mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2025-01-19 07:31:04 +00:00
- Renamed README-3.21-release to README.install, as it's got
install instructions in it, and tying it to a particular version isn't very useful - Cleaned up the *changes* files, removed the duplicate 3.15 changes from files, all of them now live in changes.txt and changes-ctf.txt
This commit is contained in:
parent
b6de51a9b5
commit
55cf61d130
10 changed files with 338 additions and 650 deletions
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@ -1,107 +0,0 @@
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Quake2 3.15 Upgrade
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-------------------
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This upgrade addresses several features, including security, playability, and
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enhancements.
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A new map is also included (in baseq2\pak3.pak) called match1, Reckless
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Abandon. This map is designed for one on one deathmatch play. It was built
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by American McGee and Dave "Zoid" Kirsch.
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This patch replaces the following files:
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quake2.exe
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3dfxgl.dll
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pvrgl.dll
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ref_gl.dll
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ref_soft.dll
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baseq2\gamex86.dll
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Changes
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-------
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- Added visible weapons support. This is precached with a special symbol, i.e.
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gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
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the players current weapon model. Plug in player models can optionally
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support the visible weapons. Any that do not support it will use their
|
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default weapon.md2 files automatically.
|
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Visible weapons files for plug in player models are not downloaded
|
||||
automatically--only the default weapon.md2 (and skin) is.
|
||||
The Visible weapon models themselves are not included. They can be
|
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downloaded from http://www.telefragged.com/vwep/
|
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- Rewrote the some of the net code to use optimized network packets for
|
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projectiles. This is transparent to the game code, but improves netplay
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substancially. The hyperblaster doesn't flood modem players anymore.
|
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- Rewrote the packet checksum code to be more portable and defeat proxy bots
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yet again.
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- Autodownload support is in. The following items will be automatcally
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downloaded as needed:
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- world map (and textures)
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- models
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- sounds (precached ones)
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- plug in player model, skin, skin_i and weapon.md2
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downloads go to a temp file (maps/blah.tmp for example) and get renamed
|
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when done. autoresume is supported (if you lose connect during the
|
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download, just reconnect and resume). Server has fine control over
|
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the downloads with the following new cvars:
|
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allow_download - global download on/off
|
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allow_download_players - players download on/off
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allow_download_models - models download on/off
|
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allow_download_sounds - sounds download on/off
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allow_download_maps - maps download on/off
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maps that are in pak files will _not_ autodownload from the server, this
|
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is for copyright considerations.
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The QuakeWorld bug of the server map changing while download a map has
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been fixed.
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- New option in the Multiplayer/Player Setup menu for setting your connection
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speed. This sets a default rate for the player and can improve net
|
||||
performance for modem connections.
|
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- Rewrote some of the save game code to make it more portable. I wanted to
|
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completely rewrite the entire save game system and make it portable across
|
||||
versions and operating systems, but this would require an enormous amount
|
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of work.
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- Added another 512 configure strings for general usage for mod makers.
|
||||
This gives lots of room for general string displays on the HUD and in other
|
||||
data.
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- Player movement code re-written to be similiar to that of NetQuake and
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||||
later versions of QuakeWorld. Player has more control in the air and
|
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gets a boost in vertical speed when jumping off the top of ramps.
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- Fixed up serverrecord so that it works correctly with the later versions.
|
||||
serverrecord lets the server do a recording of the current game that
|
||||
demo editors can use to make demos from any PVS in the level. Server
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||||
recorded demos are BIG. Will look at using delta compression in them
|
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to cut down the size.
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- Copy protection CD check has been removed.
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- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
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all existing game dlls can run on the new version (albiet without the
|
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new features such as visible weapons).
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- Added flood protection. Controlled from the following cvars:
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flood_msgs - maximum number of messages allowed in the time period
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specified by flood_persecond
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flood_persecond - time period that a maximum of flood_msgs messages are
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permitted
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flood_waitdelay - amount of time a client gets muzzled for flooding
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- fixed it so blaster/hyperblaster shots aren't treated as solid when
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predicting--you aren't clipped against them now.
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- gender support is now in. The userinfo cvar "gender" can be set to
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male/female/none (none for neutral messages). This doesn't affect sounds
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but does affect death messages in the game. The models male and cyborg
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default to gender male, and female and crackhor default to female.
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Everything else defaults to none, but you can set it by typing
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"gender male" or "gender female" as appropriate.
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- IP banning support ala QW. It's built into the game dll as 'sv' console
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commands. This list is:
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sv addip <ip-mask> - adds an ip to the ban list
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sv listip <ip-mask> - removes an ip from the ban list
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sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
|
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exec this on a server load to load the list on subsequent server runs.
|
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like so: quake2 +set dedicated 1 +exec listip.cfg
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sv removeip <ip-mask> - remove an ip from the list
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the ip list is a simple mask system. Adding 192.168 to the list
|
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would block out everyone in the 192.168.*.* net block. You get 1024 bans,
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if you need more, recompile the game dll. :)
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A new cvar is also supported called 'filterban'. It defaults to one which
|
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means "allow everyone to connect _except_ those matching in the ban list."
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If you set it to zero, the meaning reverses like so, "don't allow anyone
|
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to connect unless they are in the list."
|
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@ -1,127 +0,0 @@
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Quake2 3.16 Upgrade
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-------------------
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This upgrade addresses several features, including security, playability, and
|
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enhancements.
|
||||
|
||||
A new map is also included (in baseq2\pak3.pak) called match1, Reckless
|
||||
Abandon. This map is designed for one on one deathmatch play. It was built
|
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by American McGee and Dave "Zoid" Kirsch.
|
||||
|
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Changes for 3.16
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----------------
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- Fixed infinite grenade bug
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- Fixed autodownloading to actually download sounds and console pics
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- Fixed autodownload to not create empty directories for files not on
|
||||
the server.
|
||||
- Added customized client downloading. cvars are the same as the server side:
|
||||
allow_download - global download on/off
|
||||
allow_download_players - players download on/off
|
||||
allow_download_models - models download on/off
|
||||
allow_download_sounds - sounds download on/off
|
||||
allow_download_maps - maps download on/off
|
||||
They can also be (more easily) set with a new Download Options menu
|
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accessible in Multiplayer/Player Setup/Download Options
|
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- Changed checksumming code to be more portable and faster.
|
||||
The checksum in 3.15 was seriously broken.
|
||||
This change makes 3.16 incompatible with previous servers.
|
||||
- Fixed it so sounds played for PPMs that default to male are only checked
|
||||
on disk once.
|
||||
- Fixed player 'warping' present in 3.15 (this was an artifact of the
|
||||
hyperblaster optimizations).
|
||||
- Fixed the autodownload in 3.15 so that stuff like skins for models are
|
||||
downloaded as well as pics.
|
||||
|
||||
Changes for 3.15
|
||||
----------------
|
||||
|
||||
- Added visible weapons support. This is precached with a special symbol, i.e.
