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8-23-2001 (1.

30)
NOTABLE CHANGES IN QUAKE III AND TEAM ARENA - (1.30)
IF YOU ARE HAVING MOUSE SENSITIVITY ISSUES WITH THIS, AND THE VERSION
1.29g POINT RELEASES PLEASE READ THIS - This and the last version of the point r
eleases, were compiled with a new version of Direct Input that may have changed
your mouse sensitivity. If you have noticed a change, we have a fix for you. The
cvar \in_mouse can be used to set the "feel" of the sensitivity back to previou
s versions of Quake III. At the console type:

\in_mouse 1 - To get the same "feel" as version 1.27h. This is the default "feel
" that was shipped with Team Arena.

\in_mouse -1 - To get the same "feel" as version 1.17 of Quake III. These are th
e only 2 "feels" that Quake III and Team Arena have ever had, so one of the sett
ings should get you back on track.

\in_restart - must be used to initialize both of the above commands.

NEW id CREATED PRO MAPS - One of our newer employees, Fred Nilsson, is
an avid fan tournament style game play, and is very interested in the professio
nal gaming community. Via feedback from professional Quake 3 players, Fred has m
ade some modifications to some of the more popular maps that shipped with Quake
3 including "The Camp Grounds", "Lost World", "The Proving Grounds", and "Vertic
al Vengeance" You can play them in the single player game by advancing to tier 7
, or run them on your server by using the map names "PRO-Q3DM6", "PRO-Q3DM13", "
PRO-Q3TOURNEY2" and, "PRO-Q3TOURNEY4". These are a lot of fun! Give them a try!

NEW NETWORK CODE - There is a new compression system built into the ne
twork code of the latest point release. Essentially, this reduces the bandwidth
usage of Quake 3 and Team Arena by a ratio of 5:1 over previous versions of the
game. Modem players, as well as everyone else, should experience a significant i
mprovement in internet game play because of this.

AUTO UPDATE SYSTEM - Within this release is an Auto Update system that
can be used to at any time to check for and download updates to Quake 3 and Tea
m Arena. When you install the point release a file will be created in your Quake
III Arena directory and in the Start Menu called, "Check For Quake III Arena Up
dates". Running this file will check our servers for updates and notify you if t
here is a newer version or inform you that your files are up to date. The auto u
pdater will create a directory on your C: where downloaded updates will be store
d. It is important that you DO NOT delete this directory. If you plan to uninst
all Quake III, make sure to uninstall all of the point releases as well. (Auto
Update is for Win32 systems ONLY.)

NEW RAIL, ROCKET LAUNCHER, PLASMA GUN, and LIGHTNING GUN EFFECTS - The
re have been several new weapon effects that we ve managed to sneak into this rele
ase. We ve turned them off in the game by default, but you can enable them from th
e console by pressing the ~ key and typing the following commands:

\cg_oldRail 0

(enables the new rail effect)

\cg_oldRocket 0

(enables the new rocket effect)

\cg_oldPlasma 0

(enables the new plasma effect)

\cg_trueLightning 0.5

(enables the new lightning gun effect)

In addition, the colors of the new rail effect can be changed with the cvars \co
lor1 and \color2 with values of 1 through 8. (ex. \color1 1 or \color2 5). The n
ew Rail gun effect was donated from the Alliance mod team http://www.planetquake
.com/alliance/ The new Lightning gun effect was donated from the CPMA mod team h
ttp://www.promode.org/

NEW CHEATING COUNTER MEASURES - There has been quite a bit of new code
added to make it much more difficult to cheat and hack the game. We d tell you mo
re, but that would be defeating the purpose... Rest assured that it will be hard
er to cheat than ever before.

NEW PROTOCOL CHANGE - The changes made to improve network code and pre
vent cheating will make this and future version of Quake 3 and Team Arena incomp
atible with older versions. This will affect older versions of demos as well. We
wish it were possible to maintain game compatibility through each release, howe
ver major code changes limit our ability to do so.

