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1.1 root 1:
2: Quake2 3.16 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: Changes for 3.16
13: ----------------
14:
15: - Fixed infinite grenade bug
16: - Fixed autodownloading to actually download sounds and console pics
17: - Fixed autodownload to not create empty directories for files not on
18: the server.
19: - Added customized client downloading. cvars are the same as the server side:
20: allow_download - global download on/off
21: allow_download_players - players download on/off
22: allow_download_models - models download on/off
23: allow_download_sounds - sounds download on/off
24: allow_download_maps - maps download on/off
25: They can also be (more easily) set with a new Download Options menu
26: accessible in Multiplayer/Player Setup/Download Options
27: - Changed checksumming code to be more portable and faster.
28: The checksum in 3.15 was seriously broken.
29: This change makes 3.16 incompatible with previous servers.
30: - Fixed it so sounds played for PPMs that default to male are only checked
31: on disk once.
32: - Fixed player 'warping' present in 3.15 (this was an artifact of the
33: hyperblaster optimizations).
34: - Fixed the autodownload in 3.15 so that stuff like skins for models are
35: downloaded as well as pics.
36:
37: Changes for 3.15
38: ----------------
39:
40: - Added visible weapons support. This is precached with a special symbol, i.e.
41: gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
42: the players current weapon model. Plug in player models can optionally
43: support the visible weapons. Any that do not support it will use their
44: default weapon.md2 files automatically.
45: Visible weapons files for plug in player models are not downloaded
46: automatically--only the default weapon.md2 (and skin) is.
47: The Visible weapon models themselves are not included. They can be
48: downloaded from http://www.telefragged.com/vwep/
49: - Rewrote the some of the net code to use optimized network packets for
50: projectiles. This is transparent to the game code, but improves netplay
51: substancially. The hyperblaster doesn't flood modem players anymore.
52: - Rewrote the packet checksum code to be more portable and defeat proxy bots
53: yet again.
54: - Autodownload support is in. The following items will be automatcally
55: downloaded as needed:
56: - world map (and textures)
57: - models
58: - sounds (precached ones)
59: - plug in player model, skin, skin_i and weapon.md2
60: downloads go to a temp file (maps/blah.tmp for example) and get renamed
61: when done. autoresume is supported (if you lose connect during the
62: download, just reconnect and resume). Server has fine control over
63: the downloads with the following new cvars:
64: allow_download - global download on/off
65: allow_download_players - players download on/off
66: allow_download_models - models download on/off
67: allow_download_sounds - sounds download on/off
68: allow_download_maps - maps download on/off
69: maps that are in pak files will _not_ autodownload from the server, this
70: is for copyright considerations.
71: The QuakeWorld bug of the server map changing while download a map has
72: been fixed.
73: - New option in the Multiplayer/Player Setup menu for setting your connection
74: speed. This sets a default rate for the player and can improve net
75: performance for modem connections.
76: - Rewrote some of the save game code to make it more portable. I wanted to
77: completely rewrite the entire save game system and make it portable across
78: versions and operating systems, but this would require an enormous amount
79: of work.
80: - Added another 512 configure strings for general usage for mod makers.
81: This gives lots of room for general string displays on the HUD and in other
82: data.
83: - Player movement code re-written to be similiar to that of NetQuake and
84: later versions of QuakeWorld. Player has more control in the air and
85: gets a boost in vertical speed when jumping off the top of ramps.
86: - Fixed up serverrecord so that it works correctly with the later versions.
87: serverrecord lets the server do a recording of the current game that
88: demo editors can use to make demos from any PVS in the level. Server
89: recorded demos are BIG. Will look at using delta compression in them
90: to cut down the size.
91: - Copy protection CD check has been removed.
92: - Quake2 3.15 has changed the protocol (so old servers will not run) but
93: all existing game dlls can run on the new version (albiet without the
94: new features such as visible weapons).
95: - Added flood protection. Controlled from the following cvars:
96: flood_msgs - maximum number of messages allowed in the time period
97: specified by flood_persecond
98: flood_persecond - time period that a maximum of flood_msgs messages are
99: permitted
100: flood_waitdelay - amount of time a client gets muzzled for flooding
101: (gamex86 DLL specific)
102: - fixed it so blaster/hyperblaster shots aren't treated as solid when
103: predicting--you aren't clipped against them now.
104: (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
105: - gender support is now in. The userinfo cvar "gender" can be set to
106: male/female/none (none for neutral messages). This doesn't affect sounds
107: but does affect death messages in the game. The models male and cyborg
108: default to gender male, and female and crackhor default to female.
109: Everything else defaults to none, but you can set it by typing
110: "gender male" or "gender female" as appropriate.
111: - IP banning support ala QW. It's built into the game dll as 'sv' console
112: commands. This list is:
113: sv addip <ip-mask> - adds an ip to the ban list
114: sv listip <ip-mask> - removes an ip from the ban list
115: sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
116: exec this on a server load to load the list on subsequent server runs.
117: like so: quake2 +set dedicated 1 +exec listip.cfg
118: sv removeip <ip-mask> - remove an ip from the list
119: the ip list is a simple mask system. Adding 192.168 to the list
120: would block out everyone in the 192.168.*.* net block. You get 1024 bans,
121: if you need more, recompile the game dll. :)
122: A new cvar is also supported called 'filterban'. It defaults to one which
123: means "allow everyone to connect _except_ those matching in the ban list."
124: If you set it to zero, the meaning reverses like so, "don't allow anyone
125: to connect unless they are in the list."
126: (gamex86 DLL specific)
127:
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