All pastes #2061223 Raw Edit

Stuff

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#2061223 ·published 2011-05-16 10:44 UTC
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May 13th:

Web Updates
Fixed auto-login following an account idle timeout.
Extended the size of the browserlist while preserving 'QuickStats' on the Welcome Page.
Code Updates
Added g_complaintDamageThreshold to Teamkill Complaint system: (Currently defaults to 400)
When a player, who since their last teamkill, has dealt more damage than the threshold (vs teammates) attacks a player, who since their last time to be teamkilled, has received more damage than the threshold (from teammates), the target will be prompted to file a complaint vs the attacker.
Don't allow players to complain about Telefrag teamkills.
Complaint 'voting' time has been reduced from 20 seconds to 15 seconds.
Complaint 'voting' prompt now reports Time Remaining to file the complaint, and displays proper keybinds for 'vote yes' and 'vote no'.
Callvotes now displays proper keybinds for 'vote yes' and 'vote no'.
Added messages from the server informing the teamkiller whether the complaint vs them was filed or dismissed.
For testing purposes only, we have added a print message that informs the attacker how many complaints they currently have after one has been filed.
Improved the formatting of the teamkill warning message; added an extra line return and added an ! after 'Watch your fire!'
Improved the formatting of the low ammo warning centerprint; raised it higher to avoid some overlapping text in warmup.
Added g_dropCmds (defaults to 7) and DRP flags, allowing us to disable any given drop command (ex. no drop powerup in TDM):
1 - Allow dropflag
2 - Allow droppowerup
4 - Allow dropweapon
Fixed a warmup condition in TDM that allowed you to start a match when no players were present on one of the teams.
Fixed a warmup condition in TDM that allowed you to start a match with unbalanced teams
Added a forfeit condition check to all team gametypes. If one team loses its players (if they all quit), then the match will now forfeit (and award a win to the remaining team).
We discovered that we fixed the white flash that would occur during teleporation. Previously the duration of the flash was unfortunately tied to your client ping. This flash is now reduced/removed due to a fix earlier this week. We have on an experimental level added the cvar cg_hyperspaceTime to set the amount of time (in ms) in which you can see the white flash effect. Defaults to 0, recommend trying values between 25 and 100 for testing. This behavior is currently untested. *Update* It appears as the hyperspaceTime code is not functioning, which actually gives us further insight into the issue. No need to test with this cvar at this time, we will make further changes in future updates to address the issue.