CPMA 1.46 Promode mod and CNQ3 Challenge executable released
April 28th, 2008 by iX

MOD:
Challenge Promode Arena 1.46

IMPROVED QUAKE3.EXE:
Challenge Quake 3 Windows executable 1.42

Challenge Quake 3 Linux executable 1.42

Challenge Quake 3 Linux server executable 1.42


OTHER:
MAPS (not required if you have them already)

SOURCE CODE: Challenge Quake 3 executable 1.42

The latest update of the Promode mod and Challenge executable are now ready for download. All players should upgrade to 1.46 and the executable is highly recommended but not required. Server admins should also consider upgrading to the Challenge executable, it offers fixed event handling that ensures MVDs are correctly recorded.

This is mainly a maintainance release with the noticable changes for players being the return of the old lightning gun styles for CPMA and sound improvements and a memory leak fix for Challenge Quake 3.

IMPORTANT: the partial fix to the sound memory leak means that sound megs are now taken from the com_hunkmegs allocation. You do not need to set com_soundmegs to more than 8 and with a com_hunkmeg value of 64 or more you should be fine, if you have an unnecessarily high sound megs value like 64 and only 128 or less megs in the hunk then the game will crash. Fix it by setting sensible values.

1.46 Challenge Promode Arena changelog

chg: mode_current tagged as serverinfo for MAXBrowse / ASE / etc

chg: FFA mode uses 5s weapon respawns

chg: reverted to 1.43 cg_altLightning

chg: removed hemostick's RL explosions
they're derived from something other than Q3 apparently

chg: removed uriel's wings - they're annoyingly defective

fix: listen servers hanging sometimes on map load

fix: loud LG impact sounds with correctly-functioning Q3 clients

Challenge Quake 3 1.42 changelog

Bots are no longer kicked by devmap

legacy cack like joystick/midi support only pollutes configs if enabled

fixed a memory leak in the sound code

fixed even more (hopefully all) dropped sound issues in snd_dma

made com_soundmegs SLIGHTLY less broken: now only 2x instead of 3x :P
note that "soundmegs" are taken FROM THE HUNK now to fix the leak
so you need to increase com_hunkmegs by 2x your com_soundmegs

removed the explicit and incorrect "fastsky==1 == disable portals" test

r_noportals is not a cheat var

hyperspace is a bit less annoying

purged the unused (never finished) idMD4 model code

fixed some bugs in referencedpak list generation

fixed roqs ignoring s_volume

fixed widescreen modes crashing on listen servers

fixed downloads not completing properly


2 Responses to “CPMA 1.46 Promode mod and CNQ3 Challenge executable released”

  1. svr

    Great job arQon, many thanks and keep up the good work


  2. Yex

    Hi everyone! i want to present Last variant of the addition dedicated to shaders, and sprite shader rebirth for

    http://cpma-fx.narod.ru/zz-cpm-shad-1.pk3

    All effects was animatted whole one textures for
    each weapons and effect its certainly, also works the picmip, with which plays the majority a player why set to picmip turn of the personnel(frames) if possible dispense whole one texture? more so that this looks more smoothly and rationally, recommend to use in combination with soundpak !

    http://cpma-fx.narod.ru/zz-sound_history.pk3

    Dowloads and enjoy
    ps: forgive for bad knowledge of english


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