Quake-2

Quake 2 GPL Source Release
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changes.txt (8805B)


      1 
      2 Quake2 3.16 changes:
      3 
      4 - Fixed infinite grenade bug
      5 - Fixed autodownloading to actually download sounds and console pics
      6 - Fixed autodownload to not create empty directories for files not on
      7   the server.
      8 - Added customized client downloading.  cvars are the same as the server side:
      9     allow_download - global download on/off
     10     allow_download_players - players download on/off
     11     allow_download_models - models download on/off
     12     allow_download_sounds - sounds download on/off
     13     allow_download_maps - maps download on/off
     14   They can also be (more easily) set with a new Download Options menu 
     15   accessible in Multiplayer/Player Setup/Download Options
     16 - Changed checksumming code to be more portable and faster.
     17 
     18 
     19 Quake2 3.15 changes:
     20 
     21 - Added visible weapons support.  This is precached with a special symbol, i.e.
     22   gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
     23   the players current weapon model.  Plug in player models can optionally 
     24   support the visible weapons.  Any that do not support it will use their
     25   default weapon.md2 files automatically.
     26   Visible weapons files for plug in player models are not downloaded
     27   automatically--only the default weapon.md2 (and skin) is.
     28 - New cvar cl_vwep controls whether visible weapons is enabled on the client.
     29   If you turn it off, the visible weapons models are not loaded.  This can offer
     30   a speed up on slow or memory starved machines.
     31 - Rewrote the some of the net code to use optimized network packets for 
     32   projectiles.  This is transparent to the game code, but improves netplay
     33   substancially.  The hyperblaster doesn't flood modem players anymore.
     34 - Rewrote the packet checksum code to be more portable and defeat proxy bots
     35   yet again.
     36 - Autodownload support is in.  The following items will be automatcally
     37   downloaded as needed:
     38     - world map (and textures)
     39     - models
     40     - sounds (precached ones)
     41     - plug in player model, skin, skin_i and weapon.md2
     42   downloads go to a temp file (maps/blah.tmp for example) and get renamed
     43   when done.  autoresume is supported (if you lose connect during the
     44   download, just reconnect and resume).  Server has fine control over
     45   the downloads with the following new cvars:
     46     allow_download - global download on/off
     47     allow_download_players - players download on/off
     48     allow_download_models - models download on/off
     49     allow_download_sounds - sounds download on/off
     50     allow_download_maps - maps download on/off
     51   maps that are in pak files will _not_ autodownload from the server, this
     52   is for copyright considerations.
     53   The QuakeWorld bug of the server map changing while download a map has
     54   been fixed.
     55 - New option in the Multiplayer/Player Setup menu for setting your connection
     56   speed.  This sets a default rate for the player and can improve net
     57   performance for modem connections.
     58 - Rewrote some of the save game code to make it more portable.  I wanted to
     59   completely rewrite the entire save game system and make it portable across
     60   versions and operating systems, but this would require an enormous amount
     61   of work.
     62 - Added another 512 configure strings for general usage for mod makers.
     63   This gives lots of room for general string displays on the HUD and in other
     64   data.
     65 - Player movement code re-written to be similiar to that of NetQuake and
     66   later versions of QuakeWorld.  Player has more control in the air and
     67   gets a boost in vertical speed when jumping off the top of ramps.
     68 - Fixed up serverrecord so that it works correctly with the later versions.
     69   serverrecord lets the server do a recording of the current game that
     70   demo editors can use to make demos from any PVS in the level.  Server
     71   recorded demos are BIG.  Will look at using delta compression in them
     72   to cut down the size.
     73 - Copy protection CD check has been removed.
     74 - Quake2 3.15 has changed the protocol (so old servers will not run) but
     75   all existing game dlls can run on the new version (albiet without the
     76   new features such as visible weapons).
     77 - Added flood protection.  Controlled from the following cvars:
     78    flood_msgs - maximum number of messages allowed in the time period
     79                 specified by flood_persecond
     80    flood_persecond - time period that a maximum of flood_msgs messages are
     81                      permitted
     82    flood_waitdelay - amount of time a client gets muzzled for flooding
     83 - fixed it so blaster/hyperblaster shots aren't treated as solid when
     84   predicting--you aren't clipped against them now.
