirectories fix: rank preservation during match_windelayDA period (meant that losers who specfollowed winners weren't removed) fix: double loss in DA if you specfollow winner fix: "const violation in G_ParseInfos" on certain maps Notes for version 0.99y3 (2 Dec 02) add: scorebot helpers for the dominant arena on MA maps add: caps, assists, defense, returns to CTF/CTFS wstats add: \mv - enable multiview but don't record (handy for GTV) add: cg_autoaction 8: enable multiview at match start note that this ONLY enables multiview use cg_autoaction 4 as well if you want to auto-record add: support democasts natively WAV filename must match DM_xx filename, and start from FIGHT chg: rewrote the server browser: now MUCH faster, and very usable note: Q3 tends to ping too many servers at the same time so the pings it reports are a bit iffy on lame conns like mine :/ click Refresh to rescan+reping the servers in the list double-click a server for info and playerlist press R to do a "full" refresh (to pick up new servers) chg: serverinfo screen vars in alphabetical order chg: more cg_smoothclients tweakage (default 50) negative values use the smoother, less accurate scheme of 99x9 (preferred by tn lamers and modemers) positive values use a more accurate but usually jerkier scheme (same concept as pre-99x9, but slightly improved) in both cases, the magnitude determines the max prediction in ms chg: removed cg_footsteps chg: show seconds to DM specs chg: can't hook movers (doors, plats, etc) they still hit though, i.e. will dink and open doors, etc chg: onhand hook damage now multiplied by quad chg: update DM/DA W/L/etc immediately at match/round end chg: rounds column on DA scoreboard replaced with win% chg: record/screenshot passthrough from GTV ignored chg: speconly persists across map changes fix: workaround for LinuxQ3 wildcard bugs (demos menu) fix: truelightning < 1 with drawgun 0 fix: MA maps with map_rotate 0 didn't reset intermission properly fix: tightened up force/enemy model/skin/colour for GTV/MVD/follow fix: flag time column for CTFS wstats had wrong header fix: bad stats in multi-round DA games fix: "xxYY" in server_availmodes doesn't also enable "YY" mode fix: playing unpathed demos from inside pk3's Notes for version 0.99y2 (15 Nov 02) chg: server_optimiseBW ignored the bugs in the engine wrt to portals are insurmountable :/ in the longer term I'll probably re-enable it selectively based on whether a map has portals or not chg: bandwidth optimisation still applies to some extent on MA maps can at least optimise away different arenas without problems chg: don't apply server controls for tn etc if on GTV chg: show seconds in duels if on GTV fix: 99y1 broke truelightning < 1 fix: UI startserver screen showed wrong gametype string fix: FRAGGED/FROZEN messages for CA/FT after death fix: freefloat specs had problems with bandwidth optimisation on not that it matters any more for now Notes for version 0.99y1 (14 Nov 02) chg: CTFS mode uses teamdamage 0 chg: server_promode tagged as serverinfo for ASE etc chg: removed server_footsteps, server_prosound chg: removed callvote exec, vote_allow_exec chg: removed the crufty UI cvars when starting a server ui_ffa_fraglimit, ui_ffa_timelimit ui_tourney_fraglimit, ui_tourney_timelimit ui_team_fraglimit, ui_team_timelimit, ui_team_friendly ui_ctf_capturelimit, ui_ctf_timelimit, ui_ctf_friendly chg: UI startserver sets mode_start chg: UI startserver defaults teams to 4v4 and puts DIFFERENT bots on each team, ffs id... :) chg: UI startserver sets pure based on "dedicated" (and since dedicated is always 0, pure will be too) id are never going to fix the bugs of listen servers chg: client also disables sv_pure if running a listen server chg: custom modes are case-insensitive matched (*nix needs it) fix: your muzzle flashes disabled regardless of cg_muzzleflash Notes for version 0.99y (10 Nov 02) Getting very close to the end of the alphabet... :) Basically tying up any remaining loose ends. This version changes/removes a LOT of server cvars: rename cpma/q3config.cfg and let CPMA generate a new one for you then add back in ONLY the cvars that exist in both or that you're absolutely sure still do something useful add: docs/cpma-q3-Modes.txt - how to use custom modes *** admins who allow RA3 maps should definitely read this *** add: the maplist for MA maps is now "mamaps.txt" rather than "camaps.txt" add: cfg-ra3 subdirectory thanks to whoever gave me the configs (John?) ages ago... just add "+set map_cfgdir cfg-ra3" to the command line add: fixed the ra3map8 items to be "CPMA-complete" for yuks :) used by the "Gutteral" arena - I defaulted it to 5-round FT need to use !ra3map8 to load the fixed version add: map_restrict (0|1, default 1) whether maps other than those in the maplist can be voted for add: set pb_sv_specname for GTV chg: TDM mode updated to TTDM settings, TTDM removed chg: mode_start now a string (default: "1v1") not an int chg: server_availmodes now a string (default: "" (all)) e.g. "1v1 TDM CTF" chg: CPMA armoursystem now standard for all modes chg: 90s PU respawns now standard for all modes except FFA chg: Personal Teleporter disabled in all modes chg: CTF mode disables Batsuit as well as Invis chg: removed most gameplay-related server cvars fraglimit timelimit hook_enable instagib_reload match_dropitems match_overtime match_startarmor match_startrespawn match_startweapon match_timeoutcount match_timeoutlength server_armordamageself server_armordamageteam server_fallingdamage server_fastrail server_footsteps server_instagib server_prosound server_thrufloors g_powerupRespawnCTF g_powerupRespawnFFA g_powerupRespawnTDM g_weaponRespawn g_weaponRespawnCTF g_weaponRespawnTDM chg: the "custom" config parser has been completely removed (previously used by "callvote exec" and per-map cfgs) settings are now just passed to the vote code. some commands are therefore changed or no longer supported "ammo" - format changed "weapons" - use "items -XX" "maxplayers" - no replacement/workaround multi-arena maps can now use "mode XX" rather than "type N" and almost certainly should :) chg: g_gametype ignored (remains only for ASE/Q3P/etc) chg: remove a bunch of unused cvars dmflags, g_warmup, g_listEntity, g_rankings, g_singlePlayer g_podiumDist, g_podiumDrop, g_enableBreath, g_enableDust chg: removed "HEALTH, ARMOR, RUNES, ITEMS" from +-vote display they still work fine, but they were visually awkward chg: removed "ALL" from +-vote chg: giving players MG on spawn can now be disabled chg: startweapon is a bitmask (0|4-511, default 4:MG) starting ammo for each weapon is one "box" except MG which is 50 bullets chg: CA mode ammo now 50 PG (was 100) and 50 RL (was 80) chg: FTEU mode renamed to FTAG chg: modes IFFA, ITDM, ICTF, ALTCA, FTUS, BFGA are now customs fix: your gauntlet buzz played from the wrong place Notes for version 0.99x9b (4 Nov 02) add: callvote simplemega (default 0 in DM, 1 in other modes) vote_allow_mhstyle (0|1, default 1) wearoff vs periodic respawns add: cg_muzzleflash works in MVDs fix: use predicted rather than current weapon for hand positions (gets rid of artifacts on certain weapon changes) fix: cg_useScreenShotJPEG was backwards Notes for version 0.99x9a (30 Oct 02) (incredibly, the first double-minor version number) add: TDM MVDs show PU time remaining add: TDM MVDs show exact armor type add: mvw_DM (default "464 48 160 120") x, y, width, height of PiP window for DM games add: MVD/coach shows PJ icon if player's ping goes over 200 add: ch_shortScoreboard (0|1, default 0) minimal scoreboard in DM (i.e. no stats) add: cg_useScreenShotJPEG (0|1, default 1) for cg_autoaction 2 chg: coach mode totally overhauled chg: MVD majorly overhauled chg: preserve "true" referees across map changes chg: max 3rd-person range is now 40 in all games, not just CA chg: torso/legs/weapon are truly invisible for cloaked players chg: Invis respawns match Batsuit, not Quad chg: no sprites (carnage, pummel, etc) for players with Invis note that this includes the "lagout" sprite and crucially, the "teammate" sprite chg: the stupidity of the stolen "cpm1a" is no longer tolerated chg: new defaults for CA mode self and team armour damage, maxdamage 25 chg: ch_mvdPIP removed fix: various annoying problems with 1.32 (messed up coach/MVD) fix: player respawns/teles weren't using ProMode sound fix: crash when using /ref to make another player a ref (doesn't actually DO anything tho - use vote) fix: problems with 3rd-person views in MVD Notes for version 0.99x9 (4 Oct 02) (otherwise known as the "we love TTimo" build) add: server_optimiseBW (0|1, default 1) Q3 1.32 and later only optimises bandwidth use, especially in team games uses a tiny bit of extra CPU on the server but CPU is cheap and bandwidth is not add: s_occfactor is back! and better than ever :))) it's ignored for coaches/MVD (don't ask...) add: support dm_66 to dm_68 under Q3 1.32 add: support trees of demos :P there are several engine-based limitations on this the most important one being a maximum TOTAL path length of 64 still, it's a very handy way to organise demos dK owes me lots of beers for this one :P add: haste's version of cg_smoothclients (cheers mate) note that it's no more accurate than the old code but it's a LOT less ugly when using -ve tn add: show fragmessages in MVDs add: show ping in lagometer 4 in demos add: cf_PickupString (default 10x14) apparently some players are deaf and need the text message... add: BFG Arena (mode 13, bitmask 8192) CA with G/MG/BFG only, and infinite ammo. Stupid fun :P add: callvote maxdamage (0-200, 0 means no limit, default 0) (controlled by vote_allow_maxdamage, default 1) for CA: sets the max damage you can do to self+team very handy for BFG Arena, as it enables you to play with self-damage on without raping your armour while still avoiding RJ llamafests for simplicity, if health dmg is off and armour dmg is on then 100% of the damage is applied to armour, rather than split between h/a first and then tested for damage flags else you need to use 37 to get 25 off armour, which is ugly add: +wstats is back add: Tweaked TDM (mode 14, bitmask 16384) 90s Quad, 150 RA chg: removed server_ospauth (always on) chg: pain sounds for you always played when you fall in lava used to not hear them if you had YA or RA because you only lose 1H at a time, which Q3 ignores (it thinks it's just health decay from 125H spawns / +5s / MH) but everyone else would hear them correctly chg: keep "your" model when speccing in-eyes even in GTV chg: upper limit on maxpackets_max raised to 125 chg: Batsuit respawn time now twice whatever PU respawn time is rather than always 120 chg: moved the connection line of the DM scoreboard to the top chg: CTF mode defaults to SD OT (used to allow ties) chg: OT clocks count down as well chg: \hudstyle no longer changes ch_TeamBackground chg: stats from previous game stay available until next game starts (used to be denied them after intermission / map change) chg: don't draw your own shadow - it's annoying chg: removed old cg_smoothclients 1 behaviour (it's always been crap - i should have pulled it ages ago) chg: removed g_smoothclients chg: propogate 999's out to the scoreboard faster fix: cg_predict 2 jerkiness on lifts fix: playernames with multiple consecutive dots broke autorecord (Q3 incorrectly thinks they're relative paths) fix: powerup spawns not always being audible to coaches/MVD fix: cleaned up a few overlaps with teamchat/overlay/pickup/etc in various hudstyles, notably 3 and 6 some are simply not workable for TDM though, e.g. style 5 Notes for version 0.99x8 (9 Sep 02) add: CPM13B map