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
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.
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.
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.
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: