Q4Max 0.81.
Wczoraj wieczorną porą w sieci miała miejsce premiera najnowszej wersji dobrze nam znanego moda Q4Max, oznaczonej numerkiem 0.81. Twórcy skupili się głównie na kosmetycznych poprawkach i dodatkach. Otrzymaliśmy kilka nowych komend dla SuperHuda, co ma na celu jak największe przybliżenie jego działania do pierwowzoru zaimplementowanego w CPMA. Oprócz tego dużej ilości zmian i dodatków doczekał się Freeztag, będący od jakiegoś czasu jednym z gametypów dostepnych w Q4Maxie.
- add: Superhud: marineColor / stroggColor keywords can be
defined (usually in "!default") to set fixed colors for marine + strogg
(with hud_useTeamColors 0)
add: Superhud: added ^CMMM / ^CSSS for strogg/marine colour, and ^CTTT / ^CEEE for team/enemy colours.
add: Superhud: elements can use color W for the weapon's color.
Can also specify an alpha value (eg "W 0.9"). This can be used on any
color property of any element. If you set this on the weaponlist, the
colour applies to each weapon.
add: Superhud: textalign C can be used on percentage bars (health, armor, ammo) for scaling around their center point.
add: Superhud: iconOffset, itemSpacer, textOffset properties
for fine tuning of the weaponlist, poweruplist, spectimers and awards
hud elements.
add: Superhud: hud_textQuality. Can be used to adjust the font selections. Default of 1 is likely best for most.
add: superhud: font sizes are now based upon the screen resolution, improving rendering quality at high resolution.
add: mode/callvote: startammoMG -> startAmmoNPG for setting starting ammo.
add: mode/callvote: startweapons - bitmask of starting weapons.
add: Folder icon in the demo player list.
add: Serverside XML stat dumps now record powerup pickup counts + times.
chg: Superhud: You can now set the text alignment in lists
(weaponlist etc) independently of the alignment of the list itself.
TextAlign is used for the text, and ListAlign is used for the list
alignment. Note that 0.80 huds used TextAlign to specify ListAlign, so
you will need to update huds to use this alignment instead.
chg: Superhud: teamcolor 1 / enemycolor 1 have now become color T/color E. Can also specify an alpha value (eg "T 0.9").
chg: Superhud: the "visible" keyword can be used to make
elements apply only to specific gametypes. All tags after the visible
keyword will be ignored if they do not apply to that type of game.
chg: Superhud: TO now truncates player names at column end, not fixed at 5 chars.
chg: Superhud: minimal hud has a new weaponlist layout. Also
uses red vs blue marine/strogg colors, and colored h/a/ammo numbers.
- chg: Superhud: weaponlist, ammo, and all color W items now
switch slightly quicker than before. Can be out of sync with weapon
anim, but feels more responsive.
chg: FT: end of round respawn logic respects lastKiller now
chg: FT: players killed by the void now teleport to a respawn point as a frozen player.
chg: FT: bots now have an understanding of FT. They know to thaw (sometimes), and wont keep shooting at frozen players.
chg: Altering r_archiveLightDetailLevel triggers the lights to change immediately.
chg: pm_thirdperson* changed to cg_* to prevent q4mp having
these cheat protected as causing problems (for those not setting
fs_game correctly)
- chg: removed pm_thirdPersonDeath and g_stopTime, since both are
dead code paths, and should never be used (and cheat protected in q4mp)
chg: multipov now works with simple items, and so no longer turns them off when in multipov mode.
chg: WeaponList highlight now shows the weapon you're switching
to, not the current weapon. Feels more responsive (although not
technically current weapon)
- chg: bot_maxAimError default increased, and no longer cheat
protected so if bot_skill isnt making them bad enough aim, you can
increase this further.
chg: Banlist made much more robust. It now saves the banlist immediately, and will tell you if it fails.
chg: Q4TV viewers can now change pov / freefloat while the game is paused. Can also view scores too.
chg: skip the napalm ember dynamic-light with bse_scale < .8
fix: Superhud: TO resets color after the player name, to prevent colored names affecting the rest of the row
fix: Superhud clearing chat etc - was mainly at end of game, and also when respawning.
fix: Superhud: TO was not clearing unused slots properly in the superhud, so caused apparent duplicate players
fix: Superhud: crosshair squash ratios were switched between 16:9 and 16:10 modes.
fix: Superhud: CTF flag icons werent visible for freefloats (hud .cfg fix)
fix: Superhud: the damage indicator got stuck "on" after using pause/timeout.
fix: FT: overtime + sudden death now actually work
fix: FT: thawed players now gib where they were frozen, not the spawn point. The gibs are now given a frozen look too.
fix: FT: frozen players can no longer switch weapons.
fix: FT: Knockback of frozen players should feel more normal now.
fix: FT: Allowed frozen players to cycle spectators when in multipov mode using crouch/fire as normal.
fix: FT: Frozen players are always forced out of multipov mode when they are thawed.
fix: FT: crosshair text when multipov'ing was showing for the local player, not the spectated player.
fix: FT: Crosshair text shows -273 health for frozen players, not 1
fix: FT: Multipov shows the correct "following" text when speccing
fix: Server crash when running with bots, where a player disconnects while a bot is tracking projectiles they fired.
fix: Anti-cheat protection was preventing the cammod from being used.
fix: setting r_vertexlight 0 no longer turns on lights it should not, based upon r_lightDetailLevel.
fix: runBotAAS checks that maps exist before scheduling a reload to prevent an infinite loop.
fix: Ingame menu automatically displays the correct list of video modes for non 4:3 aspect ratios
fix: You can now remove IP based bans via the gui.
fix: Corrected issue which caused the ingame menu to stop working after removing a ban via the admin menu.
Lista mirrorów
* True Carnage
* xs4all
* ESReality
* Czech Quake
* the silent service
* Quakeunity
* lowje.free.fr
* Quaket.net
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