config (PG -> LG) add: cg_predict (0-2) replaces cg_nopredict 0 = off 1 = normal 2 = optimised the normal prediction path is extremely slow at times (notably around curves) and can cost you 100fps on a GHz machine this new scheme is MUCH faster, but slightly more prone to errors. oddly enough, it's still more accurate than the original id prediction code (i.e. before the CPMA fixes) :) if you have a slow machine, it's definitely worth trying. * currently very broken on lifts * don't use cg_predictItems 1 with this add: new scoreboard for DM needs a lot of work still, but is VERY cool for GTV :) (accuracy icon is for RL skill: effectiveness and direct hits) add: assorted GTV-awareness (prepping for live MVD) add: picture-in-picture for MVD :P (press P to cycle window positions during playback) add: UPS in MVDs add: support gametype-specific spawnpoints chg: allow mappers to specify respawn times for certain types of items not weapons (can't play id "pro" maps with polish rules or in ffa) not powerups (cpm13 becomes awful) chg: \acc "qualifying" shot count for PG upped from 45 to 50 chg: PickedUp and DiedWith columns renamed to Take and Drop was too much space for something so unimportant fix: explicitly dropping the current weapon didn't switch from it Notes for version 0.99x7 (15 Aug 02) chg: only do realpings for non-following players fix: maxpackets ranges not being reset by mode votes fix: weirdness on hubaero with x6 Notes for version 0.99x6 (12 Aug 02) add: \cstats [player_id] show connection stats for a client "real" average ping, flux, loss, etc add: server_realping 2 and 3 (default 3) use the "real" average ping for the scoreboard less susceptible to maxpacket masking etc add: MVD shows armor types, but only "RA" or "not-RA" i.e. YA and GA both show as YA add: MVD will reacquire the "chosen" player when possible if it was forced to autocycle away from them add: match_startarmor (0-200, default 0, Freeze-only) add: match_startweapon (0|3-8, default 0, Freeze-only) add: hook_range (default 1800) max distance the hook can reach (0 = no limit) add: basic OGC 1.6 protection i really hate having to waste time on this crap :/ it's not like i'm short of things to keep me busy... chg: MVD always uses default viewheight used to adjust if players were crouching but that could flake out under certain conditions chg: death sounds aren't carried "with" players (it's annoying in ProMode because of the fast respawn) chg: optimise prediction a bit when hitting multiple brushes it's still pretty bad though. when playing online, the client has to do a LOT of tracing and clipping. it especially hates you strafing along curved walls chg: CTFS per-round max score is 3 (cap or touch + elim) chg: hook_speedpull default now 700 chg: tweaked bot weapon selection a bit chg: defaulted g_spSkill to 5 (nightmare) and bot_challenge to 1 bots are still an utter joke regardless fix: mode_idletime errors with empty maplists fix: the rebound bug fix: release the hook when teleported fix: assorted model problems if you joined a game after MVD'ing fix: yet another problem case with events if we get backlogged too far on playerstate events, we can never realistically catch up so cut our losses and just skip ahead in the stream (was the cause of gunfire echoes in MVDs) fix: callvote random would crash in x4 - doh fix: match_startrespawn was ignored even in non-mode Freeze Notes for version 0.99x4 (14 Jul 02) add: MVD playback updates player models on POV changes add: MVD preserves scores for lower right on DM POV changes add: MVD message when forced to auto-cycle typically only happens when players teleport/respawn and the recording client is lagging add: ProMode sound option for CQ3 server_prosound (0|1, default 0) callvote prosound, vote_allow_prosound typically makes games really slow though unless you turn off footsteps as well add: Footsteps option for CQ3 (note: NOT dmflags 32) server_footsteps (0|1, default 1) callvote footsteps, vote_allow_footsteps add: ch_playerNames (0|1, default 0) chg: don't lock teams on \teamready in unlimited games chg: no score throttling in DM MVDs chg: poweruprespawn can be voted to anything from 30 to 120 (was just 60/90/120 before) chg: votes with ranges now display those ranges in the help chg: removed the pure vote - GTV doesn't need it any more chg: sample maplists moved to cfg-maps/sample since people keep overwriting theirs when they upgrade chg: removed "cinematics" and "mods" from the main menu fix: hit tones would wrap very quickly in instagib fix: current timenudge/maxpackets limits showed wrong values (if you used callvote with no args to display them) the *behaviour* was right, but in some cases it would show them as disabled when they weren't Notes for version 0.99x3 (25 Jun 02) add: DM MVDs now show the player's weaponlist, roughly if they have a weapon but no ammo for it, it's not shown and only the current weapon has an ammo count add: TDM MVDs show the player's current weapon on the weaponlist add: CPM1B itemconfig and mapconfig files (the Polish CPM1A, but without screwing everything up) add: show the "real" map name when loading a custom itemset (e.g. Q3DM12CPM rather than Q3DM12) add: cg_lagometer options are now a bitmask 1 - draw the netgraph background 2 - colour the background if there's rate delay or PL 4 - show your ping at the top 8 - don't draw the frame interpolate/extrapolate graph add: CTFS-aware bot AI add: con_notifyTime < 0 uses the CPMA "console" overlay instead of id's doesn't affect the console *buffer*, just the text in the top left the default for con_notifyTime is now -1 (i.e. use the CPMA console) cf_Console default is 8x16, and scales the same way as the id console ch_consoleTime default is 3000 to disable completely, set con_notifyTime AND ch_consoleTime to -1 add: ch_consoleLines (0-4, default 4) max number of lines for the console overlay (note that carriage returns generally mean it will display one line less than this value) add: can use ENTER to launch a demo from the menu add: sv_fps to serverinfo so clients can actually see what it's set to all but the most bandwidth-challenged servers should be using 25 and ones with a nice connection should probably use 40 add: F11 in demos does a screenshotjpeg chg: snaps defaults to 40 chg: now explicitly aware if we're connected through GTV fixes a few problems with GTV, especially on MA maps chg: use white for "black" (i.e. invisible) rails chg: tweak the duration of "external" events on players hard to explain but: for players who are not you, Q3 favours external events over player-generated ones for 300ms so if they pick up an item then fire a weapon, it won't actually "send" that weapon fire until that much later and in many cases, it NEVER sends those events because later player activity overwrites them. it's basically yet another variant of Q3's "dropped sounds" bugs and it's been like this forever, but it's only become really obvious since we introduced MVDs. since it HAS been so unremarked and fixing it properly would noticeably increase bandwidth usage, we've cut the lag down to 100ms instead (ideally we'd use 50, but this gives us a cushion for a dropped packet or modemers with low snaps) chg: allow bot-only games without having to ref-allready them chg: plasma prestep dropped from 50 to 25 chg: ProMode plasma visuals shrunk from 16 to 12 chg: remove a bunch of cheat-only cvars cg_tracerChance, cg_tracerWidth, cg_tracerLength, cg_animSpeed, cg_swingSpeed, cg_noPlayerAnims, cg_debugAnim, cg_debugPosition, com_cameraMode chg: remove cg_noVoiceChats, cg_noVoiceText, cg_noTaunt since we don't support TA voice rubbish fix: re-enable the CPM damage-through-floors fix removed it a couple of builds ago because 1.2x supposedly fixed it shows what I get for trusting id's code... :P fix: compounded damage downscale when splashing multiple players fix: muzzle render position was being adjusted twice for railgun fix: bunch of id bugs in CTF AI code bots couldnt "find" flags on wcp21 and many other maps fix: bot_minplayers works again (oops) accidentally nuked it in 99x when removing ai deadwood :) fix: yet more id bugs - the ingame menus (notably, team orders) would use the wrong client info if you were following someone Notes for version 0.99x1 (14 Jun 02) add: 3W CTFS (mode 12, bitmask 4096) thanks to Casey and the 3W team for permission add: reset timescale to 1.0 on listens after watching demos add: rench's updated docs chg: the "low" ammo point for SG is 5 rather than 10 chg: enabled armoursystem vote in CQ3 chg: cg_shadows 2 and 3 removed - too buggy and cheaty (both project through walls etc) chg: stepup events optimized chg: improved client prediction during djumps CPM3 lower rl is easiest place to see the difference chg: popsicles refreeze over time if abandoned mid-thaw same rate as for thawing, i.e. if you thaw for 2 secs then leave for 1 sec, there's 2 secs left chg: unlock cg_gunX/Y/Z and clamp them x: -8 to +8, y: -3 to +9, z: -8 to +2 (y is offset because 0 is the player's right hand not the center of their body) chg: g_doWarmup removed - it's always been pointless setting g_warmup to 0 already turns warmup off and setting it to anything else turns warmup on chg: end of match stats format changed to work with VoodooStats chg: default settings for duels are 10 mins with 2-min OT fix: model-specific custom sounds using the wrong voice (voiding and a couple of others) fix: time-forced respawns couldn't set a starting weapon reliably Notes for version 0.99x (20 May 02) (otherwise known as the "demos" build) add: Multiview demos! just \mvd and the game will take care of everything. can only be recorded by spectators, and have the same "visibility" rules as normal play, i.e. if teams are speclocked you need a specinvite or referee privileges. since this is ridiculous abuse of an engine that's SO not designed for this sort of thing, you can only (heh: only) MVD up to 12 players, and servers need to have maxclients <= 16 to make sure it works nicely. MVD only works in ProMode ATM - it needs the enhanced event handling code. Not sure yet if it's possible to get it to work reliably in CQ3. add: keystrokes and mouse clicks no longer abort demos :) TAB brings up the scoreboard PGUP / PGDN adjusts playback speed by +-0.25 HOME sets playback speed to 1.0 KP_5 toggles third-person rendering KP_UPARROW / KP_DNARROW moves camera to / from player KP_LEFT / KP_RIGHT moves camera around player KP_HOME resets camera distance and angle MVD-controls :P SPACE/MOUSE2 switches to next player ALT/MOUSE1 switches to previous player note that binds will no longer work in this mode: to enable them, you need to hit ESC to turn off the crapout protection and return to the id behaviour (which means hitting ESC *twice* will exit) add: cg_followpowerup works during MVD playback as well add: team overlay works during MVD playback :P it doesn't in normal GTV/ref "single follow" demos add: cf_Console (default 7x12) - only affects demo playback nice bug in the Q3 engine: fixing the "exit demo on ANY keypress" problem causes the console fail to print to the top left corner so we have to mimic it ourselves add: ch_consoleTime (ms, default 2500) how long "console" messages stay on screen during playback add: ch_consoleTeamChat (0|1, default 1) add team chat to console note that setting this to 0 removes teamchat COMPLETELY from the console, not just from showing up at top left so if you miss it in the teamchat window, it's lost add: ch_recordMessage (0|1, default 1) 0 gets rid of the sodding "recording blahblah" message add: ch_selfOnTeamOverlay (0|1, default 1) add: