Annotation of quake2/changes.txt, revision 1.1.1.1

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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