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112 lines
6.5 KiB
ReStructuredText
112 lines
6.5 KiB
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===================
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ETLTV
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===================
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!!! UNDER CONSTRUCTION !!!
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Introduction
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^^^^^^^^^^^^
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TO BE DONE
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Feature
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^^^^^^^
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Add ettv protocol support to etlded - ettv client can connect to etlded server and players can join and view the game.
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* ettv demo recording is possible
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* add cvar sv_etltv_maxslaves "Number of ettv slaves allowed to connect." - ettv_sv_maxslaves equivalent
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* add cvar sv_etltv_password "Password for ettv slaves. Must be set, or no slaves will be able to connect." - ettv_password equivalent
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* add cvar g_etltv_flags "Bitflag 1 and 2. 1 = prevent slaves from being kicked. 2 = grant shoutcaster status to slaves."
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* removed CVAR_SERVERINFO from g_fixedphysics, g_fixedphysicsfps, g_pronedelay, g_floodProtection, sv_floodProtect, sv_userInfoFloodProtect. Server info is too long and can crash ettv slave so until etltv is a thing it needs to get shorter.
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Add legacy tvgame as replacment for etpro tvgame
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* players can join ettv server connected to etlded server and watch and chat about the game
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* most commands supported with some flood protection in place - up to change in the future still
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* slave server support for 64 player server max right now (it's not realy an issue I believe but it's low priority for me)
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* ignore/unignore commands not added right now but can turn on/off chat with /tvchat
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* /players and /viewers commands
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* /follow [id/name] or just classic legacy mod following (minus aim and follow whoever is under crosshair)
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* rcon and ref for muting/kicking viewers
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* LUA is "in" but disabled
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Add possibility for etlded to act as a client (ettv)
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* add possibility for etlded to act as a client
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* add command tv connect <ip> <masterpassword> (sv_etltv_maxslaves and sv_etltv_password must be set on master server)
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* add command tv disconnect
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* add command record <name> (optional) for recording tv demos
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* add command stoprecord for stopping recording
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* add command demo <name> for demo playback
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* add command ff <seconds> command - fastforwarding demo (works similiar to timescale) stops on map_restart or can stop it with ff 0
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* add cvar sv_etltv_autorecord <0/1> automatically record tv demos
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* add cvar sv_etltv_autoplay <0/1> automatically play demos (only on specifically named demos from autorecording, fe. demo0001->demo0002 etc.)
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* add cvar sv_etltv_clientname etltv client name
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* demos are recorded into tvdemos folder with extension tv_84
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* etpro tv demos are playable, best is to use ettv tvgame and start etlded with +fs_game etpro (put etpro tvgame into etpro mod folder). Need 2.6b client in order to watch
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* slave server will not download missing files from master server, so need to make sure it has every pk3 it needs
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* only available for dedicated server
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Add automatic feed delay to etltv
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* add cvar sv_etltv_delay <seconds> - setable only on etlded init, delays feed from master server
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* add cvar sv_etltv_shownet - for network debugging
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* disabled /scores command in tvgame because it can easily lag the server
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* add parseEntitiesNum check to etlded for snapshot generation - current check doesn't seem to work at all (svs.nextSnapshotEntities), server will send on its own uncompressed snapshot if it detects that client will go over MAX_PARSE_ENTITIES
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* add optional privatepassword argument to tv connect command. tv connect server masterpassword privatepassword
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* add cvar sv_etltv_queue_ms (read only) for storing the amount of time till the game will start (backward compatible with etpro)
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* various other general improvments to etltv
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* players can connect to delayed slave server even before the game starts just like on ettv
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> 2.82
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* add 64+ players server support
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Notes:
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* setting sv_maxclients higher than 64 might require setting higher com_hunkMegs.
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* legacy cgame doesn't support higher than 64 sv_maxclients, notably CG_ParseFireteams uses cgs.maxclients which will break the game if it goes over 64.
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* legacy ui doesn't support showing higher than 64 sv_maxclients servers in the browser, unless ui_serverBrowserSettings 4 is set on game init.
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> 2.82.1
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* Added chaining support to ETLTV
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* Added gamenametv server info cvar so it is possible to tell apart standard mod from tvmod
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* Made etltv register server info cvars on it's own (any mod will now show it's own server info cvars)
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* Removed unused and unnecessary cvars and rename some from g_* to tvg_*
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* Fixed server info cvars not being updated beside during server spawn
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* Fixed only legacy mod working using tvgame (broke after some update)
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* Removed tvg_character.c and other no longer necessary code
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* Fixed viewers playerstate clientNum being updated to incorrect value in TVG_ClientUserinfoChanged (interfered with correct snapshot generation)
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* Implemented cvar tvg_inactivity <seconds> - kicks viewers after specified amount of time of inactivity (following a player counts as activity)
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* Added a way to recognize currently run mod inside tvgame (as of right now Legacy, ETJump, ETPro)
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* Added mod specific game commands auto updates and exlcuded ETJump from some that are related to weapon stats
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* Added handling for two ETJump game commands GUID_REQUEST and HAS_TIMERUN (just ignored)
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* Added handling for old IMPKD game command (ETMain and possibly most other mods still use it)
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> 2.8X.X
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* Added lua support to ETLTV. Main differences from legacy mod for scripts:
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* Removed some hooks and functions that are not relevant to tvgame
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* Added et.gentity_get access to master server entityState_t and entityShared_t structs
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* Added et.level_get added access to level_locals_t struct
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* Added et.ps_get access to master server players playerState_t struct
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* Added et.gclient_get access to viewers gclient_t struct
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* Added et.client_set access to viewers gclient_t struct
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* Only viewers struct is writeable (at least as of now)
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* Removed and add a bunch of accessible fields
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* Added et.TeleportPlayer( clientnum, vec3_t origin, vec3_t angles )
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* Added clientnum = et.MasterClientNumberFromString( string ) searches through master clients for one partial match with string
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NOTE: lua works only for sv_pure 0 slave server because otherwise lua scripts cannot be read (in short because of extension whitelist in file system, might be not possible to properly fix)
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* Fixed incorrect mods type in tvcmd_reference_t
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* Refactored some if statements
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* Removeed `g_mdx.c` from build
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* Removed not needed or "incompatible" code
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* Init r.ownerNum to ENTITYNUM_NONE for player entities
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* Fixed and added `SpectatorAttackFollow` trace
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* Removed CVAR_SERVERINFO flag from g_fixedphysics, g_fixedphysicsfps and g_pronedelay cvars
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* `G_ETTV` gameexport is now only kept for ETTV compatibility
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