|
||||
gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
|
||||
the players current weapon model. Plug in player models can optionally
|
||||
support the visible weapons. Any that do not support it will use their
|
||||
default weapon.md2 files automatically.
|
||||
Visible weapons files for plug in player models are not downloaded
|
||||
automatically--only the default weapon.md2 (and skin) is.
|
||||
The Visible weapon models themselves are not included. They can be
|
||||
downloaded from http://www.telefragged.com/vwep/
|
||||
- Rewrote the some of the net code to use optimized network packets for
|
||||
projectiles. This is transparent to the game code, but improves netplay
|
||||
substancially. The hyperblaster doesn't flood modem players anymore.
|
||||
- Rewrote the packet checksum code to be more portable and defeat proxy bots
|
||||
yet again.
|
||||
- Autodownload support is in. The following items will be automatcally
|
||||
downloaded as needed:
|
||||
- world map (and textures)
|
||||
- models
|
||||
- sounds (precached ones)
|
||||
- plug in player model, skin, skin_i and weapon.md2
|
||||
downloads go to a temp file (maps/blah.tmp for example) and get renamed
|
||||
when done. autoresume is supported (if you lose connect during the
|
||||
download, just reconnect and resume). Server has fine control over
|
||||
the downloads with the following new cvars:
|
||||
allow_download - global download on/off
|
||||
allow_download_players - players download on/off
|
||||
allow_download_models - models download on/off
|
||||
allow_download_sounds - sounds download on/off
|
||||
allow_download_maps - maps download on/off
|
||||
maps that are in pak files will _not_ autodownload from the server, this
|
||||
is for copyright considerations.
|
||||
The QuakeWorld bug of the server map changing while download a map has
|
||||
been fixed.
|
||||
- New option in the Multiplayer/Player Setup menu for setting your connection
|
||||
speed. This sets a default rate for the player and can improve net
|
||||
performance for modem connections.
|
||||
- Rewrote some of the save game code to make it more portable. I wanted to
|
||||
completely rewrite the entire save game system and make it portable across
|
||||
versions and operating systems, but this would require an enormous amount
|
||||
of work.
|
||||
- Added another 512 configure strings for general usage for mod makers.
|
||||
This gives lots of room for general string displays on the HUD and in other
|
||||
data.
|
||||
- Player movement code re-written to be similiar to that of NetQuake and
|
||||
later versions of QuakeWorld. Player has more control in the air and
|
||||
gets a boost in vertical speed when jumping off the top of ramps.
|
||||
- Fixed up serverrecord so that it works correctly with the later versions.
|
||||
serverrecord lets the server do a recording of the current game that
|
||||
demo editors can use to make demos from any PVS in the level. Server
|
||||
recorded demos are BIG. Will look at using delta compression in them
|
||||
to cut down the size.
|
||||
- Copy protection CD check has been removed.
|
||||
- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
||||
all existing game dlls can run on the new version (albiet without the
|
||||
new features such as visible weapons).
|
||||
- Added flood protection. Controlled from the following cvars:
|
||||
flood_msgs - maximum number of messages allowed in the time period
|
||||
specified by flood_persecond
|
||||
flood_persecond - time period that a maximum of flood_msgs messages are
|
||||
permitted
|
||||
flood_waitdelay - amount of time a client gets muzzled for flooding
|
||||
(gamex86 DLL specific)
|
||||
- fixed it so blaster/hyperblaster shots aren't treated as solid when
|
||||
predicting--you aren't clipped against them now.
|
||||
(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
|
||||
- gender support is now in. The userinfo cvar "gender" can be set to
|
||||
male/female/none (none for neutral messages). This doesn't affect sounds
|
||||
but does affect death messages in the game. The models male and cyborg
|
||||
default to gender male, and female and crackhor default to female.
|
||||
Everything else defaults to none, but you can set it by typing
|
||||
"gender male" or "gender female" as appropriate.
|
||||
- IP banning support ala QW. It's built into the game dll as 'sv' console
|
||||
commands. This list is:
|
||||
sv addip <ip-mask> - adds an ip to the ban list
|
||||
sv listip <ip-mask> - removes an ip from the ban list
|
||||
sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
|
||||
exec this on a server load to load the list on subsequent server runs.
|
||||
like so: quake2 +set dedicated 1 +exec listip.cfg
|
||||
sv removeip <ip-mask> - remove an ip from the list
|
||||
the ip list is a simple mask system. Adding 192.168 to the list
|
||||
would block out everyone in the 192.168.*.* net block. You get 1024 bans,
|
||||
if you need more, recompile the game dll. :)
|
||||
A new cvar is also supported called 'filterban'. It defaults to one which
|
||||
means "allow everyone to connect _except_ those matching in the ban list."
|
||||
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
||||
to connect unless they are in the list."
|
||||
(gamex86 DLL specific)
|
||||
|
|
@ -1,158 +0,0 @@
|
|||
|
||||
Quake2 3.17 Upgrade
|
||||
-------------------
|
||||
|
||||
This upgrade addresses several features, including security, playability, and
|
||||
enhancements.
|
||||
|
||||
Changes for 3.17
|
||||
----------------
|
||||
|
||||
- Fixed possible NAN resulting from handing zero to second arg of atan2
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- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
|
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'allow_download 1' at the console, or using the download options menu
|
||||
in Multiplayer/PlayerSetup/Download Options
|
||||
- Server demos now include a svc_serverdata block at the beginning with the
|
||||
attractloop byte set to '2' to indicate server demo (byte before gamedir
|
||||
in the svc_serverdata block). This allows easy identification of
|
||||
serverrecorded demos (serverrecord demos are only for demo editors, they
|
||||
can not be played back in Quake2 without being first edited).
|
||||
- New options for setting texture formats in ref_gl:
|
||||
gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
|
||||
GL_RGBA2
|
||||
gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
|
||||
GL_R3_G3_B2, GL_RGB2 (SGI only)
|
||||
- Player movement during Air acceleration changed to reflect more real-world
|
||||
physics while airborne.
|
||||
- Fixed a bug when riding trains that caused drift in a southwest direction
|
||||
(Thanks to Jim Dose at Ritual for pointing this one out).
|
||||
- Linux: Now correctly reports out of memory rather than segfaulting (mmap
|
||||
returns (void *)-1 and not NULL on error).
|
||||
- Fixed autodownloading to not create paths for files that can't be downloaded
|
||||
(this was creating many empty directories in baseq2/players).
|
||||
- When downloading a file from a server that doesn't have it, the message is
|
||||
now "Server does not have this file" rather than "File not found."
|
||||
- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
|
||||
- Highbits are now stripped from console when using condump
|
||||
- Restored support for gl_modulate in multiplayer play
|
||||
- Fixed it so that players with a model/skin you don't have aren't checked for
|
||||
on disk more than once.
|
||||
- Fixed it so sounds played for PPMs that default to male are only checked
|
||||
on disk once.
|
||||
- Byte ordering/portability fixes in cinematics, PCX and other file handling.