cg_deadBodyDarken (0|1, default 0) add: don't show PJ message if timescale is less than 1 so you can slomo demos without having that flash constantly add: \followpowerup as a command - same effect as \cg_followpowerup maybe bif will actually use it now (*cough* :P) add: func_plat and func_door can now have custom sounds since the standard sounds are so pathetic as to be pointless use this rather than chaining them to a target_speaker: those get ignored by s_ambient 0 clients (which is everyone) done via two new keys for the entities: "sound_start" (the "move" sound) "sound_end" (the "stop" sound) if not specified, the default sounds are used chg: tweaks to ammo given on weapon pickups TDM, weaponstay, and dropped weapons as before. other cases, the first pickup ALWAYS gives full weapon ammo, so rox+RL is finally 15 rockets, same as RL+rox. later pickups "refill" to weapon ammo as before (i.e. 3 rox => 10 rox) but do NOT give the stupid "one extra round" if you're over the weapon ammo. also, backpack capacity has been reduced a bit. chg: armor default for team games is back to CPMA's "Team" system chg: server_CPMA_armor removed - now implicit chg: CPM1.0 armorsystem replaced with Q1 armorsystem shards at 2 (cointoss, since Q1 didn't have shards) chg: re-ordered the armorsystems: Duel, Team, Q1, Q2 chg: use the predicted weapon for muzzle flash animations / sounds means +fire 4 when holding LG actually makes a GL noise, etc chg: tightened up a few aspects of creepcam camera never drifts behind walls now camera swing accelerated if players make 180s to face a target chg: backpack messages removed chg: removed long-unused cvars g_friendlyfire and capturelimit (scorelimit is always set by "fraglimit", even for CTF and CA) chg: removed cg_timescaleFade rubbish chg: max ammo for BFG is now 25 chg: grenades back to being magically aware of who fired them still do 100% damage, but you can't selfnade any more :( chg: heh - noticed one of the effects of defaulting entities to being unmarshalled :) it completely removes all the lame sound effects on maps like WCP15, regardless of the client's s_ambient setting. that type (target_speaker ents) are now marshalled again for the 0.1% of players who actually use s_ambient 1 chg: #w/#W chat token now shows current weapon and ammo the old "best" weapon meaning was pretty useless #W is red if you have less than one box of ammo, else white #w message doesn't change any colours chg: #M chat token uses box counts to decide what "low" ammo is before it always used 5, which is useless for LG/PG chg: #U chat token also shows time remaining on powerups chg: can only see stats for players in the same arena as you chg: damage and item counts for \stats not available during game except to players checking their own stats, and referees chg: low ammo warning based on current weapon only and determined by box counts rather than guesswork chg: cg_drawAmmoWarning replaced with cg_ammoWarning (default: 1) 0 - none 1 - "click" only 2 - "click" and message chg: removed everything related to cooldown option now fixed at 100ms (old cooldown 0 setting) fix: callvote restart didn't cancel timeouts fix: couldn't unpause a 1v1 if opponent dropped during the pause fix: playerstate events sounding again after external events fix: bars on HUDs 1 and 2 were opaque fix: ProMode sound could occasionally "leak" between arenas if the arenas were right next to each other Notes for version 0.99w5 (5 May 02) chg: "Duel" armorsystem is now the default for team games as well chg: quad shell is now always blue chg: testmodel/testgun cruft removed chg: all HUD variations show flag status in CTF chg: popsicle effect is now totally white rather than bluish-white was a bit too close to the Quad effect with some configs chg: be really agressive about popsicle trajectory tests stops them slipping through seams on maps like DM6 chg: max number of demos on menu increased to a real 240 rather than an id-math 128, which is about 40 :P chg: creepcam_smoothfactor renamed to creepcamSmoothRate since that's what it actually is fix: no blood effect when SG'ing popsicles fix: cg_enemycolors default should be "", not "0" fix: coaches were being blacked out in speclocked games Notes for version 0.99w4 (1 May 02) add: linked/unlinked flag, marshal flag, and counts to \entitylist add: "you defrosted xyz" and "defrosted by xyz" messages in FT (can be disabled with ch_fragMessage 0) add: thawed popsicles explode into ice cubes (many if cg_gibs 1, otherwise just one) add: crosshairnames for popsicles add: players given assist reward for thawing teammates add: cg_noProjectileTrail (0|1, default 0) only affects the underwater bubble trails add: 3D heads on scoreboard and status bar use player colours add: support "armorsystem"/"armoursystem" in config files just for bleader :P chg: preserve reward counts for temporary specs, i.e. dead CA/FT players means you won't see rewards when following other players but your own reward counts will stay correct no matter what chg: "general" entities default to unmarshalled !!! note: I have no idea what problems this might cause. it seems to be fine so far, and on some maps it removes THOUSANDS of entities from client consideration every second so I figure it's well worth trying it for a while. chg: ProMode voting rules can always be voted on can be voted off only if vote_allow_promode is 1, or server_promode is 0, or the player is a "true" referee (i.e. password, not election) chg: removed the never-used "alternate standard" demo naming format chg: closing doors bounce off popsicles, crushers thaw them chg: overhauled a few things in the ProMode sound code sound radius is now 1400 units s_occfactor has been removed :((( the behaviour is now always as it was with s_occfactor 0 i REALLY didn't want to do that, but there seem to be some pathological cases where the true position of an entity is unavailable to us, so any on-entity sounds get messed up chg: \color defaults to 9779 - tshirt and faded jeans :) chg: no time penalty added for \kill in DM/TDM chg: players get 1 point for each second spent defrosting teammates rather than just crediting whoever finished the thaw to balance, teamkills cost players points fix: q3w2 train; dm11 quad room! fix: arena playercounts unavailable sometimes fix: GTV can change arenas again fix: strip filename-illegal chars from player names for demo record fix: drowning timer was being reset during pauses fix: could get impressives from shooting teammates fix: players who died in water (inc lava/slime) gurping on respawn fix: item pickup sounds not played reliably if you respawn ON an item Notes for version 0.99w3 (23 Apr 02) add: say_teamnl - doesn't add your location to the message add: support "maxplayers" in config files (per-arena) add: avoid popsicles like real players when choosing a spawnpoint add: instagib modes to the game settings menu add: callvote startweapon and vote_allow_startweapon (default 1) Freeze-only, sets an additional weapon to give spawnees comes with a BOX of ammo rather than stock weapon ammo add: callvote allcaptain and vote_allow_allcaptain (default 1) default set by team_allcaptain (default 1) add: accept "armour" and "armoursystem" (i.e. English) votes add: cg_lagometer 2 - colours the netgraph background as well lpbs can't notice rate delays otherwise because the graph itself is only 2 pixels high chg: players with Batsuit don't "gasp" when coming out of water chg: force "fullsize" popsicles rather than using the player bounds chg: split FTDM (mode 10) into FTEU (mode 10) and FTUS (mode 11) FTEU has startrespawn 1, spawn with MG FTUS has startrespawn 0, spawn with MG + SG both use teammaps.txt for the maplist chg: uncouple cg_shadows 1 from cg_marks and nomip them chg: show CPMA players colors on player model screen as well chg: put all the promode skins first in the model screen chg: matchmode no longer requires even teams chg: cool new credits page chg: no auto MOTD window after connecting it's already shown on the connection screen itself chg: standard demo name format for 1v1 if a player records, it's "ThisGuy(POV)-vs-ThatGuy" if a spec records, it's just "Player1-vs-Player2" chg: removed many referee commands that also exist as votes fix: cg_predictitems 1 sound echo fix: corpses on MA maps couldn't be gibbed sometimes fix: not spawning only the TDM itemset on some maps (rdogdm4) in freeze fix: non-MG ammo counts reset to 0 after each round in EU freeze fix: autothaw timer not halted during pauses fix: viewpos as a spec after dying in CA/FT was offset by cg_thirdPersonRange Notes for version 0.99w2 (10 Apr 02) add: Freeze Tag TDM! as g_gametype 6 (mode 10, bitmask 1024) based on Darrell "Doolittle" Bircsak's original (thanks man) vote_allow_thaw (default 1) callvote thawauto (seconds, default 120) callvote thawtime (seconds, default 3) callvote startrespawn (0|1, default 1) ON (default) = EU rules: all players reset to base attributes + loadouts after each point OFF = semi-US rules: losing team is thawed; winning team is NOT but the living players on the winning team keep their current h/a (note that this may well be LESS than the spawn h/a) and weapons add: CPMA colours can now be used in names, crosshairs, etc (everywhere that's under my control, basically, which is anything game-related but not the console) some of the numeric colours have been changed as a result 0: was white, now black 7: was orange, now white 8: was purple, now orange - T is the closest to the old 8 id have always had 5 and 6 backwards. since I can't fix the console, they're now wrong in CPMA as well, for compatibility (note to id: ever heard of constants?) add: ch_crosshairAlpha (0.0 to 1.0, default 1.0) add: \kill adds 5 seconds to respawn time add: Swelt's "Guide To Configuring CPMA" to readme.txt add: Drex's Q3DM12CPM add: cg_oldCTFSounds (0|1, default 0) no voiceovers on captures, flag pickups, etc also controls non-leadchange FTDM end-of-round announcements chg: cg_crosshairColor renamed yet again to ch_crosshairColor default changed to 7 since 0 is now black chg: cg_crosshairPulse renamed to ch_crosshairPulse chg: item scaleup time on respawns changed from 1000 to 250 items also start at half size and scale up from there chg: BFG shots are now 1200ups (was 2000) reload is 800ms (was 200) damage is 120 (was 100) splash damage is 120 (was 100) splash radius is 144 (was 120) knockback scale is 120% (144% relative, given the higher dmg) rocket running boost is 120% absolute (to match RL) warmup/CA ammo 5 initial/box ammo 5 enabled by default in all gametypes except CA/DA chg: cg_errordecay clamped at 0-200 chg: after bouncing, grenades no longer pass through whoever fired them so if you spam, you're a threat to yourself too chg: your own grenades do FULL damage to you, not 1/2 chg: PG splash radius is now 10 units instead of 20 chg: server_availmodes default changed to -1 (all modes) chg: RG selected automatically when respawning in instagib chg: remove g_quadfactor - we override it anyway chg: coaches don't viewcycle to other team even with speclocks off chg: team damage enabled for CTF mode and default chg: stats window removed after intermission chg: CQ3 powerup respawns match ProMode this also means that they're now votable chg: CQ3 ammo box counts for \drop match ProMode chg: cg_lightningImpact enabled for CQ3 chg: timeout allocations were ridiculous new rules are: 2 @ 60s for DM; 3 @ 120s for team games chg: ITDM/ICTF show Net/O/D stats on the scoreboard rather than Acc chg: bot AI adjusted for the new BFG fix: "picked up" stats were counting the killer's current weapon not the one that