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ChangeLog
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Changes in SG 1.2
******************
***** CHANGES ****
- engine source synchronized with ioQuake3 SDK
- merged many enhancements by TheDoctor (To be detailed)
- Replaced cg_musicVolume with s_musicFading new engine cvar handling, so the
game doesn't force the config to be write each time music volume is fading-in
or fading-out. This avoid to hurt a little the system performance when player
is listening Smokin'Guns in-game music as the config was written as often as
FPS times by seconds. Also fading volume is now only set 10 times by seconds max.
Changes in SG 1.1
******************
***** CHANGES ****
- engine source synchronized with ioQuake3 SDK rev1774
- Added support to new autorecord demo mode where demo filename is not output to
the screen: set cl_autoRecordDemo to 2 to use it
- Fixed a bug related to gatling, thanks to Barto for the reporting
- Enhanced SDK portability
- Added getenv trap for future use
- Added support for chat messages area with 6 new cvars:
- cg_chatTime: time to keep a line in the area in seconds (default 3s)
- cg_chatHeight: Area height in lines (default is 3, max is 8)
- cg_chatWidth: Area width in chars (default is 50, max is 79)
- cg_chatBigText: When set area chars are just doubled in size (default to 0)
- cg_chatMode: integer to set the chat area mod
- when set to 0, the default: Chat area is disabled and chat message are
just displayed like in SG 1.0
- when set to 1: Chat area is enabled for every chat messages
- when set to 2: Only team chat are displayed in chat area, normal chat
messages are not displayed. This is like cg_teamChatsOnly in vanilla Q3.
- cg_chatPosition:
- when set to 0, the default: Chat area is put at the bottom left, just above
the 6th pistol ammo when player is fighting in akimbo mode
- when set to 1: Chat area is put at the top left, just below the normal
console notification area
- when set to 2: Chat area is put at the bottom center, just above the main
hud. In that case, player may need to lower cg_chatWidth if cg_BigText is
also set.
- Added 'tell' server side command to authorize admins to tell privately to player
This command is based on the UrbanTerror 4.1 implementation, thanks guys.
See http://www.urbanterror.net
- Added ui_farclip cvar to be used as farclip management facility for UI part
- Fixed another bad prediction case when cg_boostfps is set
- Fixed old minor OpenGL error which prevented to debug easily FBO enhancement
- Added rotating feature to func_train
- Added sine "pendulum style" rotation to func_rotating
- Number of curve's subdivisions has been raised to improve visual quality
- Added to system/graphics menu an entry for far-clipping, map Level Of Detail, and curves details
- Now falling damage are progressive
- Allow to customize shaders instruction "tcgen environment", now:
- "tcgen environment_X" use X-axis (the default, same as "tcgen environment")
- "tcgen environment_Y" use Y-axis
- "tcgen environment_Z" use Z-axis (this one could be really usefull for reflecting water)
- "tcgen customEnvironment ( vector ) ( normal_weight_vector )" use a custom projection vector,
and set custom weight for normals
tcgen environment == tcgen customEnvironment ( 1 0 0 ) ( 2 2 2 )
Interesting value for normal_weight_vector are
* ( 0 0 0 ) for a skybox-like environment map
* ( 2 2 2 ) for the default Q3 environment map
* ( 4 4 4 ) for an environment map with more deformation
- Limit raised for shaders:
- up to 5 deformVertex (was 3)
- up to 5 tcMod (was 4)
- up to 24 animMap image (was 8)
- Added new command for admins and admin-bot:
- "clientid" display a table with ID, IP, GUID and name for all player
- "clientstatus" the same but more verbose (ping, rate, ...), client related info
- "playerstatus" list all players with various game related info (ID, name, Score,
Kill, Death, TeamKill, SelfKill, RoB, HitPoint, $money$, TeaM, Time, Muted)
- The console now log "teamkilled" in red letter rather than "killed" when this event occurs
- New Minilog feature, for admin-bots usage. This is a small FIFO stack (128 entries). Older entries
will be overwritten if not pop'ed in time. The new commands:
- "poponelog" pop an entry out of the minilog
- "poplog" pop all entries out of the minilog
ATM the game engine write into it the current events: MAP, CONNECT, DISCONNECT, JOIN, HIT,
TEAMHIT, SELFHIT, WORLDHIT, KILL, TEAMKILL, SELFKILL, WORLDKILL, ROB, SAY, SAYTEAM, SAYTELL,
SECRET, KICK, RENAME, CALLVOTE, WON, TIED, TEAMWON, ENDROUND, NEWROUND, TIMELIMIT, DUELLIMIT,
FRAGLIMIT, TEAMFRAGLIMIT, SCORELIMIT.
- New client command "secret" (no rcon needed) that add silently an entry "SECRET" to the minilog,
can be usefull for registering to a third party admin-bot, ...
- New command: "mute <client ID>", that change anything that this client try to say into "(muted)",
mute it twice and everything he says would be silently drop. Use "unmute <client ID>"
to restore his voice.
- New command "kicknum <client ID> [reason]", a replacement for clientkick.
The reason is sent to the client.
- New command "givemoney <client ID> <amount>" that give someone some gold, can be usefull for
third party RCON script.
- New command "giveitem <client ID> <item classname>" that give someone some item, can be usefull for
third party RCON script.
- New command "forceteamnum <client ID> <team>", same than "forceteam" except it accept a client ID
rather than a name, it's more reliable and more usefull for RCON script, also, it doesn't
allow you to do silly things, like "forceteam" does. Team can be red/lawmen (the 1st team),
blue/outlaws (the 2nd team), spec/spectator, or join/auto (to force auto-team).
- Fixed bug of auto-team (dead spectators now count as part of the team)
- New cvar g_voteMinLevelTime: you can't call a vote before this time (in seconds) has passed.
- New cvar g_voteDelay: you have to wait this time after you called a vote to call another one.
- New cvar g_maxVote: maximum number of vote someone could call.
