Readme: Since the
release of Quake III Arena in 1999, id's development team has
been working to address issues that have risen within the code.
These issues involved correction of newly discovered errors,
responding to requests for new features, adding features to
improve on-line functionality, and ways to allow beneficial and
fun game modifications -- while still making it hard for players
to cheat.
With this point release or "patch," our primary focus
is to bring the original Quake III Arena operation up to date
with many of the improvements to be found in Quake III: Team
Arena, the first official add-on pack for Quake III Arena. In
addition, the point release addresses on-line cheating, adds
some new gameplay features, including the ability to participate
in MPlayer's new Global Rankings statistic tracking, and
eliminates the CD check for the single player game and for
setting up servers running bots.
This point release is intended to be installed on top of the
v1.17 point release made earlier in 2000. If you have an
out-of-the-box, unmodified installation of Quake III Arena, you
will need to install the v1.17 point release first.
In addition to replacing the Quake III Arena excutable file,
v1.25 also installs pak4.pk3, a new id Pak File in your baseq3
directory. This new Pak File contains information that will
overwrite and/or add to assets currently used to play the game.
The changes and new assets focus on updating bot function,
modifying the user interface, and adding new game play sounds.
These changes do affect basic game play, so authors of
modifications to Quake III Arena should take note.
CD Check Disabled
Quake III Arena no longer requires the game CD to be in place
before starting a single player game or before starting a
multiplayer server that uses bots.
Cheating
Countermeasures
Since point release v1.17 was distributed, several game
"hacks" have cropped up that circumvent the game
features intended to prevent on-line cheating. Version 1.25
counters those hacks and provides additional protection against
future cheating methods.
Menu Change
On the in-game menu, the word "START" now appears
instead of the word "TEAM." When you enter a game for
the first time, select START. Your allowed options are in red.
For team games, selecting JOIN RED or JOIN BLUE puts you on a
team. For Free for All, you enter the match. For Tournament, you
enter the queue waiting to play your match. SPECTATE moves you
into the ranks of those watching the game.
New Medal Awards
Two new medals will be awarded to players during Capture the
Flag games. These medals recognize individual player
actions that often go unheralded in the heat of play.
Assist
======
This medal is awarded whenever the player actively participates
in a capture being made. Active participation includes carrying
the flag part of the way, or close proximity defense (fragging
attackers) of the flag carrier close to the time the capture is
made.
Defense
=======
This medal is awarded whenever the player either frags a foe who
is physically near the flag base or when the player frags a foe
anywhere else while he himself is near the flag base.
Individual Point Scores in Team Games
During the course of play in a Capture the Flag game, points
will be awarded to individual players for actions that they or
their team perform. This serves, to some degree, as a measure of
a player's performance against other players. In the event of a
tie game (game time runs out before one team reaches the map's
capture limit), the game enters a sudden death elimination.
First team to score a capture wins.
| ACTION |
POINTS |
EXPLANATION |
| Capture Bonus |
100 |
Player makes a flag capture |
| Team Bonus |
25 |
Award to each team member when a capture
occurs. |
| Recovery Bonus |
10 |
Award to a player for returning the flag. |
| Flag Bonus |
10 |
Award when a player picks up enemy flag. |
| Frag Flag Carrier |
20 |
Award for fragging enemy flag carrier. |
| Protection Bonus |
5 |
Award for fragging enemy who has recently
hurt the player's flag carrier. |
| Guardian Bonus |
2 |
Award for fragging an enemy while either he
or you are near your flag carrier. |
| Flag Defense Bonus |
2 |
Award for fragging an enemy while either he
or you are near your flag base. |
| Assist Bonus |
10 |
Award for returning a flag tht causes a
capture to happen almost immediately. |
| Frag Assist Bonus |
10 |
Award for fragging an enemy flag carrier if
a capture happens almost immediately. |
|
|
|
Score Balloons
When a player scores a point or points (including negative
points) in any game type, the awarded point value floats up from
the target like a balloon and slowly fades out.
Reselect Models
Players who regularly play team games like Capture the Flag or
Team DM will want to specify the model they use in team games,
which can be different from the ones they may use in Free for
All (FFA) or Tournament matches. Type "/team_model
<model>" in the command line of the console and hit
Enter. If you want your head to be different than the one
normally used by the model, type in "/team_headmodel
<model>" and hit Enter. Example: "/team_model
major" and "team_headmodel mynx" will give you a
model in team games with mynx's head sitting on major's body.
The same can be done for FFA and Tournament games. /model
selects the body model and /headmodel the model used for the
head. Player sounds are those specificed for the body
model.
