491 lines
20 KiB
Plaintext
491 lines
20 KiB
Plaintext
CHANGES FROM ACTION 1.51 to ACTION 1.52
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o Support for friendly-fire in teamplay added. IF YOU ARE NOT ALREADY
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USING THE "NO FRIENDLY FIRE" FLAG IN YOUR DMFLAGS, YOU NEED TO ADD IT NOW
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IF YOU DON'T WANT TO USE FRIENDLY FIRE. The value for "no friendly fire"
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is 256. For a normal AQ teamplay game, you should set your dmflags to 256
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in your server.cfg ("set dmflags 256"). I believe the only other dmflag
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that would have a worthwhile effect on AQ teamplay is the "spawn farthest"
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flag (512), no others should be set unless you want the spawn farthest
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behavior. So...if you want FF in teamplay, set your dmflags to 0. If you
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don't, set it to 256. No friendly fire is the "normal" style of play, so
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the default/standard dmflags for AQ teamplay should be considered to be
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256. When FF is in effect, notification of it will be on the standard
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MOTD. Temporary banning for people who kill too many team members is
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available. The "maxteamkills" server cvar can be used to control the
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maximum number of teamkills that a player can make on a given map before
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he is kicked and temporarily banned, the default is 0 which means never
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temporarily ban. The "tkbanrounds" and "twbanrounds" variables affect ban
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time, see the README file for complete info. Players lose one frag for
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killing a teammate. Thanks go to Eek and Azerov for providing the patch
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which we used as a basis for this feature.
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o Shot placement on crouching players is much improved and should
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basically be consistent with standing players now. Also, the view height
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of crouching players has been modified somewhat so it's more consistent
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with the actual amount of height loss that occurs. (thanks go to Mikael
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Lindh from AQ:Gangsters for lots of help in this area.)
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o The shotgun and handcannon now inform you who you're hitting, when you
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hit someone, much like all the other weapons already did.
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o New server variable "limchasecam" now available for clan match usage.
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See info in the README. When the chase cam limits are in effect, a line
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will be added to the MOTD stating it. (thanks to Black Cross for
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submitting the patch for this feature.)
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o Breakable glass now added. Two new server variables for this:
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"breakableglass" and "glassfragmentlimit". This is not recommended for
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Internet games (much like the ejecting shells, blood splats, and bullet
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holes). This was contributed by William van der Sterren of the CGF
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project. It requires maps that are designed with breakable glass. For
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more info on how to make breakable glass in maps, see
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http://www.botepidemic.com/aid/cgf/exp_glass.shtml. For more info on the
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server variables, see the README.
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o Door kicking added. You can now jump-kick a door open when it opens in
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the opposite direction. If there is a player sitting on the other side of
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the door, that player will be kicked along with the door. This was
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contributed by AQDT (written by Hal, sent to us by Homer).
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o Vertical component of kicking has returned. You can kick people upwards
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or downwards by looking in that direction before kicking them.
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o New commands "use throwing combat knife" and "use slashing combat knife"
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allow you to pull out the knife in whichever mode you want, instead of
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pulling out your knife then switching modes.
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o A new item has been added to the secondary teamplay scoreboard: damage
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dealt. This number is the amount of damage the given player has inflicted
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upon other players on the current map. Note this is total damage, not
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just damage required to kill someone. For example, a point blank
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handcannon blast can count for a lot more than 100 health, even though it
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only takes 100 to kill someone. This isn't in the scoreboard if you have
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turned on the "noscore" option.
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o New "sv nextmap" command allows a server operator to skip to the next
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map in the rotation (thanks go to Black Cross for submitting the patch for
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this command).
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o The "spawn farthest" dmflag now works on teamplay games. The second
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team will spawn as far away from the first team as possible (unlike the
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normal behavior, where the farthest 1-4 spawn candidates are considered,
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depending on the total number of candidates).
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o The "needpass" variable is now provided. This allows things like
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GameSpy to prompt you for a password when you try to connect to a
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passworded server.
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o Players can no longer use say_team when not on a team, or say_partner
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when they have no partner.
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o Delayed-death attribution bug fixed (you wouldn't get credit for a kill
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when someone bled for a while).
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o Various reloading changes: switching from a reloading weapon to a new
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weapon will not cause the new weapon to be reloaded any longer. The
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reloading "queue" will immediately empty now whenever a player tries to
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shoot (assuming he has any ammo left in the gun to shoot) or bandage. Your
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pistol will no longer begin to reload after you get a sniper rifle or
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shotgun kicked from your hands while reloading it. The "reload" command
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no longer does anything during the "lights, camera, action" countdown in a
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teamplay game. You can no longer reload the pistols, M4's, or MP5's when
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you've already got a full magazine (to be consistent with the way the
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other weapons work).
