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https://git.code.sf.net/p/quake/quake2forge
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55cf61d130
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
379 lines
21 KiB
Text
379 lines
21 KiB
Text
12-22-2001, for source release under GPL licensing:
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- Tweaked linux/Makefile for easier build
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added linux/README-3.21-RELEASE
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Changes for 3.21
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----------------
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- Support for GL_ARB_multitexture added. This supports the new multitexture
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extensions and deprecates GL_SGIS_multitexture.
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- Linux OpenGL X11 handling completely rewritten. Support for XF86DGA Mouse
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and fullscreen resolution support added. Please see the README file for
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Linux about the new features of this handling.
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Changes for 3.20
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----------------
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- Fixed a network problem where and oversize packet could cause a client
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crash.
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- Fixed the long standing Quake2 bug of where you would occasionally spawn
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or teleport and find yourself either looking straight at the ceiling or
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down at the floor.
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- Changed it so that the function keys (F1 through F12) now get executed when
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depressed during demo playback or attract modes. This allows you to take
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screen shots (F12) during demos and other features. An example of other
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features is a fast forward for demos:
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alias +ff "timedemo 1"
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alias -ff "timedemo 0"
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bind f7 +ff
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This binding will cause the current demo playing to zip into timedemo mode
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while F7 is depressed, effectively acting like a fast forward key.
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- Wrong packaging of 3.19 patch. The Rogue CD has a 45k pak2 and vwep .md2
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files in baseq2/players, but the 3.19 x86 patch we released has a 2.7MB
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pak2. 3.20 has a 45k pak2 and the vwep models go in baseq2/players.
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- VWep code has been added to Xatrix dll, new VWep models for the Xatrix
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specific weapons (Ion Ripper and Phalanx) have been included.
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- Rogue Linux game library was wrong version and had some unlinked symbols,
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this has been corrected.
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- Occasional error of: "D_SCAlloc: bad cache width 16384" in software renderer.
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This had to do with surfaces to SURF_FLOWING and were transparent. This
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has been fixed in the refs now so flowing transparent textures now works.
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- [Unix] Net_ErrorToString calls were wrong, was using %i and not %s resulting
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in random numbers being printed for error messages.
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- Color shell mixing restored to the same blends as previous versions. This
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was changed in 3.19 for the new color shells the Rogue mission pack
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introduced.
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- Fixed a possible server crash in the new "playerlist" command.
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- Fixed a case where a person joining a server could be invisible (left over
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setting of SVF_NOCLIENT from previous spectator).
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- Invalid pak files no longer cause a crash and are just ignored
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- Fixed a 3.19 bug where linked models (modelindex2) who's modelindex was
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greater than 0x7f causes the wrong model to be drawn (in some cases, the
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world would be drawn twice). This was the cause of many of the "extreme"
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frame lag people were seeing in 3.19 on servers using old-style VWep code.
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- Linux: Complete rewrite of the OpenGL library handling. This was needed
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to cleanly integrate OpenGL extension checking. Linux now supports
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extensions such as multitexture and better dynamic loading of libraries.
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It's cleaner now in that you don't have to preload hack stuff to use the
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3DFX Miniport rather than libMesa3D. The Linux version now uses the
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gl_driver to specify the 3D library to dynamically load. For example, to
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use the lib3dfxgl.so miniport, one would now use:
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./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
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This change fixes several bugs that were apparant in the older method, such
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as a segfault occasionally when connecting to a server with a different game
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directory.
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The vid menu in the Linux version has been changed to reflect the new
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options, the current list of supported video drivers are now: software,
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software X11, Mesa 3-D 3DFX, 3DFXGL Miniport, OpenGL glX, and Mesa 3-D glX,
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- Railgun shots now go through gibs as well as other players.
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- New server variable, "needpass" that can been seen with server browser
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tools such as GameSpy. This variable indicates whether a password or
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spectator password is needed to get onto a server. Bit 0 is password and
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bit 1 is spectator password.
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- Quake2 will no longer look for gamex86.dll in the main Quake2 directory.
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It will always load out of the game directory first.
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- Players joining a server during an intermission are now moved to the
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intermission position.
