v12.5
12.5 2022-08-02
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ioquake3 patches
- fixes
- Add r_parallaxMapOffset
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cg_fallKick (0: no view or weapon change, 1: (default) view and weapon change, 2: only weapon sway)
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bug fix: follow view didn't use fall kick
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add cpma ntf game icon
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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
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cpma ntf show flag status in hud
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cpma ntf use ctf scoreboards
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cpma ntf in game help markers
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cpma ntf flag sounds
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cg_shotgunStyle 3: cpma 4: cpma with randomness
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/centerprint [char width | 'token']
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cg_drawCenterPrintOld debugging cvar to test old q3 code
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bug fix: cg_drawFragMessageSeparate 1 with cg_qlhud 0 wasn't using q3 font
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cg_drawCenterPrintLineSpacing extra spacing between lines
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/resetcenterprinttime redisplay the last center print message
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bug fix: center print font couldn't be changed with cg_qlhud 0
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bug fix: remove "pulse size" console spamming when powerup is picked up
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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_cpmaNtfScoreboardClassModelshows class model in scoreboard
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bug fix: freecam was adding predictable step events
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bug fix: don't show armor client item timers in cpma ntf
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bug fix: cg_ignoreClientHeadModel 2 was also ignoring head models in quake3 demos
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bug fix: 'prepare your team' warm up announcement didn't check team game mode correctly
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bug fix: incorrect grenade color team mode check
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bug fix: incorrect game mode check for rail and bullet team hit sound when /following player
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add single player icon
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bug fix: missing game types for ui CG_GAME_TYPE
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bug fix: lead audio announcer not played in single player
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cg_audioAnnouncerLead 2 enables lead announcements in red rover
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bug fix: red rover round start sound not played
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cg_redRoverRoundStartSound
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bug fix: CG_GAME_STATUS showing team instead of individual status for red rover
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bug fix: single player not playing fraglimit warnings
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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
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bug fix: cg_levelTimerDirection 3 and cg_levelTimerOvertimeReset 0 showed negative times after first overtime
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bug fix: cg_levelTimerDirection 3 showed negative time in overtime with ctf
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bug fix: count down level timer showed negative time in cpma overtime
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remove cpma unknown command console message for 'it' and 'itr'
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cg_drawAttacker 1 shows changed model (team model, enemy model, etc...), 2 shows original model
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cg_statusBarHeadStyle 0 (default) show original model except with cg_forceModel, 1 show changed model
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bug fix: headmodel "" would use sarge head model to calculate player height
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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_redTeamLegsColorcg_redTeamRailColor1
cg_redTeamRailColor2
cg_redTeamRailItemColorcg_redTeamRailRings
cg_redTeamRailNudgecg_redTeamFlagColor
and equivalent cg_blueTeam* cvars
Use of the settings is controlled with:
cg_useCustomRedBlueModels
cg_useCustomRedBlueRail
cg_useCustomRedBlueFlagColor0 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
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bug fix: if teammate and enemy color cvars weren't set it wouldn't fallback to player set colors
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bug fix: cg_flagStyle 3 in freecam without team settings used the wrong flag model
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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
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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
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bug fix: cpma incorrect team lead and score announcer message
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fixed stuttering in cg_animationsRate at low timescales (agkr234)
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bug fix: loading screen for cpma demos using incorrect player icons
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/streamdemo [demo file] command to allow playback of demos that are still being written to
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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
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update libogg to version 1.3.5
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update libspeex to version 1.2.0
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update freetype to version 2.12.1
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check demo file extension for protocol number if it's not set in config strings
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update libcurl to version 7.83.1
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update backtrace library
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cpma mvd not detected with gtv
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update SDL to version 2.0.16