ChangelogAll

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This changelog is the canonical source of information for CPMA. Any document that disagrees with it is almost certainly wrong.

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Contents

Notes for version 1.46 (26 Apr 08)

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


Notes for version 1.45 (18 Feb 08)

add: callvote remove is back

chg: RG low ammo warning

chg: CQ3 pg/sg ammobox

chg: CQ3 RG scaling from 100 to 80

chg: CQ3 hitsound from CPM

fix: finally, hopefully, the @#$%ing TA bugs with rocket splash only took seven years to track the damn thing down...

fix: IDs bot stuck

fix: PMC ctfs/ctf heavy flag

fix: CPM ctfs heavy flag


Notes for version 1.44 (19 Dec 07)

Yes, I know the menus look like ass

add: new icons for just about everything, thanks to vamp1re <3

add: log_xmlstats (default "stats") directory to save endgame stats to, "" to disable

add: END pauses demos (needs CNQ3)

add: Digital Graphics Labs "Enter Sansman" font usable in superhud with "font sansman"

add: cg_railCoreWidth (2), cg_railRingWidth (8), cg_railRingStep (32) the r_rail* cvars are now obsoleted

add: cl_noprint works during demo playback and with the SHUD "console"

add: captain actions are logged to the team's consoles

add: show timein caller in team games

add: hud_hide <element>, hud_show <element>

add: info_player_deathmatch support to mapcfgs was only doing info_player_start - doh!

chg: removed dlights from FC's again

chg: PG gun/TDM ammo 100, box 50, speed 2000

chg: MG boxes give 50 ammo, max 100

chg: replaced the RL and GL trail system cg_smokeGrowth_RL and cg_smokeGrowth_GL are obsoleted

chg: beefed up cg_railStyle 2 a fair bit

chg: CTF flags don't flash and only show on the HUD when they're not at base

chg: team overlay expands to show multiple PUs if needed

chg: NTF defaults to flag dropping enabled

chg: servers reject players whose names have bogus characters (<32 or >126)

chg: removed FlagWeight from class files

chg: removed s_occfactor - now always treated as 0

chg: removed fastrail, finally, may it rest in peace

chg: cg_altLightning now just 0 or 1 0 is the original (pre-TA) id LG beam 1 is the 1.43 altLighting 3 with a new render scheme

chg: CPM tele exit speed is 400, same as VQ3

chg: spawnsystem back to "far half" from killer with no weighting

chg: CQ3 2K8 :P settings - a "better VQ3" without culture shock VQ3 physics, plus rampjumps. PM2 spawnsystem; lava/slime damage; item height; water speed; and LG and BFG settings. RG damage scaling from 100 at point-blank down to 75 (linearly) at 768 units distance (LG range) and beyond. Ammo limits: MG/LG 150, SG/GL/RL/RG/BFG 25, PG 200. Smaller ammoboxes: MG 25, SG 5, LG 50. No "cripple" effect for MG/PG/LG.

fix: xml strings need escaping even when quoted

fix: waterjump catapult wasn't triggering properly

fix: simpleitems are actually ITEM_RADIUS (most meaningless id bug ever) finally trumped the RG light fix  :P

fix: rather fascinating bizarre bugs with corpses and weapons e.g. your corpse with LG would actually fire when you fired and if it had a humming weapon, it would play that sound too

fix: item bboxes were asymmetric and misaligned (id bug)

fix: stupid SnapVectorTowards bug from the TA era (id bug)

fix: hunter/pm antlers weren't blended properly

fix: bad math in item bobbing made them jerky for no good reason (id bug) if the server had been up for more than just a couple of days

fix: concretefloor1 and portal_sfx had invalid tcmods (id bugs)

fix: railtrails were often not sent to players near the shooter (id bug)

fix: #E correctly identifies Suited enemies

fix: some edit fields in the ui (e.g. rate) weren't updating their cvars


Notes for version 1.43 (18 July 07)

add: DM scoreboard shows weapon shots

add: player pings shown in the server browser

add: Slash's skates are affected by PM skin color

add: \acc <weapon> now sorted

add: "sw" to class files

chg: RL knockback increased to 112.5%

chg: water speeds are significantly higher

chg: PG gun/TDM ammo 80, box 40

chg: default PU respawn in 2v2 now 120s

chg: removed vote_allow_remove, callvote remove been broken for years and nobody noticed, so it's clearly dead weight

chg: spectator speed increased to 480ups

chg: CA/DA/CTFS modes explicitly set spawn health to 100

chg: BFG is droppable

chg: removed the irrelevant "team color names" crud from many CTF messages (e.g. "PlayerA gets an assist for returning the >XYZ< flag")

chg: server stats are output in XML (same format as Q4Max stats) thanks to cha0ticz, panni, and cmd for their work on this

chg: NTF Heavies use Keel model and get SG instead of MG

chg: NTF Fighters spawn with 5 rockets

chg: NTF backpacks give 25 armor

chg: vote time is 20 seconds

chg: removed support for the very-legacy CPM 1.0 armor system

chg: removed !PreDecorate1-8 and _PostDecorate1-8 superhud elements just "PreDecorate" and "PostDecorate" now, limit 64 total

fix: dying while firing RG caused "ghost" rails on next switch to RG

fix: rebound/OB could still happen on surfaces under shallow water

fix: various AI bits, especially in VQ3

fix: an insanely pathological case to do with traces near patches when q3map has created a poisoned BSP that has non-convex spaces note: this fix makes no sense, it just "works". such maps are broken, and this may well just be moving the fail cases to a different set.

fix: widescreen support should be much better now

DEV: RG is 1500ms reload, with damage scaling from 100 at point-blank down to 75 (linearly) at 768 units distance (LG range) and beyond

DEV: flaglocks are 5s

Notes for version 1.40 (19 Dec 06)

add: !PreDecorate5-8 and _PostDecorate5-8 superhud elements

add: AttackerIcon and AttackerName superhud elements

add: WeaponList supports the TIME command

add: MODEL, ANGLES, OFFSET, and DRAW3D commands to the superhud ANGLES are ordered as <pitch> <yaw> <roll> [+pan | -rotate] note that most Q3 models DO NOT WORK PROPERLY if r_vertexlight is on

add: 9 new high res, high quality crosshairs as cg_drawCrosshair 11-19

chg: NTF significantly redesigned: see docs/NTF.txt

chg: removed support for RagePro-specific smoke

chg: be more tolerant of invalid models/enemymodels

chg: FragMessage no longer updates for suicides

chg: GTV can CALL votes, but not CAST them so an unattended GTV doesn't cause problems with vote_percent 100

chg: con_echo doesn't insert newlines between multiple args

chg: chat tokens are disabled for non-mm2

chg: ammo bars scale by weapon capacity

fix: vertical bars didn't scale correctly

fix: the infamous legacy id bug of "callvote; reconnect"

fix: autoAction 1 stats weren't saved properly

fix: grenades always rested axially (id bug)

fix: cg_drawCrosshairNames 2 doesn't draw enemy's name in 1v1

fix: couldn't start CTFS games through the UI

fix: UI ugliness in nonstandard video modes


Notes for version 1.39 (12 Nov 06)

add/chg/fix: overhauled a bunch of the UI crud (WIP)

add/chg/fix: overhauled a huge amount of AI (WIP)

add: netgraph shows "SYNC" warning if cg_predict is off

add: low ammo warning sound not played when fast-forwarding demos

add: cv as an alias for callvote

add: smartbots now play VQ3 as well

add: VQ3TDM mode (50 MG ammo, Holdables and BFG disabled)

add: cg_viewAdjustments (0|1, default 0) replaces and unifies cg_run* and cg_bob* (all deleted)

add: custom loc files for q3w1, q3w4, q3wcp17, ctctf1, ctctf2

add: GTV can use cg_autoAction even if unattended/nocamera

chg: autorecord uses underscores for time and date separators dots meant truncated filenames could make the engine sulk

chg: removed \time and \currenttime (is on the scoreboard already)

chg: removed some obsoleted cvars ch_crosshairTeamInfo (is in the superhud as TargetStatus) cg_drawStatus, cg_drawAttacker, cg_drawIcons

chg: removed cg_followPowerup and cg_followKiller these are now cg_autoAction 32 and 64 respectively

chg: removed \followpowerup command (was for GTV, is now redundant)

chg: moved the CPMA console to the superhud as "Console" removed cf_Console, ch_consoleLines, ch_consoleTime, con_disable

chg: scoreplums have been removed completely

chg: votes that are disabled aren't listed by "callvote ?"

chg: gauntlet range lowered from 48 to 44

chg: SG and RL pickups give 10 ammo

chg: BFG reload lowered to 1000ms

chg: no BFG explosion cloud (since it doesn't actually splash)

chg: removed the duplicate spawn near lower RL on CPM1A

chg: cg_marks specifies mark lifetime in ms (default 2500)

chg: removed "color2" cvar - "color" and cg_enemycolors now RHBLX where X is the secondary FX color used for rail rings/spirals

chg: cg_teamchatsOnly controls what text reaches the HUD Chat elements if set, non-team text still shows up in the console area

chg: poked at a bunch of CQ3 settings (WIP)

chg: promode initial spawns are true random

chg: promode respawns are biased away from corpse and killer

chg: cg_damageDraw 1 made less game-breaking

chg: cg_drawCrosshairNames not dependent on cg_drawCrosshair

fix: stats\etc could crash the client if they fired more than 10,000 shots yes, *10000* shots in one game: I smell CA LG-fests!  :P

fix: modes were always overriding match_mutespecs


Notes for version 1.38 (22 Sep 06)

chg: 2v2 mode uses 10s weapon respawns

fix: TDM ammo counts were messed up

fix: maplist parsing was messed up


Notes for version 1.37 (12 Sep 06)

chg: DEV ammo counts, spawnsystem, and BFG migrated to CPM SG 5, SG box 5; GL 5, GL box 5; RL 5, RL box 5 LG 50, LG box 50; RG 5, RG box 5; PG 50, PG box 50; BFG 5, BFG box 5 TDM has double ammo for all pickups except LG box 50; PG box 50 spawnsystem is "far half" from killer with no weighting

fix: certain HUD elements could be missing in MVD playback

fix: non-MV demos recorded by a third client had POV as enemymodel


Notes for version 1.36 (22 Aug 06)

chg: no \kill penalty in VQ3 CTF

chg: updated my sample config

chg: recolored the console background

chg: live H/A pickup stats available to all specs (was ref-only)

chg: use serverside pings at intermission

chg: enable MVD for non-prosound has some subtle side-effects for specs, but is fine for players

fix: fully reset doors on game start

fix: colors of in-eyes player in live MV now always your colors


Notes for version 1.35 (2 Aug 06)

add: !PreDecorate1-4 and _PostDecorate1-4 as superhud elements can be used to draw separator bars etc

