CPMA 1.33 released

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prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

CPMA 1.33 released

Post by prince1000 »

Code: Select all

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
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Yes! :drool:

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

Gonna try this tonight/tomorrow. :)
Hannibal
Posts: 1853
Joined: Sun Nov 26, 2000 8:00 am

Post by Hannibal »

Hot Diggety Dog Diggety

BOOM!

what ya do to me. :icon28:
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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.
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

yeah i posted that link in my post there sparky
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Captain
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Post by Captain »

So is this going to become the default CPMA version in most servers or will they wait for the final?
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

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.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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.
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

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.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

I would switch to cpm vq3 as well, but it's too late to ask server admins to switch from osp. :s
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

How did I miss this thread? *downloads*
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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:
+JuggerNaut+
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Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

CrinklyArse wrote:How did I miss this thread? *downloads*
you.
CrinklyArse
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Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

What? :ninja:
+JuggerNaut+
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Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

check yo pm's
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