was actually in the backpack fix: coach chat going to other specs rather than coached team fix: gauntlet would "fire" on occasion even if it wasn't actually hitting fix: id bugs and stupidities in the team overlay location code fix: multiview could make Q3 segfault when a viewed player died fix: team overlay restored in CA if freefloat after following enemy Notes for version 0.99w1 (18 Mar 02) add: total health and armour taken and RA/YA/GA/MH counts to stats add: "picked up" and "died with" counts to weapon stats note: "died with" rather than "died and dropped" so it's good for CA as well add: ch_3waveFont - thanks to the Threewave guys for permission add: OSP coach functionality /coach, /coachinvite, /coachdecline, /coachkick add: scoreboard shows per-team spectators and coaches add: "callvote random n" and vote_allow_random where n is a number from 2 to 100 2 is the equivalent of flipping a coin 6 is like rolling a die handy for choosing maps etc add: "callvote ot" synonym for "callvote overtime" add: server version shown on loading screen chg: vstr now enabled in CQ3 as well chg: CQ3 clocks match ProMode (count down, not up; no seconds in 1v1 play) chg: players spawn with 100 armour during warmup chg: auto-join if it's an FFA game chg: auto-join if it's a team game and g_teamAutoJoin is on chg: mode TDM now enables weapon dropping by default (CPM and CQ3) chg: shots during the match_windelayCA period don't affect stats so you don't "lose accuracy" when gibbing bodies etc chg: g_weaponRespawnCTF defaults to 5 chg: CTF mode sets weapon respawn to 5 chg: 1v1 mode disables holdables (PT, MK) as well never understood why OSP leaves them enabled chg: "restart arena" item removed from UI menu chg: timed overtime in 1v1/FFA uses 2-minute rounds chg: item respawns are absolute gameplay rules > map-specified ones for ALL items now, not just weapons chg: s_occlude removed - s_occfactor 0 is equivalent (always has been, actually) chg: s_ambient 0 now more aggressive (fixes T2, WCP15) chg: s_ambient changes now take effect immediately (no longer needs a client restart) chg: target_speakers don't use the ProMode sound system helps cut down on noise even for s_ambient 1 clients (and saves small amounts of bandwidth) chg: updated version of DM12TMP - cheers Drex doors still don't behave the way we'd really like, but at least it's playable again now fix: starting a server through "practice" preserves g_spSkill (id code resets it to "Bring It On" *cough*) :) fix: "minutes played" wasn't getting reset reliably on map changes fix: couldn't see your damage stats mid-round when dead in CA fix: several multiview bugs fix: gauntlet hits weren't shown unless there was a kill as well fix: players could make multiple gauntlet hits in a single frame (yet another id bug, only happened with pmove on) Menace gets a cookie for finding it :) Notes for version 0.99w (14 Jan 02) !!! Important - CPMA no longer supports VQ3 !!! The non-ProMode option in the mod is now "Challenge Q3". After two years, Q3's newbie population is now essentially non-existent, and the original justifications for certain design decisions are long since obsolete. It's time the base game grew up to match the skill level of the people playing it today rather than the target audience of those who created it. Where ProMode redefines all major aspects of the game: player movement; melee/weapons; and strategy, CQ3 addresses only the strategic elements and a few things that are very poorly implemented in VQ3 (think of these as bugfixes on steroids). The Challenge Q3 changes are as follows: Strategic: Hit tones match ProMode Four tones, each with a 25-damage range Lower pitches indicate higher damage Player spawns match ProMode 100 health; 50 bullets for the MG Player respawn times are reduced Minimum limbo time is 1 second Maximum limbo time is 10 seconds Weapon respawns match ProMode 15 seconds in DM; 30 in TDM; 10 in CTF; weaponstay in FFA Item respawns match ProMode Ammo boxes - 30 seconds Health - 30 seconds DM MegaHealth - 20 seconds after it "runs out" Initial powerup spawns match ProMode 15-30 seconds into the game Powerup factors match ProMode Quad is "true", i.e. 4x damage. Be very afraid. :) Batsuit protects at 75% Armour system matches ProMode (the "CPMA Duel" system) Armour does not "decay" over time GA protects 1:1, first pickup 50, second adds 50 YA protects 2:1, first pickup 100, second adds 50 RA protects 3:1, first pickup 150, second adds 50 MG matches ProMode 5 damage per shot in all games, 25 bullets per ammo box Railgun ammo boxes match ProMode 5 slugs Maximum ammo counts match ProMode SG 100; GL 100; RL 100; RG 100 Item sizes match ProMode Items can be picked up while strafejumping Water speeds match ProMode Faster wading and swimming Fixes: Damage from the "world" matches ProMode Lava and slime cause a steady flow of damage SG matches ProMode Max damage now only 96, but aim actually matters Other enhancements: Grenade model matches ProMode Notes for version 0.99v9 - private build add: update g_gametype on mode changes (non-MA maps only) handy for server browsers add: scorebot helpers to serverinfo Score_Time, Score_Red, Score_Blue Players_Active, Players_Red, Players_Blue add: #F chat token - nearest Friendly player, i.e. teammate add: new meaning for #P chat token - last Pickup add: com_maxfps is capped at 125 for online play add: enable a bunch of ProMode-only features in CQ3 as well cg_smoke_sg; cg_muzzleFlash; cg_damageDraw; cg_drawGun 2; add: "Net" column on TDM scoreboard add: "O/D" column on CTF scoreboard O (orange) is runs+caps+assists D (yellow) is returns+escortD (NOT base D) Demos from older versions will show strange numbers in those fields, as they were used for damage until now. add: "Dmg" column on CA scoreboard add: Show "Net" when playing back OSP demos chg: "Lag" and "Min" replace "Ping" and "Time" on scoreboard needed every bit of space I could wrangle :) chg: "Score" column for CA now just frags rather than "total impact" yes, I know it's lame chg: new rules for #I you must have a clear line of sight to the center of the item you must be looking in the appropriate direction and it must be within your (potential) fov this helps a LOT if you want to say "RG up" but you're nearer YA/PG if you run past the item THEN hit your bind, that's your fault chg: old #P chat token now #U (Utterly Useless powerUps list :P) chg: remove cg_teamrails - it was unnecessary complexity thus, cg_enemycolors is now *always* RHBL chg: armour class for ProMode CA is now YA chg: weaponrespawn is absolute again we gave map-specified respawn times priority way back when, because id "pro" maps would use still 5 secs by default in VQ3. of course, that meant you *couldn't* get 5 sec spawns on them. Poland > VQ3, so it's back to being mod-controlled chg: FFA default and mode weapon respawn is weaponstay chg: ProMode changes do NOT reset ANY other options chg: elected referees can't disable ProMode on PM 1 servers chg: remove arenatype vote - people should be using MODE chg: update the vote UI to use MODE rather than arenatype chg: remove mapcfg from the vote UI chg: remove r_reset command chg: remove reset vote this was originally implemented so that people could use a single vote to get the server back to default (i.e. match) settings. MODE provides a better solution to that problem chg: remove a bunch of useless cruft from server info (doesn't actually make a difference, because as usual id have bodgejobbed the damn thing so it doesn't work) chg: corpse sink time changed from 5000 to 1000 (except CA/DA) chg: DA implemented as a mode (bitmask 512) if used on a non-MA map it will select the CA maplist fix: MH was using DM rules in FFA as well fix: weapon pickup sounds not played if weaponstay was on fix: couldn't pick up dropped weapons in VQ3 if weaponstay was on fix: weaponstay weapons always give full default ammo fix: two-pass spawns at "true" game start were confusing Q3 if you were holding fire at end of warmup client and server would disagree on which weapon you had which led to some very strange behaviour at times fix: poweruprespawn added to mode settings fix: teams are preserved on map changes, as is the queue for 1v1 only for non-MA maps, obviously Notes for version 0.99v8 add: use \color2 for rail rings as well as rail spiral add: demo menu version autodetect updated for Q3 1.31 / dm_67 fix: mode CTF turns off team damage fix: double item-give on first spawn of game (have to spawn items first then players, or you can respawn an item under a player who already picked it up on their respawn) Notes for version 0.99v7 Important! The armor systems have been tweaked in this build for playtesting YA now protects at 66% instead of 60% Since that moves the breakeven point for RA/YA transitions from 120 to 133, the value of a single RA in the Duel system also needed to be increased. These changes mean that the Duel armor rules are now: GA protects 1:1, first pickup 50, second adds 50 YA protects 2:1, first pickup 100, second adds 50 RA protects 3:1, first pickup 150, second adds 50 Wow - a clean, consistent set of armor rules :) Let's hope it playtests well... :) add: match_maxsuicides (default 0 - disabled) players who /kill more than this many times will be auto-banned stops them screwing up TDM games and forcing draws in DA add: map_delay (seconds, default 30) no map voting allowed for this long after a map change unless everyone's loaded the new map and is ready to play stops one lamer with a fast machine forcing changes to a map by voting it in before anyone else has managed to reconnect add: MA maps can be rotated after a timelimit either a hard tl, which rotates no matter what's going on or a soft one, which waits until the "dominant" arena is ready add: map_cfgdir (default "cfg-maps") sets where the maplists etc are read from (for running multiple servers on a single install) add: cf_Vote (default 10x14) add: block the bobup cheat add: nomip blood (128), nomip smoke (256) add: \topshots (ffs rhea...) as a synonym for \accuracy add: per-weapon minimum shot counts to be eligible for \accuracy MG: 50, SG: 100, GL: 10, RL: 15, LG: 150, RG: 10, PG: 45 add: PureCTF grapple model - thanks to Kilderean chg: ProMode colours aren't normalised any more in English, that means they're ALL really bright now. :) chg: remove the vstr vote and cvars - they're always available in ProMode chg: allow \maplist during intermission chg: mode changes on MA maps don't load a new maplist this kinda sucks for servers that switch between MA and non-MA maps AND different gametypes (e.g. a server is on ra3map1 and people want to play CPM3) because you have to call the mode, then call a map that's on the CURRENT list to get the new list loaded before you can call the map that you really want. But that's just the way it goes sometimes. :( chg: damage efficiency calc is no longer rounded chg: removed ch_scoreStyle OSP's "total impact" score is always used: (damage given + 100 * frags) / 100 chg: back to the old-style crosshairname fadeout the OSP one is too distracting for a lot of people, including me :) chg: allow cg_nomip in VQ3 chg: offhand crutch no longer silent chg: fov clamped to 130, and you're damn lucky i didn't make it 120 :) fix: per-map configs (e.g. CPM1A) now go in map_cfgdir/ as well and this time, I mean it. DOH! :) fix: skinned scoreboxes keep team colors when following enemies while dead in CA fix: "#" (no token) chat bug fix: "callvote items +" (no item) bug fix: not always getting the first "spawn weapon to non-spawn weapon" switch without penalties Notes for version 0.99v6 Important: This