|
||||
- Client state during static image cinematic (PCX image) so that client can
|
||||
continue to next unit.
|
||||
- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
|
||||
if a server is in coop mode, hitting a button at the victory.pcx screen
|
||||
while cause the server to restart at base1
|
||||
- Fixed infinite grenade bug
|
||||
- Fixed autodownloading to actually download sounds and console pics
|
||||
- Fixed autodownload to not create empty directories for files not on
|
||||
the server.
|
||||
- Added customized client downloading. cvars are the same as the server side:
|
||||
allow_download - global download on/off
|
||||
allow_download_players - players download on/off
|
||||
allow_download_models - models download on/off
|
||||
allow_download_sounds - sounds download on/off
|
||||
allow_download_maps - maps download on/off
|
||||
They can also be (more easily) set with a new Download Options menu
|
||||
accessible in Multiplayer/Player Setup/Download Options
|
||||
- Changed checksumming code to be more portable and faster.
|
||||
The checksum in 3.15 was seriously broken.
|
||||
This change makes 3.17 incompatible with previous servers.
|
||||
- Fixed player 'warping' present in 3.15 (this was an artifact of the
|
||||
hyperblaster optimizations).
|
||||
- Fixed the autodownload in 3.15 so that stuff like skins for models are
|
||||
downloaded as well as pics.
|
||||
|
||||
Changes for 3.15
|
||||
----------------
|
||||
|
||||
- Added visible weapons support. This is precached with a special symbol, i.e.
|
||||
gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
|
||||
the players current weapon model. Plug in player models can optionally
|
||||
support the visible weapons. Any that do not support it will use their
|
||||
default weapon.md2 files automatically.
|
||||
Visible weapons files for plug in player models are not downloaded
|
||||
automatically--only the default weapon.md2 (and skin) is.
|
||||
The Visible weapon models themselves are not included. They can be
|
||||
downloaded from http://www.telefragged.com/vwep/
|
||||
- Rewrote the some of the net code to use optimized network packets for
|
||||
projectiles. This is transparent to the game code, but improves netplay
|
||||
substancially. The hyperblaster doesn't flood modem players anymore.
|
||||
- Rewrote the packet checksum code to be more portable and defeat proxy bots
|
||||
yet again.
|
||||
- Autodownload support is in. The following items will be automatcally
|
||||
downloaded as needed:
|
||||
- world map (and textures)
|
||||
- models
|
||||
- sounds (precached ones)
|
||||
- plug in player model, skin, skin_i and weapon.md2
|
||||
downloads go to a temp file (maps/blah.tmp for example) and get renamed
|
||||
when done. autoresume is supported (if you lose connect during the
|
||||
download, just reconnect and resume). Server has fine control over
|
||||
the downloads with the following new cvars:
|
||||
allow_download - global download on/off
|
||||
allow_download_players - players download on/off
|
||||
allow_download_models - models download on/off
|
||||
allow_download_sounds - sounds download on/off
|
||||
allow_download_maps - maps download on/off
|
||||
maps that are in pak files will _not_ autodownload from the server, this
|
||||
is for copyright considerations.
|
||||
The QuakeWorld bug of the server map changing while download a map has
|
||||
been fixed.
|
||||
- New option in the Multiplayer/Player Setup menu for setting your connection
|
||||
speed. This sets a default rate for the player and can improve net
|
||||
performance for modem connections.
|
||||
- Rewrote some of the save game code to make it more portable. I wanted to
|
||||
completely rewrite the entire save game system and make it portable across
|
||||
versions and operating systems, but this would require an enormous amount
|
||||
of work.
|
||||
- Added another 512 configure strings for general usage for mod makers.
|
||||
This gives lots of room for general string displays on the HUD and in other
|
||||
data.
|
||||
- Player movement code re-written to be similiar to that of NetQuake and
|
||||
later versions of QuakeWorld. Player has more control in the air and
|
||||
gets a boost in vertical speed when jumping off the top of ramps.
|
||||
- Fixed up serverrecord so that it works correctly with the later versions.
|
||||
serverrecord lets the server do a recording of the current game that
|
||||
demo editors can use to make demos from any PVS in the level. Server
|
||||
recorded demos are BIG. Will look at using delta compression in them
|
||||
to cut down the size.
|
||||
- Copy protection CD check has been removed.
|
||||
- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
||||
all existing game dlls can run on the new version (albiet without the
|
||||
new features such as visible weapons).
|
||||
- Added flood protection. Controlled from the following cvars:
|
||||
flood_msgs - maximum number of messages allowed in the time period
|
||||
specified by flood_persecond
|
||||
flood_persecond - time period that a maximum of flood_msgs messages are
|
||||
permitted
|
||||
flood_waitdelay - amount of time a client gets muzzled for flooding
|
||||
(gamex86 DLL specific)
|
||||
- fixed it so blaster/hyperblaster shots aren't treated as solid when
|
||||
predicting--you aren't clipped against them now.
|
||||
(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
|
||||
- gender support is now in. The userinfo cvar "gender" can be set to
|
||||
male/female/none (none for neutral messages). This doesn't affect sounds
|
||||
but does affect death messages in the game. The models male and cyborg
|
||||
default to gender male, and female and crackhor default to female.
|
||||
Everything else defaults to none, but you can set it by typing
|
||||
"gender male" or "gender female" as appropriate.
|
||||
- IP banning support ala QW. It's built into the game dll as 'sv' console
|
||||
commands. This list is:
|
||||
sv addip <ip-mask> - adds an ip to the ban list
|
||||
sv listip <ip-mask> - removes an ip from the ban list
|
||||
sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
|
||||
exec this on a server load to load the list on subsequent server runs.
|
||||
like so: quake2 +set dedicated 1 +exec listip.cfg
|
||||
sv removeip <ip-mask> - remove an ip from the list
|
||||
the ip list is a simple mask system. Adding 192.168 to the list
|
||||
would block out everyone in the 192.168.*.* net block. You get 1024 bans,
|
||||
if you need more, recompile the game dll. :)
|
||||
A new cvar is also supported called 'filterban'. It defaults to one which
|
||||
means "allow everyone to connect _except_ those matching in the ban list."
|
||||
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
||||
to connect unless they are in the list."
|
||||
(gamex86 DLL specific)
|
||||
|
|
@ -1,53 +0,0 @@
|
|||
3.18 Changes
|
||||
|
||||
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
|
||||
on the surface of water let you swim at full speed).
|
||||
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
|
||||
- Spectator support added. A new cvar is built into the client, "spectator"
|
||||
Setting it to value other than "0" will allow you join a game as a spectator.
|
||||
While in spectator mode, you can press the attack button to enter a chasecam
|
||||
mode and follow other players. Using the inventory keys (by default the
|
||||
left and right square brackets) you can switch between players in the game
|
||||
while using the chasecam.
|
||||
You may enter and leave spectator mode while connected. Doing so resets
|
||||
your score to zero.