QUAKE III ARENA AND TEAM ARENA EDITING CHANGES

TEAM SELECTION - When a player starts a game with map or devmap the te
am logos displayed will be the last two teams used in the single player game. Th
e console cvars g_blueteam and g_redteam commands will allow server admins to ch
ange the teams being played on dedicated servers.

Q3:TA TEAM CREATION - It is now possible to create original Team Arena


teams with new team logos, body models, head models, voices and skins. Previous
ly the code had been designed to limit the game to use of two body models (James
& Janet). With this point release, hobbyists who know their way around the skil
ls of model-making, animating, and skinning can make new team content for Team
Arena. The "how-to" details for the creation of new teams are extensive and will
be documented in a separate publication. These new teams will be available for

use in single player, and multiplayer games.

INCREASED VERSATILITY FOR USER-CREATED TEAM SKINS IN Q3A AND Q3:TA - W


hen a user-created skin for a model is accompanied by a set of similarly named m
atching team color skins, the game will now use those instead of the model s defau
lt team skin. For things to work right you have to have the following in the pak
file for a blue team skin for and example skin for the Crash model name Hellion
:

Hellion_blue.tga

models\players\crash\

Hellion_blue_f.tga

models\players\crash\

Hellion_blue_t.tga

models\players\crash\

Head_Hellion_blue.skin
Icon_Hellion_blue.tga

models\players\crash\
models\players\crash\

Lower_Hellion_blue.skin

models\players\crash\

Upper_Hellion_blue.skin

models\players\crash\

Head_blue.skin

models\players\crash\Hellion\

Note that the head_hellion_blue.skin file must be in the crash directory and the
head_blue.skin must be in the crash/Hellion directory for the model to work pro
perly. A model configured in this manner will be back-compatible with earlier ve
rsions of Q3A.

The search process for model skins has been refined for core Q3A and Q3:TA. Deta
ils will be in the Team Creation document to follow. Essentially, the game will
look deeper into model directories when looking for model head selections.

NEW MODEL ANIMATION COMMANDS -

Fixedlegs : put in the animation .cfg this command freezes the programmatic rot
ation of the legs.
Fixedtorso : put in the animation .cfg this command freezes the programmatic rot
ation of the torso.

MAPMAKING CHANGES - ENTITIES CAN BE SET TO APPEAR (OR NOT) BASED ON GA


ME VERSION. Map makers now have the option to make their maps use different enti
ty sets if a game is being played in original Quake III Arena or in Quake III: T
eam Arena. By adding one of the following key/value epairs, the mapper can creat
e conditional tests that look for what code is being used or NOT being used to r
un the game.

KEY: "notq3a" (i.e.; Not Quake III Arena)


VALUE: "1" or "0" The default value is zero for an unmarked entity. If this val
ue is set to 1, the marked entity will not appear if the game is played with "va
nilla" (unmodified) Quake III Arena game code. Example: A Chaingun from Q3:TA co
uld be marked with this epair. It would show up in Q3:TA game, but not in a Q3A
game.
KEY: "notta" (i.e.; Not Quake III: Team Arena)
VALUE: "1" or "0" The default value is zero for an unmarked entity. If this val
ue is set to 1, the marked entity will not appear if the game is played with the
Team Arena expansion set and its game types.
Should you want an entity to NOT appear in either game type (Q3A or Q3TA), you w
ould set BOTH keys to 1. In this case, it would work with any other game mod whi
ch supports that entity
If botplay is desired, these epairs should not be used on entities, such as func
_statics, that significantly change the flow of the game map.

NOTE TO USERS WANTING TO UNINSTALL QUAKE 3


If you running a Windows OS and want to uninstall Quake III Arena and Quake III
Team Arena it is EXTREMELY important that you follow these steps, in this order.
1) From the control panel, remove any point releases that you have ins
talled. They will be labeled (Quake III Arena Point Release (1.29f) BETA, or som
ething similar).
-

2) From the control panel, remove Quake III Team Arena, if you have it
installed.

3) From the control panel, remove Quake III Arena.

