|
|
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."
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.