What's New?
New Map Content
  1. NINE brand-new maps including Muon. Siege, Nickelplated, Sunburn, Requiem, Japan Castles, Cathedrals 2, Nocturne and Spazball – most of which supporting multiple game modes such as Advanced CTF, Capture and Hold, Assault and Command Point.
  2. TEN reworked Beta 1 maps including Forts (more detail and optimised geometry), Well (lots of issues fixed), 2Stag2 (completely new visual theme), Last Resort (various tweaks), 32smooth (new visual style and button bugs squashed), Chaos 3 (better indication of capture bonuses), 2MachSE (fixed locations), SmartBases 2 (relocated cap points and optimised geometry), Sorrow (various issues fixed) and GotDuck (new terrain entity).
  3. Implemented an Advanced CTF Scoring system rewarding team-play oriented actions
  4. New re-supply system ensures players don’t accidentally take too many packs
  5. All maps recompiled using new Q3Map ensuring optimised frame-rates, and accurate vertex lighting
  6. New game-indexes added to include support for 1 Flag CTF and Reverse CTF
  7. Note: there are 12 other maps in production which should be released shortly after Q3F 2.0
New Art and Animations
  1. New Recon player model, skin and animations
  2. New Sniper player model, skin and animations
  3. New Soldier player model, skin and animations
  4. New Grenadier player model, skin and animations
  5. New Paramedic player model, skin and animations
  6. New Mini-Gunner player model, skin and animations including hand-signal based communications
  7. New Flame-Trooper player model, skin and animations
  8. New Agent player model, skin and animations
  9. New Engineer player model, skin and animations
  10. New Civilian player model, skin and animations
  11. New player-class animations for all models allowing hand-signal based communications
  12. New fully animated 3D User-Interface/Front-End Menu with exclusive sound-track by Sonic Mayhem
  13. New editable/scriptable Heads-Up-Display
  14. New Axe model + skin
  15. New Super nailgun model + skin
  16. New Grenade launcher model + skin
  17. New Supply station model, skin, animations and explosion effect (spawning flying rubble on detonation)
  18. New Minigun model + skin
  19. New Nailgun skin
  20. New Railgun skin
  21. New Backpack model + skin
  22. Miscellaneous map goal item models + skins
  23. New 2 sprite explosion animations
  24. New flamethrower flame art animations
  25. Team coloring now handled by ‘shaders’ (significantly reduced memory overhead for skins; 10 instead of 40)
  • New Miscellaneous Features
  1. Implemented anti-cheat against the q3f_flarecomp flash grenade cheat
  2. Implemented particle system called Spirit
  3. Implemented model/media/code linking system called F2R (FAKK 2 Rocks!)
  4. Implemented new animation system based on F2R
  5. Implemented new explosion effects
  6. Implemented new map loading system including access to console and ability to abort connection to server
  7. Implemented new loading system for player models, skins and audio
  8. Implemented new Supply Station model, skin and popup/retract animations
  9. Added interactive in-game menu to Supply Station
  10. Added animation based particle effects
  11. Added an optimisation using ‘in_pvs’ checking for client-side entities
  12. Added completely new Heads-Up-Display with full scripting and real-time editing support – clan HUDs, personalised communications menus, personalised HUD layouts all possible now
  13. Added 'dumpspeaker' command and soundscripts to allow audio placement for Level Designers without the need to recompile maps
  14. Added Force-Fields
  15. Added star effect that swirls around a player’s head when stunned
  16. Added Light and Lens-Flare rendering
  17. Added an in-HUD Sentry-Cam for Engineers
  18. Added new weapon effects for the Flamethrower and Mini-Gun
  19. Added new map information format
  20. Added new advanced server configuration scripting system that allows for multiple configurations within a script to be executed based on variables such as a timed schedule or player-count limits (such as restricting a vote based on player count, or suggesting bigger maps in a vote as player numbers increase)
  21. Added panel entities allowing for dynamic content such as objectives/score-boards to be displayed real-time on walls (panels) in-game
  22. Added soundlinks (slnk files) to redirect audio load paths at file-system level
  23. Added ability for players to strafe while on ladders
  24. Added water splashes to grenades and dropped items
  25. Added sniper and binocular scope
  26. New Commands and CVARS
  27. Added 'cg_friendlyCrosshair', if enabled it turns the crosshair green when placed over a friendly player (or disguised agent) Defaults to 1
  28. Added 'cg_playClassSound' cvar, when 1 a soundsample pronouncing the current classname of a player is played on classchange
  29. Added 'cg_weaponBob' cvar, disables bobbing of weapon during walking
  30. Added countdown mode to cg_drawTimer (1 for time remaining, 2 for elapsed)
  31. Added echo_q3f command
  32. Added sentrycam toggle (cg_drawSentrycam)
  33. Added obituary filter to mm1 box (cg_filterObituaries)
  34. Added 'simpleshader' key to goalitems/goalinfos for alternative rendering under cg_simpleitems 1
  35. Added two visual grenade timers, 'cg_showGrenadeTimer1' and 'cg_showGrenadeTimer2'
  36. Added damage indicator flash, can be disabled by setting 'com_blood' to 0
  37. Chat now uses messagemode_q3f, messagemode2_q3f, messagemode3_q3f and messagemode4_q3f
  38. Now you can set 'cg_ScoreSnapshot' also to 2, in this case it will take a JPEG screenshot instead of a tga
  39. Extended the $G communications variable for Agents to include whether invisible or not
  40. Added ‘cg_execClass<classname>Config‘ 0/1, can be used to automatically execute configs only for specific classes
  41. Added ‘cg_Gender‘ 0/1, which switches the orbituaries between male and female
  42. Setting ‘cg_drawPanel‘ to 1 enables panels in maps that support it
  43. If you want to use classic style class menus, set ‘cg_oldSkoolMenu’ to 1
  44. Added ‘cg_scoreboardsortmode‘ 0/1 [please ask RR2 how it works;)]
  45. Setting ‘cg_visualAids‘ to 1 enables a set of icons graphically indicating the type and location of in-game sounds
  46. Added ‘con_notifytime_q3f‘ to determine for how long messages will be displayed
  47. To toggle flares, use ‘r_flares‘ 0/1
  48. Added ‘discard_<classname>_cells‘, ‘discard_<classname>_rockets‘ ‘discard_<classname>_shells‘, ‘discard_cells‘, ‘discard_rockets‘ and ‘discard_shells‘ commands, these can be used to specify certain amounts and types of ammo to have them dropped automatically when using ‘discard’
Audio
  1. 85 new sound effects for weapons such as the Minigun, Flamethrower, Sniper Rifle, Railgun, Axe, Knife, Syringe and Wrench
  2. Over 40 new samples for special effects such as bullet impacts, the user interface and ambience
  3. Around 200 new player audio samples for footsteps, player sounds, voices and system announcements
