Quake-2

Quake 2 GPL Source Release
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3.17_Changes.txt (8603B)


      1 
      2 Quake2 3.17 Upgrade
      3 -------------------
      4 
      5 This upgrade addresses several features, including security, playability, and
      6 enhancements.
      7 
      8 Changes for 3.17
      9 ----------------
     10 
     11 - Fixed possible NAN resulting from handing zero to second arg of atan2
     12 - Autodownloading is now DISABLED by DEFAULT.  It must be enabled by typing
     13   'allow_download 1' at the console, or using the download options menu
     14   in Multiplayer/PlayerSetup/Download Options
     15 - Server demos now include a svc_serverdata block at the beginning with the
     16   attractloop byte set to '2' to indicate server demo (byte before gamedir
     17   in the svc_serverdata block).  This allows easy identification of
     18   serverrecorded demos (serverrecord demos are only for demo editors, they
     19   can not be played back in Quake2 without being first edited).
     20 - New options for setting texture formats in ref_gl:
     21   gl_texturealphamode:  default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4, 
     22     GL_RGBA2
     23   gl_texturesolidmode:  default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
     24     GL_R3_G3_B2, GL_RGB2 (SGI only)
     25 - Player movement during Air acceleration changed to reflect more real-world 
     26   physics while airborne.
     27 - Fixed a bug when riding trains that caused drift in a southwest direction
     28   (Thanks to Jim Dose at Ritual for pointing this one out).
     29 - Linux:  Now correctly reports out of memory rather than segfaulting (mmap
     30   returns (void *)-1 and not NULL on error).
     31 - Fixed autodownloading to not create paths for files that can't be downloaded
     32   (this was creating many empty directories in baseq2/players).
     33 - When downloading a file from a server that doesn't have it, the message is
     34   now "Server does not have this file" rather than "File not found."
     35 - Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
     36 - Highbits are now stripped from console when using condump
     37 - Restored support for gl_modulate in multiplayer play
     38 - Fixed it so that players with a model/skin you don't have aren't checked for 
     39   on disk more than once.
     40 - Fixed it so sounds played for PPMs that default to male are only checked
     41   on disk once.
     42 - Byte ordering/portability fixes in cinematics, PCX and other file handling.
     43 - Client state during static image cinematic (PCX image) so that client can 
     44   continue to next unit.
     45 - Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
     46   if a server is in coop mode, hitting a button at the victory.pcx screen
     47   while cause the server to restart at base1
     48 - Fixed infinite grenade bug
     49 - Fixed autodownloading to actually download sounds and console pics
     50 - Fixed autodownload to not create empty directories for files not on
     51   the server.
     52 - Added customized client downloading.  cvars are the same as the server side:
     53     allow_download - global download on/off
     54     allow_download_players - players download on/off
     55     allow_download_models - models download on/off
     56     allow_download_sounds - sounds download on/off
     57     allow_download_maps - maps download on/off
     58   They can also be (more easily) set with a new Download Options menu 
     59   accessible in Multiplayer/Player Setup/Download Options
     60 - Changed checksumming code to be more portable and faster.
     61   The checksum in 3.15 was seriously broken.
     62   This change makes 3.17 incompatible with previous servers.
     63 - Fixed player 'warping' present in 3.15 (this was an artifact of the
     64   hyperblaster optimizations).
     65 - Fixed the autodownload in 3.15 so that stuff like skins for models are
     66   downloaded as well as pics.
     67 
     68 Changes for 3.15
     69 ----------------
     70 
     71 - Added visible weapons support.  This is precached with a special symbol, i.e.
     72   gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
     73   the players current weapon model.  Plug in player models can optionally 
     74   support the visible weapons.  Any that do not support it will use their
     75   default weapon.md2 files automatically.
     76   Visible weapons files for plug in player models are not downloaded
     77   automatically--only the default weapon.md2 (and skin) is.
     78   The Visible weapon models themselves are not included.  They can be
     79   downloaded from http://www.telefragged.com/vwep/
     80 - Rewrote the some of the net code to use optimized network packets for 
     81   projectiles.  This is transparent to the game code, but improves netplay
     82   substancially.  The hyperblaster doesn't flood modem players anymore.
