3.16_Changes.txt 6.4 KB

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  1. Quake2 3.16 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. Changes for 3.16
  9. ----------------
  10. - Fixed infinite grenade bug
  11. - Fixed autodownloading to actually download sounds and console pics
  12. - Fixed autodownload to not create empty directories for files not on
  13. the server.
  14. - Added customized client downloading. cvars are the same as the server side:
  15. allow_download - global download on/off
  16. allow_download_players - players download on/off
  17. allow_download_models - models download on/off
  18. allow_download_sounds - sounds download on/off
  19. allow_download_maps - maps download on/off
  20. They can also be (more easily) set with a new Download Options menu
  21. accessible in Multiplayer/Player Setup/Download Options
  22. - Changed checksumming code to be more portable and faster.
  23. The checksum in 3.15 was seriously broken.
  24. This change makes 3.16 incompatible with previous servers.
  25. - Fixed it so sounds played for PPMs that default to male are only checked
  26. on disk once.
  27. - Fixed player 'warping' present in 3.15 (this was an artifact of the
  28. hyperblaster optimizations).
  29. - Fixed the autodownload in 3.15 so that stuff like skins for models are
  30. downloaded as well as pics.
  31. Changes for 3.15
  32. ----------------
  33. - Added visible weapons support. This is precached with a special symbol, i.e.
  34. gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
  35. the players current weapon model. Plug in player models can optionally
  36. support the visible weapons. Any that do not support it will use their
  37. default weapon.md2 files automatically.
  38. Visible weapons files for plug in player models are not downloaded
  39. automatically--only the default weapon.md2 (and skin) is.
  40. The Visible weapon models themselves are not included. They can be
  41. downloaded from http://www.telefragged.com/vwep/
  42. - Rewrote the some of the net code to use optimized network packets for
  43. projectiles. This is transparent to the game code, but improves netplay
  44. substancially. The hyperblaster doesn't flood modem players anymore.
  45. - Rewrote the packet checksum code to be more portable and defeat proxy bots
  46. yet again.
  47. - Autodownload support is in. The following items will be automatcally
  48. downloaded as needed:
  49. - world map (and textures)
  50. - models
  51. - sounds (precached ones)
  52. - plug in player model, skin, skin_i and weapon.md2
  53. downloads go to a temp file (maps/blah.tmp for example) and get renamed
  54. when done. autoresume is supported (if you lose connect during the
  55. download, just reconnect and resume). Server has fine control over
  56. the downloads with the following new cvars:
  57. allow_download - global download on/off
  58. allow_download_players - players download on/off
  59. allow_download_models - models download on/off
  60. allow_download_sounds - sounds download on/off
  61. allow_download_maps - maps download on/off
  62. maps that are in pak files will _not_ autodownload from the server, this
  63. is for copyright considerations.
  64. The QuakeWorld bug of the server map changing while download a map has
  65. been fixed.
  66. - New option in the Multiplayer/Player Setup menu for setting your connection
  67. speed. This sets a default rate for the player and can improve net
  68. performance for modem connections.
  69. - Rewrote some of the save game code to make it more portable. I wanted to
  70. completely rewrite the entire save game system and make it portable across
  71. versions and operating systems, but this would require an enormous amount
  72. of work.
  73. - Added another 512 configure strings for general usage for mod makers.
  74. This gives lots of room for general string displays on the HUD and in other
  75. data.
  76. - Player movement code re-written to be similiar to that of NetQuake and
  77. later versions of QuakeWorld. Player has more control in the air and
  78. gets a boost in vertical speed when jumping off the top of ramps.
  79. - Fixed up serverrecord so that it works correctly with the later versions.
  80. serverrecord lets the server do a recording of the current game that
  81. demo editors can use to make demos from any PVS in the level. Server
  82. recorded demos are BIG. Will look at using delta compression in them
  83. to cut down the size.
  84. - Copy protection CD check has been removed.
  85. - Quake2 3.15 has changed the protocol (so old servers will not run) but
  86. all existing game dlls can run on the new version (albiet without the
  87. new features such as visible weapons).
  88. - Added flood protection. Controlled from the following cvars:
  89. flood_msgs - maximum number of messages allowed in the time period
  90. specified by flood_persecond
  91. flood_persecond - time period that a maximum of flood_msgs messages are
  92. permitted
  93. flood_waitdelay - amount of time a client gets muzzled for flooding
  94. (gamex86 DLL specific)
  95. - fixed it so blaster/hyperblaster shots aren't treated as solid when
  96. predicting--you aren't clipped against them now.
  97. (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
  98. - gender support is now in. The userinfo cvar "gender" can be set to
  99. male/female/none (none for neutral messages). This doesn't affect sounds
  100. but does affect death messages in the game. The models male and cyborg
  101. default to gender male, and female and crackhor default to female.
  102. Everything else defaults to none, but you can set it by typing
  103. "gender male" or "gender female" as appropriate.
  104. - IP banning support ala QW. It's built into the game dll as 'sv' console
  105. commands. This list is:
  106. sv addip <ip-mask> - adds an ip to the ban list
  107. sv listip <ip-mask> - removes an ip from the ban list
  108. sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
  109. exec this on a server load to load the list on subsequent server runs.
  110. like so: quake2 +set dedicated 1 +exec listip.cfg
  111. sv removeip <ip-mask> - remove an ip from the list
  112. the ip list is a simple mask system. Adding 192.168 to the list
  113. would block out everyone in the 192.168.*.* net block. You get 1024 bans,
  114. if you need more, recompile the game dll. :)
  115. A new cvar is also supported called 'filterban'. It defaults to one which
  116. means "allow everyone to connect _except_ those matching in the ban list."
  117. If you set it to zero, the meaning reverses like so, "don't allow anyone
  118. to connect unless they are in the list."
  119. (gamex86 DLL specific)