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1.1 root 1:
2: Quake2 3.16 changes:
3:
4: - Fixed infinite grenade bug
5: - Fixed autodownloading to actually download sounds and console pics
6: - Fixed autodownload to not create empty directories for files not on
7: the server.
8: - Added customized client downloading. cvars are the same as the server side:
9: allow_download - global download on/off
10: allow_download_players - players download on/off
11: allow_download_models - models download on/off
12: allow_download_sounds - sounds download on/off
13: allow_download_maps - maps download on/off
14: They can also be (more easily) set with a new Download Options menu
15: accessible in Multiplayer/Player Setup/Download Options
16: - Changed checksumming code to be more portable and faster.
17:
18:
19: Quake2 3.15 changes:
20:
21: - Added visible weapons support. This is precached with a special symbol, i.e.
22: gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
23: the players current weapon model. Plug in player models can optionally
24: support the visible weapons. Any that do not support it will use their
25: default weapon.md2 files automatically.
26: Visible weapons files for plug in player models are not downloaded
27: automatically--only the default weapon.md2 (and skin) is.
28: - New cvar cl_vwep controls whether visible weapons is enabled on the client.
29: If you turn it off, the visible weapons models are not loaded. This can offer
30: a speed up on slow or memory starved machines.
31: - Rewrote the some of the net code to use optimized network packets for
32: projectiles. This is transparent to the game code, but improves netplay
33: substancially. The hyperblaster doesn't flood modem players anymore.
34: - Rewrote the packet checksum code to be more portable and defeat proxy bots
35: yet again.
36: - Autodownload support is in. The following items will be automatcally
37: downloaded as needed:
38: - world map (and textures)
39: - models
40: - sounds (precached ones)
41: - plug in player model, skin, skin_i and weapon.md2
42: downloads go to a temp file (maps/blah.tmp for example) and get renamed
43: when done. autoresume is supported (if you lose connect during the
44: download, just reconnect and resume). Server has fine control over
45: the downloads with the following new cvars:
46: allow_download - global download on/off
47: allow_download_players - players download on/off
48: allow_download_models - models download on/off
49: allow_download_sounds - sounds download on/off
50: allow_download_maps - maps download on/off
51: maps that are in pak files will _not_ autodownload from the server, this
52: is for copyright considerations.
53: The QuakeWorld bug of the server map changing while download a map has
54: been fixed.
55: - New option in the Multiplayer/Player Setup menu for setting your connection
56: speed. This sets a default rate for the player and can improve net
57: performance for modem connections.
58: - Rewrote some of the save game code to make it more portable. I wanted to
59: completely rewrite the entire save game system and make it portable across
60: versions and operating systems, but this would require an enormous amount
61: of work.
62: - Added another 512 configure strings for general usage for mod makers.
63: This gives lots of room for general string displays on the HUD and in other
64: data.
65: - Player movement code re-written to be similiar to that of NetQuake and
66: later versions of QuakeWorld. Player has more control in the air and
67: gets a boost in vertical speed when jumping off the top of ramps.
68: - Fixed up serverrecord so that it works correctly with the later versions.
69: serverrecord lets the server do a recording of the current game that
70: demo editors can use to make demos from any PVS in the level. Server
71: recorded demos are BIG. Will look at using delta compression in them
72: to cut down the size.
73: - Copy protection CD check has been removed.
74: - Quake2 3.15 has changed the protocol (so old servers will not run) but
75: all existing game dlls can run on the new version (albiet without the
76: new features such as visible weapons).
77: - Added flood protection. Controlled from the following cvars:
78: flood_msgs - maximum number of messages allowed in the time period
79: specified by flood_persecond
80: flood_persecond - time period that a maximum of flood_msgs messages are
81: permitted
82: flood_waitdelay - amount of time a client gets muzzled for flooding
83: - fixed it so blaster/hyperblaster shots aren't treated as solid when
84: predicting--you aren't clipped against them now.