version contains some experimental netcode+prediction tweaks. While I'm pretty confident they make for better play, especially for the common 35-100 ping case, it may take you a couple of games to get used to them. add: maplist support! :) added cfg-maps/ subdirectory and standard maplists moved cpm1a.cfg to cfg-maps/ add: map_rotate (0|1, default 0) if non-zero and a MODE is enabled, server will rotate to the next map in the list for that mode when fl/tl/cl/rl is hit map_rotate is ignored if the server is in 1v1 mode or is running a multiarena map add: mode_start (default -1 (no mode)) which mode to start with (or switch to if server is idle) add: mode_idletime (minutes, default 10) how long before idle servers reset to default mode+map add: \maplist - shows maps available for current mode add: "callvote map n" where n is a map id from \maplist add: ch_skinScores (0|1, default 0) colors the scoreboxes with the body+legs of your/enemy colors also for the "players remaining" boxes in CA chg: removed the cfg/ dir modes should be used instead for those, for all standard play per-map configs (e.g. CPM1A) now go in cfg-maps/ as well chg: removed the "mapcfg" vote - combined with normal map votes now just use a ! at the start of the "map" name instead e.g. "callvote map !q3dm14tmp" chg: the penalty for switches from G/MG to non-spawn weapons no longer applies on the first switch so you can grab a weapon after respawning and use it immediately chg: pmove_msec has been removed (now always 8) chg: cg_nomip for weapon effects/marks matches OSP 1 - Lightning 2 - Plasma 4 - Rocket explosions 8 - Grenade explosions 16 - Bullets (machinegun and shotgun) 32 - Railgun 64 - BFG chg: the instagib mode bits have been moved down so that they're next to the others. the new values are: Instagib FFA - 64 Instagib TDM - 128 Instagib CTF - 256 chg: respect cg_forcemodel 0 for in-eyes POV in demo playback just for you, JL :) fix: dropped clients would hang around on the scoreboard sometimes fix: stats dumps at end of matches fix: description for chatflood vote Notes for version 0.99v5 Important: I've kept compatibility with Q3 1.27 until now because 1.29 was so awful. Since 1.30 actually works, this build has some changes to exploit some of the features in it, and may not work reliably on older versions. Interesting trivia: the assorted cleanups of the code over time mean that if you use hudstyle 0 (the baseq3 hud) then CPMA timedemos "four" faster than baseq3 does. :) add: \statsall, \statsblue, \statsred add: non-SD overtimes - callvote overtime <0|1|2> default set by match_overtime (default 0) 0 - Sudden Death (first score decides) 1 - Timed Overtime (additional rounds of 5 mins each until a winner) 2 - No Overtime (can end in tie) for MODES: FFA and DM use 0, TDM uses 1, CTF uses 2 add: #C chat token - where your corpse is ProModers tend to respawn instantly - this lets them still use "enemy at #c" / "#c lost" binds add: #I chat token - nearest (potentially) visible item including backpacks and dropped weapons :) add: new meaning for #L - Q2-style locations (nearest armor/weapon/MH spawn) add: mode altca (mode value 4) - ra3-style loadout and damage settings add: if a matchmode is in effect automatically record demos and take screenshots at the end of the game if it's CA, player stats are reset at start add: all matchmodes mute specs; all normal modes unmute them add: better handling of demo playback from broken OSP versions add: cf_Following (default 24x24) add: cf_FragMessage (default 16x16) add: cf_CrosshairNames (default 12x12) and that cute little scaling fadeout OSP uses for them :) chg: ch_drawFollow now sets the y-position of the message chg: ch_fragMessage (0|1, default 1) used to be: 0 - off, 1 - small font, 2 - normal font chg: cg_drawCrosshairNames used to be: 0 - off, 1 - small font, 2 - normal font now: 0 - off, 1 - all players, 2 - teammates only chg: player icon and armor type no longer shown in crosshairTeamInfo (it was wrong before, actually: showed your armortype instead) chg: the "pickup names" and #L descriptions for armors now Red/Yellow/Green rather than Heavy/unqualified/Jacket chg: \scores doesn't show damage mid-round in CA matchmode chg: \stats on speclocked players doesn't show damage chg: cg_autoaction bits match OSP's 1 - Automatically save stats to a local text file at the end of a match Logs are stored in: /stats//.txt 2 - Automatically take an end-level screenshot 4 - Automatically record the game (requires warmup to be on) chg: remove match_overtimelength, match_overtimecount, type 3 overtime (tie-timed) chg: remove all references to QTV (long since dead) chg: remove old #L (health and armor) - it's pointless. use #h #a chg: passworded refs can unref themselves chg: say_team in CA when dead goes to all specs if the other team is not speclocked so dead people can chat with each other in pickup games but you can still talk privately to your teammates in matches chg: predict the grapple trail start point as you move looks MUCH better - thanks Kilderean fix: messages for team/self damage changes were going to all arenas fix: ignore "save stats" commands etc if just playing back a demo fix: player counts were updating instantly if someone joined a CA team mid-round Notes for version 0.99v4 add: the Q3Comp scoreboard. finally! :) when players die in CA, their line is darkblended add: Khaile's 1337 hack to keep the scoreboard accurate during demo playback (players time+ping don't update, but the actual scores do) add: time+date stamp to intermission screen add: ch_weaponListSeparator (length, default: 74) controls the lines that separate sections on the vertical weaponlist add: callvote mode changes to a configuration that is always the same on any server add: callvote match execs a mode config requires even teams to start the game (if it's a team mode) 100% of players must rup for a game to start (if mode uses warmup) locks/speclocks teams when match starts (if mode uses warmup) add: server_availmodes (bitmask, default 63) 1 - FFA 2 - 1v1 / DM 4 - reserved - currently ignored 8 - TDM 16 - CTF 32 - CA 256 - Instagib FFA 512 - Instagib TDM 1024 - Instagib CTF add: ch_scoreStyle (0|1, default 0) - only used by the CA scoreboard 0 - "raw skill" (damage efficiency) 1 - "total impact" (damage given + 100 * frags: the OSP style) chg: instagib warmup now only gives players gauntlet and RG chg: default CA loadouts now match OSP fix: HUD CTF flag status reset at start of games fix: wrong message when referees \removed players fix: rounds played count for DA Notes for version 0.99v3 add: mimic the behaviour of some of the no-longer-supported A3D functions s_occlude and s_occfactor (ProMode only) add: \accuracy [weapon] with no args, shows "best" players with each weapon with "RL" etc as arg, shows stats with that weapon for all players minimum of 10 shots to qualify for the title (except for SG) add: in DA, \stats and +wstats will show your stats if you're a freespec add: OSP Hook control vars hook_enable (0|1|2, default 0) 0 - disabled, 1 - offhand, 2 - onhand hook_delaytime (ms, default 750) minimum time between hooks hook_holdtime (secs, default 3) how long you can stay hooked hook_sky (0|1, default 0) sky/noimpactsurf hooking enabled hook_speed (ups, default 1200) rate hook travels hook_speedpull (ups, default 950) rate at which player is pulled If you want a more Alliance-style hook, the values are hook_speed 1250, hook_speedpull 650 (thanks fredo) and hook_delaytime 100 (I think). add: match_dropitems (1-3, bitfields, default 0, TDM and CTF only) 1 - can drop weapons+ammo 2 - can drop flags \drop - drops the current weapon and all ammo for it (SG to PG only) \drop - drops that weapon and all ammo for it \drop - drops a "box" of ammo \drop flag \drop ammo - drops a "box" of the current weapon's ammo note: a "box" IS a box, as determined by the gameplay rules in OSP, certain "drop" box ammo counts are wrong (LG, PG) add: callvote dropitems and vote_allow_dropitems add: cg_followpowerup add: a bunch of semi-gimmicky things to the connection screen add: cg_noTeamchatBeep (0|1, default 0) add: \addstr combines strings - very handy for complex team messages add: support "selfdamage" in config files and update cfgs 0 - none 1 - health only 2 - armor only 3 - both add: callvote selfdamage and vote_allow_selfdamage chg: callvote teamdamage is now 0 to 3, not 0 or 1 so that it matches the cfgfile entry and the selfdamage vote chg: remove armordamageteam and armordamageself votes, and vote_allow_armordamage chg: all cg_hud_* cvars renamed to ch_* e.g. crosshairColor, fragMessage, weaponList, etc yes, this means you'll have to edit your config :) but it's long since time we made both mods consistent on these chg: remove the "demo is from a broken OSP version" button on demos menu it auto-senses them now there are still a few OSP demos that simply can't be played back but there's nothing I can do about that right now chg: server_chatfloodprotect now controls the max # of msgs per second e.g. server_chatfloodprotect 2 means you can talk every 500ms chg: spectators used to get credit for "time served" if they'd been waiting in one arena and changed to another it confused RA3 players though (much like almost everything seems to) chg: speconly now also does a "team s" automatically chg: weapon respawn delays set by mappers now have priority so the id "pro" maps default to 15 sec weapspawns even in VQ3 chg: finally remembered: server_vstr now defaults to 1 there's still no justification for them, but... chg: damagekick is now always off, in VQ3 as well as ProMode since id bugs make it unreliable on servers w/high uptime cg_damagekick cvar removed chg: g_powerupRespawn replaced by g_powerupRespawnFFA (default: 60) g_powerupRespawnTDM (default: 60) (quadruns > VQ3 RA campout lameness) g_powerupRespawnCTF (default: 120) batsuit still always 120 in all gametypes chg: listen servers automatically disable some of the OSP protection stops the flickering players problem listen servers are just BAD though - nothing like real servers :( chg: player teams aren't reset on config exec's unless they have to be "callvote exec cpm1a" when in DM would rotate players, which was annoying chg: first-round warmup for CA now 5 if start_respawn is off (was 15 before: now matches other rounds) fix: re-enable OSP windows (+wstats, motd, etc) fix: GTV clients are automatically speconly stops the "next in line" code of 1v1 arenas putting them in the game fix: force a userinfo update for spectators when they change arenas fix: oops - "respawns needed" was propogating to all higher-numbered arenas fix: DM games can vote refs in fix: certain types of mover (bs plat on dm14) would keep moving during pauses made for some very Wile Coyote moments... :) fix: the config parser could fail to apply settings on MA maps fix: dead players wouldn't respawn for pre-match warmup after CA matches heh: cg_followkiller has been in the code for months - forgot to doc it :) Notes for version 0.99v2 Private build Notes for version 0.99v1 add: auto-detect Q3 version and filter dm_48 or dm_66 demos accordingly add: "demo is from a broken OSP version" option to demos menu need this to get OSP 99v2 and 99v3 demos to show opponents properly add: instagib_reload (in milliseconds, default 1500, range 100-5000) add: callvote reload and vote_allow_reload add: s_ambient (0|1, default 1) disable ambient sounds like the gongs on q3wcp2 and the void/wind/water background noise on a ton of maps requires a client-side restart to take effect if you change it add: cg_hud_drawWeaponSelect (0|1, default 1) this used