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o Switching between slashing and throwing for knives now gives a message.
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o Increased knife slashing damage.
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o Repeating "Out of ammo" message bug fixed.
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o Lasersight now falls in the correct place if you're using one of the
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"classic" hand modes.
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o Problem with sniper rifle's "weapon" command/bolt animation fixed (you
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could fire faster than normal using the right aliases).
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o Dropped grenades now do the same amount of damage as thrown grenades.
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o Green flash when players enter the game in a teamplay game removed (for
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real this time), as well as the red flash when a player exits the game in
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a teamplay game.
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o The through-eyes chasecam now properly tracks weapon kick (ie with the
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M4), and also now gives you IR vision if the person you're viewing through
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the eyes of is using IR.
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o A few bugs fixed in the way bodies fly after death. Floating bodies and
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bouncing bodies should be gone.
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o Spectators can no longer drop a knife upon entering a teamplay game.
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o Dead bodies no longer appear red when using IR vision.
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o %-vars (ie %W, %H, and the others) are no longer parsed within players'
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names (ie a player named %W won't appear as his weapon when he says
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something).
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o Minor bug in bleeding from grenades fixed.
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o Bug where sniper rifle icon would be stuck on your screen if you were
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zoomed in when the other team all quit and you got "Not enough players to
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play!" is fixed.
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o Adjusted spacing in MOTD so certain combinations don't cause lines to go
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off the edge of the screen.
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o Shotgun shell ejection animation (when using "shelloff 0") improved.
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o Fixed crash that occurred when a server ran a huge amount of maps in the
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rotation (around 100 or more).
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o ReadConfigFile() now closes its file and SelectFarTeamplaySpawnPoint()
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frees its memory.
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o Updated Action web page URL in MOTD.
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CHANGES FROM ACTION 1.5 TO ACTION 1.51
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o Now remembers how many times reload key was pressed.
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o Shotgun reduced to Action Quake 1.0c levels beyond distance of 450.
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o Bandolier/weapon-dropping bug fixed.
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o Empty pistols animation setup improved.
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o Firing sequence for dual pistols fixed (firing was simultaneously
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before).
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o Various grenade-related fixes.
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o Knife slashing damage changed (should be more damaging now).
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o You can now switch weapons while bandaging again.
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o Leg damage (from falling) no longer taken while in god mode.
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o Spelling of "trepanned" fixed.
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o Item spawning problem that affected some old/odd maps fixed.
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o Reloading sound/speed issues fixed.
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o Point-blank knife-throwing bug fixed.
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o Blood trail fixes.
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o Death sound fixes.
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o Negative value for "tgren" server variable is treated as 0 now.
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o New server variable "skipmotd" allows you to leave out the standard
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Action MOTD contents (except the two lines at the top), for people who
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want really big local motd.txt files.
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o Many server variables that didn't need to be SERVERINFO (ie: appearing
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in GameSpy, etc) are no longer SERVERINFO.
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o New server command "sv reloadmotd" allows you to reload the MOTD from
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disk. Also, the MOTD is always reloaded at the end of each level.
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o The "playerlist" and "players" commands no longer contain frags when
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"noscore" is turned on.
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o New "ininame" variable lets you change the name of your Action INI file
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from "action.ini" to something else. Useful for people who run multiple
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servers from the same directory tree.
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o Deathmatch mode is now forced on always, as in previous versions of
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Action. This was the cause of the "failed to find special item spawn
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point" error when starting a game locally on your computer.
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o Delayed kill attribution for falling damage fixes.
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o Lasersight properly follows M4 during ride-up.
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o Scoreboard cosmetic fixes.
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o Players entering the game in a teamplay game no longer generate the "enter
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game" teleport effect (green flash, etc) at a spawn point.
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o Bug fixed that could cause crash when certain weird combinations of dmflags
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were used (ie teams-by-skin with teamplay turned on).
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o Players can now select "classic" style firing where shots land slightly
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right or left (depending on your handedness) and down from the crosshair
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(see the "hand" command in the README for info).
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o The [DEAD] flag on a dead chatter's name previously didn't get tacked on
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starting at the right time, so sometimes you'd see someone who appeared to
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be alive (due to no [DEAD] on their name) say something but %-variables
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(ie %W, %H, etc) didn't get expanded. This also caused dead people's
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messages to be able to reach teammates sometimes in the moments after
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dying.
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o After a team round has ended, all players (including players who
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survived) can now see the scoreboard as if they were dead, to see who else
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survived the round.