Enhanced Capture
the Flag Sounds
A variety of new sounds have been added to enhance the Capture
the Flag game and bring it in line with the type of audio
feedback that will be in Quake III: Team Arena.
Enhanced Bot
Artificial Intelligence (A.I.)
The Quake III Arena bots should play an even better game now,
with particular focus given to the CTF games. Part of this
change includes revised navigation files (.aas) for the original
game maps. Older navigation files will still work. However,
Quake III Arena players who make their own original maps for use
with bots will want to recompile (bspc) their Navigation files
as soon as the revised tools become available. In the meantime,
those maps will run, but the bots will not take full advantage
of their new A.I. features until after a new navigation file has
been made.
New Console
Commands
The following console commands ("c-vars") have been
added to the game since v1.17
/headmodel - changes only the head of the model to another
model. Example: If you are playing as the Grunt model, /headmodel
"sarge" will stick Sarge's head on Grunt's body.
Selecting a new model will load both the model and its matching
head.
/team_model - changes to a model that will only be used during
team game play.
/team_headmodel - changes head model to a head that will only be
used during team game play.
/cg_scorePlums - this enables the display of the floating
scoring number balloons. The default is 1 (on).
/r_ext_compress_textures was renamed to
r_ext_compressed_textures and
defaulted to 0. If you are using an S3 video card, you will want
this to be set to 1. All other users should set it to the
default of 0.
/set disable_<item name> - This command allows the
administrator of a server to disable a particular item from the
map. As an example: "/set disable_weapon_bfg 1" will
make it so that the bfg does not show up in a map. Changing the
value back to 0 and executing a /map_restart command will bring
the disabled item back.
Global Rankings
from MPlayer
MPlayer, the hosts for www.quake3world.com,
have created a Global Rankings system that is now integrated
into Quake III Arena. Global Rankings is a FREE, automated
ranking and statistics system that gives game players their game
rankings and statistics immediately after their game has ended.
Players can play on any server, any service and almost any
platform (currently supports PC, Mac and Linux). The statistics
reported will vary by game. For more information on Global
Rankings, see the GRreadme.txt file in your Quake III Arena
directory.
Bug Fixes and Code
Additions 1.25
We're at protocol 45.
- Fixed autodownload code.
- Fixed Dropped sounds bug.
- New pure server code.
- New encryption.
- Added score balloons that appear over targets/locations where
the player has scored individual points.
- Global Rankings support. Quake III Arena supports and
interacts with MPlayer's statistic recording and ranking system.
- Modified physics so that both dll and qvm physics match.
- Added the Defense Award and medal for defensive actions in
team play.
- Modified awards for invidual scores.
- Added the Assist award and medal for actions which assist the
flag carrier in scoring a capture.
- Added new botlib and area files. Bots will interact more
effectively with the game environment. Bots understand how to
use buttons.
- Added headmodel support to allow players to switch heads
between models.
- Added team_model / team_headmodel cvars. Separate model and
head can be specified for teamplay games only.
- Memory use is a lot more economical when using qvms.
- Expanded number of pak files that may be used from 64 to 1024.
New Updates to
version 1.17
This patch fixes a fairly serious security flaw
in Quake 3 Arena. Internet Security Systems identified the flaw
and notified us with reproduction details as well as an overview
of the exploit. The basic nature of the exploit is that
malicious server operators could overwrite any file on a client
system. This type of thing is always possible with DLL based
mods ( which is why we strongly recommend VM based mods ) but
with this exploit, it was possible within the VM system.
To help facilitate a rapid transition to the new
codebase we have also bumped the network protocol version. This
means 1.17 is not network compatibile with any prior version.
The install also includes all 3 PK3 files,
because the original "pak1.pk3" was not included in
the final 1.16 release for Mac and Win32 builds. This will
address some pure server connection issues. You will have to
have all 3 pak files present to connect to a pure server.
In addition to this security fix, we have also
fixed the following:
- Callvote to single player game type causes the
server to crash.
- Crash in bot initialization on some systems.
New Updates to
version 1.16k-n
1.16n
-Unlatched sv-pure
-Added designer models
-Fixed gamestate reload when running mods in pure mode
1.16k-m
-Fixed Models and Skins not showing up when you have more than
the max ( 256 )
-Fixed Single player loop issue when a bunch of pk3 files (
100-200 ) exist in baseq3
-Fixed issue with greater than 1K server config strings, this
only happens when you have several hundred PK3 files
-Added Q3Space-CTF, a 2 on 2 CTF modification of Q3Tourney6
-Updated bot behaviour to work better with the platform in
Q3Space-CTF
-Turn off floating point exceptions ( fixes potential crash
right after startup )
-Fixed unpure client bug when levelshots loaded out of secondary
pk3 files
-Fixed connection issues for pure clients
-Fixed invisible player bug when clients connected during
downloads
New Updates to
version 1.16j
-Zombie/Ghost unpure clients no longer remain
connected.
