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1.1.1.2 ! root 1: ! 2: Quake2 3.17 Upgrade ! 3: ------------------- ! 4: ! 5: This upgrade addresses several features, including security, playability, and ! 6: enhancements. ! 7: 1.1 root 8: Changes for 3.17 9: ---------------- 10: 1.1.1.2 ! root 11: - Fixed possible NAN resulting from handing zero to second arg of atan2 1.1 root 12: - Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing 13: 'allow_download 1' at the console, or using the download options menu 14: in Multiplayer/PlayerSetup/Download Options 15: - Server demos now include a svc_serverdata block at the beginning with the 16: attractloop byte set to '2' to indicate server demo (byte before gamedir 17: in the svc_serverdata block). This allows easy identification of 18: serverrecorded demos (serverrecord demos are only for demo editors, they 19: can not be played back in Quake2 without being first edited). 20: - New options for setting texture formats in ref_gl: 21: gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4, 22: GL_RGBA2 23: gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4, 24: GL_R3_G3_B2, GL_RGB2 (SGI only) 25: - Player movement during Air acceleration changed to reflect more real-world 26: physics while airborne. 27: - Fixed a bug when riding trains that caused drift in a southwest direction 28: (Thanks to Jim Dose at Ritual for pointing this one out). 29: - Linux: Now correctly reports out of memory rather than segfaulting (mmap 30: returns (void *)-1 and not NULL on error). 31: - Fixed autodownloading to not create paths for files that can't be downloaded 32: (this was creating many empty directories in baseq2/players). 33: - When downloading a file from a server that doesn't have it, the message is 34: now "Server does not have this file" rather than "File not found." 35: - Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key). 36: - Highbits are now stripped from console when using condump 37: - Restored support for gl_modulate in multiplayer play 38: - Fixed it so that players with a model/skin you don't have aren't checked for 39: on disk more than once. 40: - Fixed it so sounds played for PPMs that default to male are only checked 41: on disk once. 42: - Byte ordering/portability fixes in cinematics, PCX and other file handling. 43: - Client state during static image cinematic (PCX image) so that client can 44: continue to next unit. 45: - Fixed it so that dedicated coop servers no longer get stuck at victory.pcx, 46: if a server is in coop mode, hitting a button at the victory.pcx screen 47: while cause the server to restart at base1 48: - Fixed infinite grenade bug 49: - Fixed autodownloading to actually download sounds and console pics 50: - Fixed autodownload to not create empty directories for files not on 51: the server. 52: - Added customized client downloading. cvars are the same as the server side: 53: allow_download - global download on/off 54: allow_download_players - players download on/off 55: allow_download_models - models download on/off 56: allow_download_sounds - sounds download on/off 57: allow_download_maps - maps download on/off 58: They can also be (more easily) set with a new Download Options menu 59: accessible in Multiplayer/Player Setup/Download Options 60: - Changed checksumming code to be more portable and faster. 61: The checksum in 3.15 was seriously broken. 62: This change makes 3.17 incompatible with previous servers. 63: - Fixed player 'warping' present in 3.15 (this was an artifact of the 64: hyperblaster optimizations). 65: - Fixed the autodownload in 3.15 so that stuff like skins for models are 66: downloaded as well as pics. 67: 68: Changes for 3.15 69: ---------------- 70: 71: - Added visible weapons support. This is precached with a special symbol, i.e. 72: gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to 73: the players current weapon model. Plug in player models can optionally 74: support the visible weapons. Any that do not support it will use their 75: default weapon.md2 files automatically. 76: Visible weapons files for plug in player models are not downloaded 77: automatically--only the default weapon.md2 (and skin) is. 78: The Visible weapon models themselves are not included. They can be 79: downloaded from http://www.telefragged.com/vwep/ 80: - Rewrote the some of the net code to use optimized network packets for 81: projectiles. This is transparent to the game code, but improves netplay 82: substancially. The hyperblaster doesn't flood modem players anymore. 