Good Reasons to patch to Q3A 1.32

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monaster
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Joined: Mon Apr 28, 2008 1:52 pm

Good Reasons to patch to Q3A 1.32

Post by monaster »

Since I've never done that myself for years and am now convinced that there's nothing bad about patching Q3A with the pointrelease 1.32 (well, I still have one unpatched version on another HDD due to nostalgia reasons :rolleyes: ), here's the changelog giving you some fine reasons to patch yours too, if you haven't already:

The changelog has never been included in any point release I've downloaded so far; therefore I thought this topic might be helpful to others still being concerned for whatever reason there may be:
Description
Quake 3 Point release 1.32 corrects a range of bugs introduced by previous patches while adding new features greatly that improves the gameplay:

PunkBuster: PunkBuster is an automatically self-updating Anti-Cheat software system. The PunkBuster system is designed to hold all participants accountable by scanning the game computers looking for known cheats, game hacks, and exploits similar to the way Anti-Virus software would scan a computer looking for a virus. PunkBuster is optional, however, without it you will not be able to play multiplayer on PunkBuster enabled servers.
When first installed, PunkBuster will be disabled. To enable PunkBuster so that you can join PunkBuster enabled servers, click 'Multiplayer' from the main menu. Find the clickable item in the upper right portion of the in-game server browser screen that says PunkBuster: Disabled and click it. If you have any problems getting PunkBuster enabled or any issues related to PunkBuster during gameplay, please visit for support. The website contains documentation (including a FAQ), forums and contact information for email-based support.

new network protocol, 68

Network code:
improved fragmented messages handling
map change while client loads map no longer causes an 'Invalid .PK3' error
map_restart while client loads map no longer causes a reload
fixing donedl being ignored after autodl if map_restart'ed

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_??'

added mousewheel support in the console:
wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history

UI in baseq3/ and missionpack/ for PunkBuster configuration
punkbuster server in server creation dialog (sv_punkbuster)
punkbuster client in server browser (cl_punkbuster)
added PB Yes/No to the browsers

removed obsolete MPlayer UI stuff

bumped server browser to handle up to 4096 servers

IP maintained in userinfo

cl_guid in userinfo (as part of PB integration)

printing ports as unsigned ints, no longer printing negative port numbers

cleaned up the legacy IP banning code
use * for IP pattern matching now instead of 0 (fixes some confusion)
ex: 192.246.12.*
made it safe from overflowing and crashing
NOTE: using PunkBuster's banning system is advised

rcon: some fixes to the buffering to avoid overflowing and dropping parts of the message

rcon: now supports quoting /rcon g_motd "foo bar"

added SVF_CLIENTMASK (0x00000002), works only with <= 32 players
set bitmask of players to which send entity

pushed cl_maxpackets upper limit to 125

added [skipnotify] from RTCW, use to display in the console only, but not on client screen
(also fixes pb_msgprefix and pb_sv_msgprefix)

new cvar sv_lanForceRate (defaults 1):
forces LAN clients to the maximum rate instead of accepting client setting
(1 is the default behaviour, backward compatible)

new cvar sv_strictAuth (defaults 1):
server side variable to control wether strict CDKEY auth should be performed with the auth server
this is required if you want reliable cl_guid for the server (for users tracking)

filesystem:
client re-orders it's pk3s according to the order given by server (fixes some 'Invalid .PK3 files referenced' situations

fixed invisible entities/players bug (thanks goes to Rick Johnson / Raven for this one!)

update x86 VM code (better and safer optimisations) (Richk Johnson / Raven too)

clearing client gentity before GAME_INIT call

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)

added trap_FS_Seek

renderer fix:
if client game code registers a shader after drawsurfaces are generated but before frame is rendered had a one-frame visual glitch (shader indexes messed up)

renderer fix:
r_roundImagesDown 0 + map q3dm1 -> crash (buffer overflow fix)

renderer fix:
fixed a crash in widescreen displays (q3dm11)

renderer fix:
MAX_SHADERS up to 2^12
[extremely important for some huge maps like maxells school and some others!!!]

renderer fix:
moved screenshot from frontend to backend, fixes broken r_smp 1 screenshots

TA fixes:
MOD_KAMIKAZE MOD_JUICED logging properly to games.log
fixed bot taunt spamming

fixed typo in scripts/models2.shader (shader error Ursula head)
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
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