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Topic Starter Topic: CPMA 1.33 released

Elite
Elite
Joined: 07 Jan 2001
Posts: 16448
PostPosted: 07-15-2006 12:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


Code:
Notes for version 1.33

IMPORTANT: This release contains ALL the CPMA content except for the maps.
This is a new (and ongoing) policy. Admins can (and should) delete ALL
old z-cpma-pakXXX.pk3 files from their servers, INCLUDING z-cpma-pak100.

add: the "superhud" begins...  :D
   check hud/hud.cfg (and the docs if we've written them yet :P)

add: ch_file (default: "hud") to select the hud file
   custom huds MUST be in your cpma/hud/ dir, MUST end in .cfg
   and MUST NOT be called "hud" if you want to customise it

add: reloadHUD command

add: cg_error, so you can actually see why a client fatal'd out
   the shader debugspew messages id left in always flush the console

add: enabled s_announcer (3 years after originally adding it :)

add: Hellchick's announcer sounds: "s_announcer hellchick"

add: #S chat token - item in sights

add: a bunch of custom loc files for CTF maps, thanks to MassMan

chg: re-generated the PM skins as picmip0

chg: default reload for instagib is the gameplay's RG reload

chg: allow voting for obsoleted maps (cpm3/4/11/13/18)

chg: gauntlet range increased slightly
   (to compensate for fixing the id muzzlebug in 1.32)

chg: CPM uses "absolutely honest" knockback rules
   no artificial vertical boost

chg: CPM RL is unbiased

chg: deleted a whole bunch of hud-related cvars
   cg_drawTimer, cg_drawFPS
   ch_drawFollow, cf_Following
   ch_drawSpeed,
   ch_drawPickup, cf_Pickupstring
   ch_fragMessage, cf_Fragmsg
   cf_Vote
   cf_CrosshairNames
   ch_consoleTeamChat, cf_Teamchat
   cg_teamChatHeight, cg_teamChatTime
   cg_drawTeamOverlay, cf_TeamOverlay, ch_teamBackground
   ch_powerups, ch_flags
   ch_scores, ch_skinScores

chg: cg_thirdperson 1 only available in demos

chg: updated the defaults for a few client cvars
   cg_deadBodyDarken 1
   cg_enemyColors 2222
   cg_enemyModel sarge/pm
   ch_drawWeaponSelect 0

chg: MOTD maximum line length is now 60 chars

chg: MOTD line 3 is now available (lines 1 and 2 are still reserved)

chg: using "use item" with no item (i.e. as a signal) doesn't whine

chg: removed cg_centertime
   "centerprint" messages ONLY come from the server now
   and may not be hidden/ignored by players

chg: use a much better RNG for cointosses and "callvote random x"

fix: issues with excessively-sharded GA players picking up YAs

fix: re-enable bot "hunting" in instagib

fix: VQ3 battlesuit was using CPM "alternate spawns"

fix: splash damage could weasel its way through thin non-axial surfaces

fix: scoreboard getting "stuck on" in some MVDs

DEV: weapon ammo and box ammo reduced significantly

DEV: spawn locations are biased by enemy position rather than corpse

DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload




http://www.challenge-tv.com/index.php?m ... l&file=106

also, info on custom huds:

http://www.challenge-world.com/forum/ik ... f=2;t=3427




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
Posts: 1530
PostPosted: 07-16-2006 04:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes! :drool:

I knew they'd tweak the knockback system to more horizontal...

Gonna try this tonight/tomorrow. :)




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Rationalis
Rationalis
Joined: 26 Nov 2000
Posts: 5946
PostPosted: 07-16-2006 08:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hot Diggety Dog Diggety

BOOM!

what ya do to me. :icon28:




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
Posts: 1530
PostPosted: 07-16-2006 11:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


This isn't quite the final 1.33 yet. No docs for the new SuperHUD included yet, for instance. You can find info and example hud configs at the promode forum.




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Elite
Elite
Joined: 07 Jan 2001
Posts: 16448
PostPosted: 07-17-2006 06:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


yeah i posted that link in my post there sparky




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Legend
Legend
Joined: 04 Jan 2006
Posts: 16499
PostPosted: 07-17-2006 10:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


So is this going to become the default CPMA version in most servers or will they wait for the final?




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Elite
Elite
Joined: 07 Jan 2001
Posts: 16448
PostPosted: 07-17-2006 10:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


there may be another version released with maps and docs but i think as far as core cpm mod this is final, minus bugs of course.




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
Posts: 1530
PostPosted: 07-19-2006 03:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Some servers will update; when 1.32 was being developed, some servers hosted the 1.31c/d/e/f/j/k (something like that) 'cookers' (test versions).

But this evidently isn't the final version, as the documentation on the new HUD system isn't included yet and some things will probably be changed about the HUD too.




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Elite
Elite
Joined: 07 Jan 2001
Posts: 16448
PostPosted: 07-19-2006 06:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


whoa bye bye t2 tele jump :<

i was aware arQon 'fixed' the fps bug but wasn't aware what that meant for vq3, as ive never really used cpma. i like the feel of vq3 gameplay though. feels more solid compared to osp online. i would have no problem switching over and ditching osp altogether.




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It felt good...
It felt good...
Joined: 28 Mar 2001
Posts: 9558
PostPosted: 07-19-2006 08:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I would switch to cpm vq3 as well, but it's too late to ask server admins to switch from osp. :s




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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
Posts: 2162
PostPosted: 07-22-2006 02:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


How did I miss this thread? *downloads*




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
Posts: 1530
PostPosted: 07-22-2006 03:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


prince1000 wrote:
whoa bye bye t2 tele jump :<

i was aware arQon 'fixed' the fps bug but wasn't aware what that meant for vq3, as ive never really used cpma. i like the feel of vq3 gameplay though. feels more solid compared to osp online. i would have no problem switching over and ditching osp altogether.
Some people are still able to do the t2 telejump, but for most it's too hard probably. If you think about it, it would be rather nonsensical to reintroduce bugs in physics code that lacks all the inaccuracies and inconsistencies of the VQ3 physics code (pmove).



Btw, since fastrail got dropped from cpma, I would be in favour of ditching PMC too. :icon34:




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social engineer
social engineer
Joined: 13 Oct 2001
Posts: 30226
PostPosted: 07-22-2006 05:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


CrinklyArse wrote:
How did I miss this thread? *downloads*


you.




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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
Posts: 2162
PostPosted: 07-22-2006 05:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


What? :ninja:




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social engineer
social engineer
Joined: 13 Oct 2001
Posts: 30226
PostPosted: 07-22-2006 05:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


check yo pm's




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