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@brugal brugal released this 02 Aug 11:14
· 24 commits to master since this release

12.5 2022-08-02

  • ioquake3 patches

    • fixes
    • Add r_parallaxMapOffset
  • cg_fallKick (0: no view or weapon change, 1: (default) view and weapon change, 2: only weapon sway)

  • bug fix: follow view didn't use fall kick

  • add cpma ntf game icon

  • cpma ntf backpack support

    to use cpma model and icon add:

      icons/icon_backpack.tga
      models/backpack.md3
      models/backpack.tga
    

    if those aren't found QuakeLive's ammo pack model and icon are used

  • cpma ntf show flag status in hud

  • cpma ntf use ctf scoreboards

  • cpma ntf in game help markers

  • cpma ntf flag sounds

  • cg_shotgunStyle 3: cpma 4: cpma with randomness

  • /centerprint [char width | 'token']

  • cg_drawCenterPrintOld debugging cvar to test old q3 code

  • bug fix: cg_drawFragMessageSeparate 1 with cg_qlhud 0 wasn't using q3 font

  • cg_drawCenterPrintLineSpacing extra spacing between lines

  • /resetcenterprinttime redisplay the last center print message

  • bug fix: center print font couldn't be changed with cg_qlhud 0

  • bug fix: remove "pulse size" console spamming when powerup is picked up

  • cpma ntf player model support

    cg_cpmaUseNtfModels

      setting to 2 also sets first person view model based on ntf class
    

    cg_cpmaUseNtfEnemyColors
    cg_cpmaNtfRedHeadColor
    cg_cpmaNtfRedTorsoColor
    cg_cpmaNtfRedLegsColor
    cg_cpmaNtfBlueHeadColor
    cg_cpmaNtfBlueTorsoColor
    cg_cpmaNtfBlueLegsColor
    cg_cpmaNtfModelSkin
    cg_cpmaNtfScoreboardClassModel

      shows class model in scoreboard
    
  • bug fix: freecam was adding predictable step events

  • bug fix: don't show armor client item timers in cpma ntf

  • bug fix: cg_ignoreClientHeadModel 2 was also ignoring head models in quake3 demos

  • bug fix: 'prepare your team' warm up announcement didn't check team game mode correctly

  • bug fix: incorrect grenade color team mode check

  • bug fix: incorrect game mode check for rail and bullet team hit sound when /following player

  • add single player icon

  • bug fix: missing game types for ui CG_GAME_TYPE

  • bug fix: lead audio announcer not played in single player

  • cg_audioAnnouncerLead 2 enables lead announcements in red rover

  • bug fix: red rover round start sound not played

  • cg_redRoverRoundStartSound

  • bug fix: CG_GAME_STATUS showing team instead of individual status for red rover

  • bug fix: single player not playing fraglimit warnings

  • cpma ntf team rail color support

    cg_cpmaUseNtfRailColors
    cg_cpmaNtfRedRailColor
    cg_cpmaNtfBlueRailColor

  • fx: powerup information available. Ex:

    player/torso/trail {
    if pwquad { // also pwbattlesuit, pwregen, ...
    color 0.2 0.75 1.0
    size 200 + rand*32
    light
    }
    }

  • blur applied to depth capture, use mme_saveDepth 2 to capture without blur

  • bug fix: cg_levelTimerDirection 3 and cg_levelTimerOvertimeReset 0 showed negative times after first overtime

  • bug fix: cg_levelTimerDirection 3 showed negative time in overtime with ctf

  • bug fix: count down level timer showed negative time in cpma overtime

  • remove cpma unknown command console message for 'it' and 'itr'

  • cg_drawAttacker 1 shows changed model (team model, enemy model, etc...), 2 shows original model

  • cg_statusBarHeadStyle 0 (default) show original model except with cg_forceModel, 1 show changed model

  • bug fix: headmodel "" would use sarge head model to calculate player height

  • options to set models, skins, colors based on red or blue team

    cg_redTeamModel
    cg_redTeamHeadModel
    cg_redTeamHeadSkin
    cg_redTeamTorsoSkin
    cg_redTeamLegsSkin
    cg_redTeamHeadColor
    cg_redTeamTorsoColor
    cg_redTeamLegsColor

    cg_redTeamRailColor1
    cg_redTeamRailColor2
    cg_redTeamRailItemColor

    cg_redTeamRailRings
    cg_redTeamRailNudge

    cg_redTeamFlagColor

    and equivalent cg_blueTeam* cvars

    Use of the settings is controlled with:

    cg_useCustomRedBlueModels
    cg_useCustomRedBlueRail
    cg_useCustomRedBlueFlagColor

    0 ignores red/blue team settings, 1 uses them as a fallback for teammate and enemy settings (ex: cg_enemyModel "" will then check cg_redTeamModel or cg_blueTeamModel), 2 force and ignore teammate and enemy settings

  • bug fix: if teammate and enemy color cvars weren't set it wouldn't fallback to player set colors

  • bug fix: cg_flagStyle 3 in freecam without team settings used the wrong flag model

  • removed cg_enemyRailItemColorTeam, cg_teamRailItemColorTeam, cg_enemyRailColor1Team, cg_enemyRailColor2Team, cg_teamRailColor1Team, cg_teamRailColor2Team, cg_weaponRedTeamColor, cg_weaponBlueTeamColor

    cg_redTeamRailItemColor, cg_blueTeamRailItemColor, cg_redTeamRailColor1, cg_redTeamRailColor2, cg_blueTeamRailColor1, cg_blueTeamRailColor2, and cg_useCustomRedBlueRail should be used instead

  • cg_railUseOwnColors new options: 2: check teammate and red/blue team settings then fallback to demo colors, 3: same as 2 but fallback to color1 and color2

  • bug fix: cpma incorrect team lead and score announcer message

  • fixed stuttering in cg_animationsRate at low timescales (agkr234)

  • bug fix: loading screen for cpma demos using incorrect player icons

  • /streamdemo [demo file] command to allow playback of demos that are still being written to

  • cg_cpmaInvisibility 1: for cpma demos, 2: for all demos

    This renders only a skull and weapon flash for players with invisibility
    powerup. It uses this model if available:

    models/powerups/instant/invis_head.md3
    models/powerups/instant/invis_head_skin.tga

  • update zlib to version 1.2.12

  • update libogg to version 1.3.5

  • update libspeex to version 1.2.0

  • update freetype to version 2.12.1

  • check demo file extension for protocol number if it's not set in config strings

  • update libcurl to version 7.83.1

  • update backtrace library

  • cpma mvd not detected with gtv

  • update SDL to version 2.0.16