add: doublebar element command to the superhud

add: Runningman's uberthin LG as cg_altlightning 3

add: weaponlist wraps at the bottom of the screen so you can sneak a multi-column one in

add: AmmoMessage (low/out) to the superhud

add: StatusBar_AmmoBar to the superhud

add: hud7 as a sample hud

chg: cg_ammoWarning ONLY controls the "click" if you don't want the text, remove AmmoMessage from your hud

chg: reimplement the OSP "initial spawns" bug for VQ3

chg: no separators on doublebars: use decorations if you want them

chg: StatusBar_AmmoCount turns red when ammo is low

chg: StatusBar_ArmorCount is not drawn when armor is 0

chg: raised net server browser cap from 128 to 256

chg: raised favorites server browser cap from 16 to 32

chg: BFG explosion is less obnoxious

chg: BFG muzzleflash is blue

chg: uncoupled NetGraphPing from NetGraph in superhud

chg: end of game by timelimit uses buzzer rather than klaxon

chg: use Runningman's improved id font

fix: disabling NetGraph in superhud broke double-sided pings

fix: non-referee timeouts were using "prepare to fight" instead of klaxon

fix: DEV respawns were falling back to CPM respawns in some cases

fix: invis icon was missing an alpha channel

fix: overhauled the projectile splash code should fix the blue moon id bugs from post-1.17

fix: weapprev wouldn't wrap if you had too few weapons


Notes for version 1.34 (24 Jul 06)

add: CTF flag icons can be colored in the hud

add: sample huds in hud/

add: Runningman's playershadow and much-improved 3W font, thanks

add: hemostick's RL explosions

add: color T and color E for superhud elements to use red/blue stupidity set *bgcolor* for these, even for images - see hud/old.cfg

chg: cg_teamChatsOnly controls whether or not mm1 reaches the chat window but ALL chat is ALWAYS added to the console buffer regardless

chg: moved the status bar to the superhud deleted cf_Statusbar, ch_statusbarStyle, ch_graphs

chg: moved the weaponlist to the superhud deleted ch_weaponList

chg: moved the netgraph to the superhud deleted cg_lagometer

chg: removed hudstyle, hudnext, hudprev

chg: cg_nomip changes require a vid_restart

chg: cg_nomip 4 affects rocket and grenade explosions

chg: cg_nomip 8 only affects the grenade itself

chg: player settings menu uses cpma colors only

chg: CPM GL self-damage is 50% and uses the 50/50 rule for H/A i.e. is consistent with all other self-damage in CPM

chg: VQ3 is allowed to use inconsistent weapon respawns

chg: VQ3 is allowed to use dlights on FCs

chg: unpause and timein play "prepare to fight" instead of klaxon

chg: \pickplayer renamed to \pick, and is no longer an alias for \invite

chg: \pick automatically adds the player to the team

chg: can't invite or pick speconly players

fix: various superhud nits TextAlign C misbehaved if X was non-zero BGColor was halving Cv fades were starting at white instead of element color

fix: prosound was falling back to PVS for idlers with RG/LG

fix: "drop weapon" wasn't enforcing the reload wait


Notes for version 1.33 (2 Jun 06)

IMPORTANT: This release contains ALL the CPMA content except for the maps. This is a new (and ongoing) policy. Admins can (and should) delete ALL old z-cpma-pakXXX.pk3 files from their servers, INCLUDING z-cpma-pak100.

add: the "superhud" begins...  :D check hud/hud.cfg (and the docs if we've written them yet :P)

add: ch_file (default: "hud") to select the hud file custom huds MUST be in your cpma/hud/ dir, MUST end in .cfg and MUST NOT be called "hud" if you want to customise it

add: reloadHUD command

add: cg_error, so you can actually see why a client fatal'd out the shader debugspew messages id left in always flush the console

add: enabled s_announcer (3 years after originally adding it :)

add: Hellchick's announcer sounds: "s_announcer hellchick"

add: #S chat token - item in sights

add: a bunch of custom loc files for CTF maps, thanks to MassMan

chg: re-generated the PM skins as picmip0

chg: default reload for instagib is the gameplay's RG reload

chg: allow voting for obsoleted maps (cpm3/4/11/13/18)

chg: gauntlet range increased slightly (to compensate for fixing the id muzzlebug in 1.32)

chg: CPM uses "absolutely honest" knockback rules no artificial vertical boost

chg: CPM RL is unbiased

chg: deleted a whole bunch of hud-related cvars cg_drawTimer, cg_drawFPS ch_drawFollow, cf_Following ch_drawSpeed, ch_drawPickup, cf_Pickupstring ch_fragMessage, cf_Fragmsg cf_Vote cf_CrosshairNames ch_consoleTeamChat, cf_Teamchat cg_teamChatHeight, cg_teamChatTime cg_drawTeamOverlay, cf_TeamOverlay, ch_teamBackground ch_powerups, ch_flags ch_scores, ch_skinScores

chg: cg_thirdperson 1 only available in demos

chg: updated the defaults for a few client cvars cg_deadBodyDarken 1 cg_enemyColors 2222 cg_enemyModel sarge/pm ch_drawWeaponSelect 0

chg: MOTD maximum line length is now 60 chars

chg: MOTD line 3 is now available (lines 1 and 2 are still reserved)

chg: using "use item" with no item (i.e. as a signal) doesn't whine

chg: removed cg_centertime "centerprint" messages ONLY come from the server now and may not be hidden/ignored by players

chg: use a much better RNG for cointosses and "callvote random x"

fix: issues with excessively-sharded GA players picking up YAs

fix: re-enable bot "hunting" in instagib

fix: VQ3 battlesuit was using CPM "alternate spawns"

fix: splash damage could weasel its way through thin non-axial surfaces

fix: scoreboard getting "stuck on" in some MVDs

DEV: weapon ammo and box ammo reduced significantly

DEV: spawn locations are biased by enemy position rather than corpse

DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload

Notes for version 1.32 (22 May 05)

add: ch_crosshairText (go ki11ingtime powah :P)

add: cg_nohitbeep

add: callvote remove, vote_allow_remove

add: 2v2 mode (uses 2v2maps.txt for its maplist)

add: con_disable to mimic engine-hacked "cl_noprint"

add: con_echo to mimic engine-hacked "echo"

add: per-class grapple options

add: MVD automatically stops recording at match end

add: mapcfg for q3wcp15 (adds 2xGA to mid)

add: no "door/rocket/etc epilepsy" during pauses

add: highlight followed player's scorebox in DM MVDs

add: rcon callvote <vote> <value> [arena]

chg: drag only in NTF (tho CTF still has "heavy" flags)

chg: splash weapons use consistent directional knockback rules (baseq3 has completely different behaviour for direct hits vs splash)

chg: RL knockback lowered to 100%

chg: RG knockback increased to 100%

chg: GL reload is 800ms, velocity is 800ups, fuse is 2 seconds

chg: LG is 10 damage per shot, 66ms reload, 150% knockback

chg: PG shots are no longer "fat"

chg: PG knockback increased to 100%

chg: LG ammo is 75 gun, 25 box, 150 max

chg: PG ammo is 50 gun, 25 box, 100 max

chg: max ammo for SG, GL, RL, RG is 25

chg: remove "cripple" effect for MG and PG as well

chg: initial PU spawns are synced

chg: default PU respawn in FFA now 90s

chg: rampjumps and doublejumps enabled in CQ3

chg: disable MVD unless CPMA sound is on there's 3 bugs in the VQ3 sound system that basically cause all players to hear all sounds during MV we allow it in TDM still since you can't really tell in that, and because OSP does too despite the bugs, but it's definitely a no-no in DM.

chg: VQ3 self-damage is always 50%

chg: "unregistered gamesound" is no longer fatal (only happens if you have s_initsound 0 anyway, so...)

chg: chat tokens are disabled for non-playing clients

chg: readying a team requires captain privileges

chg: locking/unlocking a team requires captain privileges

chg: cleaned up the whole "ref cmd x" vs "cmd x" mess "ref blah" is now ONLY used to become a ref and once you are, you just use the commands normally

chg: fall velocity needed to cause damage increased slightly (to match the numbers caused by the pmove bugs of lesser mods :P)

chg: cg_altPlasma always 0 for id's and 1 for cpm's (was too confusing)

chg: VQ3 uses id's "predictable furthest" spawn system

fix: muzzlepoint calculations (id bug) this is why you can't shoot people standing on your head

fix: no playercount checks if a ref uses callvote to elect other refs

fix: an undocumented hack in Q3 blocks ALL connections if g_gametype is 2 so it's no longer allowed for "showas"

fix: the lights on top of the RG are the right color (id bug) this may well be the most pointless bugfix ever  :P

fix: connecting clients were being counted towards vote %ages

fix: id bots kept "choosing" gauntlet instead of RG in instagib

fix: id botlib randomly segfaulting with smart bots

fix: PMC ammo counts match CPMA 1.11

fix: hitting [BACK] on a demo list with 200+ demos could segfault

fix: say_teamnl as a spec used regular say rather than say_team

fix: repaired the altPlasma graphics (they'd become JPGs and thus sucked)

fix: armor pickup sound clipping (id bug, thanks skanq for the new wav)


Notes for version 1.31 (22 May 04)

This release also contains the files for ALL versions since 1.00. This is a new (and ongoing) policy because the number of update paks will soon reach irritating levels. Admins can (and should) delete all old z-cpma-pakXXX.pk3 files from their servers except for z-cpma-pak100, keeping only that and the most recent version (i.e. pak131 right now).

add: support for NTF in the startserver menu

add: support per-class flagweights in NTF

add: support per-class ammo counts (spawn/max/droppack/itempack) in NTF

add: actually support lasery :P on the client (id bug)

add: cg_optimiseBW mask 2 - see docs/client.txt

add: cg_lagHax (-1|0|value, default -1) - see docs/client.txt

add: \control - team stats for PUs, armour, weapons (TDM only)

add: automatically disable client prediction on GTV

add: cg_altPlasma

chg: Fighter speed raised to 270, various other NTF tweaks

chg: lava damage is 10 every 250ms, slime is 4 (it's also trivially different depending on sv_fps)

chg: cg_nudge now allows up to -200

chg: cg_nudge now "extra" TN ffs don't use it unless you're GENUINELY HPB

chg: removed callvote promode - use callvote gameplay instead

chg: CPMA bots more tolerant of newb games (CA, IG, etc)

chg+fix: don't check for a map existing before allowing a vote for it it was handy, but it also broke mapcfg votes  :/

fix: can disable the netgraph again

fix: lava damage was just insanely broken (id bug)