83: - Rewrote the packet checksum code to be more portable and defeat proxy bots 84: yet again. 85: - Autodownload support is in. The following items will be automatcally 86: downloaded as needed: 87: - world map (and textures) 88: - models 89: - sounds (precached ones) 90: - plug in player model, skin, skin_i and weapon.md2 91: downloads go to a temp file (maps/blah.tmp for example) and get renamed 92: when done. autoresume is supported (if you lose connect during the 93: download, just reconnect and resume). Server has fine control over 94: the downloads with the following new cvars: 95: allow_download - global download on/off 96: allow_download_players - players download on/off 97: allow_download_models - models download on/off 98: allow_download_sounds - sounds download on/off 99: allow_download_maps - maps download on/off 100: maps that are in pak files will _not_ autodownload from the server, this 101: is for copyright considerations. 102: The QuakeWorld bug of the server map changing while download a map has 103: been fixed. 104: - New option in the Multiplayer/Player Setup menu for setting your connection 105: speed. This sets a default rate for the player and can improve net 106: performance for modem connections. 107: - Rewrote some of the save game code to make it more portable. I wanted to 108: completely rewrite the entire save game system and make it portable across 109: versions and operating systems, but this would require an enormous amount 110: of work. 111: - Added another 512 configure strings for general usage for mod makers. 112: This gives lots of room for general string displays on the HUD and in other 113: data. 114: - Player movement code re-written to be similiar to that of NetQuake and 115: later versions of QuakeWorld. Player has more control in the air and 116: gets a boost in vertical speed when jumping off the top of ramps. 117: - Fixed up serverrecord so that it works correctly with the later versions. 118: serverrecord lets the server do a recording of the current game that 119: demo editors can use to make demos from any PVS in the level. Server 120: recorded demos are BIG. Will look at using delta compression in them 121: to cut down the size. 122: - Copy protection CD check has been removed. 123: - Quake2 3.15 has changed the protocol (so old servers will not run) but 124: all existing game dlls can run on the new version (albiet without the 125: new features such as visible weapons). 126: - Added flood protection. Controlled from the following cvars: 127: flood_msgs - maximum number of messages allowed in the time period 128: specified by flood_persecond 129: flood_persecond - time period that a maximum of flood_msgs messages are 130: permitted 131: flood_waitdelay - amount of time a client gets muzzled for flooding 132: (gamex86 DLL specific) 133: - fixed it so blaster/hyperblaster shots aren't treated as solid when 134: predicting--you aren't clipped against them now. 135: (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles) 136: - gender support is now in. The userinfo cvar "gender" can be set to 137: male/female/none (none for neutral messages). This doesn't affect sounds 138: but does affect death messages in the game. The models male and cyborg 139: default to gender male, and female and crackhor default to female. 140: Everything else defaults to none, but you can set it by typing 141: "gender male" or "gender female" as appropriate. 142: - IP banning support ala QW. It's built into the game dll as 'sv' console 143: commands. This list is: 144: sv addip <ip-mask> - adds an ip to the ban list 145: sv listip <ip-mask> - removes an ip from the ban list 146: sv writeip - writes the ban list to <gamedir>/listip.cfg. You can 147: exec this on a server load to load the list on subsequent server runs. 148: like so: quake2 +set dedicated 1 +exec listip.cfg 149: sv removeip <ip-mask> - remove an ip from the list 150: the ip list is a simple mask system. Adding 192.168 to the list 151: would block out everyone in the 192.168.*.* net block. You get 1024 bans, 152: if you need more, recompile the game dll. :) 153: A new cvar is also supported called 'filterban'. It defaults to one which 154: means "allow everyone to connect _except_ those matching in the ban list." 155: If you set it to zero, the meaning reverses like so, "don't allow anyone 156: to connect unless they are in the list." 157: (gamex86 DLL specific) 158:
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