---------------------------------------------- QuakeWorld v2.30 Release Notes (Aug 26,1998) ---------------------------------------------- Copyright id Software 1996, 1997, 1998 Programmers: Dave 'Zoid' Kirsch http://www.quakeworld.net/ zoid@idsoftware.com Jack 'Morbid' Mathews http://www.gamespy.com jack@gamespy.com 2.30 Changes to QuakeWorld Server --------------------------------- - Fixed many of the overflow problems found in 2.2x - Minor fixes to player movement code - sv_mapcheck defautls to on 2.30 Chanes to QuakeWorld Client -------------------------------- - "crosshaircolor" controls the color for the crosshair in "crosshair 2" Values are 0 through 255 and represent a color in the palette. - "cl_chasecam 1" while in spectator mode gives a through-the-eyes view of the player. - gl_cshiftpercent controls the blend precentage in GLQWCL (default 100). - Packet loss meter added to player scoreboard, "PL" is the column title. This indicates the amount of packet loss the player is receiving. 2.21 Changes to QuakeWorld Server --------------------------------- New: - infokey(self, "ip") and infokey(self, "ping") return expected values as strings (use stof for ping). - sv_mapcheck controls map checksumming. Vis data is not included in the checksum with 2.21 clients. Fixed/Changed: - Proxy checksumming code changed to less CPU intensive algorithm. - Fixed lots of overflow bugs (TF2.6 now works) - Optimized some of the server code - Server can accept 2.20 clients - Movement bug on maps such as ctf4 and the lip by the outside 100health on dm3 fixed. 2.21 Changes to QuakeWorld Client --------------------------------- New: - CVar cl_maxfps added that controls the max fps rate independant of rate (it defaults to zero, which means rate controlled). PLEASE NOTE: Setting cl_maxfps to high values on a modem will OVERRUN YOUR MODEM and lag you since a packet is sent every frame, resulting in your sending more data than your modem can handle. This is why fps was tied to rate in the first place. Fixed/Changed: - Demo recording lock ups fixed - Map checks don't include vis data (only works on 2.21 servers) - Client works on 2.20 and 2.21 servers - Movement bug on maps such as ctf4 and the lip by the outside 100health on dm3 fixed. - Small bug in fov changes in glqwcl fixed (calculated fov span at wrong point) - Linux client was hard locked at 30fps, fixed 2.20 Changes to QuakeWorld Server --------------------------------- New: - Map checksumming. Client map must match server. Fixed/Changed: - Packets are now restricted to 1500 bytes for broken routers. - Server signon sequence changed to multipart due to new packet size limitations - Challenge/response system to stop spoofing - New internal port handling to route through broken NAT routers. - Client userinfo spamming reduced - Name changes are broadcast - Player physics tuned to be more like original Quake - Autoaim is off by default in the server (sv_aim 2) - Serverinfo watervis controls whether clients with GLQWCL can enable r_wateralpha 2.20 Changes to QuakeWorld Client --------------------------------- Fixed/Changed: - Signon sequence changed to correspond to new server protocol - Demos can now be initiated during a server connection 2.11 Changes to QuakeWorld Client --------------------------------- New: - You can now specify the size of the console in the GL version. For example, if you want a 320x200 console, put "-conwidth 320" on the command line. -conheight is also supported, but if unspecified it will automatically use a 4:3 aspect. I.e., -conwidth 512 defaults to -conheight 384. In high resolution modes such as 800x600 and 1024x768, the console defaults to 640x480, otherwise the font and status bar become too small to read. If you do want a higher resolution console in those modes, specify it as well: glqwcl -width 800 -height 600 -conwidth 800 Note that not all cards support modes higher than 640x480. - GL_SGIS_multitexture is now supported. This allows some hardware that can blend textures together to render the world in one pass instead of two (world textures for one pass, lightmaps for the second). You need a card such as a 3DFX VooDoo with two TMU units in order to take advantage of this. If you have the required hardware, you will get a 60 to 100% improvement in rendering speed. Fixed/Changed: - GL Sprite bug fixed 2.11 Changes to QuakeWorld Server --------------------------------- - Win32 -heapsize /-mem options were broken 2.10 Changes to QuakeWorld Client --------------------------------- New: - Added alternate crosshair. Enabled with "crosshair 2". Fixed/Changed: - Fixed prediction bug in spectator/camera view. Camera will no longer try to view under platforms. Water still confuses it. - Fixed random crash/exit problem present in 2.0 2.10 Changes to QuakeWorld Server --------------------------------- - Spectators are now indicated with a (s) on server console "status" command - Fixed minor security hole 2.01 Changes to QuakeWorld Server --------------------------------- New: - Added SpectatorConnect, SpectatorThink and SpectatorDisconnect Quake-C functions. They are empty shells for now (a example of moving spectators from point to point is included with impulse 1) but can be used in lots of ways. Fixed/Changed: - Fixed the crash bug with spectators - Changed the death msgs in the Quake-C to fix the old bug of incorrect msgs when your weapon changed. Minor things like if two guys with pentagrams telefrag, they both die (happens in deathmatch 4). Thanks to Nolan 'Radix' Pflug for diffs of the progs changes to get this worked out. - Fixed the mipmapping color errors in the GL version 2.00 Changes to QuakeWorld Client --------------------------------- New: - Put support back in for -zone option - Added rerecord to cause a reconnect with demo recording on the same server - Added EF_BLUE and EF_RED for new GL light bubbles - Made rocket trails fade out in GL - Added NOSKINS 2 to use but not download skins - Precalculate light bubble - Translucent console (GL) - 8bit 3DFX texture support. reduces texture thrashing due to way less texture memory used. - will work on pre 2.0 servers, but can cause minor movement errors due to differences in movement prediction - support for server controlled maxspeed and gravity multiplier. - added low/avg/high ping values to the showteamscores so an average team ping is calculated - Added startup graphic banner - add other player clip hulls to player prediction and local prediction this removes the problem of walking through other players and makes close combat a lot nicer. Fixed/Changed: - Using TexSubImage2D to upload partial lightmaps (GL) - fixed resized console in gl version, had some dead space, so put a mini frag list on the bottom - changed lightning in gl version so in default of gl_flashblend 1 you don't see your own light, so having the quad doesn't obscure your vision - fixed dynamic lightning of alias models in gl version (players and what not were not lit up by dynamic lights) - exiting the world in spectator mode is no longer lava red, but slime green. - fixed the z-angle on entities (for example, the flag was rotated wrong) in GL version. - Spectator camera changed from a free float to a locked camera that tracks 2.00 Changes to QuakeWorld Server --------------------------------- New: - Added flood procection to the server default is 4 lines in 8 secs, wait for 10 on activation Command to change is: floodprot