3.16_Changes.txt (6600B)
1 2 Quake2 3.16 Upgrade 3 ------------------- 4 5 This upgrade addresses several features, including security, playability, and 6 enhancements. 7 8 A new map is also included (in baseq2\pak3.pak) called match1, Reckless 9 Abandon. This map is designed for one on one deathmatch play. It was built 10 by American McGee and Dave "Zoid" Kirsch. 11 12 Changes for 3.16 13 ---------------- 14 15 - Fixed infinite grenade bug 16 - Fixed autodownloading to actually download sounds and console pics 17 - Fixed autodownload to not create empty directories for files not on 18 the server. 19 - Added customized client downloading. cvars are the same as the server side: 20 allow_download - global download on/off 21 allow_download_players - players download on/off 22 allow_download_models - models download on/off 23 allow_download_sounds - sounds download on/off 24 allow_download_maps - maps download on/off 25 They can also be (more easily) set with a new Download Options menu 26 accessible in Multiplayer/Player Setup/Download Options 27 - Changed checksumming code to be more portable and faster. 28 The checksum in 3.15 was seriously broken. 29 This change makes 3.16 incompatible with previous servers. 30 - Fixed it so sounds played for PPMs that default to male are only checked 31 on disk once. 32 - Fixed player 'warping' present in 3.15 (this was an artifact of the 33 hyperblaster optimizations). 34 - Fixed the autodownload in 3.15 so that stuff like skins for models are 35 downloaded as well as pics. 36 37 Changes for 3.15 38 ---------------- 39 40 - Added visible weapons support. This is precached with a special symbol, i.e. 41 gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to 42 the players current weapon model. Plug in player models can optionally 43 support the visible weapons. Any that do not support it will use their 44 default weapon.md2 files automatically. 45 Visible weapons files for plug in player models are not downloaded 46 automatically--only the default weapon.md2 (and skin) is. 47 The Visible weapon models themselves are not included. They can be 48 downloaded from http://www.telefragged.com/vwep/ 49 - Rewrote the some of the net code to use optimized network packets for 50 projectiles. This is transparent to the game code, but improves netplay 51 substancially. The hyperblaster doesn't flood modem players anymore. 52 - Rewrote the packet checksum code to be more portable and defeat proxy bots 53 yet again. 54 - Autodownload support is in. The following items will be automatcally 55 downloaded as needed: 56 - world map (and textures) 57 - models 58 - sounds (precached ones) 59 - plug in player model, skin, skin_i and weapon.md2 60 downloads go to a temp file (maps/blah.tmp for example) and get renamed 61 when done. autoresume is supported (if you lose connect during the 62 download, just reconnect and resume). Server has fine control over 63 the downloads with the following new cvars: 64 allow_download - global download on/off 65 allow_download_players - players download on/off 66 allow_download_models - models download on/off 67 allow_download_sounds - sounds download on/off 68 allow_download_maps - maps download on/off 69 maps that are in pak files will _not_ autodownload from the server, this 70 is for copyright considerations. 71 The QuakeWorld bug of the server map changing while download a map has 72 been fixed. 73 - New option in the Multiplayer/Player Setup menu for setting your connection 74 speed. This sets a default rate for the player and can improve net 75 performance for modem connections. 76 - Rewrote some of the save game code to make it more portable. I wanted to 77 completely rewrite the entire save game system and make it portable across 78 versions and operating systems, but this would require an enormous amount 79 of work. 80 - Added another 512 configure strings for general usage for mod makers. 81 This gives lots of room for general string displays on the HUD and in other 82 data. 83 - Player movement code re-written to be similiar to that of NetQuake and 84 later versions of QuakeWorld. Player has more control in the air and 85 gets a boost in vertical speed when jumping off the top of ramps. 86 - Fixed up serverrecord so that it works correctly with the later versions. 87 serverrecord lets the server do a recording of the current game that 88 demo editors can use to make demos from any PVS in the level. Server 89 recorded demos are BIG. Will look at using delta compression in them 90 to cut down the size. 91 - Copy protection CD check has been removed. 92 - Quake2 3.15 has changed the protocol (so old servers will not run) but 93 all existing game dlls can run on the new version (albiet without the 94 new features such as visible weapons). 95 - Added flood protection. Controlled from the following cvars: 96 flood_msgs - maximum number of messages allowed in the time period 97 specified by flood_persecond 98 flood_persecond - time period that a maximum of flood_msgs messages are 99 permitted 100 flood_waitdelay - amount of time a client gets muzzled for flooding 101 (gamex86 DLL specific) 102 - fixed it so blaster/hyperblaster shots aren't treated as solid when 103 predicting--you aren't clipped against them now. 104 (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles) 105 - gender support is now in. The userinfo cvar "gender" can be set to 106 male/female/none (none for neutral messages). This doesn't affect sounds 107 but does affect death messages in the game. The models male and cyborg 108 default to gender male, and female and crackhor default to female. 109 Everything else defaults to none, but you can set it by typing 110 "gender male" or "gender female" as appropriate. 111 - IP banning support ala QW. It's built into the game dll as 'sv' console 112 commands. This list is: 113 sv addip <ip-mask> - adds an ip to the ban list 114 sv listip <ip-mask> - removes an ip from the ban list 115 sv writeip - writes the ban list to <gamedir>/listip.cfg. You can 116 exec this on a server load to load the list on subsequent server runs. 117 like so: quake2 +set dedicated 1 +exec listip.cfg 118 sv removeip <ip-mask> - remove an ip from the list 119 the ip list is a simple mask system. Adding 192.168 to the list 120 would block out everyone in the 192.168.*.* net block. You get 1024 bans, 121 if you need more, recompile the game dll. :) 122 A new cvar is also supported called 'filterban'. It defaults to one which 123 means "allow everyone to connect _except_ those matching in the ban list." 124 If you set it to zero, the meaning reverses like so, "don't allow anyone 125 to connect unless they are in the list." 126 (gamex86 DLL specific) 127