- New cvar g_maxMoney: customize the maximum money (default value: 200)
- "/callvote kick" should not be bugged anymore, since it is converted to /kicknum internally.
- "/callvote clientkick <client ID>" is deprecated, use "/callvote kicknum <client ID> [reason]" instead.
- You can now use "/callvote mute <player name>" and "/callvote unmute <player name>", note that
unlike /mute and /unmute, it use the player's name, not the client's ID (but it is converted
in ID internally, so renaming wont allow one to escape).
- Muted player cannot call a vote
Changes in SG 1.1b4-20100116
******************
***** CHANGES ****
- engine source synchronized with ioQuake3 SDK rev1771
- Enhanced SDK portability
- Player will be kicked if he is trying to rename when he was proposed to be kicked
- Enhanced callvote command security
- Player names are now colorized in lists like "callvote kick" list to avoid name confusion
- Fixed a bad prediction case when cg_boostfps is set
- Fixed simultaneous reloading bug in akimbo mode
- Added new command 'addentity', it can be used to test misc_externalentity or any map entity
- Added support for misc_externalmodel map entity, thanks to World Of Padman project
- Fixed bug where having a scoped Sharps in your inventory caused double spread for the other rifles, and the gatling.
- Added close clipping feature for mappers
- Update & authorize servers are now served by smokin-guns.net domain, thanks to L3th4l
- Added support to in-game lagometer setting cg_lagometer to 2
- Enhanced Smokin'Guns motd support
- Added SDK tool for modders
- Fixed cvar type for cg_bob* cvars
- Fix GLSL program loading for custom FBO effects when more than one program is loaded from files
Changes in SG 1.1b3-20091210
******************
***** CHANGES ****
- engine source synchronized with ioQuake3 SDK rev1754
- Added a custom resolution
- Mode 19: 1280x720 (16:9 HD), suitable to provide youtube HD format video
- support UI item to select OpenAL device from available OpenAL devices
- support new console aspects, thanks to Conq idea. Added 5 cvars to control it:
- cl_consoleType: "0" classic wooden wall texture, "1" color
- cl_consoleRed: from 0.0 to 1.0, the red component for the color console
- cl_consoleGreen: from 0.0 to 1.0, the green conponent for the color console
- cl_consoleBlue: from 0.0 to 1.0, the blue component for the color console
- cl_consoleTransparency: from 0.0 to 1.0, the alpha component or transparency for any kind of console
- support new server cvars:
- g_startingWeapon to set which weapon player will own at startup (default "2" for remington pistol)
- g_startingMoney to set how much money player will get during startup (default "20")
- g_bulletDamageMode to change between bullet damage mode, support values:
- 0: same formula than Smokin'Guns 1.0, the default
- 1: new advanced linear formula proposed by tequila tuable with following cvars:
- g_bulletDamageALDRmidrangefactor: must be between 1 and 10, default 2
- g_bulletDamageALDRmidpointfactor: must be between 0 and 1, default 0.66
- g_bulletDamageALDRminifactor: must be between 0 and 1, default 0.5
- g_bulletDamageAlert: the percentage from which clients will receive warning
because their damage was reduced. Default is "25" %. Useful with g_bulletDamageMode set to 1
- support new values with client game cg_hitmsg cvar:
- cg_hitmsg can be set to the minimum percentage you want to see when being alerted
by server with reduced damage due to high range hit. Default is still 1, but
you won't receive alert lower than the server limit (see g_bulletDamageAlert)
And you may want to set it to 100 to disable damage reduction alerts.
- Added FBO support with rotoscope and bloom effects, thanks to initial Gord Allott work
See https://bugzilla.icculus.org/show_bug.cgi?id=3422 for some details
Then enhanced GLSL program loading support for frambuffer (FBO) effects
- Added support for cl_voipDefaultGain cvar, thanks to Tremfusion team
- Fixed SDL window icon to Smokin'Guns one
Changes in SG 1.1b2-20091103
******************
***** CHANGES ****
- renaming can be discarded to players trying to rename themselves too often
if g_splitChat is activated and g_delayedRenaming is set to a delay in seconds (default=20)
- support for showing who is the VoIP speaker and default voip gain, thanks to tremfusion team:
- Thanks Mercury and Amanieu
- Added cl_voipShowSender and cl_voipSenderPos cvar:
- cl_voipShowSender must be set
- cl_voipSenderPos can be set from 0 to 5 to choose where the sender will be shown on the screen
- Added cl_voipDefaultGain to help tuning voip
- support for shooter_dynamite and shooter_molotov map entities
- Doors won't try to move players now
- Fix rotating door comportement when blocked
Changes in SG 1.1b1-20091019
******************
******* NEW ******
- Added more custom resolution, to be set using +set r_mode mode_number
- Mode 12: 1280x800 (wide)
- Mode 13: 1366x768 (wide)
- Mode 14: 1440x900 (wide)
- Mode 15: 1680x1050 (wide)
- Mode 16: 1920x1080 (wide)
- Mode 17: 1920x1200 (wide)
- Mode 18: 2560x1600 (wide)
- Add DEFAULT_BASEDIR support for packagers:
- you have to export DEFAULT_BASEDIR from the shell before to do a make
- Use SMOKINGUNS and SMOKINGUNS_SO define
- Add SG_VERSION, SG_RELEASE & SG_SVN support
- new shotgun pattern (needs "g_exp_shotgunpattern 1") more uniform, and with homogenous radial density
- new money system (needs "g_moneyrespawn 1")
- customize teamrole in BR by setting cvar br_teamrole to 0 (default, winner defend next round), 1 (winner are robbers next round),
2 (outlaws are always robbers), 3 (lawmen are always robbers) or 4 (robbers and defenders swap at every new round)
- the player who rob the bank now get one point, this is customizable by admin through the cvar: g_robber_reward (value between 0 and 5)
- far-clipping (with a bunch of clipping-form) support for func_static entity, come with additionnal cvar:
cg_farclip to turn on/off this feature (default: on), cg_farclip_value to scale it up (default: 1, value lesser than 1
are ignored - for cheat protection), and cg_farclip_zoomvalue for the sharp's zoom mode (default: 3, again: value
lesser than 1 are ignored)
- new g_roundNoMoveTime cvar, in seconds, to force players to not move at round beginning, only buying is possible during that time
- new TK handling cvars g_maxteamkills,g_teamkillsforgettime and g_teamkillschecktime when g_friendlyFire is set:
- g_maxteamkills, set to 0 disable max TK checks, otherwise defines the maximum number of supported TK by a player
- g_teamkillsforgettime, in seconds, defines the time after which TK count will be reset to 0 for the player
- g_teamkillschecktime, in seconds, defines the time during which TK will be checked at only round beginning
- new renderer cvar to activate OpenGL texture MultiSampling: r_ext_multisample. You really need a good video card to use it.