  4. All old 8 bit samples removed
  5. All old 11khz samples removed
  6. Audio tree refined and reorganised
  7. Miscellaneous Adjustments
  8. Changed gasp sound that plays when player has been underwater to only play if the player has been underwater for longer than 15 seconds
  9. Changed sentrygun to precache during media loading time
  10. Changed supplystation to allow multiple people to use it at the same time
  11. In case a bad ID for disguised agents is detected, now no ID is displayed (kludge)
  12. Ported Q3F to 129h sourcebase, including a number of new baseq3 features
  13. Changed path for grentimers to /sound/grentimer/
  14. Removed 'cg_vieworgheight' cvar
  15. Subsequent name changes now have two second delay before being replicated to clients, most recent name change will take effect after two seconds
Bugs Fixed
  1. Fixed bug causing configs to execute when in chase or foillow mode
  2. Fixed bug causing 'randompc' to malfunction
  3. Fixed bug causing bad animations to show up for disguised agents
  4. Fixed bug allowing overflows of the chatbuffer
  5. Fixed bug causing a gameindex key on powerups make those malfunction
  6. Fixed bug causing agents not being able to disguise anymore
  7. Fixed bug causing bad models to show up during demo playback
  8. Fixed bug causing bad sounds to play during demo playback
  9. Fixed bug causing disguising agents to show incorrect animation frames
  10. Fixed bug causing engineers unable to build sentries or supplystations anymore
  11. Fixed bug causing failing teamswitches to still count for team switching delay
  12. Fixed bug causing high speed movers to push players through walls
  13. Fixed bug causing legwounds to happen to allies when friendlyfire is off
  14. Fixed bug causing misc_onkill and misc_onprotect entities to malfunction
  15. Fixed bug causing nailgrenades to be solid after they exploded visually (but weren't removed from world yet to allow nailgrens to keep flying)
  16. Fixed bug causing players not to gib in any case by damage done by entities
  17. Fixed bug causing sniperrifle laserdot to remain turned on after disconnect and reconnection
  18. Fixed bug causing team balance warning to show up in invalid situations
  19. Fixed bug causing the damage parameter for the give entity command to malfunction
  20. Fixed bug causing the 'func_explosion' entity not to emit light on explosion
  21. Fixed bug causing tranquility effect not to wear off completely at times
  22. Fixed bug in 'r_shownormals' and 'r_showtris' detection
  23. Fixed bug that caused 'func_damage' entity to malfunction
  24. Fixed bug where nails fired close to solids had a wrong knockback angle
  25. Fixed bug where teamscore could be increased after timelimit had been reached
  26. Fixed bug where the speedscale of a player wasn't reset when the goalitem he was carrying is forced to inactive
  27. Fixed bug where the wrong demos were showing in the demos menu in the ui
  28. Fixed bug with collision detection prediction on supplystations causing big FPS hits
  29. Fixed bug with crosshair shaders causing 'cg_crosshairHealth' to malfunction
  30. Fixed crash bug when nail grenade nails timed out
  31. Fixed exploit in relation to 'cg_bobup'
  32. Fixed give 'fire' in map entities
  33. Fixed health- and ammobar being able to display negative values
  34. Fixed out-of-sync teamed doors bug
  35. Fixed player_<colour> cvar that reports to server browsers do display the correct clientnumbers
  36. Fixed 'players_<colour>' cvar values
  37. Fixed railgun bug where bolt was too big and clipped nearby walls
  38. Fixed scoreboard to read 'tied at' when all teams have the same score
  39. Fixed sentry splashdamage bug on rocket hits
  40. Fixed several bugs related to server uptimes of over 11 days (this relates to an instance of the agent bug, the sticky flag bug and certain auth problems) Servers likely will still have problems when they are running for more than 24 days, but this is an engine bug
  41. Fixed viewing client in thirdperson while being gassed causing a wrongly build up player
  42. Fixed -1 wait time for no return on movers
  43. Fixed a crash where the client was processing events before everything was initialized
  44. Fixed crash when a not fully connected player gets banned
Gameplay Changes
  1. Changed weaponswitch time to 20ms from 200ms
  2. Handgrenade damage radius slightly decreased
  3. Flying speed of nails has been reduced a bit
  4. Stungrenade blast radius slightly decreased
  5. Stungrenade effect changed to affect movement rather than aiming
  6. Sniper is now moving a bit slower when charging his gun
  7. Clusterbomb now spawns handgrenades as fragments
  8. Paramedics can carry more grenades now
  9. Backpacks from paramedics no longer heal from an infection
  10. Minigunner's stun resistance has decreased a bit
  11. Flametroopers now can carry less grenades
  12. Napalm rockets fly a bit faster
  13. Napalm rockets now feature a small knockback and allow for slow bunnyhopping
  14. Napalmgrenade damage frequency is higher
  15. Flamethrower inflicts significantly more damage
  16. Engineer needs to spend more time and stay closer to autosentry to repair/resupply/upgrade it
Gameplay Fixes
  1. Phantomgrens no longer occur
  2. Fixed sticky ground bunnyhopping bug
  3. Bug that prevented building devices or disguising as an agent has been fixed
  4. Implemented anti-cheat CVAR limiting with upper and lower limit control over 24 known CVARs that could previously be exploited
  5. Changed flashgrenade so that if you are longer fully blinded, this to work around hardware dependant alpha blending
  6. Flamethrower aiming now working properly
  7. Autosentry tracking has been overhauled to become more accurate
  8. Autosentry now less resistant against direct rocket hits
New Entities and Adjustments
  1. Setting a 'func_commandpoint' to invisible now resets it
  2. Stopped crushing movers from jamming against goalitems
  3. Stopped goalitems sticking in walls
  4. Added better support for color/colour/_color/_colour in entities
  5. Added 'clientstats' criteria to map entities
  6. Added 'disguisecriteria' flag to allow disguised agents to trigger ents based on disguise
  7. Added info_player_targetspawn for mobile spawnpoints
  8. Added 'misc_flare' entity
  9. Added 'misc_matchtimer' entity
  10. Added 'misc_particlesystem' entity
  11. Added 'misc_sunflare' entity
  12. Added 'target_blackhole' entity
  13. Added 'watch', 'watchrange' and spawnflags CANSEEVICTIM, CANSEEATTACKER and WATCHRANGEFROMVICTIM to 'misc_onkill'
  14. Added 'wavescale' key to the 'misc_beam' entity to be able to set the speed of the waving of a beam
  15. Added ‘health_<value>’ target keys to func_damage
  16. Added ‘panel_*’ entities
  17. Added ‘func_forcefield’ entity
  18. Added ‘func_magicmirror’ entity
  19. Using new ‘.mapinfo’ format for gameindex,classlimits,and environmental settings

