changes.txt 8.6 KB

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  1. Quake2 3.16 changes:
  2. - Fixed infinite grenade bug
  3. - Fixed autodownloading to actually download sounds and console pics
  4. - Fixed autodownload to not create empty directories for files not on
  5. the server.
  6. - Added customized client downloading. cvars are the same as the server side:
  7. allow_download - global download on/off
  8. allow_download_players - players download on/off
  9. allow_download_models - models download on/off
  10. allow_download_sounds - sounds download on/off
  11. allow_download_maps - maps download on/off
  12. They can also be (more easily) set with a new Download Options menu
  13. accessible in Multiplayer/Player Setup/Download Options
  14. - Changed checksumming code to be more portable and faster.
  15. Quake2 3.15 changes:
  16. - Added visible weapons support. This is precached with a special symbol, i.e.
  17. gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
  18. the players current weapon model. Plug in player models can optionally
  19. support the visible weapons. Any that do not support it will use their
  20. default weapon.md2 files automatically.
  21. Visible weapons files for plug in player models are not downloaded
  22. automatically--only the default weapon.md2 (and skin) is.
  23. - New cvar cl_vwep controls whether visible weapons is enabled on the client.
  24. If you turn it off, the visible weapons models are not loaded. This can offer
  25. a speed up on slow or memory starved machines.
  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."
  101. Quake2 CTF 1.09a Changes:
  102. - Q2CTF 1.09 requires 3.15 now.
  103. - Competition Match mode added. Server can be reset into a timed match mode.
  104. Includes a pregame setup time, countdown until game start, timed match,
  105. statistics on players, admin functions and a post game time.
  106. - The server command 'gamemap' now works correctly. On a server, you can
  107. change maps with two commands: map and gamemap. Map will cause all teams
  108. to reset, gamemap will change maps with the teams intact.
  109. - New console commands:
  110. yes - vote yes on an election
  111. no - vote no on an election
  112. ready - ready oneself for a match
  113. notready - remove oneself from the ready list (stop the clock)
  114. ghost - ghost back into a match if connection was lost
  115. admin - become an admin or access the admin menu
  116. stats - show statistics on players in a match
  117. warp - warp to a new level
  118. boot - kick a player of the server (you must be an admin)
  119. playerlist - show player list and connect times
  120. - New cvars:
  121. competition - set to 1 to allow the server to be voted by players into
  122. competition mode. Set to 3 for a dedicated competition server.
  123. The default, 0, disables competition features.
  124. matchlock - controls whether players are allowed into a match in progress
  125. in competition mode. Defaults to on (1).
  126. electpercentage - the precentage of yes votes needed to win an election.
  127. Defaults to 66%.
  128. matchtime - length of a match, defaulting to 20 minutes. Can be changed
  129. by admins.
  130. matchsetuptime - length of time allowed to setup a match (after which
  131. the server will reset itself back into normal pickup play). Defaults
  132. to 10 mins.
  133. matchstarttime - The countdown after match setup has been completed
  134. until the match begins. Defaults to 20 seconds.
  135. admin_password - Password for admin access (allowing access to the admin
  136. menu without needing to be elected).
  137. - Minor bug fixes in team selection to help balance the teams better (the
  138. default option on the menu is now the team with the fewer players).
  139. - Don't get base defenses for telefragging your teammates in base.
  140. - Telefrags at start of game no longer count (to help with game spawning).
  141. - Instant weapon changing is now a server option (and can be changed by
  142. admin menu).
  143. - New admin menu that allows remote changes of the following items:
  144. Match length (time)
  145. Match setup length (time)
  146. Match start length (time)
  147. Weapons Stay
  148. Instant Items
  149. Quad Drop
  150. Instant Weapons
  151. - As part of the match code, a new 'ghost' option is included. When a match
  152. begins, all players are printed a randomly generated five digit ghost code
  153. in their consoles. If the player loses connection for some reason during
  154. the match, they can reconnect and reenter the game keeping their score
  155. intact at the time of disconnection.
  156. - Visible weapon support (as with the 3.15 release).
  157. - Some minor changes to the pmenu code to allow more flexability