Fixed Issues with TA and Q3


8-23-01 (version1.30)
-

Fixed sound bug (with Graeme hints) -- this crashed some mods

Made sure Sys_Printf doesn't get into an endless loop if logfile is on

Fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing


(any OS)

ping)

Fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless loo
Also fixes an issue reported by q3f team

Changed rcon commands from Com_DPrintf to Com_Printf so that they show u

in the console (with IP information)


-

Fixed autodownload toggle in q3 ui

7-31-01 (version 1.29h BETA)


-

Mouse sensitivity and wheel issues have been addressed (see top)

A known server crash exploit has been addressed

ms

Frame rate should be back to normal for those that experienced proble

Installers will now give users the proper Pak files (this has been ca
using some connection and pure issues)

7-26-01 (version 1.29g)


tch

Players joining (and apparently leaving) the game cause everyone to hi

fs_handleforfile: none free ERROR

After last level of tier game doesn't stay on trophy screen, instead i
t takes you directly to next tier screen
-

No sound in NT 4.0 at all with 1.29f PR

There is a shader bug in Pro-q3dm6

developer cheats like R_Showtris have been disabled in the PR (they we


re never disabled, the user simply needs to run the game with +set developer 1 min
us quotes, at the command line.
-

made /startOrbit cheatprotected

Rcon issues now resolved.

fs_basegame isn't published to clients

fixedlegs command in the animation config is apparently not working

+ and

cvars fixed

6-18-01 (version 1.29f)


scoreboard problems within TA. Scoreboard was reporting the wrong numb
er of players and ghost players

Problems with NT 4.0 and Sound within version 1.27h

mode

single player crash when a player would replay q3dm0 in single player

In TA, if a player gets an award sound in warmup, the sound will repea
t for no reason once the map restarts
-

single player bug that would change the fraglimit and capture limit of
single player maps

proxmine sounds trying to be loaded in non-TA game

wrong "Transfer rate" being reported on autodownloads in CTF

If a password on a dedicated server is set, bots cannot connect

r_lodcurseerror is not cheat protected

Single player all maps, can get stuck in third person view after round
is over

tch

Crash - Scrolling through the players Handicap during single player ma

Auto-download problems in certain cases

imation

Player model animation/After giving orders, player becomes stuck in an

Users not being able to change music in maps

Guard Cheat...Set your handicap at 10,000 via the console then pickup
a guard. It sets your health at some insane value (16000 or so)
-

Crash - starting a sever, filling all slots with bots

Voteable maps are based on client's gametype - not server's

set predictable player events to zero on spawn because the prediction


is out of sync anyway
double player entity events (double events a client plays on other pla
yers in the game)
-

synced client shotgun spread pattern with server

server crash on map load due to sending config strings

Some of the orders in the in-game menu function wrong

Mouse sensitivity being altered by changes made in code that communica


tes with direct input
-

Demos in Quake III 1.27g not showing up

+ \dir models/players/ tga.......the first letters of the filenames ar


e omitted
-

Add cvar "fs_baseGame" which allows people to base mods upon mods

Quake3 - Single Player - Warnings received on q3dm0

You don't hear the opponent taking the jumppad until u see him

have a dedicated server reference the cgame.qvm in the last pk3 found
when alphabetically ordered; for pure
-

If you use forcemodel now in singleplayer it will default you to sarge


and not let you choose another model to use.

TA defaults to setting a time limit instead of a frag limit on single


player games
-

Q3A/Q3:TA specific flag on entities

In CTF, if a user times out with the flag it is gone from game until m
ap is restarted
-

"spawn inside a player" bug

Add OSP TAB in TA and fixed alliance tab in server browser

Quake3 - Single Player - Warnings received on q3dm0

started

if a user times out with the flag it is gone from game until map is re

TA and Q3 Screenshot overwrite bug.

ce.

Voice taunt bug where sounds were being queued then released all at on

Dedicated server crash bug (Server would crash after 48hrs, every time

James model Error bug

AutoJoin, Autobalence Bug...Probably related to scoreboard bug

The intermission screen in a single player game has a button for "demo
", that hints at a demo playback of the game that you just finished, however it
does not work
-

Shell - start server, CTF bot list is in FFA format

Very special thanks to Josh Ferguson and everyone at MindVision Software for all
of their help.

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