Beta 1H

Features and Commands

  1. New Maps (three): Vault of Sorrows (C&H), Smartbases 2 (CTF) and Orbital (C&H)
  2. New Audio for certain weapons (such as Rifle, Minigun and Single-Barrelled Shotgun)
  3. Added support for Spline Data (.spd) file reading.
  4. Added spline data files for all non-duel maps.
  5. Added real-time game server monitoring support for 3rd party applications such as Q3FCS and Quake Live Stats Reporter (players_red, players_blue, players_yellow and players_green etc)
  6. Added FlyBy camera menu option for spectators.
  7. Added atmospheric snow.
  8. Added railgun impact sound and graphical effect.
  9. Added a new surfaceparm, 'footprints'. If set on a surface, footprints are left by a client on walking over it. Enable / disable by using 'cg_footprints'.
  10. Added 'vtell_teamtarget' command.
  11. Added 'g_team' cvars containing the names of the teams. Settable by match admins for clans, and report to server browsers.
  12. Added 'cg_adjustAgentSpeed', setting to 0 makes you walk and run at default agent speed, even if disguised. (Defaults to 1)
  13. Added 'spectator.cfg' executing to cg_execClassConfigs usage.
  14. Added 'cg_drawHudSlots' to toggle the drawing of the hud status icons. Defaults to 1 (such as the HUD flags in forts).
  15. Added 'g_agentHitBeep' to provide roll-back to 1G if needed, setting to 1 enables the 1g type disguised agent hit-beep. Defaults to 0.
  16. Added anti-cheat feature: detection and auto-kickban for people using the r_showTris or r_showNormals exploits.
  17. Added anti-cheat feature: Code now latches 'r_gamma' when client is flashed, to stop 'r_gamma' exploit.
  18. Added anti-cheat feature: Improved Q3F's CRC checking authentication code to deal better with connection interruptions.
  19. Ported Q3F to 1.27 sourcebase, including a number of new baseq3 features.