Notes for version 1.30 (12 May 04)

add: NTF teamplay mode - see docs/NTF.txt for details

add: #E for number of visible enemies also shows "EFC", "Enemy QUAD", etc automatically  :)

add: #N for nearest teammate's nick

add: backpacks to #I #P #L (just item packs, not dropped ones) shows as RA/YA/GA deliberately: it's slightly more info

add: flags to #I #P #L

add: ch_powerups <x y layout size>

add: cf_Statusbar (default 32x48) for ch_statusbarStyle 0

add: disable "connection interrupted" message on gtv

add: enable tab-completion for some gtv commands

add: maplist entries with minplayers -1 are "banned" can't be voted in even with map_restrict 0

add: autoload maps into the maplist if map_restrict is 0

chg: map_restrict defaults to 0

chg: PG self-damage is only 50%

chg: RL knockback lowered by 10% in CPM

chg: #U no longer sucks

chg: cstats no longer shows downstream (S->C) if player is following someone (evil id netcode behaviour makes them unreliable there)

chg: g_smoothClients has been removed (again  :P)

chg: cg_smoothClients renamed to cg_xerpClients (-1|0|1, default 0) this should solve the "config pollution" stupidities but still let people who know what they're doing use it if they really want to all the old notes/warnings/issues/etc still apply so if you don't like it, don't whine about it: just don't USE it ffs

chg: cg_nudge replaces cl_timenudge timenudge definitely DOES do weird things internally to Q3 I don't know WHAT, but the difference is clear and unmistakeable timenudge is now forced to 0, and nudging is handled internally by the new cg_nudge variable. the timenudge min/max votes have been removed.

chg: CQ3 respawn window now 1-4s

chg: mapcfgs with the same name as the base map are loaded automatically (i've avoided doing this in the past as it has a fairly high abuse potential, but people keep asking for it so...)

chg: weapon ammo in PM0 and FFA uses the nonsensical id scheme (note: this also lets bad mappers use custom ammo counts there)


Notes for version 1.22 (8 Feb 04)

add: bots use \nick

add: rat bot (finally :P)

add: callvote armordecay, vote_allow_armordecay (CA/DA/CTFS) (it's always been in there, but was disabled years ago because clueless CA admins would turn it off which makes CA even more of a campfest than usual)

add: callvote gameplay alias for callvote promode

add: ch_customLoc (default 1) use custom locations for a map if possible loc files are locs/map.cfg, and must have a "v2" header different to OSP: can only replace existing locations

add: /ff for demos ('>' does /ff 30 - handy for skipping pauses)

add: g_smoothclients (0|1, default 0) very annoying to have to do this... cg_smoothclients 1 (especially with timenudge) is the main cause of misleading enemy positions (and the whole "shooting behind people to hit them" whine). although we disable it on the client by default, pollution from baseq3 often enables it again without players noticing. ideally players would fix their configs, but apparently that's too much to hope for so the only option left is to force it off from the server side like OSP does.  :(

chg: RL self-damage is back down to 50% now always split *at least* half H rather than half H half A but still regardless of armour type i.e. a 100/0 player takes 50H total damage a 100/200 player takes 25H *and* 25A total damage

chg: RL self-damage even split is only for CPM and CQ3

chg: drag isn't applied during knockback means you get a few ms of "unlimited boost" on rocket runs to help close the gap better when chasing, then drag kicks in as normal to avoid "rj+permabunny" FC stupidity

chg: FFA doesn't use backpacks they penalise newbs for picking up weapons in the wrong order

chg: maxpacketsmin upper limit raised to 60

chg: maxpacketsmax lower limit raised to 60

chg: maxpacketsmin/maxpacketsmax not changed by modes

chg: server_promode renamed to server_gameplay (default "CPM")

chg: vote_allow_promode renamed to vote_allow_gameplay (default "", behaves like server_availmodes)

chg: removed Q1+Q2 armour systems

chg: shards are 2 in CPM1.0 armour system

chg: PG pickup has 40 ammo

chg: default MH behaviour for CTF is simplemega 0

fix: FC time included pauses


Notes for version 1.20 (4 Jan 04)

This release also contains the 1.11 files. Admins can (and should) delete the z-cpma-pak111.pk3 and any beta pk3's from their servers, leaving only pak100, pak110, and pak120 in the cpma/ dir.

add: PUBCTF mode config (teamdamage A-only, flag dropping on)

add: "locked" command to mapcfg parser

add: cg_nomip bit for in-flight rockets (512) - needs vid_restart

chg: cg_nomip defaults to 1023 (everything)

chg: HS triggered by time until capping rather than fixed distance

chg: specs can talk during warmup even if muting is on


Notes for version 1.16 (16 Dec 03) BETA

add: HoonyMode 1v1 - see docs/HoonyMode.txt for details

add: all sorts of bot stuff (some of it is in 1.11 as well) see docs/bots.txt for details

add: new HUD cvars: ch_flags, ch_shortNames, etc - see docs/HUD.txt

add: \nick - set a short name to use for team chat/overlay limited to 5 visible characters, but allows colours

add: docs/demoplay.txt

add: callvote windelay (ms, CA:4000, DA:2000, HM: 500) vote_allow_windelay (0|1, default 1)

add: \protect - for when you accidentally hit ESC during a demo  :)

add: s_announcer

chg: own muzzleflash always disabled if cg_drawgun is 0

chg: cg_smoothClients defaults to 0

chg: rocket explosion animation lasts 0.5s (was 1s)

chg: a bunch of the HUD cvars - see docs/HUD.txt

chg: HUD health turns red at 33, not 30

chg: moved scoreboard on top of MVWs

chg: removed bot_boost

chg: lifts/doors/etc always crush corpses immediately

chg: removed match_windelayCA and match_windelayDA cvars

chg: thirdpersonrange limit in demos raised to 999

chg: rules for ending intermission if everyone rups (clicks) it ends immediately if nobody rups it stays there forever otherwise it stays for the usual 10s

chg: cg_gunOffset [x,y,z] replaces cg_gunX/Y/Z stupidities in Q3 mean the old vars can't work with GTV note that you MUST use commas (spaces screw up binds)

chg: removed LG "cripple" effect

chg: handicaps only affect damage

chg: weapon/box/max/backpack ammo counts (especially LG)

chg: no consecutive spawns on the same point in TDM note that this *doesn't* mean you can't spawn next to where you just died, just that you won't do it three times in a row

chg: CQ3 and PM1 use PM2 spawn system for DM

chg: CQ3 uses PM2 weapon settings

chg: PM LG knockback increased slightly

chg: PM2 SG reload lowered to 950ms

chg: PM2 RL bias lowered to 10

chg: PM2 PG damage lowered to 18

chg: PM2 PG "fattened" (shots have actual volume)

chg: PM2 PG knockback lowered to 2/3

chg: PM2 RL splash radius lowered to 110 (8% smaller)

chg: PM2 BFG splash radius raised to 120

chg: PM2 out-of-ammo penalty raised to 200ms

chg: PM2 CTF flags are "heavy"

chg: PM2 bunnying at high speeds (700+) actually requires skill or the haste powerup, which is now VERY valuable to FC's

chg: haste gives a 25% boost to base speed and dragpoint

chg: haste does not affect weapon reload times

chg: haste negates flag weight

chg: RL self-damage now 66% (sort of) rather than 50% always split half H and half A regardless of armour type or even armour presence i.e. a 100/0 player takes 33H total damage a 100/200 player takes 33H *and* 33A total damage

chg: remove viewpos, com_buildScript, cg_drawsnapshot, cg_stats (debug cruft that's just been hanging around)

chg: lock cl_anglespeedkey, cl_pitchspeed, cl_yawspeed

chg: teamed PUs default to sequenced, not random

fix: unspawned teamed PUs play pickup sound with cg_predictItems 1

fix: unspawned teamed PUs confuse bots

fix: railtrail positions and RG flashes (4! id bugs)

fix: drawgun 0 only affects the gun itself (id bug) used to have side effects on LG beam etc


Notes for version 1.11 (26 May 03) Server-only release

add: nameteam/r_namered/r_nameblue commands \mvd and \autorecord will use these to name TDM/CTF demos cleared on map changes or when a team has no players only refs and "real" captains can use this (to avoid stupidities when allcaptain is set)

add: log players stats so far if they drop mid-game

add: force-throttle scoreboard updates to GTV 30s in TDM/CTF now - the scoreboard is such a bandwidth pig that it really hurts live MV if everyone keeps hitting TAB

chg: tweaked some bot stuff skill is 1-100 now: 1-5 is id AI, 6+ is CPMA AI it's basically an aim modifier, i.e. 80 ~= HC aim

chg: no "player joined the game/spectators" message in non-team games

fix: q3dm6ffa and cpm16b mapcfgs


Notes for version 1.1 (20 Mar 03)

Old CTF demos may produce some weird/incorrect messages and sounds, since I changed the behaviour of several things so I could recover some of the bandwidth wasted by the "normal" CTF implementation.

add: arQmode :P (server_promode 2, callvote promode 2) see docs/arQmode.txt for details

add: server_optimiseBW (0|1, default 1) force the optimiseBW algorithm on for all clients

add: mvw_DM enabled outside of demos (great for GTV :P)

add: teamchat bandwidth optimisations

add: boatloads of CTF-specific bandwidth optimisations

add: Flag runs to \scores for CTF

add: cg_oldctfsounds 2 (default) uses mostly the old sounds for YOUR team's actions take enemy flag: four deep "urnks"  :P return our flag: single "knock" cap enemy flag: single fanfare from TA and TA sounds (but not the gay voices) for the enemy's take your flag: bigass alarm return their flag: three "knocks" cap your flag: lower-pitched "duh-duhh" noise  :P so you can actually tell WHICH flag is involved now, without needing to check the hud. note that the sounds are "US" and "THEM" so they're always the same for YOU no matter which team you're on

add: flag status to CTF coachview

add: dlight for Batsuit

add: r_vertexlight 2 (enables dlights)

add: negative wait values on lifts makes them always return positive waits means people can camp-force a lift to stay at top

add: automatically uncensor stats to GTV clients so GTV doesn't have to be ref'd to show armour pickups etc in DM

add: show connecting clients as well on the DM scoreboard spec list

add: cg_itemFX (bitmask, default 7) 1 - bob up and down 2 - rotate asymmetric items (weapons and armours) will always rotate 4 - scale up on respawn

add: BFG stats to \accuracy (15 shots to qualify, same as RL)

add: optimiseBW also disables scoreplums

add: clamp sv_fps to values that the Q3 netcode actually supports

add: match client snaps to sv_fps on map load modemers MIGHT want to lower it to 15 on 30fps servers but otherwise are probably best off leaving it alone

add: cg_autoaction 16 - ignore autoaction ss/demo if you're a spec

add: more entities supported by mapcfgs must specify version 2 in the mapcfg to use them at start of file along with base bsp, e.g. // "cpm10" "2" misc_teleporter_dest, target_speaker team_CTF_redplayer, team_CTF_redspawn team_CTF_blueplayer, team_CTF_bluespawn

add: mapcfgs for CPM1a and CPM3 to fix the teleporters (*cough* jude :P) these are loaded automatically