|
||||
***The new spectator support requires a new game.dll and may not work for
|
||||
user mods until they update their code. The default game.dll that comes
|
||||
with 3.18 supports chasecam as well as the new included Xatrix game.dll.
|
||||
- Fixed it so that when a model defaults to male/grunt (don't have the
|
||||
necessary model or skin for the player), VWep support is still enabled.
|
||||
- New console command for players, "playerlist". This will cause the server
|
||||
to give you a text list of the players on the server, including their
|
||||
connect time, score, ping and spectator status. This is handy if not
|
||||
everyone fits on the scoreboard on busy servers.
|
||||
- New cvar for the game.dll: spectator_password. If set to a value (other
|
||||
than "none"), users must set their spectator variable to this value in order
|
||||
to join the server as a spectator. This password is independant of the
|
||||
normal user password.
|
||||
- New cvar for the game.dll: maxspectators (defaults to 4). This value is
|
||||
not seperate from maxclients (a spectator is still a client).
|
||||
- New cvar for the game.dll: sv_maplist. This can be set to a list of map
|
||||
names that the server should autorotate through, rather than using the
|
||||
nextmap set in the actual map files themselves.
|
||||
For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
|
||||
to rotate through those maps.
|
||||
***This requires a game.dll update and will not work with user mods until
|
||||
they update their code.
|
||||
- A new facility has been added to ClientConnect() in the game.dll to allow
|
||||
the game.dll to pass a message back to the user for the reason of disallowing
|
||||
a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
|
||||
For example:
|
||||
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
|
||||
- The server cvar, password, may be set to "none" to clear the password. This
|
||||
is needed because rcon can not set a blank password.
|
||||
- New server cvar: sv_airaccelerate. This controls the optional air
|
||||
acceleration facility. The default value is 0, which disables air control.
|
||||
The usual value to replicate the air control seen in the original Quake and
|
||||
later versions of Quakeworld is 10. 10 allows for much more
|
||||
air control (as was seen in 3.15). This value is ignored in single player
|
||||
and coop.
|
||||
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
|
||||
connected.
|
||||
- NoSuchFrame errors now include model name to assist in debugging user mods.
|
||||
- Fixed the remote status query response (ServerInfo) to not include error
|
||||
messages and be more consistent.
|
|
@ -1,60 +0,0 @@
|
|||
Changes since v3.17
|
||||
-------------------
|
||||
|
||||
- Updated VWEP models
|
||||
- Fixed sound config strings getting out of sync on loadgame. This caused
|
||||
the wrong sound to be played.
|
||||
- Fixed a bug in ref_soft that caused the menu system's bottom of screen
|
||||
help text not to be displayed
|
||||
- Added a missing Rogue DM option
|
||||
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
|
||||
on the surface of water let you swim at full speed).
|
||||
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
|
||||
- Spectator support added. A new cvar is built into the client, "spectator"
|
||||
Setting it to value other than "0" will allow you join a game as a spectator.
|
||||
While in spectator mode, you can press the attack button to enter a chasecam
|
||||
mode and follow other players. Using the inventory keys (by default the
|
||||
left and right square brackets) you can switch between players in the game
|
||||
while using the chasecam.
|
||||
You may enter and leave spectator mode while connected. Doing so resets
|
||||
your score to zero.
|
||||
***The new spectator support requires a new game.dll and may not work for
|
||||
user mods until they update their code. The default game.dll that comes
|
||||
with 3.19 supports chasecam as well as the new included Xatrix game.dll.
|
||||
- Fixed it so that when a model defaults to male/grunt (don't have the
|
||||
necessary model or skin for the player), VWep support is still enabled.
|
||||
- New console command for players, "playerlist". This will cause the server
|
||||
to give you a text list of the players on the server, including their
|
||||
connect time, score, ping and spectator status. This is handy if not
|
||||
everyone fits on the scoreboard on busy servers.
|
||||
- New cvar for the game.dll: spectator_password. If set to a value (other
|
||||
than "none"), users must set their spectator variable to this value in order
|
||||
to join the server as a spectator. This password is independant of the
|
||||
normal user password.
|
||||
- New cvar for the game.dll: maxspectators (defaults to 4). This value is
|
||||
not seperate from maxclients (a spectator is still a client).
|
||||
- New cvar for the game.dll: sv_maplist. This can be set to a list of map
|
||||
names that the server should autorotate through, rather than using the
|
||||
nextmap set in the actual map files themselves.
|
||||
For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
|
||||
to rotate through those maps.
|
||||
***This requires a game.dll update and will not work with user mods until
|
||||
they update their code.
|
||||
- A new facility has been added to ClientConnect() in the game.dll to allow
|
||||
the game.dll to pass a message back to the user for the reason of disallowing
|
||||
a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
|
||||
For example:
|
||||
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
|
||||
- The server cvar, password, may be set to "none" to clear the password. This
|
||||
is needed because rcon can not set a blank password.
|
||||
- New server cvar: sv_airaccelerate. This controls the optional air
|
||||
acceleration facility. The default value is 0, which disables air control.
|
||||
The usual value to replicate the air control seen in the original Quake and
|
||||
later versions of Quakeworld is 10. 10 allows for much more
|
||||
air control (as was seen in 3.15). This value is ignored in single player
|
||||
and coop.
|
||||
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
|
||||
connected.
|
||||
- NoSuchFrame errors now include model name to assist in debugging user mods.
|
||||
- Fixed the remote status query response (ServerInfo) to not include error
|
||||
messages and be more consistent.
|
|
@ -1,69 +0,0 @@
|
|||
3.20 Changes:
|
||||
- Fixed a network problem where and oversize packet could cause a client
|
||||
crash.
|
||||
- Fixed the long standing Quake2 bug of where you would occasionally spawn
|
||||
or teleport and find yourself either looking straight at the ceiling or
|
||||
down at the floor.
|
||||
- Changed it so that the function keys (F1 through F12) now get executed when
|
||||
depressed during demo playback or attract modes. This allows you to take
|
||||
screen shots (F12) during demos and other features. An example of other
|
||||
features is a fast forward for demos:
|
||||
alias +ff "timedemo 1"
|
||||
alias -ff "timedemo 0"
|
||||
bind f7 +ff
|
||||
This binding will cause the current demo playing to zip into timedemo mode
|
||||
while F7 is depressed, effectively acting like a fast forward key.
|
||||
- Wrong packaging of 3.19 patch. The Rogue CD has a 45k pak2 and vwep .md2
|
||||
files in baseq2/players, but the 3.19 x86 patch we released has a 2.7MB
|
||||
pak2. 3.20 has a 45k pak2 and the vwep models go in baseq2/players.
|
||||
- VWep code has been added to Xatrix dll, new VWep models for the Xatrix
|
||||
specific weapons (Ion Ripper and Phalanx) have been included.
|
||||
- Rogue Linux game library was wrong version and had some unlinked symbols,
|
||||
this has been corrected.
|
||||
- Occasional error of: "D_SCAlloc: bad cache width 16384" in software renderer.
