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1.1 ! root 1: ! 2: Quake2 3.15 Upgrade ! 3: ------------------- ! 4: ! 5: This upgrade addresses several features, including security, playability, and ! 6: enhancements. ! 7: ! 8: A new map is also included (in baseq2\pak3.pak) called match1, Reckless ! 9: Abandon. This map is designed for one on one deathmatch play. It was built ! 10: by American McGee and Dave "Zoid" Kirsch. ! 11: ! 12: This patch replaces the following files: ! 13: ! 14: quake2.exe ! 15: 3dfxgl.dll ! 16: pvrgl.dll ! 17: ref_gl.dll ! 18: ref_soft.dll ! 19: baseq2\gamex86.dll ! 20: ! 21: Changes ! 22: ------- ! 23: ! 24: - Added visible weapons support. This is precached with a special symbol, i.e. ! 25: gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to ! 26: the players current weapon model. Plug in player models can optionally ! 27: support the visible weapons. Any that do not support it will use their ! 28: default weapon.md2 files automatically. ! 29: Visible weapons files for plug in player models are not downloaded ! 30: automatically--only the default weapon.md2 (and skin) is. ! 31: The Visible weapon models themselves are not included. They can be ! 32: downloaded from http://www.telefragged.com/vwep/ ! 33: - Rewrote the some of the net code to use optimized network packets for ! 34: projectiles. This is transparent to the game code, but improves netplay ! 35: substancially. The hyperblaster doesn't flood modem players anymore. ! 36: - Rewrote the packet checksum code to be more portable and defeat proxy bots ! 37: yet again. ! 38: - Autodownload support is in. The following items will be automatcally ! 39: downloaded as needed: ! 40: - world map (and textures) ! 41: - models ! 42: - sounds (precached ones) ! 43: - plug in player model, skin, skin_i and weapon.md2 ! 44: downloads go to a temp file (maps/blah.tmp for example) and get renamed ! 45: when done. autoresume is supported (if you lose connect during the ! 46: download, just reconnect and resume). Server has fine control over ! 47: the downloads with the following new cvars: ! 48: allow_download - global download on/off ! 49: allow_download_players - players download on/off ! 50: allow_download_models - models download on/off ! 51: allow_download_sounds - sounds download on/off ! 52: allow_download_maps - maps download on/off ! 53: maps that are in pak files will _not_ autodownload from the server, this ! 54: is for copyright considerations. ! 55: The QuakeWorld bug of the server map changing while download a map has ! 56: been fixed. ! 57: - New option in the Multiplayer/Player Setup menu for setting your connection ! 58: speed. This sets a default rate for the player and can improve net ! 59: performance for modem connections. ! 60: - Rewrote some of the save game code to make it more portable. I wanted to ! 61: completely rewrite the entire save game system and make it portable across ! 62: versions and operating systems, but this would require an enormous amount ! 63: of work. ! 64: - Added another 512 configure strings for general usage for mod makers. ! 65: This gives lots of room for general string displays on the HUD and in other ! 66: data. ! 67: - Player movement code re-written to be similiar to that of NetQuake and ! 68: later versions of QuakeWorld. Player has more control in the air and ! 69: gets a boost in vertical speed when jumping off the top of ramps. ! 70: - Fixed up serverrecord so that it works correctly with the later versions. ! 71: serverrecord lets the server do a recording of the current game that ! 72: demo editors can use to make demos from any PVS in the level. Server ! 73: recorded demos are BIG. Will look at using delta compression in them ! 74: to cut down the size. ! 75: - Copy protection CD check has been removed. ! 76: - Quake2 3.15 has changed the protocol (so old servers will not run) but ! 77: all existing game dlls can run on the new version (albiet without the ! 78: new features such as visible weapons). ! 79: - Added flood protection. Controlled from the following cvars: ! 80: flood_msgs - maximum number of messages allowed in the time period ! 81: specified by flood_persecond ! 82: flood_persecond - time period that a maximum of flood_msgs messages are ! 83: permitted ! 84: flood_waitdelay - amount of time a client gets muzzled for flooding ! 85: - fixed it so blaster/hyperblaster shots aren't treated as solid when ! 86: predicting--you aren't clipped against them now. ! 87: - gender support is now in. The userinfo cvar "gender" can be set to ! 88: male/female/none (none for neutral messages). This doesn't affect sounds ! 89: but does affect death messages in the game. The models male and cyborg ! 90: default to gender male, and female and crackhor default to female. ! 91: Everything else defaults to none, but you can set it by typing ! 92: "gender male" or "gender female" as appropriate. ! 93: - IP banning support ala QW. It's built into the game dll as 'sv' console ! 94: commands. This list is: ! 95: sv addip <ip-mask> - adds an ip to the ban list ! 96: sv listip <ip-mask> - removes an ip from the ban list ! 97: sv writeip - writes the ban list to <gamedir>/listip.cfg. You can ! 98: exec this on a server load to load the list on subsequent server runs. ! 99: like so: quake2 +set dedicated 1 +exec listip.cfg ! 100: sv removeip <ip-mask> - remove an ip from the list ! 101: the ip list is a simple mask system. Adding 192.168 to the list ! 102: would block out everyone in the 192.168.*.* net block. You get 1024 bans, ! 103: if you need more, recompile the game dll. :) ! 104: A new cvar is also supported called 'filterban'. It defaults to one which ! 105: means "allow everyone to connect _except_ those matching in the ban list." ! 106: If you set it to zero, the meaning reverses like so, "don't allow anyone ! 107: to connect unless they are in the list."
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