- Thanks to ioQuake3 team for r_ext_multisample cvar
- new server console commands "bigtext" and "cp" to authorize server admins to display big message. A client number can be used
as first argument to only display the messsage to a given client.
- show colorized players name in players list
- new "sendaway" command as replacement of "kick" command, it is now used for "callvote kick"
- renaming to empty name, to 'all' or to 'allbots' is not allowed
- renaming is now allowed only one time by minute
- New cvars from ioQ3 updates:
- s_muteWhenUnfocused to mute sound when unfocused (default=0)
- r_allowResize to allow window resizing in windowed rendering mode (default=0), only with SDL support
- Thanks to ioQ3, passed rcon commands are logged
- callvote string is logged in server log
- new "cancelvote" server side command, can only be used by admins
- support for more crosshair
*** CHANGES ***
- Reloading bug fixed
- Fix game crash during game load when using cgame binary library
- Fix server not hitting time limit when only bots are playing (thanks to ioQ3 code engine)
- Fix cinematic rendering with wide screens (thanks to ioQ3 code engine), intro is now visible in wide screen mode
- Fix little freeze/lag in dm_train
- Fix invisible "entity 0" bug near movers entities we can trigger
- Many fixes from ioQuake3 sources
- g_allowVote can be set to the number of seconds before a player can call again a vote
- players name can be tagged to make sure they are unique in game
- settings are now stored in a per-user location, instead of in the game's installation directory
Changes in SG 1.0-20081231
******************
***** CHANGES ****
- Updated Unix building process to support more processor kind
- Updated Makefile to produce binary libraries for unix
- Updated Makefile to produce sse, sse2 and smp binaries for unix
- Updated Unix building process to keep install & build folder in the source base
- Fix "OP_BLOCK_COPY not dword aligned" in the same way then an old ioQuake3 fix...
Changes since sg 0.9
******************
*** CHANGES ***
- Added .mak, .bat, .lnt, .vprj, .Conscript, .Makefile files from Tequila archive (Excluded a few)
- Fixed buildvm.bat and cleanvm.bat which weren't working due to reorganization
- Organized VC build solutions
- Removed old VC build solutions
- Created SSE and SSE2 build profiles for each solution
- Added lcc compiler toolchain back
- Added AL and unix files
Changes since sg 0.9
******************
*** CHANGES ***
- Copyright updated.
- Source license header audit completed.
- Removed .mak, .bat, .lnt, .vprj, Construct, Makefile files (Waiting for "working" sets to be comitted)
- Removed code/macosx (Old project was for pre-XCode and the current state of code excludes Intel)
- Removed code/unix (Waiting for "working" sets to be comitted)
- Updated Win32 project files for Visual Studio / C++ 2008 (VC9)
Changes since wq3 b2.2
******************
*** NEW ***
- Gamename is now "smokinguns"
- guid & pickup item and damages are now logged (Thanks, Tequila)
- g_allowVoteKick : New server side cvar to allow or not vote kick
*** CHANGES ***
- When opening the buy menu, the buy ($$) balloon tooltip is displayed instead
of the chat (:>...) balloon tooltip.
- Added "cg_boostfps" cvar to slightly improve FPS, concerning flares and particles.
- Added a menu option to disable glowing flare effects.
It might improve FPS for low CPU machine.
- Added "g_spritelag" to disable "red lag icon" above each laggy player.
This icon can be particularly annoying because it shows player position to others.
- The InGame ServerInfo menu now shows values of the server you are connected to.
- Added "g_breakspawndelay" to change breakable respawn delay.
By default, 45 seconds (at least) are needed.
- Added "g_forcebreakrespawn". A breakable will respawn no matter what, even if it
is in one player's field of vision.
*** FIXED ***
- Max OSX users should no longer have the "OP_BLOCK_COPY not dword aligned" message.
- You can no longer pick up more knives and dynamites, when you wear a belt and when
you already have the max ammo (10 knives or dynamites).
- Correct colors displayed in buy menu for throwing weapons when you've got a belt (Thanks, Aerasol).
- By killing yourself and then quitting the game, all your items were dropped twice.
- When you died and had two same pistols, the correct ammo will be kept for the second one.
- No possible trick to reload Peacemaker, Colt Lightning and Winchester 1866 in a faster way.
- No weapon drop from the sky, when spectating.
- Fix 100% CPU usage on wq_train and wq_lake, when many bots played.
- Pistols on holster are drawn correctly.
- If a player hold two different pistols, draw and put them in the correct hands, when third person spectating.
- Don't "extreme speed knife stab".
- Prevent a Q3 engine bug in rendering special player shadows, allowing anybody
to easily locate other players, and then cheat !
If r_stencilbits >= 4 and cg_shadows == 2, then cg_shadows will be changed to 1.
- Possibly fix some 3D font rendering on "say:" and kill message on top right screen.
Changes since b2.1
******************
In addition to these changes, all of the textures and sounds from vanilla quake 3 that WQ3 was dependant on, have been replaced. So some things in the game will look or sound different. This is in preparation for a standalone release, to be announced at a later date.
