May 27th RC2 Weekend Testing
May 27th Release Candidate 2:
New Maps:
Revolver (Small CA) - Small rocket arena 3
Sorrow (Duel & Small Teamplay) - Entirely new unreleased arena
Web Updates:
Server tool tip hovers now report if a server is Premium, allowing you to identify Premium servers when using the Friends List.
Accepting a friends request from a player who is actively online will now immediately show them on your friends list. Previously they would not show until their next time to come online.
Weekly match stats now report up to 500 matches, it was previously limited to reporting only the first 100 matches played in any given week. (Fixed earlier but hadn't been reported to the changelog.)
Fixed banned profile notices. Banned players will once again have a ban notice on their public profile.
Fixed site inactivity timeouts occurring during forum activity.
Fixed auto-login following an account idle timeout.
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.
Code Updates
General Game 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'.
Improved Intermission Delay
Resolves many issues & complaints about what occurs in the last second of gameplay
Delay still exists, but has been reduced from 1000ms to 200ms.
The delay exists primarily so that you can see the last frag (score event) take place, otherwise it would immediately skip to the scoreboard the frame the score was registered.
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).
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.
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.
Colliding while running now places the player in a walking animation without footsteps, instead of running in place and producing footsteps. (This is an animation and footstep change only, no change to player speed, physics, or movement is made as a result of this).
Disabled firing during match countdown in all gametypes.
Fixed end-game 'Next Match' so that spectators can no longer toggle the readyUp status of in-game players
Fixed end-game cmd flooding of spectated clients.
End-game scoreboard now has a min viewing of 5 seconds and a max viewing of 15 seconds, if a non-spectating player readyUps, then the level will exit 10 seconds later or at the max 15 second point.
Fixed 3 Player Callvote (integer math error) that was allowing a single 'no vote' to make a vote fail.
Fixed spawnflag behavior issue for trigger_hurts
Fixed an issue with predicted 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 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).
Fixed starting weapon selection code to ensure that the selected weapon is a weapon that was granted on spawn
Fixed Default model/skin code
Attempt to use the model specified when a valid model but invalid skin is set.
Ensure that a teamskin is set when in team gametypes.
Fixed AGEN skip code in parse stage of rendering.
Fixed a typo in a Com_Error message "cientNum > 32" corrected to "clientNum >= 32"
Fixed fastSky behavior when r_fastSky was set to non-zero, non-one values.
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
Fixed capturing the flag during the Intermission Delay bug, you can no longer capture in the last moments of the game after the time/scorelimit was hit.
FreezeTag Updates:
Use "You froze" centerprint in FT
Increased thaw radius from 64->96
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.
Added g_freezeThawThroughSurface (Default 1), when disabled prevents players from thawing their teammates through walls.
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
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.
Fixed Round Draws in FreezeTag
Announcer Voice is back and notifies you when there is a Round Draw
Neither team is awarded any points during a Round Draw, previously red was awarded a point.
Better handling of telefragging both living and frozen players: If you telefrag a living player, you are awarded a kill, they freeze, and then auto-thaw with no delay. If you telefrag an already frozen player in FT, they will 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)
Fixed g_freezeAutoThawTime behavior so that you may disable autothawing. Previously a value of 0 would result in an instant thaw upon freezing.
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.
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 roundtimer display in FT on the official 'Large' HUD.
Fixed HUD ranks in Duel and FFA (additional fixes):
Should have correct rank on HUD scorebox regardless of Duel, FFA, in-game leading, in-game tied, in-game losing, spectate following leader, spectate following tied, spectate following loser, spectate freefloat, etc.
Callvotes now displays proper keybinds for 'vote yes' and 'vote no'.
Support for Infinite Ammo on weaponBar.
Support for non-railgun weapons in InstaGib
Changed frag obituaries to fade out
Reduced the size of the center print frag message in warmup, to both match the size utilized mid-game as well as prevent center print text from overlapping during warmup.
Added a 'Watch your fire!' warning to the center print 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.
Obituary frag messages are now cleared from the HUD on map_restart.
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
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).
Added support for infinite ammo on HUDs
GUI Updates:
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 (defaults 1.0), lower values result in a smaller font scale being used in the console.
Cleanup, renamed more obscure cl_contimestamps to con_timestamp
Cleanup, renamed cl_noprint to con_noprint
Added g_debugThawTime for testing of thaw time while thawing teammates.
Bot Updates:
Added 'bot_teamkill'; Activates teamkilling mode where bots disregard what team a player is on when selecting their targets.
Fixed BotChat_HitTalking MOD (a bot's knowledge of what they were hit with while they were chatting).
Fixed Bot Characteristic in BotChat_EnemySuicide.
Fixed actionFlag collision in botlib code
Deprecated / 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 new g_startingAmmo completed; currently inert.
Removed g_weaponTeamRespawn, referenced only in Team DM, in favor of properly setting g_weaponRespawn.
Map Updates:
Courtyard - Fixed/balanced rg hall spawn points, vertexlight
Japanese Castles - Fixed/balanced garden spawn points, vertexlight
Ironworks - vertexlight
Tornado - vertexlight, retextured a crate (don't ask)
Troubled Waters - Fixed/balanced base starting spawn points, vertexlight