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- The "logfile" cvar has been extended with the following values:
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0 - don't log (default)
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1 - overwrite qconsole.log and use buffered writes
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2 - overwrite qconsole.log and flush write every line
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3 - append to existing qconsole.log and flush write every line
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- Several minor bug fixes to the Rogue mission pack gamex86.dll
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- Linux: Rebuild of Rogue mission pack shared library to correct some
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dynamic symbol errors (is NAN errors).
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Changes for 3.19
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----------------
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- Updated VWEP models
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- Fixed sound config strings getting out of sync on loadgame. This caused
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the wrong sound to be played.
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- Fixed a bug in ref_soft that caused the menu system's bottom of screen
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help text not to be displayed
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- Added a missing Rogue DM option
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- "Water surfing" that was present in 3.17 has been fixed (holding jump while
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on the surface of water let you swim at full speed).
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- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
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- Spectator support added. A new cvar is built into the client, "spectator"
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Setting it to value other than "0" will allow you join a game as a spectator.
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While in spectator mode, you can press the attack button to enter a chasecam
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mode and follow other players. Using the inventory keys (by default the
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left and right square brackets) you can switch between players in the game
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while using the chasecam.
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You may enter and leave spectator mode while connected. Doing so resets
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your score to zero.
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***The new spectator support requires a new game.dll and may not work for
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user mods until they update their code. The default game.dll that comes
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with 3.19 supports chasecam as well as the new included Xatrix game.dll.
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- Fixed it so that when a model defaults to male/grunt (don't have the
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necessary model or skin for the player), VWep support is still enabled.
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- New console command for players, "playerlist". This will cause the server
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to give you a text list of the players on the server, including their
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connect time, score, ping and spectator status. This is handy if not
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everyone fits on the scoreboard on busy servers.
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- New cvar for the game.dll: spectator_password. If set to a value (other
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than "none"), users must set their spectator variable to this value in order
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to join the server as a spectator. This password is independant of the
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normal user password.
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- New cvar for the game.dll: maxspectators (defaults to 4). This value is
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not seperate from maxclients (a spectator is still a client).
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- New cvar for the game.dll: sv_maplist. This can be set to a list of map
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names that the server should autorotate through, rather than using the
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nextmap set in the actual map files themselves.
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For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
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to rotate through those maps.
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***This requires a game.dll update and will not work with user mods until
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they update their code.
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- A new facility has been added to ClientConnect() in the game.dll to allow
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the game.dll to pass a message back to the user for the reason of disallowing
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a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
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For example:
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Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
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- The server cvar, password, may be set to "none" to clear the password. This
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is needed because rcon can not set a blank password.
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- New server cvar: sv_airaccelerate. This controls the optional air
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acceleration facility. The default value is 0, which disables air control.
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The usual value to replicate the air control seen in the original Quake and
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later versions of Quakeworld is 10. 10 allows for much more
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air control (as was seen in 3.15). This value is ignored in single player
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and coop.
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- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
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connected.
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- NoSuchFrame errors now include model name to assist in debugging user mods.
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- Fixed the remote status query response (ServerInfo) to not include error
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messages and be more consistent.
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Changes for 3.18
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----------------
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- "Water surfing" that was present in 3.17 has been fixed (holding jump while
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on the surface of water let you swim at full speed).
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- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
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- Spectator support added. A new cvar is built into the client, "spectator"
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Setting it to value other than "0" will allow you join a game as a spectator.
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While in spectator mode, you can press the attack button to enter a chasecam
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mode and follow other players. Using the inventory keys (by default the
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left and right square brackets) you can switch between players in the game
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while using the chasecam.
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You may enter and leave spectator mode while connected. Doing so resets
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your score to zero.
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***The new spectator support requires a new game.dll and may not work for
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user mods until they update their code. The default game.dll that comes
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with 3.18 supports chasecam as well as the new included Xatrix game.dll.
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- Fixed it so that when a model defaults to male/grunt (don't have the
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necessary model or skin for the player), VWep support is still enabled.
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- New console command for players, "playerlist". This will cause the server
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to give you a text list of the players on the server, including their
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connect time, score, ping and spectator status. This is handy if not
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everyone fits on the scoreboard on busy servers.
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- New cvar for the game.dll: spectator_password. If set to a value (other
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than "none"), users must set their spectator variable to this value in order
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to join the server as a spectator. This password is independant of the
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normal user password.