*** NEW ***
- The delagging code is upgraded to Unlagged 2.01, giving several benefits.
- more reliable hitscan delagging
- better player movement smoothing
- new client cvars: cg_delag, cg_projectileNudge, cg_optimizePrediction, cg_cmdTimeNudge, cl_timeNudge
- new server cvars: g_delagHitscan, g_truePing, g_unlaggedVersion
- should lessen the client cpu load (set cg_optimizePrediction 1)
- Ammo counts displayed in weapons choose menu.
- Ability to select either one of two pistols of the same kind.
- You can now go into spectator mode and then rejoin, without losing your score.
- Refresh rate can now be set in the System menu.
- Added a menu option for disabling or changing the talk sound.
*** CHANGES ***
- Deathcam now turns to follow your killer, and is hopefully less buggy.
- Try to find spawnpoints at least 700 units away from enemy players.
- Players don't drop the ammo belt when they die, because people don't like to pick up an empty belt.
- The ammo belt will no longer enable the player to carry more of knives, molotovs, or dynamite.
- Capped movement speed at 75% while reloading, to allow players to knife you more easily.
- Made altfire for pistols about 12% faster, but increase spread multiplier from 1.6 to 3.
- When doing a refresh, the ingame browser now checks only wq3 servers, should be a lot faster.
- If dropping a pistol in akimbo mode, switch to the remaining pistol instead of highest ranked weapon.
- FFA is now default gametype for wq_- maps in the 'Join' menu.
- Made the server info popup in the Join menu larger.
- Made it possible to disengage scoped mode while reloading the Sharps.
- Drop knives, molotovs, and dynamite with the correct amount of ammo, instead of always just one.
- Easier to move silently down stairs.
- Tweaked weapon pricing. Dynamite, molotov, and knives 50% cheaper. Winchester '97 two dollars cheaper.
- Can now replace both pistols with lesser ones without dropping the old ones. If you have two Peacemakers, buying two Schofields to replace them will work without having to drop the last Peacemaker.
- If you have two pistols of the same kind and press the dropweapon key, the one with the least ammo left will be dropped, instead of always the one in your left hand.
- Bot behavior for the various skill levels have been tweaked.
*** FIXED ***
- Esc key shouldn't get stuck anymore.
- Firebutton dead bug should show up less frequently.
- Weapons won't be picked up if you don't have room to carry them.
- Gatling falls down if standing on something that breaks.
- Can now buy ammo for deployed gatling even if you are carrying a rifle or shotgun.
- Won't get stuck with gatling under water, because you can't deploy it under water any longer.
- Molotow now stops burning if you submerge while carrying it.
- Make dynamite explode under water.
- Can no longer light a dynamite or molotov while under water.
- Fixed players with two guns of the same kind dropping only one of them when they die.
- Fixed bots not being able to join when the server requires a password.
- Don't try to load custom bots that are made for vanilla q3.
- Directional smoke now works, thanks to Spoon.
- Dynamite and molotovs will no longer disappear if you throw them when backed up to a wall.
- No cocking sound when switching to an empty Remington shotgun.
- The "team" command exploit that let you respawn in BR and RTP.
- Bots can't see through doors anymore.
- The individual score sometimes got reset in BR and RTP.
- Don't play "no ammo" sound when you are out of dynamites.
- Fixed a bug with weapon changing that would cause an infinite sound loop.
- Weapon switching sound was wrong for other players than yourself.
Older ioQuake3 and Quake3 Changelog:
2008-04-04 Various contributors
+ Solaris fixes
+ Replace vsprintf function in bg_lib.c with vsnprintf implementation started by Patrick Powell
+ Compile bg_* files separately for each game module, as originally intended
+ Write q3config_server.cfg for the server, to avoid reseting client variables
after running a dedicated server
+ Split image decoders into their own files
+ OS X build updates for most compatibility
+ Slackbuild
+ Detect available resolutions and offer them in the in game menus
+ A few botlib fixes
+ Fix poppy captured audio when recording videos
+ Extend console logging on crash errors
+ Merge *BSD platform definitions in q_platform.h
+ IRIX support
+ Remove all the old bat/sh QVM building scripts
+ Make master server used client configurable (cl_master)
+ Fix to QVM compilation on big endian architectures
+ OpenBSD support
+ Autocomplete key names
+ Don't build client command completion on the dedicated server
+ Don't apply colour escape chars on input fields
+ Rewrite of the win32 dedicated console
+ Improved Makefile startup time
+ Build dedicated server binary on Windows
+ Bump Q3_VERSION to 1.35
+ Replacement of platform specific backends with a generic SDL one
+ Merge win_net.c and unix_net.c to net_ip.c
+ Demote input related console information to developer only so that it doesn't
spam the console every time input settings are changed
+ PNG texture support
+ Cleanup of tabulation in R_LoadImage
+ Fixes to console scrolling
+ New x86_64 vm that doesn't use gas
+ Early out AABB collision optimisation
+ Generate QVM dependicies in a better way
+ Build process is quieter
+ Replace horrendously long list of Makefile build rules with set of inference rules
+ Allow CC to be overridden externally to the Makefile
