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Notes for version 1.32 (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: CPM 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
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User Comments
Then go to http://www.promode.org and download the map packs. Remember to read the documentation in the cpma/docs file...the manual is there for a reason. :) Too set up pretty much default promode settings, type in console '/exec cfg/arqon.cfg' .
Oh, and make sure you have the quake 3 1.32 patch installed: http://www.clanbase.com/miscdl.php?did=606 :)