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Travis Bradshaw
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The original Quake 2 sources as originally released under the GPL license on December 21, 2001.
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3.15_Changes.txt

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

3.16_Changes.txt

+127
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@@ -0,0 +1,127 @@
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
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the server.
19+
- Added customized client downloading. cvars are the same as the server side:
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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
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accessible in Multiplayer/Player Setup/Download Options
27+
- Changed checksumming code to be more portable and faster.
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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
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on disk once.
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- Fixed player 'warping' present in 3.15 (this was an artifact of the
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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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