+ Move storage of console history from a cvar to a file in order to alleviate
security concerns
+ Fix bug where transparent surfaces wouldn't draw over skyboxes
+ Add input sanitising to various sound playing functions called from mods
+ Explicitly set OpenAL distance attenuation model
+ Increased the number of registers used for the opStack in the PPC vm from
12 to 16
+ Fix endian issue in MDR loading
+ Add cURL support for HTTP/FTP downloading
+ Disable video command when not playing back a demo
+ Print the SVN version string in Com_Init()
+ OpenAL device enumeration support
+ Fix 100% CPU usage on idle dedicated servers
+ Windows home directory support
+ Improve correctness of AVI files created by video command
+ Better SDL joystick support
+ sv_minRate
+ [cl|sv]_packetdelay
+ Various security fixes
+ Fix JIT compiler code execution on NX-protected win32 OS
+ Fix r_overBrightBits variable getting ignored on Linux
+ cl_guid for semi-reliable server authentication
+ Anisotropic texture filtering
+ Video export doesn't crap out with sv_pure 1 anymore
+ Video export doesn't crap out when writing > 2Gb files anymore
+ Fix to a bug where servers with long uptimes (~27 days) would consume 100%
CPU if the running game did not set the nextmap cvar
+ Some OSes no longer requires a vid_restart when changing r_fullscreen
2006-01-24 Various contributors
+ Persistent console history
+ Added code to sleep a bit when q3 has no focus and sleep a lot when it's
minimised (SDL only)
+ Cull excess speaker entities when using OpenAL
+ Fix the operation of the delete key in *nix
+ Only check the checksum on baseq3 pak0.pk3
+ Overhaul of console autocompletion
- No longer does weird stuff like move the cursor inappropriately
- Autocomplete works with compound commands
- Special autocomplete on some commands e.g. \map, \demo
- Removed various hacks used to counter the original autocomplete code
+ Fixed the ability to disable Ogg Vorbis
+ s/i686/i586/ - see bug #2578
+ Some sloppily coded mods call the Q3 sound API with NaNs -- sanitise this
+ Removed advertising clause from BSD license as per mailing list discussion
+ "make distclean" now does what you'd expect
+ "make clean toolsclean" now does what "make distclean" did before
+ GPL MD4 implementation
2006-01-16 Various contributors
+ Move code/unix/Makefile to ./Makefile
+ x86 OS X support
+ "quake3" shell script as shipped with 1.32 (on linux) no longer needed
+ Ogg codec support from Joerg Dietrich
+ Fix to the gcc4/-O0 x86 JIT compiler bug
+ Up the defaults for zone and hunk memory since some mods (UT) have large
memory requirements that will have increased versus 1.32b due to some of the
alignment fixes
+ Dependency generation for the .asm files
+ Remove FS_SetRestrictions
+ Add FS_CheckPak0 for better error messages where dumb users are involved
+ Added cl_autoRecordDemo, which when enabled automatically records a new demo
on each map change
+ Only display the g_synchronousClients warning when it's appropriate
+ Remove custom memcpy/memset code
+ AVI video output
- Uses motion jpeg codec by default
- Use cl_aviFrameRate to set a framerate
- \video [filename] to start capture
- \stopvideo to stop capture
- Audio capture is a bit ropey
+ General Makefile improvements
+ Support for MinGW cross compilation
+ NetBSD support from optical
+ x86_64 JIT bytecode compiler no longer disabled by default
+ msvc project files updated and moved to win32/msvc
+ Various alignment fixes
+ Solaris (x86 and sparc) support from Vincent S. Cojot
+ Fixed Altivec-based mesh rendering
+ Ditch Mac OS 9 support
+ Added a Makefile option USE_LOCAL_HEADERS which can be disabled to use system
headers if desired
+ Detection of Altivec on Mac OS X
+ SMP support with sdl_glimp.c on Mac OS X.
+ Add "very high quality" option (patch from Pascal de Bruijn)
+ Support for RIFF files with zero length data chunks (yes they exist, and yes,
they're legal)
+ Support for ccache. If you want it, add USE_CCACHE=1 to Makefile.local
+ Mac OS X now uses SDL backend, all Objective C removed
+ Partial implementation of FS_Seek for files in pk3s
+ Implementation of r_dlightBacks from Shane Isley
+ OpenAL support, from BlackAura aka Stuart Dalton
+ An abstract codec system, simplifying support for new formats
+ Ignore in_dgamouse setting if dga isn't available
+ Removed hard coded mouse acceleration in *nix input code
+ Basically rewrote the lcc Makefile to be more sane
+ Removed various bits of lcc that weren't built/needed
+ General portability improvements
+ Various variables added that aid packaging, from vapier
+ Centralise architecture defines in q_platform.h
+ Replaced a bunch of inline and __inline with ID_INLINE
+ Replaced a bunch of __i386__ with id386
+ General tidy up of asm preprocessor decisions
+ Removed C_ONLY from the dedicated server build
+ Removed rule to build C++ (for splines) from the Makefile
+ General decrufting
+ Split USE_SDL into USE_SDL_VIDEO and USE_SDL_AUDIO
+ Various assorted bug fixes
2005-10-29 Various contributors
+ nasm syntax asm ported to gas
+ Disabled-by-default MD4 support
+ cons build system removed
+ Better FreeBSD support
+ Makefile generates dependencies
+ Some SDL sound tweaks
+ qvm build tools and qvms are now built with the rest of the binaries
+ q3asm-turbo from Phaethon
+ Moved various displaced c and h files into more appropriate places
+ A shitload (can I say shit?) of bug fixes -- see the svn log for details
2005-09-22 Tim Angus <[email protected]>
+ MinGW port
2005-09-??