|
||||
This had to do with surfaces to SURF_FLOWING and were transparent. This
|
||||
has been fixed in the refs now so flowing transparent textures now works.
|
||||
- [Unix] Net_ErrorToString calls were wrong, was using %i and not %s resulting
|
||||
in random numbers being printed for error messages.
|
||||
- Color shell mixing restored to the same blends as previous versions. This
|
||||
was changed in 3.19 for the new color shells the Rogue mission pack
|
||||
introduced.
|
||||
- Fixed a possible server crash in the new "playerlist" command.
|
||||
- Fixed a case where a person joining a server could be invisible (left over
|
||||
setting of SVF_NOCLIENT from previous spectator).
|
||||
- Invalid pak files no longer cause a crash and are just ignored
|
||||
- Fixed a 3.19 bug where linked models (modelindex2) who's modelindex was
|
||||
greater than 0x7f causes the wrong model to be drawn (in some cases, the
|
||||
world would be drawn twice). This was the cause of many of the "extreme"
|
||||
frame lag people were seeing in 3.19 on servers using old-style VWep code.
|
||||
- Linux: Complete rewrite of the OpenGL library handling. This was needed
|
||||
to cleanly integrate OpenGL extension checking. Linux now supports
|
||||
extensions such as multitexture and better dynamic loading of libraries.
|
||||
It's cleaner now in that you don't have to preload hack stuff to use the
|
||||
3DFX Miniport rather than libMesa3D. The Linux version now uses the
|
||||
gl_driver to specify the 3D library to dynamically load. For example, to
|
||||
use the lib3dfxgl.so miniport, one would now use:
|
||||
./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
|
||||
This change fixes several bugs that were apparant in the older method, such
|
||||
as a segfault occasionally when connecting to a server with a different game
|
||||
directory.
|
||||
The vid menu in the Linux version has been changed to reflect the new
|
||||
options, the current list of supported video drivers are now: software,
|
||||
software X11, Mesa 3-D 3DFX, 3DFXGL Miniport, OpenGL glX, and Mesa 3-D glX,
|
||||
- Railgun shots now go through gibs as well as other players.
|
||||
- New server variable, "needpass" that can been seen with server browser
|
||||
tools such as GameSpy. This variable indicates whether a password or
|
||||
spectator password is needed to get onto a server. Bit 0 is password and
|
||||
bit 1 is spectator password.
|
||||
- Quake2 will no longer look for gamex86.dll in the main Quake2 directory.
|
||||
It will always load out of the game directory first.
|
||||
- Players joining a server during an intermission are now moved to the
|
||||
intermission position.
|
||||
- The "logfile" cvar has been extended with the following values:
|
||||
0 - don't log (default)
|
||||
1 - overwrite qconsole.log and use buffered writes
|
||||
2 - overwrite qconsole.log and flush write every line
|
||||
3 - append to existing qconsole.log and flush write every line
|
||||
- Several minor bug fixes to the Rogue mission pack gamex86.dll
|
||||
- Linux: Rebuild of Rogue mission pack shared library to correct some
|
||||
dynamic symbol errors (is NAN errors).
|
|
@ -1,10 +0,0 @@
|
|||
12-22-2001, for source release under GPL licensing:
|
||||
- Tweaked linux/Makefile for easier build
|
||||
added linux/README-3.21-RELEASE
|
||||
|
||||
3.21 Changes:
|
||||
- Support for GL_ARB_multitexture added. This supports the new multitexture
|
||||
extensions and deprecates GL_SGIS_multitexture.
|
||||
- Linux OpenGL X11 handling completely rewritten. Support for XF86DGA Mouse
|
||||
and fullscreen resolution support added. Please see the README file for
|
||||
Linux about the new features of this handling.
|
59
docs/changes-ctf.txt
Normal file
59
docs/changes-ctf.txt
Normal file
|
@ -0,0 +1,59 @@
|
|||
Changes in Quake2 CTF 1.09a
|
||||
---------------------------
|
||||
|
||||
- Q2CTF 1.09 requires 3.15 now.
|
||||
- Competition Match mode added. Server can be reset into a timed match mode.
|
||||
Includes a pregame setup time, countdown until game start, timed match,
|
||||
statistics on players, admin functions and a post game time.
|
||||
- The server command 'gamemap' now works correctly. On a server, you can
|
||||
change maps with two commands: map and gamemap. Map will cause all teams
|
||||
to reset, gamemap will change maps with the teams intact.
|
||||
- New console commands:
|
||||
yes - vote yes on an election
|
||||
no - vote no on an election
|
||||
ready - ready oneself for a match
|
||||
notready - remove oneself from the ready list (stop the clock)
|
||||
ghost - ghost back into a match if connection was lost
|
||||
admin - become an admin or access the admin menu
|
||||
stats - show statistics on players in a match
|
||||
warp - warp to a new level
|
||||
boot - kick a player of the server (you must be an admin)
|
||||
playerlist - show player list and connect times
|
||||
- New cvars:
|
||||
competition - set to 1 to allow the server to be voted by players into
|
||||
competition mode. Set to 3 for a dedicated competition server.
|
||||
The default, 0, disables competition features.
|
||||
matchlock - controls whether players are allowed into a match in progress
|
||||
in competition mode. Defaults to on (1).
|
||||
electpercentage - the precentage of yes votes needed to win an election.
|
||||
Defaults to 66%.
|
||||
matchtime - length of a match, defaulting to 20 minutes. Can be changed
|
||||
by admins.
|
||||
matchsetuptime - length of time allowed to setup a match (after which
|
||||
the server will reset itself back into normal pickup play). Defaults
|
||||
to 10 mins.
|
||||
matchstarttime - The countdown after match setup has been completed
|
||||
until the match begins. Defaults to 20 seconds.
|
||||
admin_password - Password for admin access (allowing access to the admin
|
||||
menu without needing to be elected).
|
||||
- Minor bug fixes in team selection to help balance the teams better (the
|
||||
default option on the menu is now the team with the fewer players).
|
||||
- Don't get base defenses for telefragging your teammates in base.
|
||||
- Telefrags at start of game no longer count (to help with game spawning).
|
||||
- Instant weapon changing is now a server option (and can be changed by
|
||||
admin menu).
|
||||
- New admin menu that allows remote changes of the following items:
|
||||
Match length (time)
|
||||
Match setup length (time)
|
||||
Match start length (time)
|
||||
Weapons Stay
|
||||
Instant Items
|
||||
Quad Drop
|
||||
Instant Weapons
|
||||
- As part of the match code, a new 'ghost' option is included. When a match
|
||||
begins, all players are printed a randomly generated five digit ghost code
|
||||
in their consoles. If the player loses connection for some reason during
|
||||
the match, they can reconnect and reenter the game keeping their score
|
||||
intact at the time of disconnection.
|
||||
- Visible weapon support (as with the 3.15 release).