Gameplay

  1. Hitting a gas cloud with the flamethrower, a napalm cannon explosion or the fire of a napalm grenade fumigates it.
  2. Flametrooper now has full resistance against gas grenades.
  3. Flametrooper has extra armour against the sniperrifle and assault armour.
  4. Increased napalm rocket damage.
  5. Made legwound slowdown more effective.
  6. Sniper now only gets 2 flash grenades at spawn.
  7. Sniper limited to 2 gren1's and 2 gren2's maximum at a time.
  8. Tweaked sniperrifle damage algorithm.
  9. Increased napalm rocket flying speed.
  10. Decreased length of tranquilizer effect to 12 seconds.
  11. Decreased knockback on sentry and minigun.
  12. Tranquilizer now slows you down to factor 0.5 instead of the previous 2/3.
  13. Enemy buildings can now be dismantled by one engineer.
  14. Nailgun and Super Nailgun now hit close-range clients.
  15. Minigunner is now more resistant to stun grenades.
  16. Decreased bounding box size of handgrenades.
  17. Added knockback to burning damage caused by the napalm grenade.
  18. Changed bounding box of nails and railgun projectiles to properly fly along walls.
  19. Tweaked delays between grenade throwing and priming and between the throwing and priming of the next grenade.
  20. Agent damage-beep adjusted to reflect his disguise-status.
  21. Reduced flashgrenade flashradius.
  22. Added knockback to pulse explosions.
  23. Backpacks dropped by dying paramedics only heal you now if that player still is a medic.
  24. Paramedic now only gets 1 stungrenade at spawn.
  25. Paramedic limited to 3 gren1's and 3 gren2's maximum at a time.

Miscellaneous Adjustments

  1. Replaced 'cg_noFallingBob' by cg_FallingBob, setting to 0 stops the bobbing on falling / jumping impact.
  2. Decreased time that scoreboard is showing before map voting shows up.
  3. Cleaned up the atmospheric effects code.
  4. Made g_banRules report to server browsers.
  5. Sentry now crushes anybody it's placed on (stops an exploit)
  6. Ability to use black text in names enabled.

Entities

  1. Added support for the criteria of the extended entity system to the misc_beam entity.
  2. Goalitems now are not crushable and solid for moving entities as elevators and doors (flags wont return when stuck in the way of a closing door).
  3. Fixed bug that stopped func_train entities to proper interpolate between angles of path_corner entities.
  4. Fixed bug where entities where the flag chargable also triggered ents that were disabled or invisible.
  5. Fixed several bugs concerning 'holding' and 'notholding' entity keys.

Bugs

  1. Fixed bug in player sound precaching causing only up to 32 sounds to be precached and played.
  2. Fixed bug that caused a non-initialized clientinfo for clients executing a vid_restart.
  3. Fixed bug of ghostflags being visible at 0,0,0 when the flag entered the PVS but the player carrying it did not.
  4. Fixed bug in Supply Station placement code.
  5. Fixed bug causing a frag being given instead of removed when an ally you infected dies to the disease.
  6. Fixed bug allowing for people to bypass classlimits.
  7. Fixed bug causing a func_train reaching a path_corner with a 'wait' key to get stuck on this point.
  8. Fixed bug in snapshot transitions.
  9. Fixed bug in radiusdamage concering quadded damage.
  10. Fixed bug that caused failure to build structure.
  11. Fixed bug causing your sentry and supplystation status not being updated when a build was canceled.
  12. Fixed flamethrower effects not being in sync with server, causing 'fire effect drawn but no ammo being removed' situations.
  13. Fixed working of 'cg_ScoreSnapshot' so it now takes the screenshot at the right time at all times.
  14. Fixed crash in PM_UpdateViewAngles.
  15. Fixed railgun shots not leaving a proper burnmark at certain walls.
  16. Fixed negative cl_timenudge causing grenades not to throw.
  17. Fixed bug causing agents to be disguised or invisible while having a goalitem with 'revealagent' set.
  18. Fixed fading on ring of the pulse grenade.
  19. Fixed shotgun pattern to sync client and serversided.
  20. Fixed directional vector used by the impact of nails spawned by a nailgrenade being wrong.
  21. Fixed damage on every first quadded grenade thrown not being quadded.
  22. Fixed several exploits regarding sentry building.
  23. Fixed a bug in the 'give' debug command.
  24. Fixed possible bug with flags on a fast reconnecting client that dropped due to an error.
  25. Fixed bug that allowed Sentry to be stuck in a ceiling.
  26. Fixed bug in credits calculations.

Beta 1g

Features and Commands

  1. Added recompiled version of q3f_forts which reverts to normal backpacks and the 1e version of the flag take alert sound effect
  2. Added 'g_banRules' to provide server administrators with better control over banning on their servers
  3. Added new skin for Pulse Grenade (missing from 1F)

Entities

  1. Fixed bug where DeathCleanup wasn't called on a respawn by a target_respawn
  2. Q3CTF Emulation cappoint now gives a teamscore of 10.

Miscellaneous Adjustments

  1. Grayed-out the 'Add Bot' option in ingame esc menu (there are no bots in 1f or 1G)
  2. Stopped grenades bouncing straight up when a client dropped them when killed and had a primed grenade
  3. Updated q3f_gotduck.mpi file (suggested team sizes)

Bugs

  1. Fixed bug in crc code that caused a different crc value to be returned from Apple Macs (resulted in a ban when connecting to server)
  2. Stopped spectators being able to access commands not meant for spectator use (such as \special)
  3. Fixed a bug causing mass disconnects when a player changed his userinfo while in chase or follow spectator mode
  4. Fixed bug in authentication code that resulted in an auth timeout (client would get banned shortly after map start)
  5. Fixed bug that stopped two player sounds for medium classes from being played
  6. Fixed bug that where a client would join an invalid team when the player had been a member of a team on a previous map that no loger exists
  7. Fixed bug where you got hurt when shooting a corpse when mirrordamage was enabled
  8. Fixed bug where you couldn't gib a corpse when mirrordamage was enabled
  9. Fixed bug where 'cg_ScoreSnapshot' took the screenshot before the scoreboard was drawn at times