+ SDL Stuff (icculus)
+ x86_64 (ludwig von angstenheimer)
+ patches from a cast of thousands
2004-05-22 Timothee Besset <[email protected]>
+ updated the xcode project from Apple's version
now with the latest vm_ppc code
2004-05-21 Timothee Besset <[email protected]>
+ fixed the Linux build to compile again on sid (glext.h and gcc3 warnings)
+ 2 weeks ago, hacked up the source to compile on panther / xcode 1.1
several cleanups were needed, and VM support seems broke (hangs or crashes)
+ got altivec optimisations from Apple (Kenneth Dyke)
merged back in
+ looks like with the new code merge the VM support is back in and working
2003-09-15 Timothee Besset <[email protected]>
+ import Q3 java master code, cleanups on monster
2003-08-31 Timothee Besset <[email protected]>
+ loki_setup hell
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=626
http://zerowing.idsoftware.com/linux/q3a/index.html#glibc
text mode installer in loki_setup image built on Mandrake 7.2 crashes on
some glibc 2.3 systems such as RH9 etc. need to move to a different
version of the installer, and update old installers to keep them still
'installing' moving to build the setup binaries on Debian Woody systems
(glibc 2.2, text mode installer will no longer work on 2.1 systems) hacked
together a new setup, using setup tree from RTCW. would need a complete
revamp if a new full setup with new binaries is needed
2003-07-17 Timothee Besset <[email protected]>
+ new cvsreport, testing per-module config
2003-01-19 Timothee Besset <[email protected]>
+ building on both gcc 2.x and 3.x
added conf modules to check gcc version
ccache support
2003-01-13 Timothee Besset <[email protected]>
+ tweaking around for gcc 3.x build
edit Conscript to change the compiler
2002-12-16 Timothee Besset <[email protected]>
+ added pbEmit class to auth code, emit CD keys to local PB master
2002-11-14 Timothee Besset <[email protected]>
+ up to latest makeself.sh
+ add both quake3.x86 and quake3-smp.x86 to setup
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=573
console setup crash / glibc 2.3 (Debian Sid)
investigated, put together a workaround
2002-11-5 Timothee Besset <[email protected]>
+ Linux building both smp and non-smp again. Will have to put both in setup
+ added in_subframe to toggle X subframe event handling
+ reworked the timing code to be more reliable
+ cleaned up dgamouse/in_mouse code, removed unnecessary dgamouse var
+ made the mouse grabbing an in_nograb cvar, no longer a compile time option
in_nograb 1 force in_dgamouse 0 and r_fullscreen 0 (any of those two will b0rk)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=565
mouse issues on Suze 8.1 - related to subframe event timing
added code chunk to detect broken X timing and disable subframe
+ tweaked the subframe/X bug workaround to be less paranoid
2002-10-28 Timothee Besset <[email protected]>
+ no longer blocking demo recording if g_synchronous clients != 0
only sending out a warning (everyone does g_sync 1 ; record ; g_sync 0)
2002-10-21 Timothee Besset <[email protected]>
+ building final mod sdk setups (added lcc bins, added link to q3asm-turbo in readme)
2002-10-8 Timothee Besset <[email protected]>
+ quickfix cl_maxpackets > 125 brings back to 100
1.32 release ---
2002-10-7 Timothee Besset <[email protected]>
+ made the 'demo' command case-insensitive on extension match (it was confused by demo FOUR.DM_68)
+ mouse wheel scrolling with in_mouse 1 + window mode was not working, fixed (DI didn't catch)
+ removing on-the-fly pk3 build from Linux setup, using the finalized ones now
added 'pk3' option to cons for toggle of pk3 building
2002-10-5 Timothee Besset <[email protected]>
+ updated win32 mod sdk (in win32/mod-sdk-setup)
added q3asm and lcc source
updated the .bat to build VMs
2002-10-3 Timothee Besset <[email protected]>
+ linux mod sdk, wrote the bulk of the scripts
2002-9-30 Timothee Besset <[email protected]>
+ ATVI Quake 3 1.32 Patch #9
rolling back to the way it was before, leaving 1v1 force vote exploit, the fix was worse than the bug
from comment on bug #9 in tracker:
actually the fix is worse than the original bug
after the fix, voting when you are alone on the server was no longer working
it was kinda intended in the fix, that you would have to be at least two to pass a vote .. but
it is an oversight.
calling a vote in a 1v1 game against a bot fails immediately
(calling a vote in any situation where there's only 1 live player fails)
Say a server's running some lame custom map that you have but a friend doesn't. You can't go
on the server and change it to the map you want to play, so he ends up having to auto-dl it at
8K a second just so you can switch from it.
This particular 2 clients, vote / quit exploit would involve too many changes to fix properly.
I am reverting back to the old version, and leaving as WNF
2002-9-29 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
added Wheel support to the DirectInput code IN_DIMouse (in_mouse 1)
tweaked the Wheel mouse reading for in_mouse -1 (old win32 input code)
handle correctly when zDelta is > 120
provide an in_logitechbug cvar to handle buggy Logitech MouseWare driver sending wheel events twice
2002-9-26 Timothee Besset <[email protected]>
+ ATVI Quake 3 1.32 Patch #38
adding trap_SetPbClStatus, reliably checks for PB presence before enabling PB in UI
2002-9-25 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
SVF_CLIENTMASK, fixed a typo
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=555
pushed cl_maxpackets upper limit to 125 (from 100) per CPMA Arqon's request
2002-9-24 Timothee Besset <[email protected]>
+ ATVI Quake 3 1.32 Patch #33
PB reporting sv_paused cvar hacked, fixed SV_CheckPaused to use a Cvar_Set
+ ATVI Quake 3 1.32 Patch #24
added [skipnotify] from RTCW, use to display in the console only, but not on client screen
(also fixes pb_msgprefix and pb_sv_msgprefix)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=553
using correct error message if listen server starting as cl_punkbuster 0 sv_punkbuster 1
+ ATVI Quake 3 1.32 Patch #35
text auto wrap in UI code was eating the last word if it was wrapping
fixed in Q3 and TA UI (this bug could have affected the server print message also)
+ some updates to the win32 cons post-build process
2002-9-21 Timothee Besset <[email protected]>
+ adding bspc cons build script
2002-9-19 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
disconnect reason is transmitted in the disconnect command and processed into com_errorMessage
(similar to RTCW behaviour)
added UI for com_errorMessage cvar in baseq3/, if client is kicked/dropped/disconnected for whatever reason
(this is already functional in TA)
+ ATVI Quake 3 1.32 Patch #9
failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass)
+ ATVI Quake 3 1.32 Patch #5
removed the userInfoChanged message (was a debugging leftover)
+ ATVI Quake 3 1.32 Patch #18
rcon was not properly fixed yet, this only showed up for PB commands
changed the rcon parsing again to be more reliable
2002-9-18 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=549
the demo command has a list of compatible protocols, it will loop through 66 67 68
you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68
or you can explicitely give a '/demo demoname.dm_??'