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o The join-a-team menu now, if both teams have the same number of players,
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defaults to the team that's losing (instead of defaulting to the first
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team).
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o Optimization in SetIDView and DetermineViewedTeammate suggested by
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hal[9k].
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CHANGES FROM ACTION 1.1b2 TO ACTION 1.5
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General Weapon Changes
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o Ducking alone (without lasersight) now improves aim. Previously, it only
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helped if you had a lasersight too (we believe this was a bug). See "Spread
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Modifiers" heading for more specific information.
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o Guns now center their fire around your crosshair, rather than an invisible
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spot down/right of your crosshair.
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o Players have smaller head regions. Any shot that would have hit the head in
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the old system that doesn't now will instead hit the chest.
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o Added support for Akimbo and Sniper Rifle bullet shell ejection, and support
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for left handed usage with shell ejection turned on.
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Specific Weapon Changes
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o M4 Assault Rifle is now less accurate, the original accuracy was due to a bug
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in the selection of which random function to call that determined spread. The
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same bug caused it to fire way to the right, and is also gone.
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o M3 Super 90 Assault Shotgun now does slightly more damage. Reloads slightly
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faster.
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o Sniper Rifle doesn't do the re-chambering sequence when leaving 6X
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magnification mode. Reloads slightly faster. Lens-changing and firing
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behavior improved slightly in some ways.
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o Combat Knife remembers what mode it was last in (throwing/stabbing). Also has
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improved animation sequence for putting away a knife prepared for throwing.
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Doesn't have the old bug where knife becomes unusable for several seconds while
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playing random animation frames. Your last knife now isn't stopped by vests
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incorrectly. Knife slashing damage has been changed.
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o M26 Fragmentation Grenade now drops to the ground at your feet if the pin is
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pulled and user switches to another weapon or begins bandaging. Slight
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improvement in animation sequence for it dropping from view.
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o In teamplay, you now start with a full pistol plus one extra clip
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(previously you got no extra clips).
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Spread Modifiers:
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This section gives the specific details on all the spread modifiers in the
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game. These only apply to the weapons that fire bullets.
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(without lasersight)
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Standing: base
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Walking: 2x as much spread
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Running: 6x as much spread
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Crouching: 35% reduction in spread over standing.
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(laser, compared to standing from above)
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Standing: 30% reduction in spread over standing w/o laser.
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Walking: base (standing from above)
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Running: base
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Crouching: same as crouching w/o the laser
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Burst mode (or semi-auto mode with the pistol) gives an additional 30% spread
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reduction to any of the above.
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The Sniper Rifle when zoomed (any magnification) is always 100% accurate,
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regardless of any of the above.
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Item Changes
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o Lasersight improves accuracy while standing still and not ducking (makes you
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almost as accurate as crouching). Lasersight provides no benefit to a user who
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is also ducking. (See "Spread Modifiers".) Lasersight's red dot is
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translucent and follows your crosshair more closely.
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o Silencer no longer suppresses flashes from Akimbo pistols.
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o Bandolier correctly cleans up after itself when dropped. If server
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operator sets "ir" to 1 then the new command "irvision" is available which
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toggles on/off infra-red vision while wearing the bandolier. The new
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"tgren" variable can be set by the server operator to a number, and that
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many grenades will be given to each player who selects the bandolier in
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teamplay (default is 0). The bandolier now allows you to carry one extra
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weapon in teamplay (the normal max carry is now 1 in teamplay, the
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previous behavior was a bug).
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Existing Command Changes
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o "use special" now loops through all available special weapons, ie: if you
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have two it will toggle between them.
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o "drop special" will discard only one special weapon at a time. It defaults
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to the one you are currently using and then goes through your inventory in this
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order: Sniper Rifle, Handcannon, M3 Super 90 Assault Shotgun, MP5/10
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Submachinegun, and finally M4 Assault Rifle. Switches to single pistol if
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currently using Akimbo pistols, this is also the way it worked previously.
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o "weapon": Knives now remember their last mode correctly. Live players no
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longer hear a "click" when a nearby observer changes their weapon mode.
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o "team": Players can now use the "team none" to leave the teams and become a
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spectator again in teamplay.
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Other Changes/Improvements/New Features
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o After dying in teamplay, you remain at the spot you died as an observer,
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instead of being moved to a spawn point.
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o When a player enters a server, the default team to join is the one that
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currently has less players.
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o "sv_roundtimelimit" server variable is now "roundtimelimit", for consistency
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with other server variable names. The "roundtimelimit" feature now uses this
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method for determining who won: which team has the most players, if the same,
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then which team has the most total health.