Beta 1f

Features and Commands

  1. New maps (five) - Last Resort, The Causeway, The Technology Of Spam, Got Duck? and King of The Castle
  2. New menu system with replacement 2d graphics, models, animation, sound effects and metaballs
  3. New console graphics with transparency
  4. New models and/or skins for all grenades
  5. New Engineer's Railgun model/skin (adjusted to provide better viewing)
  6. New Tribes-style Radio System
  7. New versions of q3f_Forts and q3f_thepit optimised with minor entity and architectural adjustments
  8. New audio for communications and taunts (voices)
  9. New audio for thirteen of the weapons and grenades
  10. New audio for Light, Medium and Heavy player classes
  11. New audio for map environments
  12. New audio for dropping backpacks and reloading weapons
  13. New graphical effect for flamethrower
  14. New graphical effect for quaded explosions and large projectiles.
  15. New graphical effect for pulse grenade explosions.
  16. Added volumetric explosions for special effects use
  17. Added particle emitter for special effects use
  18. Added beam generator for special effects use
  19. Added client authentication for client validation
  20. Added core of game indices system
  21. Added kickban for people using the r_lodCurveError exploit
  22. Added vertical knockback to direct rocket impact events
  23. Added option in server browser to directly save favourite servers without joining them
  24. Added chase and follow cam spectator modes
  25. Added 'cg_no3DExplosions' CVAR to provide more accurate FPS control than cg_lowEffects alone
  26. Added 'sv_minSnaps' CVAR to prevent snaps cheating. Default 10.
  27. Added 'cg_noFallingBob' CVAR to be able to disable the impact bob you get on jumping or falling.
  28. Added 'useflag' command to use usable func_goalitem entities.
  29. Added 'cg_ScoreSnapshot' CVAR to provide an option to let Q3F automatically take a screenshot of the scoreboard.
  30. Added 'ui_backColor' to be able to configurable menu background colour.
  31. Added three more grenade timers

Gameplay

  1. Decreased the size of the hand grenades
  2. Increased size of pipes and grenade launcher's grenades.
  3. Increased shotgun and super-shotgun damage
  4. Paramedic now receives a frag for an infected enemy that suicides
  5. Infected player now also infects enemies as well as allies
  6. Increased sniper rifle charging speed
  7. Reduced sniper move speed while charging
  8. Increased pipe detonation delay
  9. Lowered stun effect duration time and horizontal blast strength of stun explosion
  10. Lowered hallucination time, maxtime and intensity
  11. Lowered flash time duration
  12. Increased time that Paramedic is influenced by stun, flash and gas grenades
  13. Decreased time that Minigunner is influenced by stun grenades
  14. Increased climbing speed on ladders
  15. Lowered HE Charge set time
  16. Tweaked hand grenade trajectory
  17. Increased generic splash damage radius
  18. Increased flamethrower damage rate
  19. Increased default minigunner spread
  20. Sniper rifle headshots are no longer armour piercing
  21. Primed grenades now drop a little earlier and faster to allow extended velocity for handheld grenade blasts
  22. Backpacks and ammunition boxes now thrown with a higher velocity (also invoking player velocity)
  23. Speeded up healing time for paramedic and minigunner.
  24. Lowered maximum supply station damage.
  25. Primed grenades now fall straight to ground on death (rather than random direction)
  26. Changed falling damage algorithm
  27. When engineer uses dropammo, he now creates the ammo from cells if the required type are not in his pack
  28. Syringe now deals 1 damage prior to healing a team-mate - Enables "operation failed" scenarios
  29. Slightly toned down super nail-gun
  30. Increased time the scores show up before vote-menu, to make it easier to take shots
  31. Default automatic kick settings stricter now

Entities

  1. Implemented path corner entities in the extended entity system
  2. Implemented proper blocking for 'func_train' entities. This also adds a 'dmg' key to the entity.
  3. Fixed a bug with the func_train where it would jump from path_corner to path_corner
  4. Added a 'damage' stats to the 'give' key for map entities. Forcing this ignores armour
  5. A negative 'give' of health through a map entity now ignores armour
  6. Added the 'misc_beam' entity, capable of rendering beams between two other entities.
  7. Added the 'func_wall' entity, capable of hiding and showing architecture.
  8. Removed the default wait of 30 that was present in 'info_notnull', 'info_notnull', 'func_commandpoint' and 'func_goalinfo' entities.

Miscellaneous Adjustments

  1. Made sv_minrate and sv_minsnaps report to server browsers.
  2. Map vote screen doesn't come up now untill all players have readied themselves. Or after a specific time.
  3. Changed it so you allways see your own messages, prior to this you didn't hear messages you chatted to channels you weren't on.
  4. Changed timing of executing server sided map configs, now happens before initializing of all other stuff.
  5. Removed the warning about g_gravity getting two different initial values.
  6. Team scores now show in server browsers as score_red, score_blue, score_yellow and score_green.
  7. Removed location part of tell_teamtarget messages.
  8. Stopped drifting away of player underwater. Underwater surfaces are still slipery though.
  9. Railgun is no longer armour piercing, but it's projectile does fly through players.
  10. g_spectatorMode now works the same for follow and chase spectator cam as for freeflight cam.

