CPMA 1.0 et le CPM Map Pack #4 sortiront demain, vendredi 3 janvier. Cette version 1.0 pourrait bien être la dernière si elle s’avére dénuée de bugs.
I just finished burning the source onto CD, and I have a cron job set for noon tomorrow: rm -rf /Quake3/source/cpma/. Seriously. After that, I don’t plan on even looking at it again until some time in February, when I’ll consider if it needs a maintenance release or not. (I expect there are a couple of bugs that have managed to stay undiscovered so far but will magically appear next week, because Murphy’s Law demands it).
La liste des changements est assez longue : [–SUITE–]
Notes for version *** 1.0 ***
add: cg_optimiseBW (0|1, default 0) YEAH BABY! 🙂
enable the old server_optimiseBW code, but on a per-client basisadd: « rescan » button to server browser
reSCAN = update ping, map, etc of already-listed servers (fast)
reFRESH = purge list and request everything from id master (slow)add: automatically do full refresh for LAN page of browser if no list
add: viewall as an alias for mv
add: team damage, RL eff, RL direct hits to stats
add: dlight for BFG shots
add: ch_wstatsTime (in seconds, default 10)
how long the auto-wstats window stays upadd: several mapcfgs for standard maps
!CPM2 – added location markers
!CPM2B – YA moved, 2nd YA added, spawns tweaked
!CPM4 – updated locations
!CPM13A – additional PG and SGadd: cg_noTaunt (0|1, default 1)
disable all taunts, not just voicechat onesadd: shortcuts for teamplay MVD POV changes
B – Blue Flag, i.e. *red* FC
R – Red Flag, i.e. *blue* FC
F – either FC
I – Invis player
Q – Quad player
S – Batsuit player
P – any player with a real PU (i.e. not Regen/Flight/Speed)
for F and P, if there’s more than one PU/flag in play
each keypress will cycle to the next one
note that this is demo-only functionalityadd: bot_boost (1.0-1.5, default 1.0)
just a little cheat to make them a bit more fun to play 😛
note that they’re still incredibly stupidadd: sort the map display for the practice menu
add: legomode to the graphics options page
chg: removed the BETA message from the default MOTD 🙂
chg: tightened the netcode one last time
chg: enabled coachview for all team games (was just TDM)
it’s not really suitable for more than 4v4 games thochg: unreferee removes specinvites as well
chg: MVD auto-adds (player joins etc) happen instantly
chg: show clients in players as soon as they connect
(so they can be kicked immediately if intruding but DLing)chg: allow console to use players on MA maps
chg: remove viewadd and viewremove
chg: remove g_speed and g_knockback
chg: vote_allow_falling renamed to vote_allow_fallingdamage
chg: ch_weaponListDrawAll behaviour now actually useful
shows cases where you have finite ammo but no weapon,
but not cases where you have neither. handy for TDMchg: ch_weaponList 2 right-justifies weapons and ammo better
chg: removed cg_statscrolltime
chg: no auto-wstats at end of DM games – the scoreboard owns it
chg: powerup autofollow prefers flags over PUs
chg: server_optimiseBW removed rather than just ignored
chg: demo trees can now use up to 256 chars for path+demo
democasts still have to be <64 thoughchg: no warning message if a democast wav is missing
chg: updated most of the docs, and renamed them
chg: updated the "standard" video configs to something decent
chg: increased the number of maps that the practice menu can handle
fix: carried flags flickering into view at times, especially with TN
fix: between-round joins in CA caused "countdown stopped" message
and also stopped recording if you had autoaction 4 etc
game still continued because only first round of CA needs rupsfix: inaccurate pings on heavy-pl clients
fix: match stats not dumped properly on MA maps
fix: ch_weaponList 1 and 2 didn't show medkit/PT
fix: ch_weaponListFlash was unreliable
fix: backpack model if you die holding the onhand hook is "best ammo"
(same as for gauntlet and mg)fix: direct hits with BFG have no explosion (id bug)