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o All items (such as ammo) can be dropped, see the README file for exact item
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names.
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o The new code appears to use a somewhat less CPU when running a server than
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1.1b2 did.
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o Jumpkick code improved, jumpkicks are more predictable and reliable,
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less randomness.
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o Location of grenade and item in right-side HUD reversed for a more logical
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arrangement.
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o New "id" command allows a player to turn off player identification if he
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doesn't want it.
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o Players can become observers in DM using the standard Q2 "spectator" variable
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(spectator 0 or spectator 1).
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o Messages from dead players are now visible inbetween end-of-round and the
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start of the next round, for end of round chatting.
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o MOTD: Server operator can now control how long the MOTD stays up by using the
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"motd_time" variable (see README for more info). Much more info about the
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server is now in the MOTD. If a "motd.txt" file is present in your action
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directory, it will be appended to the standard MOTD. The new "motd" command
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allows a player to bring up the MOTD at any time.
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o Teams-by-skin and teams-by-model now work in DM (other teamplay features also
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work in conjunction with DM teams: radios, partners, etc...)
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o New "unpartner" command allows you to break a partnership.
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o New unstick system. The new system is unobtrusive, there is no "unstick"
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command and you do not get moved around in any way. Players remain in the
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"transparent" state where they are able to walk through fellow "transparent"
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players. After the "lights, camera" sequence finishes, players are removed
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from the "transparent" state as soon as they are free of other team members.
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Players can be shot and affected normally by all weapons/items regardless of
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"transparent" state.
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o When in center-handed mode, you now get an icon at the bottom middle of the
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screen of which weapon you are currently using.
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o Server operator can use the new "radiolog" variable to turn on logging
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of all radio messages to the console.
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o Dead bodies are now removed at the beginning of each teamplay round, this
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should allow for more strategy (you can tell who's down) and also remove some
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lag (less entities lying around).
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o New server variables: "weapons" and "items". These control the maximum
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number of special weapons and items that each player can carry. "items" always
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defaults to 1. "weapons" defaults to 2 in teamplay, 1 in DM. Special-weapon
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carrying is handled more cleanly in teamplay now, a player will always be able
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to carry up to 2 special weapons in teamplay, not just his main weapon plus the
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first other one he picks up.
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o New server variable "knifelimit" allows the server operator to control how
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many thrown knives can be lying around on the map at any given time. Default is
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40. This should be lowered if you are having overflow or lag problems when
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players are using lots of knives.
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o The "allweapon" and "allitem" server variables can be set to 1 in DM or
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teamplay to give all weapons and all items to each player at spawn. If used in
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teamplay, normal weapon/item menus etc will not be presented. Defaults on both
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are of course 0.
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o The new "choose" command allows you to select your special weapon or item in
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teamplay, without going through the menus.
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o IP banning and flood protection are now supported (see README).
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o The "give" (cheats) command has been improved to work better in the Action
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environment.
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o New "noscore" server variable allows a server operator to disable
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individual scores in teamplay.
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o New "nohud" server variable allows a server operator to disable the
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standard HUD on his server to record better-looking special demos.
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o New variable substitutions allow you to tell your teammates your current
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weapon, item, ammo, and health, as well as which teammates are near you
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(see README for a list).
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Other Bugs Gone
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o Various death message typos and grammar errors corrected.
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o Long model/skin names work in action.ini.
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o "###" lines are not required at the end-of-sections in action.ini.
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o Scoreboards: The main scoreboard now looks decent in 320x240. Scoreboard no
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longer gets stuck on your screen when chase-camming. Players' names are no
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longer truncated unnecessarily. More items on the scoreboard are updated in
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realtime than before.
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o The list of maps in the MOTD is no longer overwritten by the "Hit tab for
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team selection menu" message.
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o M4/sniper rifle can no longer crash the server when shooting two players that
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overlap.
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o Random crashes on certain maps (ie cliff, teamjungle, ...) gone.
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o Your frags no longer appear as the frags of the person you're observing to
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GameSpy, CLQ, etc.
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o The item selection screen now always goes away properly after choosing your
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item.
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o Players hanging in midair at the spawn points, unkillable, will no longer
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occur.
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o Backdoor commands (testshow, forceend) gone.
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o Picking up a gun in teamplay when you start with dual pistols no longer
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lowers your total ammo.
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o You can establish a new radio partnership when your old partner dies now.
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o Dropping and picking back up a handcannon or shotgun no longer results in
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ammo loss.
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Features No Longer Present
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o "noguns" is not currently supported, we have plans for more flexible "weapons
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banning" support in the future.
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