-Recursive File System error corrected when running mods with
logfile set to 1
-The Auto-download rate is controlled by 'sv-maxRate', specify
this value in bytes per second. The maximum band rate caps out
around 25K per second.
New Updates to
version 1.16i
Security update
This update adds an additional layer of CD Key security.
When you type your CD Key in, the letters and
numbers will appear as they normally would. If you leave the
screen and return at a later time, blank spaces replace all the
characters.
Feature and
Functionality Changes
Pure
Servers/Cheating
There were some flaws in the original implementation of
"Pure Servers." The intent was to keep players from
cheating (gaining unfair advantage when playing against other
players) by modifying or hacking game code or data on the client
(player) side. When a server administrator set his server to run
pure, it had the unfortunate side effect of booting out players
who had personal character skins or new map pk3 files in their
directories. That was not what id intended.
Server administrators, who want to help prevent cheating, need
to run a pure server. This point release adds server side
authentication of pure clients. Pure servers now will prohibit
entry into a game (with a warning message) if a client is USING
a modification that the server is not using (or does not possess
as in the case of unique character skins). If a server
administrator does not run a pure server, then the game is wide
open to any number of cheats.
Serves must also be set to PURE if the server administrator
wishes to allow auto downloading.
Auto Downloading
Auto-download was a feature that id patched into the Quake 2
code well after the game was released. It was a wonderful
feature for the makers of smaller mods, and for players with
fast Internet or local network connections. Players gained easy
access to the mod-makers' work. But for players with
dial-up modems, or for attempts to download large modifications
(like maps or total game conversions), it was horrible. For that
reason, we were concerned about the effects that
auto-downloading might have on the quality Quake III Arena play.
And with that in mind, id chose not to include auto-downloading
with the game.
With this point release, Auto download is active. The default
setting for both game servers and game players is
"ON."
Auto download can be turned on or off (on the client or player
side) by a button on the Setup=>Game Options menu. Set it to
"ON" if you want to receive files from a server and
"OFF" if you don't. The default value is
"ON." If you are comfortable entering commands on the
game console's command line, type in "/cl-allowdownload
0" to disable it and hit ENTER. "/cl-allowdownload
1" will turn it on again.
For Auto downloading to work, the server MUST be set to PURE.
Non-pure servers will not auto-download game content.
There is currently no menu command to enable or disable Server
side auto download. On the server side, the auto download
commands can only be made through the game console. The default
value for server side auto download is on. Server administrators
may deactivate auto-download with the c-var command "/sv-allowdownload
0" followed by ENTER. "/sv-allowdownload 1"
followed by ENTER turns it on again.
How Auto
Downloading works:
The server presents a list of referenced PK3 files to
the client (player) computer. In turn the client checks to see
if those PK3 files are present in its Quake III Arena folder
and, if not, it asks the server to send them. The rules for what
is transmitted are as follows:
1. A checklist of all the PK3 files in the server's current fs-game
directory (a directory at the same "level" as baseq3
in the Quake III Arena folder that contains game variant mods)
is sent to the client computer for comparison purposes. This
allows mod authors to add an update to a mod, distribute just
the PK3 file containing the changes and have only the new one
auto-download.
2. The client computer looks to see which PK3s are being
"referenced" (actively used) by the server. Only
"referenced" PK3 files are then transmitted from
baseq3. This prevents a server from dumping several hundred
accumulated PK3 files down to clients. Generally, this includes
the entire contents of the fs-game directory containing the mod,
and any PK3 file (such as maps) in the baseq3 directory that are
being used by the server.
3. PK3 files are checksum compared so if a server has a
different checksum than what the client has, the client will
download the PK3 from the server.
We strongly recommend that mod makers use a standardized method
of naming new versions of their mods. This
"versioning" should be done using the PK3 naming
mechanism we use when releasing new content. To do this, name
your PK3 files in an order that will cause the engine to
reference the latest one. Essentially this comes down to naming
subsequent versions of your PK3 files properly, like pak0, pak1,
pak2, pak3, and so on. PK3 file names need to be all lower case.