85: - gender support is now in. The userinfo cvar "gender" can be set to
86: male/female/none (none for neutral messages). This doesn't affect sounds
87: but does affect death messages in the game. The models male and cyborg
88: default to gender male, and female and crackhor default to female.
89: Everything else defaults to none, but you can set it by typing
90: "gender male" or "gender female" as appropriate.
91: - IP banning support ala QW. It's built into the game dll as 'sv' console
92: commands. This list is:
93: sv addip <ip-mask> - adds an ip to the ban list
94: sv listip <ip-mask> - removes an ip from the ban list
95: sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
96: exec this on a server load to load the list on subsequent server runs.
97: like so: quake2 +set dedicated 1 +exec listip.cfg
98: sv removeip <ip-mask> - remove an ip from the list
99: the ip list is a simple mask system. Adding 192.168 to the list
100: would block out everyone in the 192.168.*.* net block. You get 1024 bans,
101: if you need more, recompile the game dll. :)
102: A new cvar is also supported called 'filterban'. It defaults to one which
103: means "allow everyone to connect _except_ those matching in the ban list."
104: If you set it to zero, the meaning reverses like so, "don't allow anyone
105: to connect unless they are in the list."
106:
107: Quake2 CTF 1.09a Changes:
108:
109: - Q2CTF 1.09 requires 3.15 now.
110: - Competition Match mode added. Server can be reset into a timed match mode.
111: Includes a pregame setup time, countdown until game start, timed match,
112: statistics on players, admin functions and a post game time.
113: - The server command 'gamemap' now works correctly. On a server, you can
114: change maps with two commands: map and gamemap. Map will cause all teams
115: to reset, gamemap will change maps with the teams intact.
116: - New console commands:
117: yes - vote yes on an election
118: no - vote no on an election
119: ready - ready oneself for a match
120: notready - remove oneself from the ready list (stop the clock)
121: ghost - ghost back into a match if connection was lost
122: admin - become an admin or access the admin menu
123: stats - show statistics on players in a match
124: warp - warp to a new level
125: boot - kick a player of the server (you must be an admin)
126: playerlist - show player list and connect times
127: - New cvars:
128: competition - set to 1 to allow the server to be voted by players into
129: competition mode. Set to 3 for a dedicated competition server.
130: The default, 0, disables competition features.
131: matchlock - controls whether players are allowed into a match in progress
132: in competition mode. Defaults to on (1).
133: electpercentage - the precentage of yes votes needed to win an election.
134: Defaults to 66%.
135: matchtime - length of a match, defaulting to 20 minutes. Can be changed
136: by admins.
137: matchsetuptime - length of time allowed to setup a match (after which
138: the server will reset itself back into normal pickup play). Defaults
139: to 10 mins.
140: matchstarttime - The countdown after match setup has been completed
141: until the match begins. Defaults to 20 seconds.
142: admin_password - Password for admin access (allowing access to the admin
143: menu without needing to be elected).
144: - Minor bug fixes in team selection to help balance the teams better (the
145: default option on the menu is now the team with the fewer players).
146: - Don't get base defenses for telefragging your teammates in base.
147: - Telefrags at start of game no longer count (to help with game spawning).
148: - Instant weapon changing is now a server option (and can be changed by
149: admin menu).
150: - New admin menu that allows remote changes of the following items:
151: Match length (time)
152: Match setup length (time)
153: Match start length (time)
154: Weapons Stay
155: Instant Items
156: Quad Drop
157: Instant Weapons
158: - As part of the match code, a new 'ghost' option is included. When a match
159: begins, all players are printed a randomly generated five digit ghost code
160: in their consoles. If the player loses connection for some reason during
161: the match, they can reconnect and reenter the game keeping their score
162: intact at the time of disconnection.
163: - Visible weapon support (as with the 3.15 release).
164: - Some minor changes to the pmenu code to allow more flexability
165:
166:
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