Changelist from 3.0.1 > 3.1
Highlights
- Internal server updated to mvdsv 0.32 (can run KTX again)
- Support for large map formats (BSP29a and BSP2) and corresponding FTE extensions added
- Server browser in OSX: URL sources fixed
- Client-crash during
/vid_restart
due to console background settings fixed - FTE's VOIP support re-introduced (removed in 3.0). Must have SDL 2.0.5 or higher for microphone support.
- Support for MVDSV protocol extension, improved coord accuracy for players & entity locations only (smoother gameplay on high ping)
- Support for MVDSV protocol extension to help with movement through teleports on high ping (
/cl_pext_lagteleport 1
to enable)
Demo playback
- Various bugs fixed with
/cl_multiview
, particularly when using/cl_mvinset 1
- Matchless .mvd files should now play back correctly
- Trying to spectate a ghost/invalid-player now moves on to the next player, rather than 'sticking' on the current
/mvd_autotrack_team
no longer sometimes switches back to generic autotrack selection- Item timer wasn't spawned for 2nd mega when player holds 2 megas and health falls under 100h
- Item timer not spawned if player with mega fell under 100h but immediately picked up standard health
- Item timer not spawned if player picked up armor after previously dying with armor left over
- Item timers/game-clock could be incorrect on long server uptimes or long QTV connections
- Connecting to a game in progress broadcast by QTV 1.11 should immediately set correct gametime
- Connecting to server with protocol extensions doesn't break subsequent .dem playback
- Added
$demoname
and$demolength
(expected length of demo in seconds) macros to help with demo capture /cl_demospeed
now ignored during timedemo (some logic would think the game was paused)/demo_capture
in image mode will now also produce a .wav file of the corresponding audio/demo_capture_background_threads
allows background writing of screenshots- Can now playback demo files from within .zip files on linux systems
- Client disconnections in .qwd with no explanation (client kicked in KTPRO?) doesn't end playback
/demo_jump_mark
now detects marked points by any player/spec, not just the one currently tracked/demo_jump_rewind
added, when demo mark detected the client will play this many seconds prior to the mark being inserted
HUD
- New Hud changes
- all hud elements should now support the 'scale' property
frags
hud element has extra fliptext options, and can display fighting-game-style power barsgroups
no longer spam error messages when specified image can't be loadedscore_enemy
,score_team
HUD elements now respect/teamlock
settingweaponstats
hud element added, same functionality as/scr_weaponstats
itemsclock
hud element has option to display simple item icon instead of 'RA' etcitemsclock
can have item types filtered out (remove GA, for instance)gamesummary
hud element added, flashing/counting total item pickups over matchkeys
hud element can target other players when playing back .qwd filekeys
hud element now works with recent server-side race demosscore_team
/score_enemy
should match+showteamscores
when Team Fortress team scoring detected- Radar can use simpleitems for icons, show arc of fov, highlighting name fixed
- Old Hud changes
/scr_sbar_lowammo
option added, to control low ammo warning when using oldhud- New 'compact' mode added (
/scr_compactHud 4
)
- Improved menu scaling on high resolutions
Renderer
- dynamic lighting performance improved (ported from fodquake)
- Can specify color of projectiles/shaft without creating custom textures (
/gl_custom_*_color
,/gl_custom_*_fullbright
) /r_shaftalpha
now works when custom lg color set/r_rocketlightcolor
can now have an alpha element specified to control the strength of the effect/cl_gibfilter
will now filter gibbed heads even before the player respawns/gl_outline 2
option for visualising geometry (cheats-enabled only, for map developers)/crosshairscale
allows larger built-in crosshairs to be built (rather than just making small images bigger)/crosshairscalemode
controls crosshair coordinates/sizes for pixel-to-pixel accuracy./r_skincolormodedead
added,/r_skincolormode
for corpses (-1 to use same)/r_lerpframes
caused all statics to use frame 0 of the model file (aka: large torches renderered as small on start.bsp)/r_lightdecayrate
controls how fast dynamic lights decay (1 = Quake default, 2 = ezQuake standard)- Support for translucent players in KTX's multi-race mode
- Support for alpha-tested textures in standard Quake maps, not just halflife BSPs
Networking/server-browser
- Support for MVDSV protocol extension, improved coord accuracy for players & entity locations only
- Support for MVDSV protocol extension to help with movement through teleports on high ping (
cl_pext_lagteleport
to enable) - Added
/cl_delay_packet_deviation
to create random variation in ping - Fix issues with
/cl_delay_packet
(packet loss and jerky movement) when using the internal server - Server browser no longer corrupts sources.txt when saving
- Server browser will now display searchstring when no servers match filter
- Server browser no longer requires write access to folder when using URL sources
- URL sources working in OSX again
Input
/weapon 10
and/weapon 12
implement client-side weapon cycling/m_accel
values less than zero now ignored/vid_grab_keyboard
stops window manager keybinds from interfering with the client (or vice versa)/vid_minimise_on_focus_loss
allows out of focus window to run fullscreen- Caps-lock keyboard status doesn't toggle when using it as a bindable key (Windows only)
Sound
- Rulesets that block message triggers now also block sound triggers
- Custom chat-sound selection is now only valid when spectating or watching demos
/s_chat_custom 0
now disables chat noises again/s_show 2
now functions in non-debug builds, if map is in standby
System
- Gamma: support ramp sizes other than 256
- Mod trying to open directory on linux now fails correctly
- Desktop resolution scaling now handled correctly on Windows
/vid_gamma_workaround
- runtime toggle of workaround to set hardware gamma on Linux/gl_gamma 0
is not treated as/gl_gamma 1
on startup/cfg_load
now respects/con_bindphysical
setting- Heapsize defaults to using 128MB rather than 32MB (some newer TF maps require this)
- Standard connection qw:// URLs now set
/spectator 0
Other/misc
- Single player games saved on non-normal difficulty should load correctly even if
<gamedir>/server.cfg
setskill
- Menu: left/right now changes values, rather than changing tab
/tp_msg...
commands can be used in teamplay macros/fov
set by the user updates/default_fov
- 'flashed' state (blocking tp_msgpoint from working) wouldn't clear unless using MTFL ruleset (Team Fortress)
/dir
command can take parameters to change output format (hide extensions/folders/filesize) - requested for nquake/alias
without arguments displays the contents of the alias/con_timestamps 2
is restricted for players during the game/scr_scoreboard_drawfps
removed/ruleset qcon
(or any future ruleset that restricts sounds from server) now also restricts ktsound events
Internal
- All thread-handling now uses SDL thread functions
- Recursive legacy commands are blocked correctly
- Fix crash when particle time set to 0
- Fix crash when MSAA not supported
- Fixed out-by-one bug on demo playlist
- Buffer overflow bug in server browser fixed
- Buffer overflow bug in regular expression handling fixed
- Buffer overflow bug when checking if filename is valid
Build system
- Meson build system added
- Build no longer relies on xxd utility
- Simple linux build script (
build-linux.sh
)