add: a bunch of new mapcfgs !cpm10a (DM), !cpm18i (TDM), !cpm18ffa, !cpm16ffa !q3dm14ffa, !q3dm8ffa, !q3dm6ffa, !q3dm9ffa, !q3dm5ffa

add: r_coachred/r_coachblue commands - handy if a coach drops midgame

add: log_pergame (0|1, default 0) server logs written to a logs/ dir on a per-game basis implicitly disables the normal g_log logfile does not play nice with MA maps

add: mvw_TDM<1-9> - controls TDM/CTF MV layout when zoomed format is the same as mvw_DM, default is no child windows

add: ch_scores (default "640 400 1")

chg: removed all pmove stuff and just fixed the damn physics fed up with preserving retarded bugs just for "compatibility" physics are now not only more consistent across FPS ranges but also more consistent within themselves AT any fixed FPS interestingly enough, this is also the first time in Q3 history that jumppads have EVER worked correctly and reliably...  :P

chg: removed cg_oversamplemouse - no longer an issue

chg: removed server_realping - always the behaviour of the old "3" now done for all classes of specs as well as players

chg: various cstats things - uses a new scheme window for min/max/avg now ~1.25 seconds instead of ~6 now tracks upstream and downstream stats separately if you're seeing large differences between them then either your settings are hosed or you're flooding one side (typically, maxpackets 125 on conns that can't handle it)

chg: #P only tracks "important" items now: weapons, PUs, armours, MH (the same set used by #I/#L)

chg: default MH behaviour for TDM is simplemega 0

chg: tweak the behaviour of LG sounds in coachview should stop them "bleeding over" and crackling

chg: tolerate invalidly interpolate-tagged entities in coachview

chg: successful kick vote sends console message rather than centerprint stops it distracting players if used during a game

chg: show scores immediately on GTV even if we have to use old ones tired of morons whining about how slow GTV is to send them  :P

chg: plasma explosions resized to match the shots properly

chg: max PG ammo now 100

chg: make bots jump when in slime/lava minimises damage and means they actually get OUT of it on cpm3  :)

chg: removed dlights from just about everything, most notably CTF flags they're so buggy and annoying that it's not worth keeping them and built-in EFC wallhacks are not exactly a great idea...

chg: removed cg_swapSkins it's been pointless really ever since we created the PM skins

chg: lava thaws use the normal thaw time value rather than 5s and can be interrupted like normal thaws too

chg: bots are smarter about thaws when there are multiple candidates

chg: make corpsicles a little bit bouncy - more fun that way  :P

chg: ESC in a demo menu tree pops you up one level rather than straight back to the main menu - that annoys me "back" still jumps all the way out just in case you like it

chg: max number of demos on menu reduced to 200

chg: addbot defaults bot skill to g_spSkill (used to just use 4)

chg: addbot on MA maps on a listen server defaults to your arena

chg: enable MVD in CQ3 (no idea if it works now, but ...)

chg: coachview support for up to 9 players

chg: moved the cfg-ra3/ files into cfg-maps/

chg: bot skill now 1-15 (default 10) they still suck pretty hard tho... see docs/bots.txt for details

chg: max bot LG skill reduced a little 60%+ is just retarded in CPM because of the knockback

chg: bot_boost upper limit now 2.0

chg: speconly can now take a 0|1 argument

chg: speclock/specunlock are explicit the toggling was stupid and annoying

chg: enable the "teammate" sprite for players with Invis

chg: voodoostats support dropped sorry, but the osp stats format just sucks too much stats are now logged in an almost-sensible format but one enough like VS to make updating parsers trivial

chg: skinned scores use body colour only

chg: teams are automatically unlocked at end of game

fix: duplicated spectators on the DM scoreboard

fix: interval-based messages lost on servers with certain sv_fps values (pause/unpause countdowns, rup reminder, etc - i blame rhea  :P)

fix: mouse movement during pauses messing up view direction on resume

fix: bonus for protecting dropped flags (id bug)

fix: losing ready markers on the scoreboard if you die during warmup

fix: #L misbehaving if a map with shared entities changed modes rather than being started in the "right" mode

fix: #D not working for client 0

fix: direction to look at from intermission points

fix: issues with referees who were in-game DA players

fix: maplists "missing" maps on *nix servers sometimes

fix: Crash PM torso

fix: wait key ignored for lifts (id bug)

fix: distant/low-skill bots had totally borked prediction (id bug)

fix: spastic bot RJs (id bug)

fix: crushers blocked on com_blood 0 servers (id bug)

fix: ui used r_finish instead of r_swapinterval for vsync (id bug)


      • Important Note ***

Server admins upgrading to 1.0 from older versions should, BEFORE installing, make sure they delete the following:

 ALL existing PK3's in cpma/ 
 The cpma/vm/ and cpma/maps/ subdirectories
 Any files in cpma/docs/


Notes for version *** 1.0 *** (25 Dec 02)

add: cg_optimiseBW (0|1, default 0) YEAH BABY!  :) enable the old server_optimiseBW code, but on a per-client basis means portals are iffy at times, but everything else is perfect and the bandwidth savings can be HUGE in team games

add: "rescan" button to server browser reSCAN = update ping, map, etc of already-listed servers (fast) reFRESH = purge list and request everything from id master (slow)

add: automatically do full refresh for LAN page of browser if no list

add: \viewall as an alias for \mv

add: team damage, RL eff, RL direct hits to \stats

add: dlight for BFG shots

add: ch_wstatsTime (in seconds, default 10) how long the auto-wstats window stays up

add: several mapcfgs for standard maps !CPM2 - added location markers !CPM2B - YA moved, 2nd YA added, spawns tweaked !CPM4 - updated locations !CPM13A - additional PG and SG

add: cg_noTaunt (0|1, default 1) disable all taunts, not just voicechat ones

add: shortcuts for teamplay MVD POV changes B - Blue Flag, i.e. *red* FC R - Red Flag, i.e. *blue* FC F - either FC I - Invis player Q - Quad player S - Batsuit player P - any player with a real PU (i.e. not Regen/Flight/Speed) for F and P, if there's more than one PU/flag in play each keypress will cycle to the next one note that this is demo-only functionality

add: bot_boost (1.0-1.5, default 1.0) just a little cheat to make them a bit more fun to play  :P note that they're still incredibly stupid

add: sort the map display for the practice menu

add: legomode to the graphics options page

chg: removed the BETA message from the default MOTD  :)

chg: tightened the netcode one last time

chg: enabled coachview for all team games (was just TDM) it's not really suitable for more than 4v4 games tho

chg: unreferee removes specinvites as well

chg: MVD auto-adds (player joins etc) happen instantly

chg: show clients in \players as soon as they connect (so they can be kicked immediately if intruding but DLing)

chg: allow console to use \players on MA maps

chg: remove \viewadd and \viewremove

chg: remove g_speed and g_knockback

chg: vote_allow_falling renamed to vote_allow_fallingdamage

chg: ch_weaponListDrawAll behaviour now actually useful shows cases where you have finite ammo but no weapon, but not cases where you have neither. handy for TDM

chg: ch_weaponList 2 right-justifies weapons and ammo better

chg: removed cg_statscrolltime

chg: no auto-wstats at end of DM games - the scoreboard owns it

chg: powerup autofollow prefers flags over PUs

chg: server_optimiseBW removed rather than just ignored

chg: demo trees can now use up to 256 chars for path+demo democasts still have to be <64 though

chg: no warning message if a democast wav is missing

chg: updated most of the docs, and renamed them

chg: updated the "standard" video configs to something decent

chg: updated the "standard" net configs to something decent

chg: updated the net config screen itself to something useful

chg: increased the number of maps that the practice menu can handle

fix: carried flags flickering into view at times, especially with TN

fix: between-round joins in CA caused "countdown stopped" message and also stopped recording if you had autoaction 4 etc game still continued because only first round of CA needs rups

fix: inaccurate pings on heavy-pl clients

fix: match stats not dumped properly on MA maps

fix: ch_weaponList 1 and 2 didn't show medkit/PT

fix: ch_weaponListFlash was unreliable

fix: backpack model if you die holding the onhand hook is "best ammo" (same as for gauntlet and mg)

fix: direct hits with BFG have no explosion (id bug)


Notes for version 99z3 (15 Dec 02)

add: allow MA maps to specify what type they show up as in browsers update cfg-ra3/* accordingly

chg: cg_smoothclients now just (negative | off | positive) mapped to -50, 0, 50 internally default is 1, i.e. positive, i.e. 50 internally too many people just didn't understand it and set it wrong or used vq3 configs that had it at 1 which was the worst possible value for y3-z2 builds

fix: arrows on server browser

fix: issues with extreme TN values (-75 to -100)

fix: z2 recalc'd readiness if people join DURING games as well which caused them to abort

pkg: server VM moved into PK3

pkg: standard mapcfgs (CPM13B, Abuse TMP, etc) moved into PK3


Notes for version 0.99z2 (12 Dec 02)

add: "+nologo" on command line skips id metalstamp cin at startup (always has, but now without giving an error)

add: "+browser" on command line starts Q3 at the server browser

add: cg_altLightning 2 - 4nTi/voo LG

add: 4nTi's updated BFG media

add: oNyx's updated grapple media

add: offhand crutch can be used to open doors etc

add: re-check ready percentage if players join during countdown

add: browser does a full refresh automatically if it has no servers handy for first-time users

chg: maximum TN upped to -100 note that it will artifact like crazy at that point especially with +ve SC

fix: jerkiness with +ve SC on laggy conns

fix: release grapple at intermission, end of CA rounds, etc


Notes for version 0.99z1 (8 Dec 02)

add: enable TN (up to -50) (removed by id secretly over a year ago - gg placebos)

chg: CTF \kill penalty lowered to 2.5 sec

fix: final smoothclients tweaks (default 50) the effective range is limited to +-50 0 disables negative values sacrifice accuracy for smoothness (99x9) positive values sacrifice smoothness for accuracy (99x8) either one will be jerky sometimes with heavy timenudges

fix: reassign captaincy if captain drops

fix: jerkiness in demos with certain configs

fix: no commentary in democasts that weren't in subdirectories

fix: rank preservation during match_windelayDA period (meant that losers who specfollowed winners weren't removed)

fix: double loss in DA if you specfollow winner

fix: "const violation in G_ParseInfos" on certain maps


Notes for version 0.99y3 (2 Dec 02)

add: scorebot helpers for the dominant arena on MA maps

add: caps, assists, defense, returns to CTF/CTFS wstats

add: \mv - enable multiview but don't record (handy for GTV)

add: cg_autoaction 8: enable multiview at match start note that this ONLY enables multiview use cg_autoaction 4 as well if you want to auto-record

add: support democasts natively WAV filename must match DM_xx filename, and start from FIGHT