to be hardcoded based on hudstyle add: server_chatfloodprotect (0|1, default 0) command floodprotect uncoupled from chat floodprotect sv_floodprotect has to be 0 or Q3 loses auth responses sometimes but that means people can chatspam, which is lame the related "callvote flood" and "vote_allow_flood" are unchanged add: callvote warmup (value, default set by g_dowarmup and g_warmup) lets each arena have its own warmup setting 0 disables, otherwise warmup is enabled and the value sets its length also add vote_allow_warmup (0|1, default 1) chg: ProMode skins now available in VQ3 even in team games if you're too stupid to get them to work, don't whine to me about it chg: instagib changes no longer restart the arena chg: rail spiral fadeout now Q3 1.29 style (i.e. slower) chg: no delay when forceswitched from freefloat to follow chg: splash thru floors no longer an absolute decision: back to 1.17 style chg: cg_hud_drawWarmup now defaults to 0 chg: warmup panel cleaned up a bit: ProMode-only settings (fastrail, cooldown, etc) removed in VQ3 arenas Enhanced Sound removed (always on in ProMode, always off in VQ3) damage settings for health and armour show as "none/self/team/all" fix: teamoverlay background off by one line in CA when dead fix: \vote and \arenavote with no actual vote string in them defaulted to "no" fix: use the OSP implementation of SpotWouldTelefrag Q3 apparently has a bug in trap_EntitiesInBox prior to 1.29h fix: invalid command times for respawned players fix: proper lerping for non-default sv_fps values fix: in vq3, initial powerup spawns are 45+-(0-15), not 45+(0-15) Notes for version 0.99v rebuild, about 10 minutes after I released it :( fix: Don't send tinfo for dead players in CA Notes for version 0.99v With the 99v builds of CPMA and OSP, we've decided to enable several ProMode enhancements in VQ3 as well. This includes ProMode skins, team rails, colored crosshairs, custom font sizes, and yes, ProMode HUDs! ProMode skins will stay disabled in team games for now, since the last time we tried it they were apparently too complicated for some people. :) add: server_CPMA_armor (0|1, default 1) use the CPMA armorsystems and auto-select duel/team by the arena type add: onhand grapple (callvote hook 2) when used as a weapon does 25 damage per hit add: support "teamdamage" in config files and update teamgame cfgs 0 - none (CTF) 1 - health only 2 - armor only (CA) 3 - both (TDM) add: config file for cpm1a to set weaponrespawn to 5 add: log_default (0|1, default 0) - use baseq3 logging rather than OSP-style add: log_stat (0|1, default 0) - log health/armor changes and their cause very handy for CA servers :) add: tell players the h+a of whoever just killed them in CA/DA (only if there's no speclock active) add: match_winDelayCA (default 4000) add: cg_teamRails 2 - changes the format of cg_enemyColors to RHBL should have been like this from day one, TBH. wp Rhea :) add: cg_crosshairPulse (0|1, default 1) crosshair size changes when picking up items add: cg_hud_drawFollow (0|1|2, default 1) where to put the "Following ..." text when speccing 0 - off, 1 - top, 2 - bottom add: enabled the ammo parser for config files ammo line HAS to be formatted as "MG SG GL RL LG RG PG BFG" even if the weapons line disables some add: smarter flagrunning by bots on maps with a team_CTF_neutralflag thanks to Johnny Law add: cf_Teamoverlay (WxH, default 6x11) - size of font for team overlay add: cf_Teamchat (WxH, default 8x12) - size of font for team chat chg: cg_hud_crosshairColor renamed to cg_crosshairColor sorry. needed to make it consistent with OSP chg: remove a tied vote if everyone has voted chg: hook voting enabled by default chg: map config files now reside in cpma/cfg/ NOT cpma/ if you added cfg files for any maps, you need to move them chg: LG knockback upped from 1.2 to 1.3 chg: shards are +5 in CPMA armorsystems and +2 in the Q2 one chg: SUI, TK, TD removed from \scores in CA chg: lateral self-knockback of RL in ProMode now matches "normal" PM RL knockback (vertical self-knockback still same as VQ3 so RJ's behave the same) chg: redid the way player team info and rounds won/lost are handled in CA saves a LOT of ClientUserInfoChanged messages, especially at round start/end chg: match_startrespawn now defaults to 0 chg: scoreboxes not drawn if the limit is 1 (handy for DA) chg: frags not reset in DA fix: occasional dups of other clients' events fix: couldn't reuse a banned client's slot fix: high-numbered clients not always getting stats sent+logged at end of match fix: couldn't unlock teams sometimes fix: target_gives (YA on spawn on T5) fix: if all gametype entries on an entity are Q3-invalid, discard it fix: LG "firing" flag cleared if console is down or player is talking fix: behaviour of missiles when timeouts expire Notes for version 0.99u3 !!! SPECIAL CLIENT-ONLY BUILD !!! With the CotT finals being played on 1.27, the 99u2 menus won't show the demos This pk3 is just to make life easier for people who want to watch the games add: creepcam (still pretty rough) for specs and demos thanks to Mandrake for his work on this chg: demos menu back to dm_48 files Notes for version 0.99u2 add: callvote unreferee add: OSP messages and logging for CTF events add: updated player settings menu for CPMA colors add: can use cg_hud_crosshairTeamInfo even if team overlay is off add: cg_fallKick (ProMode only) add: +fire can now chain weapons, but is still atomic e.g. "+fire 5 3" fires RL if poss, else SG if poss, else nothing add: callvote teamdamage and vote_allow_teamdamage add: cg_drawGun 2 (ProMode only) - disables the weapon "sway" add: cg_altLightning add: cg_hud_drawSpeed chg: if a referee votes yes or no, the vote instantly passes or fails (that's how OSP does it) (with one exception: an unref vote) :) chg: fall damage no longer doubled if crouching (ProMode only) chg: playback of ProMode demos recorded with OSP is more like for CPMA ones (timer counts down, variable rocket smoke radius, etc) chg: be more tolerant of broken TA/Q3 maps like q3wcp1 chg: minimum warmup for matchplay now 5 (used to be 10) chg: demos menu now shows dm_66 files (the format used by 1.29f) chg: ProMode cg_smoke* options for RL and GL now available to VQ3 players too fix: color2 can now use CPMA colors as well fix: enemycolors not working properly unless enemy head color was 0-9 fix: Aph's ceiling-hanging trick. sorry bro. :) Notes for version 0.99u1 (Technically 99u, but is being called 99u1 because so many people had the 99u beta cgame already that it would be a real hassle) add: ramp jumps add: per-arena weaponrespawns in config files add: match_WinDelayDA (in milliseconds, default 1000) controls how long after the kill a winner is actually declared so if you rail someone but their rocket takes you out right after, the round is ruled a draw add: cg_railStyle (1-7, bitfields, default 5) 1 - rail core 2 - rail spiral (color set by "color2" cvar) 4 - rail rings gg to the Alliance team for making the spiral code public add: colors 'a' to 'x' for ProMode skins, rails, etc add: callvote exec for config files (cpma-specific settings ones, not general ones) controlled by vote_allow_exec add: thrufloors and fallingdamage/falldmg supported in config files add: server_lgcooldown (0|1, default 1) and uncouple it from the fastrail switch callvote [lg]cooldown, controlled by vote_allow_lgcooldown (0|1, default 1) (it's actually on the MG as well, but no-one seems to care about that) :) chg: "callvote items" no longer restarts the arena includes weapons/powerups/holdables that a player has chg: show timer seconds in 1v1 games to specs, demos, and in SD OT chg: spectators no longer have votes if people are playing chg: for team games, follow1 is the top scorer on blue and follow2 is the top scorer on red chg: default CTF weapon respawn now 10 secs (was weaponstay) chg: faster movement in water, and 4 levels of "depth" instead of q3's 2 fix: pmove weirdness on fast machines - lost events and hitsounds etc this was the most significant of the id bugs that pmove 2 fixed so they've been consolidated and pmove is back to only 0 or 1 fix: models playing wrong pain noises fix: most of the EV_STEP stupidity should stop it pissing away events, especially when predicting fix: CTF teamstate properly reset Notes for version 0.99t add: w00t! multiview is back :) add: "callvote tdm" etc as shorthand for "callvote arenatype tdm" add: cg_enemyColors [head][body][legs] add: new ingame UI menu item: "in-game settings" lets players call votes without using the console (for RA3 morons) add: new console command "ui_inGameSettings" will take you straight to that screen (a very short comment for a LOT of functionality... if you're a referee, all those votes will pass immediately, so you essentially have a GUI to control pretty much every server setting from) :) add: support "instagib 1" in map config files add: votable powerup times: 60, 90, 120 secs set by g_powerupRespawn (default: 90) vote controlled by vote_allow_poweruprespawn doesn't apply to batsuit, which is always 120 applies to ALL modes, not just TDM add: server_ospauth 1 for latest bot-protection add: "ungrappleable" surfaces (surfaceflags & 0x10000000) add: "item running" info added to \stats number of times you had quad, flag, etc, and how long for add: lg cooldown @ 200ms, except when fastrail is on add: q3dm6tmp and q3dm6cpl(1v1) mapcfg files add: server_record and cg_autoAction for tournaments 1 - record demos 2 - take screenshots 4 - add server name to demo/screenshot filenames 8 - add server time when game starts to filenames 16 - alternate method: server_name-player_name-[count] add: playback of osp99t demos add: referee commands, \players, and \scores accepted from console add: "yell" console-only command: prints in red and sounds klaxon add: quick fix for q30wnerz chg: hard armour cap at 200: IOW, no more getting shards when you already have full RA chg: major optimisation of \stats bw usage chg: don't dump \scores at end of 1-round DA games chg: vote_allow_vstr and vote_allow_hook default to 1 chg: players can be telefragged during CA warmup, but will respawn immediately chg: suicides while flagrunning do NOT return the flag, unlike TA I've always thought that was a BS change - it means you can't relay the flag chg: use the railcore for grapple rather than the LG - MUCH prettier chg+fix: pickups with cg_predictitems 1 play the pickup sound exactly once, but not until the time you REALLY pick up the item unfortunately, playing it at the time you APPEAR to have picked up the item doesn't work out, because not all pickups are predictable :( fix: couldn't ready up/resign/etc in CA while dead fix: a really HORRIBLE problem with pmove. I think. :) it may actually work properly now. we'll have to see... pmove_fixed 1 means use the id code, for compatibility with vq3 weenies pmove_fixed 2 means use the new code fix: demos with spaces in the filename fix: team chat as a spec in 1v1 games is now spec-only fix: massive duplication of sounds on item pickup with predictitems 1 did this ages ago, but the fix got lost at some point fix: UI client Number now uses the "real" one, not the player that you are following (caused problems when ordering bots as a dead CA player) fix: render the railtrail as close to the xhair as snapping will allow for some reason, the baseq3 code does it wrong deliberately. I don't know why. fix: don't uppercase filenames in the demo menu it meant clients with real filesystems couldn't play them back fix: bots rejoin the game after arena restarts fix: cg_statScrollTime >0 but <1 still pops up the window fix: vq3 arenas