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
added SVF_CLIENTMASK (0x00000002), works only with <= 32 players
set bitmask of players to which send entity
2002-9-17 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=550
rcon bug fix
+ some scons updates for win32 (post build)
+ 1.32rc2
2002-9-06 Timothee Besset <[email protected]>
+ updated completely the setup system:
fixed cons stuff to build setup with cons -- release setup
working from new setup codebase with some custom patches:
https://bugzilla.icculus.org/show_bug.cgi?id=52
https://bugzilla.icculus.org/show_bug.cgi?id=53
checked that BSD support was still in (brandelfing and symlinks) .. will have to get tester feedback
bumped version to 1.32rc1
TODO: update the windows .VCT (standalone setup and auto-update)
2002-9-04 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
backport from RTCW 1.4 code
rcon commands where sent after being tokenized and rebuilt
that was breaking any quoting, for instance 'rcon g_motd "hooka pooka"'
added Cmd_Cmd() to retrieve the un-tokenized command and transmit as is on both ends
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=542
b0rked text wrapping in connect screen
was a missing sizeScale in q3_ui/, and a bad param in ui/
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
backport fix to pk3 reordering, happens when clearing the references, bad order from connection may break stuff
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=527
TA ui/, quickfix to netSource (mod stuff, doesn't affect TA)
+ cleaned up broken old DO_WIN32 stuff in cons scripts
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=526
typo in models2.shader
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=443
Linux client: sub-frame timing of key/mouse events
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=453
added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=545
bumped server count to 4096
+ keep around: __asm__ __volatile__ ("int $0x03");
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
moved screenshots to backend with a new RC_SCREENSHOT render command
fixes the r_smp 1 garbled screenshots
2002-8-29 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=539
new VM code from Raven's Sof2
+ cons / qvmtools build system fixes
+ had to get a new qe3.ico again (resource compiler error)
http://vasin.hypermart.net/eei.htm
+ updated, basic testing on win32, merging back in trunk
+ merged bug-539 branch back into trunk, officialize the new VM code
2002-8-26 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=472
linux client: handle ctrl+space situations (could leave space locked on + space not working with ctrl on)
+ update the build system, build q3lcc and q3asm etc. on demand
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
fixed invisible players/entities
2002-8-23 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
fixing donedl being ignored after autodl if map_restart'ed (propagate from RTCW)
ignoring multiple map_restart (propagated from RTCW)
+ reworked the server 'client text ignored' message to only trigger when there's actually a message that doesn't get to the game VM
2002-8-18 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=528
ydnar: reorg bits in the drawsurf sort index, push MAX_SHADERS to 2^12
+ commented out some debug stuff in java auth server
+ added FAQ item with Linux & BSD patch to handle broadcast on multiple interfaces
2002-8-15 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
fixing rcon being broken on NT/XP with > 23 days uptime (or so)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=525
changed the rcon buffer size to avoid overflows and dropping part of the message
2002-8-14 Timothee Besset <[email protected]>
+ hacked in some experimental win32 stuff to the cons files
(win32 recognition and pk3 installs .. very very experimental but I needed it for win32 dev)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=521
ui/ and q3_ui/ : added text auto wrapping in the connection screen drawing (server message)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=531
removed the MPlayer stuff from the server browsers
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=505
enabled back the ignore if protocol is != (fixes Wolf servers showing in browser)
2002-8-10 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
propagated IP banning fix from RTCW
2002-8-08 Timothee Besset <[email protected]>
+ propagate additional sv_lanForceRate fix from RTCW
2002-8-07 Timothee Besset <[email protected]>
+ added trap_FS_Seek
2002-8-05 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
fixed the DI mouse init procedure
2002-8-05 Timothee Besset <[email protected]>
+ removed sv_allowanonymous, was dummy and polluting the serverinfo
(sv_allowanonymous was designed to flag wether server was public or not, but that's replaced by g_needpass)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=514
sv_strictAuth (default 1): server variable to control wether strict CDKEY auth should be performed
this is required if you want reliable cl_guid on the server
extended the getIpAuthorize (server->auth message) syntax
sending the fs_game at all times (default 'baseq3'), dummy sv_allowAnonymous 0, strict auth flag
NOTE: 1.31 server on baseq3 sends a getIpAuthorize packet like:
processing packet: getIpAuthorize -1230824753 217.128.77.195 0
the auth server will mistakenly read fs_game as '0'
+ TAGGED the master / auth source as pre-1_32
will need to go back to this to comment out all my debugging crap
2002-8-04 Timothee Besset <[email protected]>
+ cleaned master server stuff, client was prompting master.quake3arena.com,
server was sending heartbeats to master3.idsoftware.com
both point to 192.246.40.56, unified to master.quake3arena.com
the MPlayer master, master.quake3world.com doesn't exist anymore, switched it to master.quake3arena.com
2002-8-02 Timothee Besset <[email protected]>
+ added auth server source, reorganized
+ auth server name / master key optionally set on command line for master and auth servers
+ auth and master config in build system
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
changed default GL driver from libGL.so to libGL.so.1
see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=480
applying the 'no cp command' experimental fix for beta phase
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
backported from RTCW, fix to packet fragmenting emission
FIXME: there is some verbose code that we have to take out in the final version (grep for #462)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
backported from RTCW, don't get dropped if the server changes map while connecting (ignore outdated cp)
+ PROTOCOL BUMPED TO 68
2002-8-01 Timothee Besset <[email protected]>
+ Linux: dedicated build was not setting up signal handler like the full client does
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
SplashDamage bugfix, now clearing client gentity before GAME_INIT call (instead of after)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=498
fixed NET_AdrToString to print the port as unsigned int (for ports > 1^^15, was showing negative)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=501
maintain IP in userinfo sent to game
+ checking in master server source
2002-7-31 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
porting fix from RTCW codebase. client re-orders its pk3s to scan in the same order than the server
this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
+ fixed border remnants in ta ui
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
ERR_DROP if PB client off / server on conflict when starting local server
+ quickfix to q3 ui / punkbuster detect in server browser
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=458
code fix, no more taunt spam
+ cons install of PB .so files
+ correct MOD_KAMIKAZE and MOD_JUICED in TA games.log
2002-7-29 Timothee Besset <[email protected]>
+ q3 ui: completed confirmation prompts and messages (added UI_ConfirmMenu_Style & UI_Message)
+ ta ui: backported 'conditionalopen' from RTCW (conditionalopen <cvar> <menu1> <menu2>)
+ ta ui: confirmation prompt for punkbuster enable/disable etc.