chg: rewrote the server browser: now MUCH faster, and very usable note: Q3 tends to ping too many servers at the same time so the pings it reports are a bit iffy on lame conns like mine  :/ click Refresh to rescan+reping the servers in the list double-click a server for info and playerlist press R to do a "full" refresh (to pick up new servers)

chg: serverinfo screen vars in alphabetical order

chg: more cg_smoothclients tweakage (default 50) negative values use the smoother, less accurate scheme of 99x9 (preferred by tn lamers and modemers) positive values use a more accurate but usually jerkier scheme (same concept as pre-99x9, but slightly improved) in both cases, the magnitude determines the max prediction in ms

chg: removed cg_footsteps

chg: show seconds to DM specs

chg: can't hook movers (doors, plats, etc) they still hit though, i.e. will dink and open doors, etc

chg: onhand hook damage now multiplied by quad

chg: update DM/DA W/L/etc immediately at match/round end

chg: rounds column on DA scoreboard replaced with win%

chg: record/screenshot passthrough from GTV ignored

chg: speconly persists across map changes

fix: workaround for LinuxQ3 wildcard bugs (demos menu)

fix: truelightning < 1 with drawgun 0

fix: MA maps with map_rotate 0 didn't reset intermission properly

fix: tightened up force/enemy model/skin/colour for GTV/MVD/follow

fix: flag time column for CTFS wstats had wrong header

fix: bad stats in multi-round DA games

fix: "xxYY" in server_availmodes doesn't also enable "YY" mode

fix: playing unpathed demos from inside pk3's


Notes for version 0.99y2 (15 Nov 02)

chg: server_optimiseBW ignored the bugs in the engine wrt to portals are insurmountable  :/ in the longer term I'll probably re-enable it selectively based on whether a map has portals or not

chg: bandwidth optimisation still applies to some extent on MA maps can at least optimise away different arenas without problems

chg: don't apply server controls for tn etc if on GTV

chg: show seconds in duels if on GTV

fix: 99y1 broke truelightning < 1

fix: UI startserver screen showed wrong gametype string

fix: FRAGGED/FROZEN messages for CA/FT after death

fix: freefloat specs had problems with bandwidth optimisation on not that it matters any more for now


Notes for version 0.99y1 (14 Nov 02)

chg: CTFS mode uses teamdamage 0

chg: server_promode tagged as serverinfo for ASE etc

chg: removed server_footsteps, server_prosound

chg: removed callvote exec, vote_allow_exec

chg: removed the crufty UI cvars when starting a server ui_ffa_fraglimit, ui_ffa_timelimit ui_tourney_fraglimit, ui_tourney_timelimit ui_team_fraglimit, ui_team_timelimit, ui_team_friendly ui_ctf_capturelimit, ui_ctf_timelimit, ui_ctf_friendly

chg: UI startserver sets mode_start

chg: UI startserver defaults teams to 4v4 and puts DIFFERENT bots on each team, ffs id...  :)

chg: UI startserver sets pure based on "dedicated" (and since dedicated is always 0, pure will be too) id are never going to fix the bugs of listen servers

chg: client also disables sv_pure if running a listen server

chg: custom modes are case-insensitive matched (*nix needs it)

fix: your muzzle flashes disabled regardless of cg_muzzleflash


Notes for version 0.99y (10 Nov 02)

Getting very close to the end of the alphabet...  :) Basically tying up any remaining loose ends. This version changes/removes a LOT of server cvars: rename cpma/q3config.cfg and let CPMA generate a new one for you then add back in ONLY the cvars that exist in both or that you're absolutely sure still do something useful

add: docs/cpma-q3-Modes.txt - how to use custom modes *** admins who allow RA3 maps should definitely read this ***

add: the maplist for MA maps is now "mamaps.txt" rather than "camaps.txt"

add: cfg-ra3 subdirectory thanks to whoever gave me the configs (John?) ages ago... just add "+set map_cfgdir cfg-ra3" to the command line

add: fixed the ra3map8 items to be "CPMA-complete" for yuks  :) used by the "Gutteral" arena - I defaulted it to 5-round FT need to use !ra3map8 to load the fixed version

add: map_restrict (0|1, default 1) whether maps other than those in the maplist can be voted for

add: set pb_sv_specname for GTV

chg: TDM mode updated to TTDM settings, TTDM removed

chg: mode_start now a string (default: "1v1") not an int

chg: server_availmodes now a string (default: "" (all)) e.g. "1v1 TDM CTF"

chg: CPMA armoursystem now standard for all modes

chg: 90s PU respawns now standard for all modes except FFA

chg: Personal Teleporter disabled in all modes

chg: CTF mode disables Batsuit as well as Invis

chg: removed most gameplay-related server cvars fraglimit timelimit hook_enable instagib_reload match_dropitems match_overtime match_startarmor match_startrespawn match_startweapon match_timeoutcount match_timeoutlength server_armordamageself server_armordamageteam server_fallingdamage server_fastrail server_footsteps server_instagib server_prosound server_thrufloors g_powerupRespawnCTF g_powerupRespawnFFA g_powerupRespawnTDM g_weaponRespawn g_weaponRespawnCTF g_weaponRespawnTDM

chg: the "custom" config parser has been completely removed (previously used by "callvote exec" and per-map cfgs) settings are now just passed to the vote code. some commands are therefore changed or no longer supported "ammo" - format changed "weapons" - use "items -XX" "maxplayers" - no replacement/workaround multi-arena maps can now use "mode XX" rather than "type N" and almost certainly should  :)

chg: g_gametype ignored (remains only for ASE/Q3P/etc)

chg: remove a bunch of unused cvars dmflags, g_warmup, g_listEntity, g_rankings, g_singlePlayer g_podiumDist, g_podiumDrop, g_enableBreath, g_enableDust

chg: removed "HEALTH, ARMOR, RUNES, ITEMS" from +-vote display they still work fine, but they were visually awkward

chg: removed "ALL" from +-vote

chg: giving players MG on spawn can now be disabled

chg: startweapon is a bitmask (0|4-511, default 4:MG) starting ammo for each weapon is one "box" except MG which is 50 bullets

chg: CA mode ammo now 50 PG (was 100) and 50 RL (was 80)

chg: FTEU mode renamed to FTAG

chg: modes IFFA, ITDM, ICTF, ALTCA, FTUS, BFGA are now customs

fix: your gauntlet buzz played from the wrong place


Notes for version 0.99x9b (4 Nov 02)

add: callvote simplemega (default 0 in DM, 1 in other modes) vote_allow_mhstyle (0|1, default 1) wearoff vs periodic respawns

add: cg_muzzleflash works in MVDs

fix: use predicted rather than current weapon for hand positions (gets rid of artifacts on certain weapon changes)

fix: cg_useScreenShotJPEG was backwards


Notes for version 0.99x9a (30 Oct 02)

(incredibly, the first double-minor version number)

add: TDM MVDs show PU time remaining

add: TDM MVDs show exact armor type

add: mvw_DM (default "464 48 160 120") x, y, width, height of PiP window for DM games

add: MVD/coach shows PJ icon if player's ping goes over 200

add: ch_shortScoreboard (0|1, default 0) minimal scoreboard in DM (i.e. no stats)

add: cg_useScreenShotJPEG (0|1, default 1) for cg_autoaction 2

chg: coach mode totally overhauled

chg: MVD majorly overhauled

chg: preserve "true" referees across map changes

chg: max 3rd-person range is now 40 in all games, not just CA

chg: torso/legs/weapon are truly invisible for cloaked players

chg: Invis respawns match Batsuit, not Quad

chg: no sprites (carnage, pummel, etc) for players with Invis note that this includes the "lagout" sprite and crucially, the "teammate" sprite

chg: the stupidity of the stolen "cpm1a" is no longer tolerated

chg: new defaults for CA mode self and team armour damage, maxdamage 25

chg: ch_mvdPIP removed

fix: various annoying problems with 1.32 (messed up coach/MVD)

fix: player respawns/teles weren't using ProMode sound

fix: crash when using /ref to make another player a ref (doesn't actually DO anything tho - use vote)

fix: problems with 3rd-person views in MVD


Notes for version 0.99x9 (4 Oct 02)

(otherwise known as the "we love TTimo" build)

add: server_optimiseBW (0|1, default 1) Q3 1.32 and later only optimises bandwidth use, especially in team games uses a tiny bit of extra CPU on the server but CPU is cheap and bandwidth is not

add: s_occfactor is back! and better than ever  :))) it's ignored for coaches/MVD (don't ask...)

add: support dm_66 to dm_68 under Q3 1.32

add: support trees of demos  :P there are several engine-based limitations on this the most important one being a maximum TOTAL path length of 64 still, it's a very handy way to organise demos dK owes me lots of beers for this one  :P

add: haste's version of cg_smoothclients (cheers mate) note that it's no more accurate than the old code but it's a LOT less ugly when using -ve tn

add: show fragmessages in MVDs

add: show ping in lagometer 4 in demos

add: cf_PickupString (default 10x14) apparently some players are deaf and need the text message...

add: BFG Arena (mode 13, bitmask 8192) CA with G/MG/BFG only, and infinite ammo. Stupid fun  :P

add: callvote maxdamage (0-200, 0 means no limit, default 0) (controlled by vote_allow_maxdamage, default 1) for CA: sets the max damage you can do to self+team very handy for BFG Arena, as it enables you to play with self-damage on without raping your armour while still avoiding RJ llamafests for simplicity, if health dmg is off and armour dmg is on then 100% of the damage is applied to armour, rather than split between h/a first and then tested for damage flags else you need to use 37 to get 25 off armour, which is ugly

add: +wstats is back

add: Tweaked TDM (mode 14, bitmask 16384) 90s Quad, 150 RA

chg: removed server_ospauth (always on)

chg: pain sounds for you always played when you fall in lava used to not hear them if you had YA or RA because you only lose 1H at a time, which Q3 ignores (it thinks it's just health decay from 125H spawns / +5s / MH) but everyone else would hear them correctly

chg: keep "your" model when speccing in-eyes even in GTV

chg: upper limit on maxpackets_max raised to 125

chg: Batsuit respawn time now twice whatever PU respawn time is rather than always 120

chg: moved the connection line of the DM scoreboard to the top

chg: CTF mode defaults to SD OT (used to allow ties)

chg: OT clocks count down as well

chg: \hudstyle no longer changes ch_TeamBackground

chg: stats from previous game stay available until next game starts (used to be denied them after intermission / map change)

chg: don't draw your own shadow - it's annoying

chg: removed old cg_smoothclients 1 behaviour (it's always been crap - i should have pulled it ages ago)

chg: removed g_smoothclients

chg: propogate 999's out to the scoreboard faster

fix: cg_predict 2 jerkiness on lifts

fix: playernames with multiple consecutive dots broke autorecord (Q3 incorrectly thinks they're relative paths)

fix: powerup spawns not always being audible to coaches/MVD

fix: cleaned up a few overlaps with teamchat/overlay/pickup/etc in various hudstyles, notably 3 and 6 some are simply not workable for TDM though, e.g. style 5