use the correct dmg beep Notes for version 0.99s1 add: extended sound radius code for promode. gg HighlandeR. :) modified for "adaptive sound" for better realism: sounds are dampened when underwater or behind walls add: green/jacket armour :) in armorsystem 0 (CPM) - 50 units, 50% protection, 100 unit stack in armorsystem 1 (CPMA Duel) - 50 units, 50% protection, 100 unit stack in armorsystem 2 (CPMA Team) - 100 units, 50% protection add: Q2 armour - callvote armorsystem 3 (I had room for one more) RA is 100, YA is 50, GA is 25, shards are 5 add: OSP filter_file, for banning/protecting player names and clan tags add: #d chat macro for "last player to cause damage to me" add: support "tl" (or "timelimit") tokens in map config files for CPMA maps add: support "armor" (or "armour") and "health" tokens in map config files for CA/DA only (RA3-style) maps add: match_mutespecs (0|1, default 0) is used to set the default state add: cache enemy models at map load time add: cg_hud_drawWarmup (0|1, default 1) to control display of arena settings before a game starts add: vote_allow_arenatype (0|1, default 1) - whether players can change an arena from 1v1 to DA to TDM etc add: setting cg_statScrollTime to 0 stops the window coming up automatically at end of match chg: remove some of the TA cruft from userinfo updates chg: stats reset when going spec in a non-CA game chg: show time in game on scoreboard for ffa and all team games (except ctf when carrying flag) chg: copy a followed player's score for "true" spectators chg: larger scoreboard in non-team games chg: gamename set back to just "cpma" - q3 seems to have been getting confused by the space on some platforms chg: cg_pmove_fixed now lets clients disable pmove if the server has it enabled, but not vice-versa chg: warmup info is removed at 5 secs rather than at match start chg: allow black in names. it's lame, but i'm tired of the whining... :) chg: assorted other bits and pieces of warmup made less intrusive chg: cg_teamrails default is now 0 chg: no klaxons at the end of DA games fix: on DM7, the grate and button are now gone in TDM (likewise, with CPM14 the "secret" tele's destination changes and the MH is accessible) fix: actually *cough* open the admin log :) fix: team selections on arena restarts fix: accuracy on scoreboard for instagib fix: accuracy stats fractions at end of matches should be okay on linux servers now fix: callvote items +all enabled weapons that didnt exist fix: referees pausing matches during warmup fix: no respawn sometimes for first round of CA matches if startrespawn was on fix: doubled pickup sounds when timenudging fix: second-place score in demo playback fix: scoreboard in VQ3 demo playback fix: "players remaining" counts for CA update immediately when players respawn before the start of a round Notes for version 0.99s (Beta 3) add: in server menu, demo menu and choose arena menu you can now double click on a list item add: the latest Abuse TMP maps - q3dm6tmp q3dm7tmp q3dm8tmp q3dm12tmp q3dm14tmp use callvote mapcfg to run them add: CPM skins for ALL standard models :) Notes for version 0.309 add: \r_ip for referees (but only those with the ref_password) chg: W/L in CA replaced with rounds played (yellow) and time (cyan) chg: remove the unnecessary respawn during warmup before the first round of a match for g_dowarmup 0 games chg: last attacker and last target only updated when damage is actually caused, not just on a hit chg: colour the status bar (and highlight the player's team in CA) when following chg: entertime set only on clientconnect, not clientbegin fix: sigh. DA rotation got messed up by the follow changes fix: layout of drawattacker and players remaining stuff on the hud in CA fix: changing arenas while following meant stats didnt get reset fix: callvoting to/from promode changes the spawn health, armor decay, and weapon respawn immediately for CA and DA, the arena flags and the spawn armor will be reset as well Notes for version 0.308a chg: only worry about "our" spawnflags bits chg: team ALWAYS set to spec on clientconnect Notes for version 0.308 add: support the "gametype" spawnvar add: ca/da respawn scheme vote - controlled by "vote_allow_startrespawn" note the the cvar name change: different to OSP add: match_carespawn renamed to match_startrespawn Notes for version 0.307 add: match_carespawn (0|1, default 1) - controls respawn at "fight!" time (set it to 0 for ra3 players who are used to it being wrong) :) add: match_carespawn setting to the warmup hud add: log winner and final score in console too for team games add: CA spawn code will now use team team_CTF_redspawn and team_CTF_bluespawn if available so well-designed maps can completely avoid the spawn gangrape issue it will fall back to info_player_deathmatch spawns if necessary add: support config files for MA maps to set default arenatypes, limits, weapons, ammo, etc chg: make warmup hud text 25% larger chg: infinite ammo during warmup chg: switching to/from promode no longer requires an arena restart to make sure the client physics are correct chg: won/lost record is cleared when player changes arenas chg: bots "ideal fight distance" is now about twice as far away as it used to be fix: allow dead CA players to call votes fix: "Team Orders" menu now works on MA maps and in CA fix: "Add Bots" menu enabled on MA maps, it now adds bots to the current arena fix: player counts on the join team menu are totals in CA, not just living fix: cg_damageKick and cg_damageDraw are only available in promode fix: a couple of annoying little DA things Notes for version 0.306 add: show inter-arena tele messages in the lobby even as spectator add: g_weaponRespawnCTF - default is 0, which is weaponstay chg: g_weaponTeamRespawn renamed to g_weaponRespawnTDM chg: don't kick followspecs back to freefloat immediately if the player dies fix: team follow1 clients 999 at intermission Notes for version 0.305 chg: don't put someone in the game if they're dl'ing files chg: clean up the clientinfo parser chg: bots with RJ characteristic aren't so afraid to use them in CA games chg: vq3 hud shows status bar too when following fix: doh! holes in the client list would mean players didn't get respawned in CA Notes for version 0.304 add: feedback when un/locking an arena add: locked arenas are marked in red in the choose arena menu add: update players wins and losses after each round in DA and CA chg: no pain sound on crash landings if fall damage is off fix: "damage efficiency" calc for DA and CA fix: clientinfo changes would occasionally not propogate at the start of rounds if the client had been following the last player to die fix: AdjustCAScores was polluting the va() buffer Notes for version 0.303 Happy Birthday Josephine! sm00ch! :) add: server_armordamageself (0|1, default 0) - controls loss of armor on RJ's etc add: server_armordamageteam (0|1, default 1) - controls loss of teammates armor when you spam add: server_realping (0|1, default 0) - whether or not ping is copied for specs following other players add: IP logged on client connect add: r_lockarena and r_reset for refs add: r_putblue/r_putred and r_remove for refs add: update players won/lost records after each round in CA and add to wstats chg: show teaminfo (includes players remaining, if CA) even when following chg: add a delay before intermission kicks in so you can pummel that last guy's body in CA :) chg: don't clear stats and scores even after matches in CA they're still cleared if a player changes arenas or if an arena reset vote passes chg: don't clear stats in DA, but score is still cleared at end of match chg: don't show weapon respawn time on warmup hud if DA or CA fix: speclocks by refs were keying off team locks too fix: votes for reset and restart don't need an argument fix: falling damage during warmup fix: powerup spawns were playing in all arenas Notes for version 0.302 add: cg_oversampleMouse - VERY experimental add: d!ablo's "map item editor" (server-side) - only "/callvote mapcfg x" is supported so far add: the Abuse teamplay versions of dm6/7/12/14, and the 1v1 version of dm6 these should be consolidated and use notteam/notfree flags add: join team menu shows # of players on each team if not 0 chg: \ready not used for FFA chg: intermission delay reset properly on changes to/from DA chg: don't draw warmupinfo in the lobby fix: occasional problems finding captains Notes for version 0.301 add: "team follow1" and "team follow2" now work on a per-arena basis add: for team games, the auto-follow choice is based on highest scores add: DA now supports matches of more than one round :) add: per-arenatype intermission delays: none for DA, 10 secs for everything else chg: allow timelimit and scorelimit to both be 0, but disable team locks if they are chg: can't pick flags up during warmup chg: disable any skins except red and blue in VQ3 team games chg: disable CPM skin colors in VQ3 1v1 games fix: TDM would always use 30 sec weapon respawns (and the warmup hud was wrong) now it defaults to whatever g_weaponTeamRespawn is, and can be changed by vote fix: formatting of \scores in CTF Notes for version 0.228b add: stats logged at end of match fix: speconly is cleared if you join a team fix: spec invites are cleared on arena restarts (stops ppl getting invites in one match and spying with them in a later one) fix: loads of spec stuff: another fake PJ, cycles under assorted speclocks, etc etc Notes for version 0.228 add: \ready and \teamready for first round of CA matches add: allow players to respawn during pre-match warmup in CA add: \r_allready for refs Notes for version 0.226b fix: fake PJ on following players - heh - left some test code in... :) fix: don't double-debounce ref commands Notes for version 0.226 add: server_fallingdamage (0|1, default 1) - using dmflags for it is kinda lame add: callvote reset to get an arena's settings back to the defaults easily, based on its type add: FIGHT! sound back in, for real this time :) add: bots will now hunt enemies down in CA games add: the rest of the nomip weapons chg: specs now spawn at the arena's intermission point rather than any old spawnpoint chg: scoreboard shows "team wins" instead of "team leads" at end of match chg: command debounce dropped from 5 secs to 2.5 chg: no absolute ban on spectalk during 1v1 games - too many people got confused by it chg: cg_teamRails affects marks on walls now too fix: yay! gibbable bodies (complete with death anims) :) fix: scores not lost any more if following a player in CA when dead and he dies too fix: "non-aggressive" bots would sometimes shoot at long-dead enemies until someone more interesting came along fix: bots would want to retreat for a stupid reason a lot of the time fix: the nomip PG hit fix: VQ3 powerups spawn between 45 and 60 Notes for version 0.223 urgh... a bunch of changes to improve bandwidth usage chg: new nades - omfg do they rock! especially with nomip. gg 4nT1. :) chg: nomip bitfields are now (1 << weapon), i.e. GL 16, LG 64, PG 256 chg: djumps v2.1 :) chg: whining gits can now pick items up during warmup fix: sometimes in 1v1, only one player's score was dumped at the end of the game fix: rankings would be done across arenas sometimes, causing bad lead-change announcements fix: stop "sudden death" voice on arena restarts Notes for version 0.222 add: teamkill/teamdmg to wstats fix: sound bugs. what else? :) Notes for version 0.221 fix: allow refs to talk to players in 1v1 games Notes for version 0.220 add: blenders and biohazards at intermission :) chg: play lead changes even if player gets a reward fix: yay! the nomip trick means colored