|
||||
- Some minor changes to the pmenu code to allow more flexability
|
345
docs/changes.txt
345
docs/changes.txt
|
@ -1,5 +1,266 @@
|
|||
12-22-2001, for source release under GPL licensing:
|
||||
- Tweaked linux/Makefile for easier build
|
||||
added linux/README-3.21-RELEASE
|
||||
|
||||
Quake2 3.16 changes:
|
||||
Changes for 3.21
|
||||
----------------
|
||||
|
||||
- Support for GL_ARB_multitexture added. This supports the new multitexture
|
||||
extensions and deprecates GL_SGIS_multitexture.
|
||||
- Linux OpenGL X11 handling completely rewritten. Support for XF86DGA Mouse
|
||||
and fullscreen resolution support added. Please see the README file for
|
||||
Linux about the new features of this handling.
|
||||
|
||||
Changes for 3.20
|
||||
----------------
|
||||
|
||||
- Fixed a network problem where and oversize packet could cause a client
|
||||
crash.
|
||||
- Fixed the long standing Quake2 bug of where you would occasionally spawn
|
||||
or teleport and find yourself either looking straight at the ceiling or
|
||||
down at the floor.
|
||||
- Changed it so that the function keys (F1 through F12) now get executed when
|
||||
depressed during demo playback or attract modes. This allows you to take
|
||||
screen shots (F12) during demos and other features. An example of other
|
||||
features is a fast forward for demos:
|
||||
alias +ff "timedemo 1"
|
||||
alias -ff "timedemo 0"
|
||||
bind f7 +ff
|
||||
This binding will cause the current demo playing to zip into timedemo mode
|
||||
while F7 is depressed, effectively acting like a fast forward key.
|
||||
- Wrong packaging of 3.19 patch. The Rogue CD has a 45k pak2 and vwep .md2
|
||||
files in baseq2/players, but the 3.19 x86 patch we released has a 2.7MB
|
||||
pak2. 3.20 has a 45k pak2 and the vwep models go in baseq2/players.
|
||||
- VWep code has been added to Xatrix dll, new VWep models for the Xatrix
|
||||
specific weapons (Ion Ripper and Phalanx) have been included.
|
||||
- Rogue Linux game library was wrong version and had some unlinked symbols,
|
||||
this has been corrected.
|
||||
- Occasional error of: "D_SCAlloc: bad cache width 16384" in software renderer.
|
||||
This had to do with surfaces to SURF_FLOWING and were transparent. This
|
||||
has been fixed in the refs now so flowing transparent textures now works.
|
||||
- [Unix] Net_ErrorToString calls were wrong, was using %i and not %s resulting
|
||||
in random numbers being printed for error messages.
|
||||
- Color shell mixing restored to the same blends as previous versions. This
|
||||
was changed in 3.19 for the new color shells the Rogue mission pack
|
||||
introduced.
|
||||
- Fixed a possible server crash in the new "playerlist" command.
|
||||
- Fixed a case where a person joining a server could be invisible (left over
|
||||
setting of SVF_NOCLIENT from previous spectator).
|
||||
- Invalid pak files no longer cause a crash and are just ignored
|
||||
- Fixed a 3.19 bug where linked models (modelindex2) who's modelindex was
|
||||
greater than 0x7f causes the wrong model to be drawn (in some cases, the
|
||||
world would be drawn twice). This was the cause of many of the "extreme"
|
||||
frame lag people were seeing in 3.19 on servers using old-style VWep code.
|
||||
- Linux: Complete rewrite of the OpenGL library handling. This was needed
|
||||
to cleanly integrate OpenGL extension checking. Linux now supports
|
||||
extensions such as multitexture and better dynamic loading of libraries.
|
||||
It's cleaner now in that you don't have to preload hack stuff to use the
|
||||
3DFX Miniport rather than libMesa3D. The Linux version now uses the
|
||||
gl_driver to specify the 3D library to dynamically load. For example, to
|
||||
use the lib3dfxgl.so miniport, one would now use:
|
||||
./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
|
||||
This change fixes several bugs that were apparant in the older method, such
|
||||
as a segfault occasionally when connecting to a server with a different game
|
||||
directory.
|
||||
The vid menu in the Linux version has been changed to reflect the new
|
||||
options, the current list of supported video drivers are now: software,
|
||||
software X11, Mesa 3-D 3DFX, 3DFXGL Miniport, OpenGL glX, and Mesa 3-D glX,
|
||||
- Railgun shots now go through gibs as well as other players.
|
||||
- New server variable, "needpass" that can been seen with server browser
|
||||
tools such as GameSpy. This variable indicates whether a password or
|
||||
spectator password is needed to get onto a server. Bit 0 is password and
|
||||
bit 1 is spectator password.
|
||||
- Quake2 will no longer look for gamex86.dll in the main Quake2 directory.
|
||||
It will always load out of the game directory first.
|
||||
- Players joining a server during an intermission are now moved to the
|
||||
intermission position.
|
||||
- The "logfile" cvar has been extended with the following values:
|
||||
0 - don't log (default)
|
||||
1 - overwrite qconsole.log and use buffered writes
|
||||
2 - overwrite qconsole.log and flush write every line
|
||||
3 - append to existing qconsole.log and flush write every line
|
||||
- Several minor bug fixes to the Rogue mission pack gamex86.dll
|
||||
- Linux: Rebuild of Rogue mission pack shared library to correct some
|
||||
dynamic symbol errors (is NAN errors).
|
||||
|
||||
Changes for 3.19
|
||||
----------------
|
||||
|
||||
- Updated VWEP models
|
||||
- Fixed sound config strings getting out of sync on loadgame. This caused
|
||||
the wrong sound to be played.
|
||||
- Fixed a bug in ref_soft that caused the menu system's bottom of screen
|
||||
help text not to be displayed
|
||||
- Added a missing Rogue DM option
|
||||
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
|
||||
on the surface of water let you swim at full speed).
|
||||
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
|
||||
- Spectator support added. A new cvar is built into the client, "spectator"
|
||||
Setting it to value other than "0" will allow you join a game as a spectator.
|
||||
While in spectator mode, you can press the attack button to enter a chasecam
|
||||
mode and follow other players. Using the inventory keys (by default the
|
||||
left and right square brackets) you can switch between players in the game
|
||||
while using the chasecam.
|
||||
You may enter and leave spectator mode while connected. Doing so resets
|
||||
your score to zero.
|
||||
***The new spectator support requires a new game.dll and may not work for
|
||||
user mods until they update their code. The default game.dll that comes
|
||||
with 3.19 supports chasecam as well as the new included Xatrix game.dll.
|
||||
- Fixed it so that when a model defaults to male/grunt (don't have the
|
||||
necessary model or skin for the player), VWep support is still enabled.
|
||||
- New console command for players, "playerlist". This will cause the server
|
||||
to give you a text list of the players on the server, including their
|
||||
connect time, score, ping and spectator status. This is handy if not
|
||||
everyone fits on the scoreboard on busy servers.