Notes for version 0.99x8 (9 Sep 02)

add: CPM13B map config (PG -> LG)

add: cg_predict (0-2) replaces cg_nopredict 0 = off 1 = normal 2 = optimised the normal prediction path is extremely slow at times (notably around curves) and can cost you 100fps on a GHz machine this new scheme is MUCH faster, but slightly more prone to errors. oddly enough, it's still more accurate than the original id prediction code (i.e. before the CPMA fixes)  :) if you have a slow machine, it's definitely worth trying. * currently very broken on lifts * don't use cg_predictItems 1 with this

add: new scoreboard for DM needs a lot of work still, but is VERY cool for GTV  :) (accuracy icon is for RL skill: effectiveness and direct hits)

add: assorted GTV-awareness (prepping for live MVD)

add: picture-in-picture for MVD  :P (press P to cycle window positions during playback)

add: UPS in MVDs

add: support gametype-specific spawnpoints

chg: allow mappers to specify respawn times for certain types of items not weapons (can't play id "pro" maps with polish rules or in ffa) not powerups (cpm13 becomes awful)

chg: \acc "qualifying" shot count for PG upped from 45 to 50

chg: PickedUp and DiedWith columns renamed to Take and Drop was too much space for something so unimportant

fix: explicitly dropping the current weapon didn't switch from it


Notes for version 0.99x7 (15 Aug 02)

chg: only do realpings for non-following players

fix: maxpackets ranges not being reset by mode votes

fix: weirdness on hubaero with x6


Notes for version 0.99x6 (12 Aug 02)

add: \cstats [player_id] show connection stats for a client "real" average ping, flux, loss, etc

add: server_realping 2 and 3 (default 3) use the "real" average ping for the scoreboard less susceptible to maxpacket masking etc

add: MVD shows armor types, but only "RA" or "not-RA" i.e. YA and GA both show as YA

add: MVD will reacquire the "chosen" player when possible if it was forced to autocycle away from them

add: match_startarmor (0-200, default 0, Freeze-only)

add: match_startweapon (0|3-8, default 0, Freeze-only)

add: hook_range (default 1800) max distance the hook can reach (0 = no limit)

add: basic OGC 1.6 protection i really hate having to waste time on this crap  :/ it's not like i'm short of things to keep me busy...

chg: MVD always uses default viewheight used to adjust if players were crouching but that could flake out under certain conditions

chg: death sounds aren't carried "with" players (it's annoying in ProMode because of the fast respawn)

chg: optimise prediction a bit when hitting multiple brushes it's still pretty bad though. when playing online, the client has to do a LOT of tracing and clipping. it especially hates you strafing along curved walls

chg: CTFS per-round max score is 3 (cap or touch + elim)

chg: hook_speedpull default now 700

chg: tweaked bot weapon selection a bit

chg: defaulted g_spSkill to 5 (nightmare) and bot_challenge to 1 bots are still an utter joke regardless

fix: mode_idletime errors with empty maplists

fix: the rebound bug

fix: release the hook when teleported

fix: assorted model problems if you joined a game after MVD'ing

fix: yet another problem case with events if we get backlogged too far on playerstate events, we can never realistically catch up so cut our losses and just skip ahead in the stream (was the cause of gunfire echoes in MVDs)

fix: callvote random would crash in x4 - doh

fix: match_startrespawn was ignored even in non-mode Freeze


Notes for version 0.99x4 (14 Jul 02)

add: MVD playback updates player models on POV changes

add: MVD preserves scores for lower right on DM POV changes

add: MVD message when forced to auto-cycle typically only happens when players teleport/respawn and the recording client is lagging

add: ProMode sound option for CQ3 server_prosound (0|1, default 0) callvote prosound, vote_allow_prosound typically makes games really slow though unless you turn off footsteps as well

add: Footsteps option for CQ3 (note: NOT dmflags 32) server_footsteps (0|1, default 1) callvote footsteps, vote_allow_footsteps

add: ch_playerNames (0|1, default 0)

chg: don't lock teams on \teamready in unlimited games

chg: no score throttling in DM MVDs

chg: poweruprespawn can be voted to anything from 30 to 120 (was just 60/90/120 before)

chg: votes with ranges now display those ranges in the help

chg: removed the pure vote - GTV doesn't need it any more

chg: sample maplists moved to cfg-maps/sample since people keep overwriting theirs when they upgrade

chg: removed "cinematics" and "mods" from the main menu

fix: hit tones would wrap very quickly in instagib

fix: current timenudge/maxpackets limits showed wrong values (if you used callvote with no args to display them) the *behaviour* was right, but in some cases it would show them as disabled when they weren't


Notes for version 0.99x3 (25 Jun 02)

add: DM MVDs now show the player's weaponlist, roughly if they have a weapon but no ammo for it, it's not shown and only the current weapon has an ammo count

add: TDM MVDs show the player's current weapon on the weaponlist

add: CPM1B itemconfig and mapconfig files (the Polish CPM1A, but without screwing everything up)

add: show the "real" map name when loading a custom itemset (e.g. Q3DM12CPM rather than Q3DM12)

add: cg_lagometer options are now a bitmask 1 - draw the netgraph background 2 - colour the background if there's rate delay or PL 4 - show your ping at the top 8 - don't draw the frame interpolate/extrapolate graph

add: CTFS-aware bot AI

add: con_notifyTime < 0 uses the CPMA "console" overlay instead of id's doesn't affect the console *buffer*, just the text in the top left the default for con_notifyTime is now -1 (i.e. use the CPMA console) cf_Console default is 8x16, and scales the same way as the id console ch_consoleTime default is 3000 to disable completely, set con_notifyTime AND ch_consoleTime to -1

add: ch_consoleLines (0-4, default 4) max number of lines for the console overlay (note that carriage returns generally mean it will display one line less than this value)

add: can use ENTER to launch a demo from the menu

add: sv_fps to serverinfo so clients can actually see what it's set to all but the most bandwidth-challenged servers should be using 25 and ones with a nice connection should probably use 40

add: F11 in demos does a screenshotjpeg

chg: snaps defaults to 40

chg: now explicitly aware if we're connected through GTV fixes a few problems with GTV, especially on MA maps

chg: use white for "black" (i.e. invisible) rails

chg: tweak the duration of "external" events on players hard to explain but: for players who are not you, Q3 favours external events over player-generated ones for 300ms so if they pick up an item then fire a weapon, it won't actually "send" that weapon fire until that much later and in many cases, it NEVER sends those events because later player activity overwrites them. it's basically yet another variant of Q3's "dropped sounds" bugs and it's been like this forever, but it's only become really obvious since we introduced MVDs. since it HAS been so unremarked and fixing it properly would noticeably increase bandwidth usage, we've cut the lag down to 100ms instead (ideally we'd use 50, but this gives us a cushion for a dropped packet or modemers with low snaps)

chg: allow bot-only games without having to ref-allready them

chg: plasma prestep dropped from 50 to 25

chg: ProMode plasma visuals shrunk from 16 to 12

chg: remove a bunch of cheat-only cvars cg_tracerChance, cg_tracerWidth, cg_tracerLength, cg_animSpeed, cg_swingSpeed, cg_noPlayerAnims, cg_debugAnim, cg_debugPosition, com_cameraMode

chg: remove cg_noVoiceChats, cg_noVoiceText, cg_noTaunt since we don't support TA voice rubbish

fix: re-enable the CPM damage-through-floors fix removed it a couple of builds ago because 1.2x supposedly fixed it shows what I get for trusting id's code...  :P

fix: compounded damage downscale when splashing multiple players

fix: muzzle render position was being adjusted twice for railgun

fix: bunch of id bugs in CTF AI code bots couldnt "find" flags on wcp21 and many other maps

fix: bot_minplayers works again (oops) accidentally nuked it in 99x when removing ai deadwood  :)

fix: yet more id bugs - the ingame menus (notably, team orders) would use the wrong client info if you were following someone


Notes for version 0.99x1 (14 Jun 02)

add: 3W CTFS (mode 12, bitmask 4096) thanks to Casey and the 3W team for permission

add: reset timescale to 1.0 on listens after watching demos

add: rench's updated docs

chg: the "low" ammo point for SG is 5 rather than 10

chg: enabled armoursystem vote in CQ3

chg: cg_shadows 2 and 3 removed - too buggy and cheaty (both project through walls etc)

chg: stepup events optimized

chg: improved client prediction during djumps CPM3 lower rl is easiest place to see the difference

chg: popsicles refreeze over time if abandoned mid-thaw same rate as for thawing, i.e. if you thaw for 2 secs then leave for 1 sec, there's 2 secs left

chg: unlock cg_gunX/Y/Z and clamp them x: -8 to +8, y: -3 to +9, z: -8 to +2 (y is offset because 0 is the player's right hand not the center of their body)

chg: g_doWarmup removed - it's always been pointless setting g_warmup to 0 already turns warmup off and setting it to anything else turns warmup on

chg: end of match stats format changed to work with VoodooStats

chg: default settings for duels are 10 mins with 2-min OT

fix: model-specific custom sounds using the wrong voice (voiding and a couple of others)

fix: time-forced respawns couldn't set a starting weapon reliably


Notes for version 0.99x (20 May 02)

(otherwise known as the "demos" build)

add: Multiview demos! just \mvd and the game will take care of everything. can only be recorded by spectators, and have the same "visibility" rules as normal play, i.e. if teams are speclocked you need a specinvite or referee privileges. since this is ridiculous abuse of an engine that's SO not designed for this sort of thing, you can only (heh: only) MVD up to 12 players, and servers need to have maxclients <= 16 to make sure it works nicely. MVD only works in ProMode ATM - it needs the enhanced event handling code. Not sure yet if it's possible to get it to work reliably in CQ3.