Bugs

  1. Fixed a client sided crash that would occur if you issued the 'special' command in the last seconds of the loading of a level.
  2. Fixed the 'give all' command.
  3. Fixed dropflag flag throwing.
  4. Fixed possibility of discarding or dropping ammunition boxes during ceasefire or building of sentry or supplystation.
  5. Fixed radius of pipe explosion impact mark.
  6. Fixed bug where a grenade checked at explosion time if it's owner had quad, instead of trow time.
  7. Fixed bug with emp grenade and weapon clips causing infinite ammo, invulnerability for sentries and sentries firing not damaging bullets.
  8. Fixed a double reload when issuing the reload multiple times.
  9. Fixed bug where you weren't able to get the megahealth or +5 health when you were already at maxhealth.
  10. Fixed bug causing the 'usegauntlet' flag to be malfunctioning.
  11. Fixed bug causing the 'usetarget' and 'usegive' flags to be malfunctioning.
  12. Fixed bug where agents could disguise during ceasefire.
  13. Fixed bug where the scoreboard didn't work properly for the yellow and green team.
  14. Fixed bug where after a respawn the client lost his channeldata.

Beta1e

Features and Commands

  1. Added 3 new beta maps - q3f_32smooth, q3f_r8duel1 and q3f_thepit.
  2. Added an updated version of q3f_well, resolving previous FPS issues in Beta1d
  3. Completely rewritten bezier spline functions
  4. Added 'g_execMapConfigs' so that servers can run map specific configurations (such as recuding max players when a vote for a smaller map occurs).
  5. Added 'cg_atmosphericEffects'; setting to 0 disables all atmospheric effects (such as rain) which should improve FPS for lower spec systems
  6. Added 'g_mapVoteIncludeList' and 'g_mapVoteExcludeList', with the exclude list having priority. This new CVAR enables server admins to include or exclude maps from the map voting screen ensuring for example, that a 20 player server wouldnt end up with a 4 player dueling map being voted for.
  7. Added 'g_teamKillRules', setting to 0 disables tk banning, to 1 results in faster bans, 2 has the default settings
  8. Added 'tell_teamtarget' command
  9. Added a new q3f team credits menu

Gameplay

  1. Limited use of 'dropammo' command to only allow three ammoboxes per player (if more are dropped, the oldest is removed)
  2. Autosentry now loses lock faster.
  3. Agent now takes less time to go to invisible
  4. Slight increase to direct impact damage of napalm rocket
  5. Slight increase to pipe range
  6. Slight increase to pipe detonation delay
  7. Lowered hallucination time and maxtime
  8. Increased emp damage caused by shells and rocket ammo a bit
  9. Slight reduction to stun blast effectivity
  10. Slight adjustment to Super Nailgun damage

Entities

  1. Fixed angle field not being passed through with ctf compatibility entities

Bugs

  1. Fixed bug where spectators could open doors
  2. Fixed bug where jumping on a not moving moving entity resulted in a very high speed
  3. Fixed bug where you couldn't directly select the Napalmcannon if you were out of nails
  4. Fixed bug where a sniperrifle could be fired when the sniper was not standing on the ground
  5. Fixed bug where a HE Charge created a hit beep if hit by splashdamage
  6. Fixed bug where a sniperrifle could cause a bad obituary message in the server logs
  7. Fixed bug where mod_grenade and mod_charge were swapped in the server logs
  8. Fixed bug where the first person model of an undisguising agent could be the wrong one
  9. Fixed wrong mapping of labels and fields in the q3f controls setup menu
  10. Fixed wrong handmodels being used for first person view when agent is in disguised state
  11. Stopped dropammo from discarding clip contents
  12. Fixed sniperdot 'stuck on' out-of-ammo-change events
  13. Capped clipsizes to remaining ammo on being pulsed

Beta1d

Features and Commands:

  1. Added new CTF style map: q3f_well (remake of Well6).
  2. Added new Nailgun model and skin.
  3. Added visual warnings for team count / avg ping imbalances.
  4. Added map vote page, enabled by g_mapVote 1 (after players click ready at intermission), rcon mapvote, or admin map vote.
  5. Precache all used sounds (may help users running from CD, won't help sound problems).
  6. Kludged 2night3 to have atmospheric rain (at default settings).
  7. Changed voting slightly, if a timeout occurs, checks at least a third of the players have voted and then tallies. Improved automatic team selection based on player counts/score/team frags.
  8. Player class 2d icons added (contributed by somebody, name unknown).
  9. Centerprinted messages are copied to the console.
  10. Added g_showTeamBalance warning which will display a warning to all players when teams are unbalanced
  11. Added 'lastweapon' command, to switch back to last used weapon.
  12. Added spectate option in team menu
  13. Added mirror damage to g_friendlyFire, e.g. "half mirrorfull".
  14. Added cg_autoReload to set whether clip automaticaly reloads when empty
  15. Added dropammo command (uses placeholder ammo boxes for now)
  16. Added cg_drawMem for debugging purposes (shows free memory left).
  17. Added sv_minRate (in game, not server), to prevent rate cheating. Default 1500.
  18. Added failsafe to reload same map if the nextmap variable fails to load a map properly.
  19. Added 'changeteam' command