     85 - gender support is now in.  The userinfo cvar "gender" can be set to
     86   male/female/none (none for neutral messages).  This doesn't affect sounds
     87   but does affect death messages in the game.  The models male and cyborg
     88   default to gender male, and female and crackhor default to female.
     89   Everything else defaults to none, but you can set it by typing
     90   "gender male" or "gender female" as appropriate.
     91 - IP banning support ala QW.  It's built into the game dll as 'sv' console
     92   commands.  This list is:
     93     sv addip <ip-mask>  - adds an ip to the ban list
     94 	sv listip <ip-mask> - removes an ip from the ban list
     95 	sv writeip - writes the ban list to <gamedir>/listip.cfg.  You can
     96 	  exec this on a server load to load the list on subsequent server runs.
     97 	  like so:  quake2 +set dedicated 1 +exec listip.cfg
     98 	sv removeip <ip-mask> - remove an ip from the list
     99   the ip list is a simple mask system.  Adding 192.168 to the list
    100   would block out everyone in the 192.168.*.* net block.  You get 1024 bans,
    101   if you need more, recompile the game dll. :)
    102   A new cvar is also supported called 'filterban'.  It defaults to one which
    103   means "allow everyone to connect _except_ those matching in the ban list."
    104   If you set it to zero, the meaning reverses like so, "don't allow anyone
    105   to connect unless they are in the list."
    106 
    107 Quake2 CTF 1.09a Changes:
    108 
    109 - Q2CTF 1.09 requires 3.15 now.
    110 - Competition Match mode added.  Server can be reset into a timed match mode.
    111   Includes a pregame setup time, countdown until game start, timed match,
    112   statistics on players, admin functions and a post game time.
    113 - The server command 'gamemap' now works correctly.  On a server, you can
    114   change maps with two commands:  map and gamemap.  Map will cause all teams
    115   to reset, gamemap will change maps with the teams intact.
    116 - New console commands:
    117     yes - vote yes on an election
    118     no - vote no on an election
    119     ready - ready oneself for a match
    120     notready - remove oneself from the ready list (stop the clock)
    121     ghost - ghost back into a match if connection was lost
    122     admin - become an admin or access the admin menu
    123     stats - show statistics on players in a match
    124     warp - warp to a new level
    125     boot - kick a player of the server (you must be an admin)
    126     playerlist - show player list and connect times
    127 - New cvars:
    128     competition - set to 1 to allow the server to be voted by players into
    129       competition mode.  Set to 3 for a dedicated competition server.
    130       The default, 0, disables competition features.
    131     matchlock - controls whether players are allowed into a match in progress
    132       in competition mode.  Defaults to on (1).
    133     electpercentage - the precentage of yes votes needed to win an election.
    134       Defaults to 66%.
    135     matchtime - length of a match, defaulting to 20 minutes.  Can be changed
    136       by admins.
    137     matchsetuptime - length of time allowed to setup a match (after which
    138       the server will reset itself back into normal pickup play).  Defaults
    139       to 10 mins.
    140     matchstarttime - The countdown after match setup has been completed
    141       until the match begins.  Defaults to 20 seconds.
    142     admin_password - Password for admin access (allowing access to the admin
    143       menu without needing to be elected).
    144 - Minor bug fixes in team selection to help balance the teams better (the
    145   default option on the menu is now the team with the fewer players).
    146 - Don't get base defenses for telefragging your teammates in base.
    147 - Telefrags at start of game no longer count (to help with game spawning).
    148 - Instant weapon changing is now a server option (and can be changed by
    149   admin menu).
    150 - New admin menu that allows remote changes of the following items:
    151     Match length (time)
    152     Match setup length (time)
    153     Match start length (time)
    154     Weapons Stay
    155     Instant Items
    156     Quad Drop
    157     Instant Weapons
    158 - As part of the match code, a new 'ghost' option is included.  When a match
    159   begins, all players are printed a randomly generated five digit ghost code
    160   in their consoles.  If the player loses connection for some reason during
    161   the match, they can reconnect and reenter the game keeping their score
    162   intact at the time of disconnection.
    163 - Visible weapon support (as with the 3.15 release).
    164 - Some minor changes to the pmenu code to allow more flexability
    165 
    166