add: keystrokes and mouse clicks no longer abort demos  :) TAB brings up the scoreboard PGUP / PGDN adjusts playback speed by +-0.25 HOME sets playback speed to 1.0 KP_5 toggles third-person rendering KP_UPARROW / KP_DNARROW moves camera to / from player KP_LEFT / KP_RIGHT moves camera around player KP_HOME resets camera distance and angle MVD-controls  :P SPACE/MOUSE2 switches to next player ALT/MOUSE1 switches to previous player note that binds will no longer work in this mode: to enable them, you need to hit ESC to turn off the crapout protection and return to the id behaviour (which means hitting ESC *twice* will exit)

add: cg_followpowerup works during MVD playback as well

add: team overlay works during MVD playback  :P it doesn't in normal GTV/ref "single follow" demos

add: cf_Console (default 7x12) - only affects demo playback nice bug in the Q3 engine: fixing the "exit demo on ANY keypress" problem causes the console fail to print to the top left corner so we have to mimic it ourselves

add: ch_consoleTime (ms, default 2500) how long "console" messages stay on screen during playback

add: ch_consoleTeamChat (0|1, default 1) add team chat to console note that setting this to 0 removes teamchat COMPLETELY from the console, not just from showing up at top left so if you miss it in the teamchat window, it's lost

add: ch_recordMessage (0|1, default 1) 0 gets rid of the sodding "recording blahblah" message

add: ch_selfOnTeamOverlay (0|1, default 1)

add: cg_deadBodyDarken (0|1, default 0)

add: don't show PJ message if timescale is less than 1 so you can slomo demos without having that flash constantly

add: \followpowerup as a command - same effect as \cg_followpowerup maybe bif will actually use it now (*cough* :P)

add: func_plat and func_door can now have custom sounds since the standard sounds are so pathetic as to be pointless use this rather than chaining them to a target_speaker: those get ignored by s_ambient 0 clients (which is everyone) done via two new keys for the entities: "sound_start" (the "move" sound) "sound_end" (the "stop" sound) if not specified, the default sounds are used

chg: tweaks to ammo given on weapon pickups TDM, weaponstay, and dropped weapons as before. other cases, the first pickup ALWAYS gives full weapon ammo, so rox+RL is finally 15 rockets, same as RL+rox. later pickups "refill" to weapon ammo as before (i.e. 3 rox => 10 rox) but do NOT give the stupid "one extra round" if you're over the weapon ammo. also, backpack capacity has been reduced a bit.

chg: armor default for team games is back to CPMA's "Team" system

chg: server_CPMA_armor removed - now implicit

chg: CPM1.0 armorsystem replaced with Q1 armorsystem shards at 2 (cointoss, since Q1 didn't have shards)

chg: re-ordered the armorsystems: Duel, Team, Q1, Q2

chg: use the predicted weapon for muzzle flash animations / sounds means +fire 4 when holding LG actually makes a GL noise, etc

chg: tightened up a few aspects of creepcam camera never drifts behind walls now camera swing accelerated if players make 180s to face a target

chg: backpack messages removed

chg: removed long-unused cvars g_friendlyfire and capturelimit (scorelimit is always set by "fraglimit", even for CTF and CA)

chg: removed cg_timescaleFade rubbish

chg: max ammo for BFG is now 25

chg: grenades back to being magically aware of who fired them still do 100% damage, but you can't selfnade any more  :(

chg: heh - noticed one of the effects of defaulting entities to being unmarshalled  :) it completely removes all the lame sound effects on maps like WCP15, regardless of the client's s_ambient setting. that type (target_speaker ents) are now marshalled again for the 0.1% of players who actually use s_ambient 1

chg: #w/#W chat token now shows current weapon and ammo the old "best" weapon meaning was pretty useless #W is red if you have less than one box of ammo, else white #w message doesn't change any colours

chg: #M chat token uses box counts to decide what "low" ammo is before it always used 5, which is useless for LG/PG

chg: #U chat token also shows time remaining on powerups

chg: can only see stats for players in the same arena as you

chg: damage and item counts for \stats not available during game except to players checking their own stats, and referees

chg: low ammo warning based on current weapon only and determined by box counts rather than guesswork

chg: cg_drawAmmoWarning replaced with cg_ammoWarning (default: 1) 0 - none 1 - "click" only 2 - "click" and message

chg: removed everything related to cooldown option now fixed at 100ms (old cooldown 0 setting)

fix: callvote restart didn't cancel timeouts

fix: couldn't unpause a 1v1 if opponent dropped during the pause

fix: playerstate events sounding again after external events

fix: bars on HUDs 1 and 2 were opaque

fix: ProMode sound could occasionally "leak" between arenas if the arenas were right next to each other


Notes for version 0.99w5 (5 May 02)

chg: "Duel" armorsystem is now the default for team games as well

chg: quad shell is now always blue

chg: testmodel/testgun cruft removed

chg: all HUD variations show flag status in CTF

chg: popsicle effect is now totally white rather than bluish-white was a bit too close to the Quad effect with some configs

chg: be really agressive about popsicle trajectory tests stops them slipping through seams on maps like DM6

chg: max number of demos on menu increased to a real 240 rather than an id-math 128, which is about 40  :P

chg: creepcam_smoothfactor renamed to creepcamSmoothRate since that's what it actually is

fix: no blood effect when SG'ing popsicles

fix: cg_enemycolors default should be "", not "0"

fix: coaches were being blacked out in speclocked games


Notes for version 0.99w4 (1 May 02)

add: linked/unlinked flag, marshal flag, and counts to \entitylist

add: "you defrosted xyz" and "defrosted by xyz" messages in FT (can be disabled with ch_fragMessage 0)

add: thawed popsicles explode into ice cubes (many if cg_gibs 1, otherwise just one)

add: crosshairnames for popsicles

add: players given assist reward for thawing teammates

add: cg_noProjectileTrail (0|1, default 0) only affects the underwater bubble trails

add: 3D heads on scoreboard and status bar use player colours

add: support "armorsystem"/"armoursystem" in config files just for bleader  :P

chg: preserve reward counts for temporary specs, i.e. dead CA/FT players means you won't see rewards when following other players but your own reward counts will stay correct no matter what

chg: "general" entities default to unmarshalled !!! note: I have no idea what problems this might cause. it seems to be fine so far, and on some maps it removes THOUSANDS of entities from client consideration every second so I figure it's well worth trying it for a while.

chg: ProMode voting rules can always be voted on can be voted off only if vote_allow_promode is 1, or server_promode is 0, or the player is a "true" referee (i.e. password, not election)

chg: removed the never-used "alternate standard" demo naming format

chg: closing doors bounce off popsicles, crushers thaw them

chg: overhauled a few things in the ProMode sound code sound radius is now 1400 units s_occfactor has been removed  :((( the behaviour is now always as it was with s_occfactor 0 i REALLY didn't want to do that, but there seem to be some pathological cases where the true position of an entity is unavailable to us, so any on-entity sounds get messed up

chg: \color defaults to 9779 - tshirt and faded jeans  :)

chg: no time penalty added for \kill in DM/TDM

chg: players get 1 point for each second spent defrosting teammates rather than just crediting whoever finished the thaw to balance, teamkills cost players <thawtime> points

fix: q3w2 train; dm11 quad room!

fix: arena playercounts unavailable sometimes

fix: GTV can change arenas again

fix: strip filename-illegal chars from player names for demo record

fix: drowning timer was being reset during pauses

fix: could get impressives from shooting teammates

fix: players who died in water (inc lava/slime) gurping on respawn

fix: item pickup sounds not played reliably if you respawn ON an item


Notes for version 0.99w3 (23 Apr 02)

add: say_teamnl - doesn't add your location to the message

add: support "maxplayers" in config files (per-arena)

add: avoid popsicles like real players when choosing a spawnpoint

add: instagib modes to the game settings menu

add: callvote startweapon and vote_allow_startweapon (default 1) Freeze-only, sets an additional weapon to give spawnees comes with a BOX of ammo rather than stock weapon ammo

add: callvote allcaptain and vote_allow_allcaptain (default 1) default set by team_allcaptain (default 1)

add: accept "armour" and "armoursystem" (i.e. English) votes

add: cg_lagometer 2 - colours the netgraph background as well lpbs can't notice rate delays otherwise because the graph itself is only 2 pixels high

chg: players with Batsuit don't "gasp" when coming out of water

chg: force "fullsize" popsicles rather than using the player bounds

chg: split FTDM (mode 10) into FTEU (mode 10) and FTUS (mode 11) FTEU has startrespawn 1, spawn with MG FTUS has startrespawn 0, spawn with MG + SG both use teammaps.txt for the maplist

chg: uncouple cg_shadows 1 from cg_marks and nomip them

chg: show CPMA players colors on player model screen as well

chg: put all the promode skins first in the model screen

chg: matchmode no longer requires even teams

chg: cool new credits page

chg: no auto MOTD window after connecting it's already shown on the connection screen itself

chg: standard demo name format for 1v1 if a player records, it's "ThisGuy(POV)-vs-ThatGuy" if a spec records, it's just "Player1-vs-Player2"

chg: removed many referee commands that also exist as votes

fix: cg_predictitems 1 sound echo

fix: corpses on MA maps couldn't be gibbed sometimes

fix: not spawning only the TDM itemset on some maps (rdogdm4) in freeze

fix: non-MG ammo counts reset to 0 after each round in EU freeze

fix: autothaw timer not halted during pauses

fix: viewpos as a spec after dying in CA/FT was offset by cg_thirdPersonRange


Notes for version 0.99w2 (10 Apr 02)

add: Freeze Tag TDM! as g_gametype 6 (mode 10, bitmask 1024) based on Darrell "Doolittle" Bircsak's original (thanks man) vote_allow_thaw (default 1) callvote thawauto (seconds, default 120) callvote thawtime (seconds, default 3) callvote startrespawn (0|1, default 1) ON (default) = EU rules: all players reset to base attributes + loadouts after each point OFF = semi-US rules: losing team is thawed; winning team is NOT but the living players on the winning team keep their current h/a (note that this may well be LESS than the spawn h/a) and weapons

add: CPMA colours can now be used in names, crosshairs, etc (everywhere that's under my control, basically, which is anything game-related but not the console) some of the numeric colours have been changed as a result 0: was white, now black 7: was orange, now white 8: was purple, now orange - T is the closest to the old 8 id have always had 5 and 6 backwards. since I can't fix the console, they're now wrong in CPMA as well, for compatibility (note to id: ever heard of constants?)