Gameplay

  1. Complete overhaul of all balancing relating to damage and self damage with subtle changes across the board using a much more efficient (and slightly more complex) system for damage calculation.
  2. Sniper sight now visible to potential victim if it lies on their face (vitcom's screen gets red glare)
  3. Minigunner now has no 'no cells' warning.
  4. Specialised armour now has 50% protection instead of 15%.
  5. Flametrooper rocket damage reduced (now mostly just burns people).
  6. Jumps are now relative to ground entity velocity.
  7. HE charges 'fizzle' if changing teams/classes/disconnecting.
  8. Added 'ceasefire' powerup (powerdown?), prevents players shooting/throwing grenades/building/laying charges.
  9. Disguised agents now give 'enemy' pain sound instead of ally pain sound.
  10. All active projectiles/grenades for a player are destroyed if changing team.
  11. Sniper can now head-shot a crouching player properly.
  12. Sniper snapshots now working correctly.
  13. Altered Grenadier pipe allocation.
  14. Grenadiers now get 'reserved' pipes if there's more than one Grenadier on the same team..
  15. Super-Nailgun damage/rate of fire adjusted.
  16. Nailgun damage/rate of fire adjusted.
  17. Increased syringe attack range.
  18. Minigunner now has single barrelled shotgun.
  19. Increased crouch and swim speeds a bit.
  20. Added powerup and beeping sound to end of charge countdown

Entities

  1. Added 'target_semitrigger' for random triggering of entities.
  2. Added 'misc_onkill' and 'misc_onprotect' ents for custom scoring (or whatever).
  3. Added func_explosion entity.
  4. Added func_door_rotating entity.
  5. Added 'overrideteams' field to func_commandpoint
  6. Player 'lives' implemented.
  7. Removed 'team_' prefix from worldspawn keys, plus removed the 'player' bit from the '_playerlimit' keys.
  8. 'usegive' / 'usetarget' / 'use__' strings to allow use of carried goalitems.
  9. func_hud now understands _shader fields (overridden by _model).
  10. Integrated func_train ents into the extended entity system.
  11. Fixed 'nonteamset' on func_commandpoint not working properly
  12. Fixed func_hud problem with entity 'packing' breaking player display lists.
  13. Fixed checkstate criteria that was broken on map entities.
  14. Added 'overrideteams' field to func_commandpoint
  15. Fixed 'nonteamset' on func_commandpoint not working properly

Bugs

  1. Autosentries and supplystations will now be telefragged if a player spawns on top of them.
  2. Engineer no longer loses a frag on destroying his own autosentry.
  3. Atomatically executed map configs were broken.
  4. Clip-based weapons could be fired beyond the ammo left in the clip if it wasn't a multiple of the ammo-per-shot.
  5. Debug info no longer produced in .qvm builds.
  6. Removed "You cannot shoot without both feed on the ground" sniper rifle message.
  7. Removed 'you have nothing to discard' message.
  8. Stopped player angles 'jumping' when agent invisibility stops.
  9. Stop certain explosions from going through thin brushes (e.g. q3f_forts sniper deck)
  10. Fixed bug where soldiers could should the enemy through floors (such as forts sniper deck)
  11. Fixed dartgun and railgun so that they now work in vertex lighting mode
  12. Fixed (finally) endless agent gas. Just a mental block after all.
  13. Fixed gravity to work properly on all entities (Ziggurat Vertigo, anyone?).
  14. Fixed bug where players would drop keepondeath flags and keep nodrop flags (instead of the other way around).
  15. Fixed bug where players remain at intermission point while choosing a class.
  16. Fixed in-game server browser problem, courtesy of BgHurt at http://www.planetquake.com/fury
  17. Fixed bug where dropping a goalitem with a speed scale value didn't fix the player's speed properly.
  18. Fixed crash after player is TK-banned (CG_Obituary: target out of range), and altered criteria slightly.
  19. Fixed bug where minigun had wide focus on the first shot that quickly dwindled.
  20. Fixed bug in entcode where team scores would not be altered unless there was an activator.
  21. Fixed possible 'vote-rigging' bug. (thanks to UA-Static and others for pointing out that one).
  22. Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
  23. Fixed bug where spectators didn't teleport through doors
  24. Fixed bug where a sniper could kill teammates even when friendlyfire was off
  25. Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
  26. Fixed bug where spectators didn't teleport through doors, they now also teleport through doors with a targetname
  27. Fixed bug where a sniper could kill teammates even when friendlyfire was off
  28. Fixed a crash with the classmenu

Beta1c

Features and Commands

  1. Added three new duelling maps - q4f_cubic, q3f_oct1 and q3f_sq1, see the Maps section for more details.
  2. Added new sniper rifle and dartgun models and skins
  3. Atmospheric rain added
  4. Spectator mode implemented with added g_spectatorMode CVAR to control access (for example in clan games)
  5. 'spectator' changed to 'spec' in \admin status command.
  6. Add cg_grenadePrimeSound cvar
  7. Broadcast messages are all printed to console, to allow better stats processing.
  8. Autosentry / supplystation health on HUD highlighted when damaged.
  9. Added cg_teamChatBigFont cvar to allow double-height messages.
  10. cg_execclassconfig 2 will execute every respawn instead of just class/team change.
  11. Altered scoreboard to scroll back and forth (can now see bottom of scoreboard on busy server)
  12. Added 'admin ceasefire' and 'admin map' option.
  13. Add small display on HUD to show players on each team, and the average ping for the team.
  14. g_friendlyFire now understands types: none (0), full (1, and the default), half (2), armor (3).
  15. Experimental spline-math implemented

Entities

  1. Created "target_cycle" entity.
  2. Added target_respawn entity..
  3. Atted target_multiport (multiple teleport) entity.
  4. Added affectholding/affectnotholding to ents for 'give' command.
  5. Add 'keepondeath' flag for goalitems.
  6. Added synonyms for entity targets (e.g. carrytarget _or_ carriedtarget).
  7. Added func_damage entity.
  8. Added 'usegauntlet' flag so ents can only be triggered by using the gauntlet (or wrench/syringe etc.).
  9. Add invuln(erability) & aqualung powerups.