     83 - Rewrote the packet checksum code to be more portable and defeat proxy bots
     84   yet again.
     85 - Autodownload support is in.  The following items will be automatcally
     86   downloaded as needed:
     87     - world map (and textures)
     88     - models
     89     - sounds (precached ones)
     90     - plug in player model, skin, skin_i and weapon.md2
     91   downloads go to a temp file (maps/blah.tmp for example) and get renamed
     92   when done.  autoresume is supported (if you lose connect during the
     93   download, just reconnect and resume).  Server has fine control over
     94   the downloads with the following new cvars:
     95     allow_download - global download on/off
     96     allow_download_players - players download on/off
     97     allow_download_models - models download on/off
     98     allow_download_sounds - sounds download on/off
     99     allow_download_maps - maps download on/off
    100   maps that are in pak files will _not_ autodownload from the server, this
    101   is for copyright considerations.
    102   The QuakeWorld bug of the server map changing while download a map has
    103   been fixed.
    104 - New option in the Multiplayer/Player Setup menu for setting your connection
    105   speed.  This sets a default rate for the player and can improve net
    106   performance for modem connections.
    107 - Rewrote some of the save game code to make it more portable.  I wanted to
    108   completely rewrite the entire save game system and make it portable across
    109   versions and operating systems, but this would require an enormous amount
    110   of work.
    111 - Added another 512 configure strings for general usage for mod makers.
    112   This gives lots of room for general string displays on the HUD and in other
    113   data.
    114 - Player movement code re-written to be similiar to that of NetQuake and
    115   later versions of QuakeWorld.  Player has more control in the air and
    116   gets a boost in vertical speed when jumping off the top of ramps.
    117 - Fixed up serverrecord so that it works correctly with the later versions.
    118   serverrecord lets the server do a recording of the current game that
    119   demo editors can use to make demos from any PVS in the level.  Server
    120   recorded demos are BIG.  Will look at using delta compression in them
    121   to cut down the size.
    122 - Copy protection CD check has been removed.
    123 - Quake2 3.15 has changed the protocol (so old servers will not run) but
    124   all existing game dlls can run on the new version (albiet without the
    125   new features such as visible weapons).
    126 - Added flood protection.  Controlled from the following cvars:
    127    flood_msgs - maximum number of messages allowed in the time period
    128                 specified by flood_persecond
    129    flood_persecond - time period that a maximum of flood_msgs messages are
    130                      permitted
    131    flood_waitdelay - amount of time a client gets muzzled for flooding
    132   (gamex86 DLL specific)
    133 - fixed it so blaster/hyperblaster shots aren't treated as solid when
    134   predicting--you aren't clipped against them now.
    135   (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
    136 - gender support is now in.  The userinfo cvar "gender" can be set to
    137   male/female/none (none for neutral messages).  This doesn't affect sounds
    138   but does affect death messages in the game.  The models male and cyborg
    139   default to gender male, and female and crackhor default to female.
    140   Everything else defaults to none, but you can set it by typing
    141   "gender male" or "gender female" as appropriate.
    142 - IP banning support ala QW.  It's built into the game dll as 'sv' console
    143   commands.  This list is:
    144     sv addip <ip-mask>  - adds an ip to the ban list
    145 	sv listip <ip-mask> - removes an ip from the ban list
    146 	sv writeip - writes the ban list to <gamedir>/listip.cfg.  You can
    147 	  exec this on a server load to load the list on subsequent server runs.
    148 	  like so:  quake2 +set dedicated 1 +exec listip.cfg
    149 	sv removeip <ip-mask> - remove an ip from the list
    150   the ip list is a simple mask system.  Adding 192.168 to the list
    151   would block out everyone in the 192.168.*.* net block.  You get 1024 bans,
    152   if you need more, recompile the game dll. :)
    153   A new cvar is also supported called 'filterban'.  It defaults to one which
    154   means "allow everyone to connect _except_ those matching in the ban list."
    155   If you set it to zero, the meaning reverses like so, "don't allow anyone
    156   to connect unless they are in the list."
    157   (gamex86 DLL specific)
    158