All pastes #2062220 Raw Edit

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#2062220 ·published 2011-05-17 09:17 UTC
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May 2nd - 16th Focus Update
Code Updates

General Gameplay / Code Updates:
Added 'forfeit' command.
Does not function in warmup
Reports error to user when attempted in non-supported gametypes
Available to the losing player in Duel
Available to lone losing player in team gametypes
Can be disabled with new server cvar 'g_allowForfeit'
Will end match immediately, note the game is forfeited, and award the loser a 'Loss' instead of a 'Quit'.
Todo: Callvote-type system planned for team gametypes

Added r_teleporterFlash 1 = default behavior of white flash, 0 = a simpler black frame fill that I consider slightly easier on the eyes.
Added error message to clients when /kill is attempted to be used on servers that do not support it.
Fixed spawnflag behavior issue for trigger_hurts
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).
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 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 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 Battle Suit noise spam while wading in lava, sound event is now only triggered every second (damage is however still continuous).
Small renderer fix, fixed AGEN skip code in parse stage.
Ensure that the starting selected weapon is a weapon that was granted on spawn
Ensure that the worst non-gauntlet weapon is selected, only select gauntlet if it is the only weapon
Only select better weapons when it is an item that was granted via a target_give attached to the spawn point (such as the SG in Space CTF or Skyward).
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.

Fixed minvertexlight issue in map compiling (unfortunately had to lose maxvertexlight support for now).


Duel Updates:
Relaxed spawn system in Duel such that it now looks at 50% of the furthest away spawn choices with a minimum of 3 choices, instead of 40% with a minimum of 2 choices.


Team Deathmatch Updates:
Added Teamkill Complaint system: When a player is teamkilled they will now be prompted as to whether or not they wish to file a complaint to the server vs the offending teammate. If you feel the TK was intentional, then file a complaint (F1). If it was accidental, then dismiss it (F2). (No complaints in warmup)
g_complaintLimit (default 5 atm) - Max amount of complaints that a player can receive before being kick/banned from the server. Ban lasts the entirety of the match.
cg_complaintWarning - Disable the clientside complain/dismiss text prompt.
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.

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


Clan Arena Updates:
Fixed CA round behavior when roundtimelimit is set to 0, which will now disable the roundtimelimit rather than set the round to last 0ms.


Capture the Flag Updates:
Added 'droppowerup' command for team gametypes (like weapons and flags, the dropped powerup remains available for 10 seconds).
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


FreezeTag Updates:
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.
Added g_freezeThawWinningTeam (Default 1), when disabled frozen members of the winning team remain frozen at the end of the round. Currently disabled on Focus FT servers (meaning we're not thawing winners).
Added g_freezeThawThroughSurface (Default 1), when disabled prevents players from thawing their teammates through walls. Currently disabled on Focus FT servers (meaning we're not allowing thawing through walls).
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 another teammate, 2 enables global audible tick sounds while anyone thaws another player
Increased thaw radius from 64->96
Better telefrag handling: If you telefrag a player in FT, you are awarded a kill, they freeze, and then auto-thaw with no delay.
Fixed zoomOutOnDeath code in FreezeTag; cannot zoom while frozen.
Added prediction to triggers for frozen players (smoother triggering of jumppads, teleporters, doors while sliding into them)


Instagib Updates:
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


Mouse Code Updates:
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.
Sensitivity, m_yaw, and m_filter cvars now replicate (get stored in repconfig.cfg and our database)
Fixed an issue with in_nograb not being properly defined, may have resulted in mouse sensitivity issues, or mouse focus issues.


HUD Updates:
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, where depending on who you were spectating the tied players would either have a rank of 1. or 2.
Callvotes now displays proper keybinds for 'vote yes' and 'vote no'.
No longer hide grapple icon from weaponBar, if you indeed have it and can scroll to it, there is no reason to hide the icon.
Support for Infinite Ammo on weaponBar.
Support for non-railgun weapons in InstaGib
Changed frag obituaries to fade out (WIP, weapon icons do not fade out).
Added a 'Watch your fire!' warning to the centerprint frag message when you kill a teammate.
Fixed itemPickupTime between map_restarts: Pickup messages will be cleared from the screen on map_restarts and when transferring from Warmup to Match-in-Progress; Can no longer obtain <item> x2 messages from picking up an item in warmup just before match start, and then picking up the same item type within 3 seconds.
Improved the formatting of the low ammo warning centerprint; raised it higher to avoid some overlapping text in warmup.
Fixed weaponBar weapon registration, so that you no longer have to switch to a weapon before it appears on the weaponBar (vital for the new g_startingWeapons system).
Fixed an erroneous low ammo warning sound when switching to weapons with infinite ammo.
Added temporary Player PR Skill value to Premium Duel Scoreboard (in-game and end-game).


GUI Updates:
Added the server owner's name to the in-game Join and About menus. If you are on a pro-launched server, it will now report 'This game is hosted by <ownername>.'
Added 'droppowerup' to controls menu
Fixed the map order (in callvote menu), Hektik was out of abc order.
Small fix to scoreboard draw code


Dev Console Update
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


Bot Updates:
Added 'bot_teamkill'; Activates teamkilling mode where bots disregard what team a player is on when selecting their targets. Useful for some minor testing of the Teamkill Complaint system.
Fixed actionFlag collision in botlib code


Web Updates:
Banned players will once again have a ban notice on their public profile (ex: sponge2).
Quick stats renabled on browser page.
Will no longer timeout from the site when inactive on the site but active on the forum.
Fixed auto-login following an account idle timeout.
Extended the size of the browserlist while preserving 'QuickStats' on the Welcome Page.
Fixed duplicate friend invite issue.
Fixed issue preventing pro users with clan tags that began with a '+' from spinning Start-a-Match servers that others could join.


Depricated / Removed Code:
Removed deprecated cl_mouseAccelStyle
Removed deprecated g_freeze cvar (unused)
Removed deprecated con_notifytime (unused)
Removed deprecated cl_conXOffset (unused)
Removed deprecated g_allWeapons, in favor of g_startingWeapons
Removed g_ca_startingArmor and g_ca_startingHealth, in favor of g_startingArmor and g_startingHealth
Lost functionality we had with cg_startingammo_mg until completed; g_startingAmmo added but currently inert.
Removed g_weaponTeamRespawn, referenced only in Team DM, in favor of properly setting g_weaponRespawn.


Focus Todo:[*] Fully fix FT godmode-like bug that occurs to players who die during a Round Draw event.[*] Restore lost cg_startingammo functionality.[*] Finish or remove tier & skill displays from Premium Duel Scoreboard

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 - vertexlight
Concrete Palace - vertexlight
Courtyard - Fixed/balanced rg hall spawn points, vertexlight
Devilish - vertexlight
Dies Irae - vertexlight
Double Impact - vertexlight
Focal Point - vertexlight
Japanese Castles - Fixed/balanced garden spawn points, vertexlight
Intervention - vertexlight
Ironworks - vertexlight
Retribution - vertexlight
Space CTF - vertexlight
Stonekeep - Fixed some patch & cap alignments, detail clean up in mid (for better vis & performance), vertexlight
Tornado - vertexlight, retextured a crate (don't ask)
Toxicity - vertexlight
Troubled Waters - Fixed/balanced base starting spawn points, vertexlight