add: ch_crosshairAlpha (0.0 to 1.0, default 1.0)

add: \kill adds 5 seconds to respawn time

add: Swelt's "Guide To Configuring CPMA" to readme.txt

add: Drex's Q3DM12CPM

add: cg_oldCTFSounds (0|1, default 0) no voiceovers on captures, flag pickups, etc also controls non-leadchange FTDM end-of-round announcements

chg: cg_crosshairColor renamed yet again to ch_crosshairColor default changed to 7 since 0 is now black

chg: cg_crosshairPulse renamed to ch_crosshairPulse

chg: item scaleup time on respawns changed from 1000 to 250 items also start at half size and scale up from there

chg: BFG shots are now 1200ups (was 2000) reload is 800ms (was 200) damage is 120 (was 100) splash damage is 120 (was 100) splash radius is 144 (was 120) knockback scale is 120% (144% relative, given the higher dmg) rocket running boost is 120% absolute (to match RL) warmup/CA ammo 5 initial/box ammo 5 enabled by default in all gametypes except CA/DA

chg: cg_errordecay clamped at 0-200

chg: after bouncing, grenades no longer pass through whoever fired them so if you spam, you're a threat to yourself too

chg: your own grenades do FULL damage to you, not 1/2

chg: PG splash radius is now 10 units instead of 20

chg: server_availmodes default changed to -1 (all modes)

chg: RG selected automatically when respawning in instagib

chg: remove g_quadfactor - we override it anyway

chg: coaches don't viewcycle to other team even with speclocks off

chg: team damage enabled for CTF mode and default

chg: stats window removed after intermission

chg: CQ3 powerup respawns match ProMode this also means that they're now votable

chg: CQ3 ammo box counts for \drop match ProMode

chg: cg_lightningImpact enabled for CQ3

chg: timeout allocations were ridiculous new rules are: 2 @ 60s for DM; 3 @ 120s for team games

chg: ITDM/ICTF show Net/O/D stats on the scoreboard rather than Acc

chg: bot AI adjusted for the new BFG

fix: "picked up" stats were counting the killer's current weapon not the one that was actually in the backpack

fix: coach chat going to other specs rather than coached team

fix: gauntlet would "fire" on occasion even if it wasn't actually hitting

fix: id bugs and stupidities in the team overlay location code

fix: multiview could make Q3 segfault when a viewed player died

fix: team overlay restored in CA if freefloat after following enemy


Notes for version 0.99w1 (18 Mar 02)

add: total health and armour taken and RA/YA/GA/MH counts to stats

add: "picked up" and "died with" counts to weapon stats note: "died with" rather than "died and dropped" so it's good for CA as well

add: ch_3waveFont - thanks to the Threewave guys for permission

add: OSP coach functionality /coach, /coachinvite, /coachdecline, /coachkick

add: scoreboard shows per-team spectators and coaches

add: "callvote random n" and vote_allow_random where n is a number from 2 to 100 2 is the equivalent of flipping a coin 6 is like rolling a die handy for choosing maps etc

add: "callvote ot" synonym for "callvote overtime"

add: server version shown on loading screen

chg: vstr now enabled in CQ3 as well

chg: CQ3 clocks match ProMode (count down, not up; no seconds in 1v1 play)

chg: players spawn with 100 armour during warmup

chg: auto-join if it's an FFA game

chg: auto-join if it's a team game and g_teamAutoJoin is on

chg: mode TDM now enables weapon dropping by default (CPM and CQ3)

chg: shots during the match_windelayCA period don't affect stats so you don't "lose accuracy" when gibbing bodies etc

chg: g_weaponRespawnCTF defaults to 5

chg: CTF mode sets weapon respawn to 5

chg: 1v1 mode disables holdables (PT, MK) as well never understood why OSP leaves them enabled

chg: "restart arena" item removed from UI menu

chg: timed overtime in 1v1/FFA uses 2-minute rounds

chg: item respawns are absolute gameplay rules > map-specified ones for ALL items now, not just weapons

chg: s_occlude removed - s_occfactor 0 is equivalent (always has been, actually)

chg: s_ambient 0 now more aggressive (fixes T2, WCP15)

chg: s_ambient changes now take effect immediately (no longer needs a client restart)

chg: target_speakers don't use the ProMode sound system helps cut down on noise even for s_ambient 1 clients (and saves small amounts of bandwidth)

chg: updated version of DM12TMP - cheers Drex doors still don't behave the way we'd really like, but at least it's playable again now

fix: starting a server through "practice" preserves g_spSkill (id code resets it to "Bring It On" *cough*)  :)

fix: "minutes played" wasn't getting reset reliably on map changes

fix: couldn't see your damage stats mid-round when dead in CA

fix: several multiview bugs

fix: gauntlet hits weren't shown unless there was a kill as well

fix: players could make multiple gauntlet hits in a single frame (yet another id bug, only happened with pmove on) Menace gets a cookie for finding it  :)


Notes for version 0.99w (14 Jan 02)

!!! Important - CPMA no longer supports VQ3 !!!

The non-ProMode option in the mod is now "Challenge Q3". After two years, Q3's newbie population is now essentially non-existent, and the original justifications for certain design decisions are long since obsolete. It's time the base game grew up to match the skill level of the people playing it today rather than the target audience of those who created it. Where ProMode redefines all major aspects of the game: player movement; melee/weapons; and strategy, CQ3 addresses only the strategic elements and a few things that are very poorly implemented in VQ3 (think of these as bugfixes on steroids).

The Challenge Q3 changes are as follows:

Strategic:

Hit tones match ProMode Four tones, each with a 25-damage range Lower pitches indicate higher damage

Player spawns match ProMode 100 health; 50 bullets for the MG

Player respawn times are reduced Minimum limbo time is 1 second Maximum limbo time is 10 seconds

Weapon respawns match ProMode 15 seconds in DM; 30 in TDM; 10 in CTF; weaponstay in FFA

Item respawns match ProMode Ammo boxes - 30 seconds Health - 30 seconds DM MegaHealth - 20 seconds after it "runs out"

Initial powerup spawns match ProMode 15-30 seconds into the game

Powerup factors match ProMode Quad is "true", i.e. 4x damage. Be very afraid.  :) Batsuit protects at 75%

Armour system matches ProMode (the "CPMA Duel" system) Armour does not "decay" over time GA protects 1:1, first pickup 50, second adds 50 YA protects 2:1, first pickup 100, second adds 50 RA protects 3:1, first pickup 150, second adds 50

MG matches ProMode 5 damage per shot in all games, 25 bullets per ammo box

Railgun ammo boxes match ProMode 5 slugs

Maximum ammo counts match ProMode SG 100; GL 100; RL 100; RG 100

Item sizes match ProMode Items can be picked up while strafejumping

Water speeds match ProMode Faster wading and swimming

Fixes:

Damage from the "world" matches ProMode Lava and slime cause a steady flow of damage

SG matches ProMode Max damage now only 96, but aim actually matters

Other enhancements:

Grenade model matches ProMode


Notes for version 0.99v9 - private build

add: update g_gametype on mode changes (non-MA maps only) handy for server browsers

add: scorebot helpers to serverinfo Score_Time, Score_Red, Score_Blue Players_Active, Players_Red, Players_Blue

add: #F chat token - nearest Friendly player, i.e. teammate

add: new meaning for #P chat token - last Pickup

add: com_maxfps is capped at 125 for online play

add: enable a bunch of ProMode-only features in CQ3 as well cg_smoke_sg; cg_muzzleFlash; cg_damageDraw; cg_drawGun 2;

add: "Net" column on TDM scoreboard

add: "O/D" column on CTF scoreboard O (orange) is runs+caps+assists D (yellow) is returns+escortD (NOT base D)

Demos from older versions will show strange numbers in those fields, as they were used for damage until now.

add: "Dmg" column on CA scoreboard

add: Show "Net" when playing back OSP demos

chg: "Lag" and "Min" replace "Ping" and "Time" on scoreboard needed every bit of space I could wrangle  :)

chg: "Score" column for CA now just frags rather than "total impact" yes, I know it's lame

chg: new rules for #I you must have a clear line of sight to the center of the item you must be looking in the appropriate direction and it must be within your (potential) fov this helps a LOT if you want to say "RG up" but you're nearer YA/PG if you run past the item THEN hit your bind, that's your fault

chg: old #P chat token now #U (Utterly Useless powerUps list :P)

chg: remove cg_teamrails - it was unnecessary complexity thus, cg_enemycolors is now *always* RHBL

chg: armour class for ProMode CA is now YA

chg: weaponrespawn is absolute again we gave map-specified respawn times priority way back when, because id "pro" maps would use still 5 secs by default in VQ3. of course, that meant you *couldn't* get 5 sec spawns on them. Poland > VQ3, so it's back to being mod-controlled

chg: FFA default and mode weapon respawn is weaponstay

chg: ProMode changes do NOT reset ANY other options

chg: elected referees can't disable ProMode on PM 1 servers

chg: remove arenatype vote - people should be using MODE

chg: update the vote UI to use MODE rather than arenatype

chg: remove mapcfg from the vote UI

chg: remove r_reset command

chg: remove reset vote this was originally implemented so that people could use a single vote to get the server back to default (i.e. match) settings. MODE provides a better solution to that problem

chg: remove a bunch of useless cruft from server info (doesn't actually make a difference, because as usual id have bodgejobbed the damn thing so it doesn't work)

chg: corpse sink time changed from 5000 to 1000 (except CA/DA)

chg: DA implemented as a mode (bitmask 512) if used on a non-MA map it will select the CA maplist

fix: MH was using DM rules in FFA as well

fix: weapon pickup sounds not played if weaponstay was on

fix: couldn't pick up dropped weapons in VQ3 if weaponstay was on

fix: weaponstay weapons always give full default ammo

fix: two-pass spawns at "true" game start were confusing Q3 if you were holding fire at end of warmup client and server would disagree on which weapon you had which led to some very strange behaviour at times

fix: poweruprespawn added to mode settings

fix: teams are preserved on map changes, as is the queue for 1v1 only for non-MA maps, obviously


Notes for version 0.99v8

add: use \color2 for rail rings as well as rail spiral

add: demo menu version autodetect updated for Q3 1.31 / dm_67

fix: mode CTF turns off team damage

fix: double item-give on first spawn of game (have to spawn items first then players, or you can respawn an item under a player who already picked it up on their respawn)


Notes for version 0.99v7

Important! The armor systems have been tweaked in this build for playtesting YA now protects at 66% instead of 60% Since that moves the breakeven point for RA/YA transitions from 120 to 133, the value of a single RA in the Duel system also needed to be increased. These changes mean that the Duel armor rules are now: GA protects 1:1, first pickup 50, second adds 50 YA protects 2:1, first pickup 100, second adds 50 RA protects 3:1, first pickup 150, second adds 50 Wow - a clean, consistent set of armor rules  :) Let's hope it playtests well...  :)

add: match_maxsuicides (default 0 - disabled) players who /kill more than this many times will be auto-banned stops them screwing up TDM games and forcing draws in DA

add: map_delay (seconds, default 30) no map voting allowed for this long after a map change unless everyone's loaded the new map and is ready to play stops one lamer with a fast machine forcing changes to a map by voting it in before anyone else has managed to reconnect

add: MA maps can be rotated after a timelimit either a hard tl, which rotates no matter what's going on or a soft one, which waits until the "dominant" arena is ready

add: map_cfgdir (default "cfg-maps") sets where the maplists etc are read from (for running multiple servers on a single install)

add: cf_Vote (default 10x14)

add: block the bobup cheat

add: nomip blood (128), nomip smoke (256)

add: \topshots (ffs rhea...) as a synonym for \accuracy

add: per-weapon minimum shot counts to be eligible for \accuracy MG: 50, SG: 100, GL: 10, RL: 15, LG: 150, RG: 10, PG: 45

add: PureCTF grapple model - thanks to Kilderean

chg: ProMode colours aren't normalised any more in English, that means they're ALL really bright now.  :)

chg: remove the vstr vote and cvars - they're always available in ProMode

chg: allow \maplist during intermission

chg: mode changes on MA maps don't load a new maplist this kinda sucks for servers that switch be