ChangelogAll
From PromodeWiki
This changelog is the canonical source of information for CPMA. Any document that disagrees with it is almost certainly wrong.
See the end of this file for known issues.
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