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1.1 root 1: Changes for 3.17
2: ----------------
3:
4: - added sanity checks before calling atan2 with divisors of 0. This was
5: accidentally working on Intel chips, but caused crashes on DEC Alpha AXP
6: port.
7: - updated QUAKE2.DSW and QUAKE2.DSP file to support DEC Alpha
8: - Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
9: 'allow_download 1' at the console, or using the download options menu
10: in Multiplayer/PlayerSetup/Download Options
11: - Server demos now include a svc_serverdata block at the beginning with the
12: attractloop byte set to '2' to indicate server demo (byte before gamedir
13: in the svc_serverdata block). This allows easy identification of
14: serverrecorded demos (serverrecord demos are only for demo editors, they
15: can not be played back in Quake2 without being first edited).
16: - New options for setting texture formats in ref_gl:
17: gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
18: GL_RGBA2
19: gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
20: GL_R3_G3_B2, GL_RGB2 (SGI only)
21: - Player movement during Air acceleration changed to reflect more real-world
22: physics while airborne.
23: - Fixed a bug when riding trains that caused drift in a southwest direction
24: (Thanks to Jim Dose at Ritual for pointing this one out).
25: - Linux: Now correctly reports out of memory rather than segfaulting (mmap
26: returns (void *)-1 and not NULL on error).
27: - Fixed autodownloading to not create paths for files that can't be downloaded
28: (this was creating many empty directories in baseq2/players).
29: - When downloading a file from a server that doesn't have it, the message is
30: now "Server does not have this file" rather than "File not found."
31: - Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
32: - Highbits are now stripped from console when using condump
33: - Restored support for gl_modulate in multiplayer play
34: - Fixed it so that players with a model/skin you don't have aren't checked for
35: on disk more than once.
36: - Fixed it so sounds played for PPMs that default to male are only checked
37: on disk once.
38: - Byte ordering/portability fixes in cinematics, PCX and other file handling.
39: - Client state during static image cinematic (PCX image) so that client can
40: continue to next unit.
41: - Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
42: if a server is in coop mode, hitting a button at the victory.pcx screen
43: while cause the server to restart at base1
44: - Fixed infinite grenade bug
45: - Fixed autodownloading to actually download sounds and console pics
46: - Fixed autodownload to not create empty directories for files not on
47: the server.
48: - Added customized client downloading. cvars are the same as the server side:
49: allow_download - global download on/off
50: allow_download_players - players download on/off
51: allow_download_models - models download on/off
52: allow_download_sounds - sounds download on/off
53: allow_download_maps - maps download on/off
54: They can also be (more easily) set with a new Download Options menu
55: accessible in Multiplayer/Player Setup/Download Options
56: - Changed checksumming code to be more portable and faster.
57: The checksum in 3.15 was seriously broken.
58: This change makes 3.17 incompatible with previous servers.
59: - Fixed player 'warping' present in 3.15 (this was an artifact of the
60: hyperblaster optimizations).
61: - Fixed the autodownload in 3.15 so that stuff like skins for models are
62: downloaded as well as pics.
63:
64: Changes for 3.15
65: ----------------
66:
67: - Added visible weapons support. This is precached with a special symbol, i.e.
68: gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
69: the players current weapon model. Plug in player models can optionally
70: support the visible weapons. Any that do not support it will use their
71: default weapon.md2 files automatically.
72: Visible weapons files for plug in player models are not downloaded
73: automatically--only the default weapon.md2 (and skin) is.
74: The Visible weapon models themselves are not included. They can be
75: downloaded from http://www.telefragged.com/vwep/
76: - Rewrote the some of the net code to use optimized network packets for
77: projectiles. This is transparent to the game code, but improves netplay
78: substancially. The hyperblaster doesn't flood modem players anymore.
79: - Rewrote the packet checksum code to be more portable and defeat proxy bots
80: yet again.
81: - Autodownload support is in. The following items will be automatcally
82: downloaded as needed:
83: - world map (and textures)
84: - models
85: - sounds (precached ones)
86: - plug in player model, skin, skin_i and weapon.md2
87: downloads go to a temp file (maps/blah.tmp for example) and get renamed
88: when done. autoresume is supported (if you lose connect during the
89: download, just reconnect and resume). Server has fine control over
90: the downloads with the following new cvars:
91: allow_download - global download on/off
92: allow_download_players - players download on/off
93: allow_download_models - models download on/off
94: allow_download_sounds - sounds download on/off
95: allow_download_maps - maps download on/off
96: maps that are in pak files will _not_ autodownload from the server, this
97: is for copyright considerations.
98: The QuakeWorld bug of the server map changing while download a map has
99: been fixed.
100: - New option in the Multiplayer/Player Setup menu for setting your connection
101: speed. This sets a default rate for the player and can improve net
102: performance for modem connections.
103: - Rewrote some of the save game code to make it more portable. I wanted to
104: completely rewrite the entire save game system and make it portable across
105: versions and operating systems, but this would require an enormous amount
106: of work.
107: - Added another 512 configure strings for general usage for mod makers.
108: This gives lots of room for general string displays on the HUD and in other
109: data.
110: - Player movement code re-written to be similiar to that of NetQuake and
111: later versions of QuakeWorld. Player has more control in the air and
112: gets a boost in vertical speed when jumping off the top of ramps.
113: - Fixed up serverrecord so that it works correctly with the later versions.
114: serverrecord lets the server do a recording of the current game that
115: demo editors can use to make demos from any PVS in the level. Server
116: recorded demos are BIG. Will look at using delta compression in them
117: to cut down the size.
118: - Copy protection CD check has been removed.
119: - Quake2 3.15 has changed the protocol (so old servers will not run) but
120: all existing game dlls can run on the new version (albiet without the
121: new features such as visible weapons).
122: - Added flood protection. Controlled from the following cvars:
123: flood_msgs - maximum number of messages allowed in the time period
124: specified by flood_persecond
125: flood_persecond - time period that a maximum of flood_msgs messages are
126: permitted
127: flood_waitdelay - amount of time a client gets muzzled for flooding
128: (gamex86 DLL specific)
129: - fixed it so blaster/hyperblaster shots aren't treated as solid when
130: predicting--you aren't clipped against them now.
131: (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
132: - gender support is now in. The userinfo cvar "gender" can be set to
133: male/female/none (none for neutral messages). This doesn't affect sounds
134: but does affect death messages in the game. The models male and cyborg
135: default to gender male, and female and crackhor default to female.
136: Everything else defaults to none, but you can set it by typing
137: "gender male" or "gender female" as appropriate.
138: - IP banning support ala QW. It's built into the game dll as 'sv' console
139: commands. This list is:
140: sv addip <ip-mask> - adds an ip to the ban list
141: sv listip <ip-mask> - removes an ip from the ban list
142: sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
143: exec this on a server load to load the list on subsequent server runs.
144: like so: quake2 +set dedicated 1 +exec listip.cfg
145: sv removeip <ip-mask> - remove an ip from the list
146: the ip list is a simple mask system. Adding 192.168 to the list
147: would block out everyone in the 192.168.*.* net block. You get 1024 bans,
148: if you need more, recompile the game dll. :)
149: A new cvar is also supported called 'filterban'. It defaults to one which
150: means "allow everyone to connect _except_ those matching in the ban list."
151: If you set it to zero, the meaning reverses like so, "don't allow anyone
152: to connect unless they are in the list."
153: (gamex86 DLL specific)
154:
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