|
||||
- New cvar for the game.dll: spectator_password. If set to a value (other
|
||||
than "none"), users must set their spectator variable to this value in order
|
||||
to join the server as a spectator. This password is independant of the
|
||||
normal user password.
|
||||
- New cvar for the game.dll: maxspectators (defaults to 4). This value is
|
||||
not seperate from maxclients (a spectator is still a client).
|
||||
- New cvar for the game.dll: sv_maplist. This can be set to a list of map
|
||||
names that the server should autorotate through, rather than using the
|
||||
nextmap set in the actual map files themselves.
|
||||
For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
|
||||
to rotate through those maps.
|
||||
***This requires a game.dll update and will not work with user mods until
|
||||
they update their code.
|
||||
- A new facility has been added to ClientConnect() in the game.dll to allow
|
||||
the game.dll to pass a message back to the user for the reason of disallowing
|
||||
a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
|
||||
For example:
|
||||
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
|
||||
- The server cvar, password, may be set to "none" to clear the password. This
|
||||
is needed because rcon can not set a blank password.
|
||||
- New server cvar: sv_airaccelerate. This controls the optional air
|
||||
acceleration facility. The default value is 0, which disables air control.
|
||||
The usual value to replicate the air control seen in the original Quake and
|
||||
later versions of Quakeworld is 10. 10 allows for much more
|
||||
air control (as was seen in 3.15). This value is ignored in single player
|
||||
and coop.
|
||||
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
|
||||
connected.
|
||||
- NoSuchFrame errors now include model name to assist in debugging user mods.
|
||||
- Fixed the remote status query response (ServerInfo) to not include error
|
||||
messages and be more consistent.
|
||||
|
||||
Changes for 3.18
|
||||
----------------
|
||||
|
||||
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
|
||||
on the surface of water let you swim at full speed).
|
||||
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
|
||||
- Spectator support added. A new cvar is built into the client, "spectator"
|
||||
Setting it to value other than "0" will allow you join a game as a spectator.
|
||||
While in spectator mode, you can press the attack button to enter a chasecam
|
||||
mode and follow other players. Using the inventory keys (by default the
|
||||
left and right square brackets) you can switch between players in the game
|
||||
while using the chasecam.
|
||||
You may enter and leave spectator mode while connected. Doing so resets
|
||||
your score to zero.
|
||||
***The new spectator support requires a new game.dll and may not work for
|
||||
user mods until they update their code. The default game.dll that comes
|
||||
with 3.18 supports chasecam as well as the new included Xatrix game.dll.
|
||||
- Fixed it so that when a model defaults to male/grunt (don't have the
|
||||
necessary model or skin for the player), VWep support is still enabled.
|
||||
- New console command for players, "playerlist". This will cause the server
|
||||
to give you a text list of the players on the server, including their
|
||||
connect time, score, ping and spectator status. This is handy if not
|
||||
everyone fits on the scoreboard on busy servers.
|
||||
- New cvar for the game.dll: spectator_password. If set to a value (other
|
||||
than "none"), users must set their spectator variable to this value in order
|
||||
to join the server as a spectator. This password is independant of the
|
||||
normal user password.
|
||||
- New cvar for the game.dll: maxspectators (defaults to 4). This value is
|
||||
not seperate from maxclients (a spectator is still a client).
|
||||
- New cvar for the game.dll: sv_maplist. This can be set to a list of map
|
||||
names that the server should autorotate through, rather than using the
|
||||
nextmap set in the actual map files themselves.
|
||||
For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
|
||||
to rotate through those maps.
|
||||
***This requires a game.dll update and will not work with user mods until
|
||||
they update their code.
|
||||
- A new facility has been added to ClientConnect() in the game.dll to allow
|
||||
the game.dll to pass a message back to the user for the reason of disallowing
|
||||
a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
|
||||
For example:
|
||||
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
|
||||
- The server cvar, password, may be set to "none" to clear the password. This
|
||||
is needed because rcon can not set a blank password.
|
||||
- New server cvar: sv_airaccelerate. This controls the optional air
|
||||
acceleration facility. The default value is 0, which disables air control.
|
||||
The usual value to replicate the air control seen in the original Quake and
|
||||
later versions of Quakeworld is 10. 10 allows for much more
|
||||
air control (as was seen in 3.15). This value is ignored in single player
|
||||
and coop.
|
||||
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
|
||||
connected.
|
||||
- NoSuchFrame errors now include model name to assist in debugging user mods.
|
||||
- Fixed the remote status query response (ServerInfo) to not include error
|
||||
messages and be more consistent.
|
||||
|
||||
Changes for 3.17
|
||||
----------------
|
||||
|
||||
- Fixed possible NAN resulting from handing zero to second arg of atan2
|
||||
- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
|
||||
'allow_download 1' at the console, or using the download options menu
|
||||
in Multiplayer/PlayerSetup/Download Options
|
||||
- Server demos now include a svc_serverdata block at the beginning with the
|
||||
attractloop byte set to '2' to indicate server demo (byte before gamedir
|
||||
in the svc_serverdata block). This allows easy identification of
|
||||
serverrecorded demos (serverrecord demos are only for demo editors, they
|
||||
can not be played back in Quake2 without being first edited).
|
||||
- New options for setting texture formats in ref_gl:
|
||||
gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
|
||||
GL_RGBA2
|
||||
gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
|
||||
GL_R3_G3_B2, GL_RGB2 (SGI only)
|
||||
- Player movement during Air acceleration changed to reflect more real-world
|
||||
physics while airborne.
|
||||
- Fixed a bug when riding trains that caused drift in a southwest direction
|
||||
(Thanks to Jim Dose at Ritual for pointing this one out).
|
||||
- Linux: Now correctly reports out of memory rather than segfaulting (mmap
|
||||
returns (void *)-1 and not NULL on error).
|
||||
- Fixed autodownloading to not create paths for files that can't be downloaded
|
||||
(this was creating many empty directories in baseq2/players).
|
||||
- When downloading a file from a server that doesn't have it, the message is
|
||||
now "Server does not have this file" rather than "File not found."
|
||||
- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
|
||||
- Highbits are now stripped from console when using condump
|
||||
- Restored support for gl_modulate in multiplayer play
|
||||
- Fixed it so that players with a model/skin you don't have aren't checked for
|
||||
on disk more than once.
|
||||
- Fixed it so sounds played for PPMs that default to male are only checked
|
||||
on disk once.
|
||||
- Byte ordering/portability fixes in cinematics, PCX and other file handling.
|
||||
- Client state during static image cinematic (PCX image) so that client can
|
||||
continue to next unit.
|
||||
- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
|
||||
if a server is in coop mode, hitting a button at the victory.pcx screen
|
||||
while cause the server to restart at base1
|
||||
- Fixed infinite grenade bug
|
||||
- Fixed autodownloading to actually download sounds and console pics
|
||||
- Fixed autodownload to not create empty directories for files not on
|
||||
the server.