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- New cvar for the game.dll: maxspectators (defaults to 4). This value is
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not seperate from maxclients (a spectator is still a client).
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- New cvar for the game.dll: sv_maplist. This can be set to a list of map
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names that the server should autorotate through, rather than using the
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nextmap set in the actual map files themselves.
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For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
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to rotate through those maps.
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***This requires a game.dll update and will not work with user mods until
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they update their code.
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- A new facility has been added to ClientConnect() in the game.dll to allow
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the game.dll to pass a message back to the user for the reason of disallowing
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a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
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For example:
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Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
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- The server cvar, password, may be set to "none" to clear the password. This
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is needed because rcon can not set a blank password.
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- New server cvar: sv_airaccelerate. This controls the optional air
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acceleration facility. The default value is 0, which disables air control.
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The usual value to replicate the air control seen in the original Quake and
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later versions of Quakeworld is 10. 10 allows for much more
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air control (as was seen in 3.15). This value is ignored in single player
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and coop.
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- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
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connected.
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- NoSuchFrame errors now include model name to assist in debugging user mods.
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- Fixed the remote status query response (ServerInfo) to not include error
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messages and be more consistent.
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Changes for 3.17
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----------------
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- 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
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in Multiplayer/PlayerSetup/Download Options
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- Server demos now include a svc_serverdata block at the beginning with the
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attractloop byte set to '2' to indicate server demo (byte before gamedir
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in the svc_serverdata block). This allows easy identification of
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serverrecorded demos (serverrecord demos are only for demo editors, they
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can not be played back in Quake2 without being first edited).
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- New options for setting texture formats in ref_gl:
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gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
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GL_RGBA2
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gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
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GL_R3_G3_B2, GL_RGB2 (SGI only)
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- Player movement during Air acceleration changed to reflect more real-world
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physics while airborne.
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- Fixed a bug when riding trains that caused drift in a southwest direction
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(Thanks to Jim Dose at Ritual for pointing this one out).
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- Linux: Now correctly reports out of memory rather than segfaulting (mmap
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returns (void *)-1 and not NULL on error).
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- Fixed autodownloading to not create paths for files that can't be downloaded
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(this was creating many empty directories in baseq2/players).
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- When downloading a file from a server that doesn't have it, the message is
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now "Server does not have this file" rather than "File not found."
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- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
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- Highbits are now stripped from console when using condump
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- Restored support for gl_modulate in multiplayer play
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- Fixed it so that players with a model/skin you don't have aren't checked for
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on disk more than once.
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- Fixed it so sounds played for PPMs that default to male are only checked
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on disk once.
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- Byte ordering/portability fixes in cinematics, PCX and other file handling.
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- Client state during static image cinematic (PCX image) so that client can
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continue to next unit.
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- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
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if a server is in coop mode, hitting a button at the victory.pcx screen
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while cause the server to restart at base1
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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
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the server.
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- Added customized client downloading. cvars are the same as the server side:
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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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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.
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The checksum in 3.15 was seriously broken.
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This change makes 3.17 incompatible with previous servers.
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- Fixed player 'warping' present in 3.15 (this was an artifact of the
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hyperblaster optimizations).
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- Fixed the autodownload in 3.15 so that stuff like skins for models are
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downloaded as well as pics.
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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
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the server.
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- Added customized client downloading. cvars are the same as the server side:
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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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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.
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The checksum in 3.15 was seriously broken.
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This change makes 3.16 incompatible with previous servers.
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- Fixed it so sounds played for PPMs that default to male are only checked
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on disk once.
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- Fixed player 'warping' present in 3.15 (this was an artifact of the
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hyperblaster optimizations).
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- Fixed the autodownload in 3.15 so that stuff like skins for models are
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downloaded as well as pics.
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Changes for 3.15
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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
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automatically--only the default weapon.md2 (and skin) is.
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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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- New cvar cl_vwep controls whether visible weapons is enabled on the client.
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If you turn it off, the visible weapons models are not loaded. This can
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offer a speed up on slow or memory starved machines.
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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
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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
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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.
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This gives lots of room for general string displays on the HUD and in other
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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.
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serverrecord lets the server do a recording of the current game that
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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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(gamex86 DLL specific)
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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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(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
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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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(gamex86 DLL specific)
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