Example: q3Bobsrevenge0. Might be the first release of a game
mod. The next version, which fixes the "Bob drops his
gun" bug, would be q3Bobsrevenge1, and so on.
PK3 files are the ONLY file type that will be auto-downloaded.
Mods or other game assets not contained within PK3 files will
NOT download.
DLL Loading
A "DLL" is a Dynamic Load Library file. It is a file
type unique to the MS Windows environment and is not cross
platform compatible (meaning that DLL files will not work on
Macintosh computers or PCs using operating systems other than
Windows). DLL files also present potential security risks to
individual computers that are outside id Software's ability to
control or adequately protect against. For those reasons, id
strongly recommends against loading game DLL files to modify
Quake III Arena and even more strongly requests that all game
mods be created as cross-platform compatible QVM files and not
as DLLs.
DLL's are now loaded from the appropriate game path (based on fs-game).
Dedicated servers load DLL's without the confirmation dialog.
The ability to load game DLL files is turned on by default.
Clients can turn OFF the confirmation dialog by with the console
command: "/com-blindlyLoadDLLs 1".
Mod Support
Game modifications, or "mods" are now supported by Mod
option on the main menu. Clicking on the "Mods" menu
entry will present the user with a list of installed game
modifications.
Mod Creation Notes
To be included on the menu, your mod needs to be in a directory
under the game installation ( a peer with baseq3 ), and contain
at least one PK3 file. Optionally you can include a "description.txt",
which if present the first 48 characters will be presented as
the mod name. If a "description.txt" is not found, the
directory name is used.
Server Browser
Ping is the time (approximately) in milliseconds needed for a
packet of information to travel from the client to the server
and then return. Even though the Quake III Arena Internet code
works to make the game playable at most ping rates, lower pings
are always a good thing to have.
Minimum and
Maximum Ping Exclusions
Server administrators now have the option to exclude players
whose pings are too high (connections so poor that the player
cannot reasonably play and is just taking up a space in the
map), or too low (players whose high-speed connection rates are
so good that they may have an advantage over other players
connecting at slower speeds).
These options are turned off by default.
The console command "/sv-maxPing [non-zero
value]" turns the feature on and sets the maximum
acceptable ping value number for a connecting client. Example: /sv-maxPing
450 would lock out players with initial ping connections of
greater than 450.
The console command "/sv-minPing [non-zero value]"
turns the feature on and sets the minimum acceptable ping value
number for a connecting client. Example: /sv-minPing 150 would
lock out players with initial ping connections of less than 150.
It should go without saying that if both these commands are set,
the maxPing has to be greater than the minPing or no one will be
able to connect.
Ping Feedback
The server browser has been modified to give more immediate
feedback on whether a server will provide a satisfactory game
experience for the player. The color of the ping number now
indicates the relative quality of the connection, suggesting
good vs. bad pings. If the ping number is green, it means a good
(< 200) connection. Yellow means marginal (200 to 400) and
Red is considered poor (400+). Finally,a blue ping number
indicates that the player's ping is either too high or too low
based on the server's min or max ping settings.
Mod Feedback
The player's browser now shows the mod, if any, being run by the
server.
Fixes/Additions/Changes
Point Release v1.16i
====================
-fixed CD Key Security Hole
Point Release v1.16h
====================
-fixed splash damage trading armor for health bug
-fixed hang at gamestate/snapshot when server restarts during
long map load
-fixed auto-download time remaining bug
-fixed callvote exploit
-fixed no longer take falling damage when wearing the powersuit
-fixed no longer able to do damage with the gauntlet while in
chat/console mode
-fixed curve lod's are more correctly represented in certain
cases
-fixed win32 executable will recognize a Linux Q3A cd
-fixed dll's load from fs-game path
-added min/max pings to server settings
-added ping information to server browser
-added mod ui
-added auto-downloading
-added allow downloads to menu
-added cl-paks only sent to pure servers
-added make sure file system restarts if a pk3 was
auto-downloaded
-added server browsers shows mod running
Version 0.41 - Jan.19.2000
* Added known issues with A3d
* Updated nVidia driver information
Version 0.4 Jan.7.2000
* Added new features list and fixed bug list.
Version 0.3 Dec.30.1999
* Added "Why does the game sometimes crash if we
callvote to another level while playing CTF?"
Version 0.2 - Dec.29.1999
* Added "I'm dropped back to the menu when the
server changes levels"
* Added "I'm getting stuck at Awaiting
Snapshot..."
* Added "I'm getting stuck at Awaiting Gamestate..."
Version 0.1 - Dec.29.1999
* Initial Release