|
||||
- Added customized client downloading. cvars are the same as the server side:
|
||||
allow_download - global download on/off
|
||||
allow_download_players - players download on/off
|
||||
allow_download_models - models download on/off
|
||||
allow_download_sounds - sounds download on/off
|
||||
allow_download_maps - maps download on/off
|
||||
They can also be (more easily) set with a new Download Options menu
|
||||
accessible in Multiplayer/Player Setup/Download Options
|
||||
- Changed checksumming code to be more portable and faster.
|
||||
The checksum in 3.15 was seriously broken.
|
||||
This change makes 3.17 incompatible with previous servers.
|
||||
- Fixed player 'warping' present in 3.15 (this was an artifact of the
|
||||
hyperblaster optimizations).
|
||||
- Fixed the autodownload in 3.15 so that stuff like skins for models are
|
||||
downloaded as well as pics.
|
||||
|
||||
Changes for 3.16
|
||||
----------------
|
||||
|
||||
- Fixed infinite grenade bug
|
||||
- Fixed autodownloading to actually download sounds and console pics
|
||||
|
@ -14,9 +275,17 @@ Quake2 3.16 changes:
|
|||
They can also be (more easily) set with a new Download Options menu
|
||||
accessible in Multiplayer/Player Setup/Download Options
|
||||
- Changed checksumming code to be more portable and faster.
|
||||
The checksum in 3.15 was seriously broken.
|
||||
This change makes 3.16 incompatible with previous servers.
|
||||
- Fixed it so sounds played for PPMs that default to male are only checked
|
||||
on disk once.
|
||||
- Fixed player 'warping' present in 3.15 (this was an artifact of the
|
||||
hyperblaster optimizations).
|
||||
- Fixed the autodownload in 3.15 so that stuff like skins for models are
|
||||
downloaded as well as pics.
|
||||
|
||||
|
||||
Quake2 3.15 changes:
|
||||
Changes for 3.15
|
||||
----------------
|
||||
|
||||
- Added visible weapons support. This is precached with a special symbol, i.e.
|
||||
gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
|
||||
|
@ -25,9 +294,11 @@ Quake2 3.15 changes:
|
|||
default weapon.md2 files automatically.
|
||||
Visible weapons files for plug in player models are not downloaded
|
||||
automatically--only the default weapon.md2 (and skin) is.
|
||||
The Visible weapon models themselves are not included. They can be
|
||||
downloaded from http://www.telefragged.com/vwep/
|
||||
- New cvar cl_vwep controls whether visible weapons is enabled on the client.
|
||||
If you turn it off, the visible weapons models are not loaded. This can offer
|
||||
a speed up on slow or memory starved machines.
|
||||
If you turn it off, the visible weapons models are not loaded. This can
|
||||
offer a speed up on slow or memory starved machines.
|
||||
- Rewrote the some of the net code to use optimized network packets for
|
||||
projectiles. This is transparent to the game code, but improves netplay
|
||||
substancially. The hyperblaster doesn't flood modem players anymore.
|
||||
|
@ -80,8 +351,10 @@ Quake2 3.15 changes:
|
|||
flood_persecond - time period that a maximum of flood_msgs messages are
|
||||
permitted
|
||||
flood_waitdelay - amount of time a client gets muzzled for flooding
|
||||
(gamex86 DLL specific)
|
||||
- fixed it so blaster/hyperblaster shots aren't treated as solid when
|
||||
predicting--you aren't clipped against them now.
|
||||
(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
|
||||
- gender support is now in. The userinfo cvar "gender" can be set to
|
||||
male/female/none (none for neutral messages). This doesn't affect sounds
|
||||
but does affect death messages in the game. The models male and cyborg
|
||||
|
@ -103,64 +376,4 @@ Quake2 3.15 changes:
|
|||
means "allow everyone to connect _except_ those matching in the ban list."
|
||||
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
||||
to connect unless they are in the list."
|
||||
|
||||
Quake2 CTF 1.09a Changes:
|
||||
|
||||
- Q2CTF 1.09 requires 3.15 now.
|
||||
- Competition Match mode added. Server can be reset into a timed match mode.
|
||||
Includes a pregame setup time, countdown until game start, timed match,
|
||||
statistics on players, admin functions and a post game time.
|
||||
- The server command 'gamemap' now works correctly. On a server, you can
|
||||
change maps with two commands: map and gamemap. Map will cause all teams
|
||||
to reset, gamemap will change maps with the teams intact.
|
||||
- New console commands:
|
||||
yes - vote yes on an election
|
||||
no - vote no on an election
|
||||
ready - ready oneself for a match
|
||||
notready - remove oneself from the ready list (stop the clock)
|
||||
ghost - ghost back into a match if connection was lost
|
||||
admin - become an admin or access the admin menu
|
||||
stats - show statistics on players in a match
|
||||
warp - warp to a new level
|
||||
boot - kick a player of the server (you must be an admin)
|
||||
playerlist - show player list and connect times
|
||||
- New cvars:
|
||||
competition - set to 1 to allow the server to be voted by players into
|
||||
competition mode. Set to 3 for a dedicated competition server.
|
||||
The default, 0, disables competition features.
|
||||
matchlock - controls whether players are allowed into a match in progress
|
||||
in competition mode. Defaults to on (1).
|
||||
electpercentage - the precentage of yes votes needed to win an election.
|
||||
Defaults to 66%.
|
||||
matchtime - length of a match, defaulting to 20 minutes. Can be changed
|
||||
by admins.
|
||||
matchsetuptime - length of time allowed to setup a match (after which
|
||||
the server will reset itself back into normal pickup play). Defaults
|
||||
to 10 mins.
|
||||
matchstarttime - The countdown after match setup has been completed
|
||||
until the match begins. Defaults to 20 seconds.
|
||||
admin_password - Password for admin access (allowing access to the admin
|
||||
menu without needing to be elected).
|
||||
- Minor bug fixes in team selection to help balance the teams better (the
|
||||
default option on the menu is now the team with the fewer players).
|
||||
- Don't get base defenses for telefragging your teammates in base.
|
||||
- Telefrags at start of game no longer count (to help with game spawning).
|
||||
- Instant weapon changing is now a server option (and can be changed by
|
||||
admin menu).
|
||||
- New admin menu that allows remote changes of the following items:
|
||||
Match length (time)
|
||||
Match setup length (time)
|
||||
Match start length (time)
|
||||
Weapons Stay
|
||||
Instant Items
|
||||
Quad Drop
|
||||
Instant Weapons
|
||||
- As part of the match code, a new 'ghost' option is included. When a match
|
||||
begins, all players are printed a randomly generated five digit ghost code
|
||||
in their consoles. If the player loses connection for some reason during
|
||||
the match, they can reconnect and reenter the game keeping their score
|
||||
intact at the time of disconnection.
|
||||
- Visible weapon support (as with the 3.15 release).
|
||||
- Some minor changes to the pmenu code to allow more flexability
|
||||
|
||||
|
||||
(gamex86 DLL specific)
|
||||
|
|
Loading…
Reference in a new issue