xhairs are usable again in mip5 fix: unclamped swapskins values did bad things fix: changing arenas from ffa to tdm sometimes left teammates in the enemymodel skin fix: occasional auto-captain problems fix: promode "no seconds" clock only in 1v1, not FFA as well fix: about 50 things in the bot code. most notably: they actually realise when they're playing CTF now they don't get confused if you start an arena in CA ?fix: death sound continues to play from respawned players position fix: powerups tagged SVF_NOCLIENT when not spawned to fix predictitems 1 clients fix: yet more sound fixes - osp 99s2 - jumppads, mostly fix: heh - don't use spec scores if player score is negative :) Notes for version 0.219 add: server_vstr and vote_allow_vstr for CCC to disable scripts add: "fire n" to switch to a weapon and fire it immediately add: show time remaining in \scores chg: in promode, clocks count down to 0:00 instead of up to timelimit chg: calling a world vote counts towards your vote_limit chg: no damage or knockback in the lobby, but RJs are okay :) fix: deny ready/teamready if insufficient players fix: red + blue scores are the right way around in vq3 demos fix: clock shows the right time in vq3 demos Notes for version 0.218 add: allow the skin specified in cg_enemymodel to override the server in team games add: auto wstats at end of round / match add: osp motd chg: in promode duels clock only shows minutes until <30 secs left to play fix: yet more sound bug fixes from OSP (duplicate sounds, this time) fix: ui_playersettings crashes Notes for version 0.217 add: # expansions in chat chg: mondo hud rewrite. hud should actually work fully now in vq3 mode chg: gone back to cpm1.0 djumps until the stepup problem can be fixed Notes for version 0.213 add: cg_lightningImpact (0|1, default 1) add: "gameversion" to serverinfo so pingtool etc can pick it up chg: honour nobots/nohumans spawnflags fix: quadded mg/pg sound is just too annoying Notes for version 0.212 add: offhand crutch on button5 add: don't cycle to the hook on weapnext/weapprev/outofammo add: cg_noAmmoChange (0|1, default 1) to avoid selecting a weapon that's out of ammo chg: default weapon in CA and warmup is RL fix: move the warmup test for item pickup into BG for clients with predictitems 1 Notes for version 0.211 add[MB]: wstats now appear at intermission time. You can use "-wstats" to make it go away. If left alone it stays until the last 3 sec of the countdown, add: cg_nomip flags to stop weapon fire looking like crap with picmip 5. rhea owns all. :) 1 = LG, 2 = PG, 3 = both add: wstats from OSP fix: ctf flag info displayed properly on hud fix: djump stepup code would stepup mid-rj if you strafed into a horiz plane fix: server_ratemin works again fix: lol! got the predictitems sound code BACKWARDS in 210! *cough* gg me... :) Notes for version 0.210 add: server_fastrail, default is *off* chg: use cpma-1 as gametype: should fix some autodl probs chg: assorted merges with osp 99s fix: sounds and promode MH should be okay now no matter what predictitems is. i hope. :) Notes for version 0.209 add: speconly command add: debounce team commands add: ref commands - restart, mutespecs, pause, kick, lock, speclock fix: reset arena delta time properly after pauses/timeouts fix: player miscounts on choosearena menu Notes for version 0.208 add: callvote armor for CA chg: rewrote "end of match" code for CA; cleaned up player rotation for DM fix: double armor-give if first spawn of the game is on top of an armor fix: global sounds (e.g. klaxons) are now per-arena fix: "tied" CA rounds never restarted fix: player miscounts made chasecam unavailable Notes for version 0.207 add: fight! sound when match starts add: players remaining counts in CA add: cg_damagedraw add: callvote restart to (duh) restart an arena - this replaces map_restart Notes for version 0.206 add: server browser now allows CPMA and OSP gametypes add: can now specify an arena when adding bots chg: arenainfo msgs throttled to save bandwidth chg: choosearena menu improvements chg: g_weaponrespawn now honoured -1: default to 15 for CPM and 5 for VQ3 0: weaponstay fix: some messages were being sent to all arenas (ready changes, thrufloors damage changes, captaincy resign, team speclocks) fix: non-team arenas showed stats from other arenas too in matchinfo fix: muted spec chat now shows up as spec chat rather than normal note: specs can NOT be unmuted in 1v1 arenas Notes for version 0.204 add: currenttime command add: per-arena weapon respawn time and weaponstay add: +/- vstr fix: rail rings (who the hell uses rings?!) now shaded properly Notes for version 0.201 add: callvote items reinstated chg: yet more messing around with RemoveTournamentPlayer calls fix: display your stats at end of non-1v1 games fix: truelightning rendering was a little bit off fix: obits only for players in current arena fix: "other arenas" part of scoreboard now shown in non-teamgames too - oops :) Notes for version 0.131 fix: players kicked to permanent spec in ca if the player they are following dies fix: reset client frag/time warnings at each intermission Notes for version 0.130b add: armordamageself, armordamageteam now votable chg: g_promode and g_instagib renamed to server_* chg: tele exit speed upped by 10% in promode chg: arenasettings menu removed - too gay. it's all done with std votes now Notes for version 0.128a fix: players sometimes kicked to spec at end of non-1v1 games Notes for version 0.128 add: CPM skins chg: new-style doublejumps fix: rocketsmoke 0 bug Notes for version 0.126 add: per-arena intermission chg: timelimit set by serverop is now used ONLY to set default tl for arena chg: nextmap now ignored as map changes are only by vote fix: invite players to team actually allows them to join... :) fix: no map_restarts any more. ever. unless callvoted. fix: "choose arena" menu item working again on MA maps Notes for version 0.122a add: callvote fastrail and supporting gameplay code fix: latest soundcode merged from OSP - should fix duped sounds with predict 0 fix: arena fl and tl checks when trying to set both to 0 Notes for version 0.122 fix: initsession now sets teams by arenatype, not g_gametype fix: 1v1 matchinfo dump and player stats: now sent to all clients and ordered fix: check backpack flag when picking up ammoboxes fix: register all ammobox models in case we need to use one for a backpack Notes for version 0.121 chg: allow world votes during intermission: handy for map changes etc fix: cgame draws game clock correctly fix: check conn state before factoring players into vote counts fix: nextmap works properly for g_gametype 1 (1v1) fix: mad serverinfo cess during intermission after 1v1 games fix: w00t! finally tracked down the "fake pj" problem on map changes/restarts :) (this also fixes the bots losing their "i am a bot" flag at random) Notes for version 0.120 add: all weaps and infinite ammo in warmup add: "arenatype" now votable add: "arenavote" command to distinguish from world votes fix: map and nextmap voting Notes for version 0.118 add: timeout/timein add: ready/unready add: some more referee functions: team lock/speclock, pause match, ready all, etc. add: loads more OSP voting yumminess - \callvote for help add: callvote armorsystem (CPM (default), CPMA duel (75Y 100R), CPMA team (150Y 200R)) chg: CPM armour system now back to normal (YA 100 (150 max), RA 200) fix: CPMA votables and OSP votables are now all one "thing" Notes for version 0.114 chg: CPM z-knockback is now 36 - this should mean that it's about the same in 127 now as it used to be in 117 it might still need another tweak or two Notes for version 0.111 add: cg_NoChatBeep (0|1, default 0) and cg_ShowPlayerLean (0|1, default 1) Notes for version 0.110 chg: CPM SG knockback of 1.35 reinstated Notes for version 0.109 WARNING!!! this build is basically just a bunch of tweaks to try stuff with: chg: SSG_DMG dropped from 7 to 6. So max SG dmg per shot is now 96 rather than the 110 of vq3 and 112 of v1 chg: while i was in there, i fixed that bs with client drawing the wrong pattern for sg which led to you sometimes seeing blood even if you missed or not seeing it but hearing the hit tone. this change is for the vq3 code as well, currently but can be broken again if ppl really want that. since it's a definite bug, i figured it was okay. :P chg: just for yuks, i implemented the armour changes i mentioned in the forum (it was only 2 lines) so the deal is: YA==75 with 150 stack RA==100 with 200 stack RA/YA breakpoint and conversion factors stay as is (except that there's now an inverted conv as well if you have some YA when you pick up RA, obviously) since we won't change prot% or YA max, and armour still doesn't count down. note: since i'm just messing around, these values are the same for tdm too, which they wouldn't be even if we did change the scheme for 1v1. Notes for version 0.108 (note: version numbering scheme changed) ;) add: very rough CPM-style warmupinfo add: support for # expansions in chat e.g. "say_team i just railed #t" will show up as "i just railed a|rhea" i *don't* have the cpm set (health, armour, low ammo, etc) for tdm in there since i can't find the code... add: promode smoke control for SG (cg_smoke_sg) chg: CPM z-knockback of 40 replaced with VQ3 z-knockback of 24 chg: CPM SG knockback of 1.35 replaced with VQ3 SG knockback of 1.0 chg: CPM LG knockback changed from 1.55 to 1.2 (i.e. RL and LG are now 1.2; gauntlet and PG are 0.5; other weaps are 1.0 (same as VQ3)) chg: thrufloors now does 100% dmg instead of 50% - gonna leave it for the design team to worry about :) chg: cg_drawtimer 1 now shows arena clock instead of world clock; 2 shows both clocks fix: when followspec-ing, shaft now drawn and dmg tones played fix: promode means promode gfx; vq3 means vq3 gfx Notes for version 1217 add: splash through floors. this is NOT the same as the 1.17 splash bug it makes an ABSOLUTE decision on splash through thin surfaces, so it's a lot more consistent than the bug version was. also, damage through floors is HALF what it would be for open splash at the same distance. bug: i've had to force duel arena to roundlimit of 1 - it's too problematic right now otherwise. i'll fix it after the hols. dm is still fine. fix: fraglimit warnings will play properly each game fix: team chg msgs only sent to current arena fix: info for team overlay only sent for current arena fix: id bug - you can now play 1.27 demos back through the ui :) fix: arena votes work again note: you may get "fake" PJ sometimes as a spec - pressing fire should clear it Notes for version 1216 chg: \matchinfo cmd renamed to \scores to match osp fix: w00t! sound-dropping code reintroduced by 1.27 merge replaced AGAIN with osp code. now i can use lg again. :) fix: swap quadshell colour too if swapskins set add: promode smoke control vars for rox+pills chg: promode hit-tones now disabled for non-promode arenas Notes for version 1215 ?fix: found old code in spec set for arena chg (c+p from wrong dir - gg me) - should fix the false PJ ?fix: zombie winners in 1v1 games left over when next match started fix: clients showing scores/warmupinfo/scoreboard etc from wrong arena fix: speclock not kicking specs from players if they were already following before the lock add: cg_teamRails flag :) Notes for version 1214 first 1.27 release ---- "MIGHTFIX" issues Issues we know about and might (partially) fix in future releases. Time-outs and rcon kicks count as forfeits in duel. This is because the original Q3 engine doesn't tell the mod how/why a player left. "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. :)