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| 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 | + |
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