Gameplay

  1. Recons now have 'disarm' ability, used by crouching on a heavy explosive charge.
  2. Pipebomb damage reduced a little.
  3. Fixed sniper bullet 'size' not to hit off walls en-route.
  4. Reduce rail damage a little.
  5. Pulse grenade damaged to 175 on buildings / 75% of ammo on players (1x shells/cells, 1.5x rockets)
  6. Dart gun effect set to 15 seconds.
  7. Autosentry firing rate doubled, strength per shot reduced to 9 (slightly more than half).
  8. Autosentries now maintain a lock through water.
  9. Autosentry view point raised a little.
  10. Autosentry FOV increased to 120.
  11. Toned the flashbang effect down a bit
  12. Flashbanged player no longer display IDs on crosshair.
  13. Super-nailgun firing rate doubled, damage reduced by half.
  14. Normal handgrenade damage increased by 5.
  15. Autosentry now has 20% armour against non-shock damage, or 40% for direct hits to legs.
  16. Supply station damage cap on explosion increased to 300.
  17. g_knockback default set to 1300.
  18. Grenades now do 15% extra knockback (enough to get one up the forts liftshaft without having to jump)
  19. Launched grenade damage reduced to 100, or 80 in midair.
  20. Self-damage reduced to 55%.
  21. Napalm grenade now only lasts for 10 seconds.
  22. Cut maximum pipes per team to eight.

Bugs

  1. Stopped autosentries burning while underwater.
  2. Refilling autosentry/supplystation no longer removes ammo in clip.
  3. Wait time of less than 0.01 seconds on goalitems results in 'instant return'.
  4. Autosentries weren't shooting people with only their ankles in water.
  5. Hand grenades travelled further for players with higher pings.
  6. Stripped extra space from infection obituary.
  7. Fixed Minigunner beingimmune to stun while firing minigun.
  8. Bug in same-client reconnection that allowed multiple sentries fixed (again. maybe. this time...)
  9. Flags not bouncing when dropped.
  10. Engineer HUD not updated if someone else repaired/refilled their buildings.
  11. More checks on where an engineer can build.
  12. Grenades/pipes were bouncing off gibbed dead bodies.
  13. Autosentries now have shadows like players'.
  14. Players unable to spawn sforced to spectate until they can pick another class or a spawnpoint opens.
  15. Charges layed _on_ a player no longer stick.

Beta-1b

  1. Config file being trounced when auto-selecting mod on connection to a server. Workaround in place.
  2. Recon speed & minigunner speed lowered slightly.
  3. Autosentry has muzzle flash to make it easier to spot.
  4. Autosentry now has 0.75 second 'spin-up' time.
  5. Set sniper rifle 'damage increase' to ~60 per second.
  6. Sniper now has muzzle flash to make him more noticeable - not very effective ATM given the light system.
  7. Admins can set class limits at class start, e.g. g_classSniperLimit 2 (allows 2 snipers per team)
  8. A frag is granted on killing an autosentry.
  9. "playsound" added for grenade timers (hopefully, more reliable than "play")
  10. Stop minigunner from getting knockback while minigun is firing.
  11. Set cg_execClassConfig default to 1.
  12. Added cg_execMapConfig, default 1.
  13. Added cg_menuSlideTime, default 250 - time in milliseconds for menu to appear.
  14. Sniper head shots now ignore armour and do 1.5x damage.
  15. g_teamAutoJoin set to 1 by default.
  16. Parmedic double-speed healing on conc/flash fixed.
  17. g_teamChatSound now understands 0 for none, 1 for samples (default), 2 for speech.
  18. Added cg_teamChatSound, acts for individual clients in the same way as g_teamChatSound.
  19. Two engineers are now required to dismantle a third engineer's sentry.
  20. Set default grenade binds on menu to +gren1, +gren2 instead of primeone/primetwo/throwgren.
  21. Fix rockets exploding on noimpact surfaces.
  22. Flash grenade strength reduced slightly.
  23. Altered napalm grenade radius damage.
  24. Stop grenades being 'restarted' by EMPs if they were already running (e.g. gas/napalm/nail)
  25. A better alias system, courtesy of Tim Hughes (tjh30@cam.ac.uk).
  26. Handgrenade radius was (wrongly) expanding with quad.
  27. g_teamFrags option to show 'team frags' rather than individual frags.
  28. Autosentries can now be set on fire.
  29. Increased railgun damage.
  30. Fixed bug where 'noshrink' flag affected 'speedscale' internal flag.
  31. Added 'func_nobuild' entity, understands 'allowteams' (teams to block for) and 'type' ('autosentry,suppplystation,charge')
  32. Sniper/minigunner speed while aiming reduced to 35%.