+ added the win32 DLLs to pb/win32/
2002-7-28 Timothee Besset <[email protected]>
+ ta ui: sv_punkbuster in StartServer menu
+ ta ui: added cl_punkbuster in server browser
+ view filters are in a modal dialog
+ new files: filter.menu menus.txt (pak3.pk3 updated)
+ fix broken link in Linux FAQ
2002-7-27 Timothee Besset <[email protected]>
+ ta ui: PB display in the browser, in its additional tab, with sorting
2002-7-26 Timothee Besset <[email protected]>
+ PB UI: for baseq3/ AND missionpack/
q3_ui: Punkbuster: Enable/Disable in server broswer (cl_punkbuster)
q3_ui: PB logo, PB Yes/No in browser (TODO: validate this to be working)
q3_ui: added sv_punkbuster toggle in start server menu
+ automated building of the new PK3s, unix/Conscript-pk3
2002-7-25 Timothee Besset <[email protected]>
+ added PB build scripts on Linux, fixed the Linux build
2002-7-12 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=511
fixing re.SetColor crash for widescreen displays (q3dm11)
was calling to the renderer while not registered
2002-6-19 Timothee Besset <[email protected]>
+ r_roundImagesDown 0 + map q3dm16 -> tr_image.c ResampleTexture crash
buffer overflow because of resample to 2048x..
xian_q3dm12_leftwall4fin.jpg 1152x384
bumped one buffer byte p1[1024] -> byte p1[2048], added a safe check
2002-6-14 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
propagate a renderer fix from RTCW. fixes a one-frame visual glitch when mod code
registers a shader after drawsurfaces are generated but before the frame is rendered
2002-6-12 Timothee Besset <[email protected]>
+ added cons and pcons to unix/, updated the build script
2002-5-24 Timothee Besset <[email protected]>
towards a new Q3 release?
some bug fixes require protocol change, or mod code/mod interface change to be fixed properly
this is a biz decision, dunno yet if we are going to want a new protocol (probably not)
-> have to create a branch for the 1.31b, i.e. backwards compatible with 1.31 'Stable-1_31'
and put the 1.32 specific / protocol changes on trunk
no telling what will go in SOS in the end .. probably 1.32
2002-5-5 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
adding a sv_lanForceRate (defaults to 1) to turn on/off server forcing rate of LAN clients
(only affects LAN dedicated clients - dedicated 1, default behaviour forces LAN clients to 99999 rate)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
fixing potential overflows with cl_cdkey (propagated from RTCW)
+ cons-based build system (imported from Wolf, was partly written for mod tools release already)
building with SMP on by default
+ better #ifdef SMP handling ('disabled at compile time' message)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=494
Q_vsnprintf for vsprintf calls in the core
not putting this in game code as we'd need a vsnprintf implementation in bg_lib.c
2002-4-5 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
taking out the fix which was found broken and incomplete
2002-8-4 Timothee Besset <[email protected]>
+ adding NO_MOUSEGRAB define (select in the Makefile)
2002-2-4 Timothee Besset <[email protected]>
+ applying Gareth's SMP patch
+ count number of CPUs (Sys_ProcessorCount in unix_shared.c), default r_smp appropriately
+ bumping version to 1.32
+ if XInitThreads fails, set r_smp to zero
2002-28-2 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
send potential remaining fragmented packets before sending a gamestate
2002-26-2 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=455
removed old libMesaVoodooGL.so loading code
Voodoo cards should use XF4/DRI, that load code was outdated and confusing people with broken OpenGL
2002-16-1 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=441
adding brandelf calls to the setup building process so that our binaries run on BSD
2002-1-1 Timothee Besset <[email protected]>
+ updated FAQ with BSD info (bug #441)
+ FAQ update on CLIENT_UNKNOWN_TO_AUTH
+ FAQ update for proper strace usage
2001-12-12 Timothee Besset <[email protected]>
+ Q3 1.31 point release
updating build_setup.sh to new pk3 files
(baseq3/pak7.pk3 missionpack/pak2.pk3)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=395
adding quake3.xpm icon, and modified the setup accordingly to put symlinks
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=390
ignoring SIGTTIN SIGTTOU
2001-06-12 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
bug with full scene
2001-04-12 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=398
cg_bobup cheat protect
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399
fixed Setup > System > Driver info crash
+ checked in code/spank.sh script, perform checksuming
2001-18-09 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
propagating sound code fixes from Wolf to Q3
2001-11-08 Timothee Besset <[email protected]>
+ setup script was still broken, damn shell expansion
the exit code for Q3 was always zero instead of $?
propagating the fix to Wolf
2001-11-04 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
modified challenge code for motd to be truly random
2001-10-31 Timothee Besset <[email protected]>
Moved updated q3asm and lcc source at the toplevel, MissionPack/q3asm
and MissionPack/lcc
2001-10-29 Timothee Besset <[email protected]>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=381
build system is now functional
2001-10-21 Timothee Besset <[email protected]>
+ updated Sys_LoadDll code on linux to search in the following order:
#1 current directory
#2 fs_homepath