May 2nd Focus Update - Coming Soon
We are planning on performing a focus update this afternoon. More info to come...
Code Updates
Added g_startingArmor: New cvars work in ALL gametypes
Added g_startingHealth: Controls starting health in ALL gametypes
Added g_startingHealthBonus: Controls starting health bonus (+25hp) in all gametypes
Added g_startingWeapons:
Added WPF bit flags in bg_public.h, versatile for future use
Controls starting weapon loadout in ALL gametypes
Allows you to specify any combination of weapons, including the ability to specify weapons normally available on the map in the current gametype.
New FreezeTag changes / options:
Use "You froze" centerprint in FT
Frozen ice blocks now shrink as a player is thawed
Adjusted frozen shader to 'move' less, and speed up as they thaw.
Added g_freezeEnvironmentalRespawnDelay (allows for you to remain dead after env deaths for x millseconds before respawning)
Added g_freezeResetArmorOnRound: Resets armor to g_startingArmor value following each FT round/point.
Added g_freezeResetHealthOnRound: Resets armor to g_startingHealth value following each FT round/point.
Added g_freezeResetWeaponsOnRound: Resets armor to g_startingWeapons value following each FT round/point.
Fixed g_freezeRoundDelay 0 so that you may disable any countdown or pause between FT rounds.
Every time a player is thawed due to an environmental death we now call an AutoThaw function that ensures that a thaw sound and obituary notification occur to inform you that the player has returned to active play. (ex: Currently if you jump into a void, there is a death message to inform everyone that you died, but no message to inform them that you are back in play.) -- Further work still needs to be done for the cases where you were killed by a player and then pushed into an environmental autothaw zone.
Added g_freezeThawTick
0 disables any audible tick sound while thawing
1 enables audible tick sound while teammates thaw
2 enables global audible tick sounds while anyone thaws
Weapon/Ammo Bar Updates:
No longer hide grapple icon from ammobar, if you indeed have it and can scroll to it, there is no reason to hide the icon.
Support for Infinite Ammo
Support for non-rg weapons in InstaGib
Recoded all of InstaGib:
No longer is rg only, works with any weapon defined in g_startingWeapons
No longer relies on damage output of any weapon. If damage is received it will gib the player (rg is no longer forced to 666 damage).
We now grant infinite ammo (for any/all weapons enabled in InstaGib)
Less hacky weapon drop prevention code
No longer need to prevent the altering of handicaps in InstaGib
Reworked mouse accel code, added m_cpi to set mouse DPI so sensitivity can be measured in cm amount. Counts per Inch (CPI/DPI) of your mouse, defaulted off. When enabled (by setting m_cpi to the CPI/DPI of your mouse) it changes sensitivity from a immeasurable number into a precise degrees per cm, ie sensitivity 18 would move you 18 degrees per centimeter of mouse movement, performing a 360 turn in 20 centimeters.
Added cl_mouseAccelPower // the power of the curve, 2 is the default traditional curve.
* Fixed accel rate issue that plagued earlier focus builds.
* Improvements for higher values of Power since earlier focus builds.
Default sensitivity, pitch, and yaw all remain the same. If you do not set m_cpi no changes are necessary to your mouse or sensitivity settings. If you use accel, you no longer need to specify a style of accel. Set your cl_mouseAccel to the desired strength, optionally assign a cl_mouseAccelPower, cl_mouseAccelOffset, or cl_mouseSensCap.
Added console configuration options
Tab autocompleted cvars will now print their currently assigned value for easy setting lookup.
Added con_scale, defaulted console text to a slightly smaller (x0.75) font scale.
Cleanup, renamed more obscure cl_contimestamps to con_timestamp
Cleanup, renamed cl_noprint to con_noprint
Fixed incorrectly defined FRAMETIME, which can account for various bugs or oddness in the game, especially in relation to our triggers (jumppads, movers, buttons, trigger hurts, trigger multiples)
Fixed animation weirdness that would occur on servers running more than 24 hours.
Fixed a potential infostring buffer overflow exploit.
Fixed 3 Player Callvoting (integer math error) that was allowing a single 'no vote' to make a vote fail.
Fixed fastSky behavior when r_fastSky was set to non-zero, non-one values.
Fixed actionFlag collision in botlib code
Fixed a potential local cmd exploit (that would cause the server to execute and shutdown the server)
Fixed an issue that could generate killbeeps from gibbing player corpses.
Fixed floating point imprecision causing glitching in snapshot rendering
Fixed a few references to sv_fps to correctly account for timescale
Fixed Duplicate name issue on player and spectator HUD that could occur in Duel during a tie-game.
Fixed rank issue on HUD during tie-games.
Added temporary player Tier values are now being displayed on the Premium Duel Scoreboard (in-game and end-game).
Fixed Battle Suit noise spam while wading in lava, sound event is now only triggered every second (damage is however still continuous).
Fixed an issue with in_nograb not being properly defined, may have resulted in mouse sensitivity issues, or mouse focus issues.
Fixed the map order (in callvote menu), Hektik was out of abc order.
Small renderer fix, fixed AGEN skip code in parse stage.
Small fix to scoreboard draw code
Fixed a typo in a Com_Error message "cientNum > 32" corrected to "clientNum >= 32"
Fixed an issue with predicated railshots and infinite slugs (that prevented the rail trail from being drawn).
Fixed an erroneous low ammo warning sound when switching to weapons with infinite ammo.
Sensitivity, m_yaw, and m_filter cvars now replicate (get stored in repconfig.cfg and our database)
Now store additional ammo info (starting ammo values) in bg_weapons
Fixed minvertexlight issue in map compiling (unfortunately had to lose maxvertexlight support for now).
Misc Code Cleanup
Deprecated and removed cl_mouseAccelStyle
Removed deprecated g_freeze cvar.
Removed deprecated Ammo Regen bits from bg_weapons
Removed deprecated con_notifytime
Removed deprecated cl_conXOffset
Removed deprecated CA_RegisterItems() and Freeze_RegisterItems()
Removed deprecated g_allWeapons
Removed g_ca_startingArmor & g_ca_startingHealth
Lost functionality we had with cg_startingammo_mg until completed; g_startingAmmo added but currently inert.
New Maps:
Foolish Legacy (TDM) - Popular q3 tdm arena, cpm21 (last updated Mar 16th)
Revolver (Small CA) - Small rocket arena 'Eat the Gun' from ra3map11, - Fixed/Testing vertexlight
Sorrow (Duel) - Entirely new unreleased arena, - Fixed/Testing vertexlight
Map Updates:
Almost Lost - Fixed/Testing vertexlight
Concrete Palace - Fixed/Testing vertexlight
Courtyard - Fixed/balanced rg hall spawn points, Fixed/Testing vertexlight
Devilish - Fixed/Testing vertexlight
Dies Irae - Fixed/Testing vertexlight
Japanese Castles - Fixed/balanced garden spawn points, Fixed/Testing vertexlight
Intervention - Fixed/Testing vertexlight
Retribution - Fixed/Testing vertexlight
Stonekeep - Fixed some patch & cap alignments, detail clean up in mid (for better vis & performance), Fixed/Testing vertexlight
Tornado - Fixed/Testing vertexlight
Troubled Waters - Fixed/balanced base starting spawn points, Fixed/Testing vertexlight