Annotation of quake2/3.17_changes.txt, revision 1.1.1.1

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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