3.15_Changes.txt 5.3 KB

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  1. Quake2 3.15 Upgrade
  2. -------------------
  3. This upgrade addresses several features, including security, playability, and
  4. enhancements.
  5. A new map is also included (in baseq2\pak3.pak) called match1, Reckless
  6. Abandon. This map is designed for one on one deathmatch play. It was built
  7. by American McGee and Dave "Zoid" Kirsch.
  8. This patch replaces the following files:
  9. quake2.exe
  10. 3dfxgl.dll
  11. pvrgl.dll
  12. ref_gl.dll
  13. ref_soft.dll
  14. baseq2\gamex86.dll
  15. Changes
  16. -------
  17. - Added visible weapons support. This is precached with a special symbol, i.e.
  18. gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
  19. the players current weapon model. Plug in player models can optionally
  20. support the visible weapons. Any that do not support it will use their
  21. default weapon.md2 files automatically.
  22. Visible weapons files for plug in player models are not downloaded
  23. automatically--only the default weapon.md2 (and skin) is.
  24. The Visible weapon models themselves are not included. They can be
  25. downloaded from http://www.telefragged.com/vwep/
  26. - Rewrote the some of the net code to use optimized network packets for
  27. projectiles. This is transparent to the game code, but improves netplay
  28. substancially. The hyperblaster doesn't flood modem players anymore.
  29. - Rewrote the packet checksum code to be more portable and defeat proxy bots
  30. yet again.
  31. - Autodownload support is in. The following items will be automatcally
  32. downloaded as needed:
  33. - world map (and textures)
  34. - models
  35. - sounds (precached ones)
  36. - plug in player model, skin, skin_i and weapon.md2
  37. downloads go to a temp file (maps/blah.tmp for example) and get renamed
  38. when done. autoresume is supported (if you lose connect during the
  39. download, just reconnect and resume). Server has fine control over
  40. the downloads with the following new cvars:
  41. allow_download - global download on/off
  42. allow_download_players - players download on/off
  43. allow_download_models - models download on/off
  44. allow_download_sounds - sounds download on/off
  45. allow_download_maps - maps download on/off
  46. maps that are in pak files will _not_ autodownload from the server, this
  47. is for copyright considerations.
  48. The QuakeWorld bug of the server map changing while download a map has
  49. been fixed.
  50. - New option in the Multiplayer/Player Setup menu for setting your connection
  51. speed. This sets a default rate for the player and can improve net
  52. performance for modem connections.
  53. - Rewrote some of the save game code to make it more portable. I wanted to
  54. completely rewrite the entire save game system and make it portable across
  55. versions and operating systems, but this would require an enormous amount
  56. of work.
  57. - Added another 512 configure strings for general usage for mod makers.
  58. This gives lots of room for general string displays on the HUD and in other
  59. data.
  60. - Player movement code re-written to be similiar to that of NetQuake and
  61. later versions of QuakeWorld. Player has more control in the air and
  62. gets a boost in vertical speed when jumping off the top of ramps.
  63. - Fixed up serverrecord so that it works correctly with the later versions.
  64. serverrecord lets the server do a recording of the current game that
  65. demo editors can use to make demos from any PVS in the level. Server
  66. recorded demos are BIG. Will look at using delta compression in them
  67. to cut down the size.
  68. - Copy protection CD check has been removed.
  69. - Quake2 3.15 has changed the protocol (so old servers will not run) but
  70. all existing game dlls can run on the new version (albiet without the
  71. new features such as visible weapons).
  72. - Added flood protection. Controlled from the following cvars:
  73. flood_msgs - maximum number of messages allowed in the time period
  74. specified by flood_persecond
  75. flood_persecond - time period that a maximum of flood_msgs messages are
  76. permitted
  77. flood_waitdelay - amount of time a client gets muzzled for flooding
  78. - fixed it so blaster/hyperblaster shots aren't treated as solid when
  79. predicting--you aren't clipped against them now.
  80. - gender support is now in. The userinfo cvar "gender" can be set to
  81. male/female/none (none for neutral messages). This doesn't affect sounds
  82. but does affect death messages in the game. The models male and cyborg
  83. default to gender male, and female and crackhor default to female.
  84. Everything else defaults to none, but you can set it by typing
  85. "gender male" or "gender female" as appropriate.
  86. - IP banning support ala QW. It's built into the game dll as 'sv' console
  87. commands. This list is:
  88. sv addip <ip-mask> - adds an ip to the ban list
  89. sv listip <ip-mask> - removes an ip from the ban list
  90. sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
  91. exec this on a server load to load the list on subsequent server runs.
  92. like so: quake2 +set dedicated 1 +exec listip.cfg
  93. sv removeip <ip-mask> - remove an ip from the list
  94. the ip list is a simple mask system. Adding 192.168 to the list
  95. would block out everyone in the 192.168.*.* net block. You get 1024 bans,
  96. if you need more, recompile the game dll. :)
  97. A new cvar is also supported called 'filterban'. It defaults to one which
  98. means "allow everyone to connect _except_ those matching in the ban list."
  99. If you set it to zero, the meaning reverses like so, "don't allow anyone
  100. to connect unless they are in the list."