Annotation of quake2/3.15_changes.txt, revision 1.1.1.1

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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