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List of changes Please read through this file to see what's changed and what hasn't. BE SURE to read the "Known Issues" section BEFORE submitting any bug reports. This is still a beta build and we always want to hear about any bugs that we might have missed, but we don't need to hear about the ones we already know of. If you DO happen to run across a bug then please check out the bug reporing section at http://forums.wireheadstudios.org Provide as much detail as possible. If you're having trouble installing .99d or getting it to work online please read the Troubleshooting section for assistance. ******************************************** This is a list of new
additions and dramatic changes for 99d. Some changes are
listed in the manual. You DO read the manual, don't you?
Please check it out after reading through this file. A
lot of questions you might have can be answered either
here or there. General Features The "Large map" load bug has been fixed. This was due to a pointer glitch and was corrected during the streamlining process of the client-side program code. Maps that failed to load under v0.99c should load under v0.99d. This has been tested without any failures to date. Known maps affected included Gen-q2dm1 and painfromspain. The menu system now supports model and skin selection for each class. The main setup screen allows you to cycle through each generation and select which model and skin you would like to use whenever you become that Generation in play. Changes will be reflected the next time you join a server. Choosing a new model or skin while in gameplay will be noticeable as soon as you die or bring up the scoreboard. In Team games, only the skins for the team you are currently with will be visible. If you have not selected a team or you are at the main setup screen this will default to Red but will display the proper team color once you join the game. We've added Crosshair Health functionality back into Generations. This has been missing from Quake 3 for some time now. This option is selectable through the Game Options portion of the Setup menu. Dynamic light controls have been added to the menu system under Game Options. If you haven't been playing with dynamic lights turned on you're missing some really sweet eye candy! Demo recording is now possible regardless of whether or not the server is running g_synchronousclients 1. The new /demorecord command is explained in detail below. The Doom model has received an extra skin as well as a new head! You can select to see through his facemask or remove the helmet entirely, or you can stay with the classic Id design with the non-see through faceplate. We've added in some new obituaries for lava, slime, and drowning, and brought back some old ones, too. The environmental hazard damage behavior has also been modified to function as it did in Quake 2. We felt the damage behavior for slime and lava was far too severe in Quake 3 so this has been modified across the board for all classes. You'll like the change. The Arena Gladiator and Strogg Trooper bots now have their own custom railgun colors. Pay attention to the color on that spiral! Server-side spawn protection has been added. This is controlled by the g_spawnprotect variable. Spawn protection remains until either the timer expires, fire a weapon, or suffer an inescapable death such as being squished or falling into the void. Simple items icons have been added for all classes. If you prefer to keep it simple then simple is how we've kept it. Weapons that share ammo typically get the same colored icons or very similarly colored. The ammo icon color will usually match the appropriate weapon color, and the icons were made as intuitive as possible. There should be no confusion about which ammo type you're picking up with Simple Items in use. Doom has a new armor system, more in line with the armor system in the original Doom. While the pickup quantities are half of what they were in Doom (same thing we did with Slipgaters) the absorption behavior is the same. This was somewhat of a balancing issue as well as bringing things in line with the original game. The colors are still yellow and red instead of green and blue for the moment. This will change later. Picking up weapons has become a bit more consistant as well. Our new weapons pickup system no longer penalizes you for grabbing ammo before you grab a gun. If you don't have a weapon you will be given the weapon's normal ammo amount regardless of how much ammo you have currently. Otherwise if you're out of ammo you'll be brought back to the minimum quantity. Camping a gun when you've got plenty of ammo will result in getting exactly 1 unit of ammo regardless of what you're packing. Guns dropped by other players will always be loaded, however, so be sure to pick them up whenever you can. Commands and Cvars Demorecord [demoname] Records a demo. If demoname is not specified it will record to demoxxxx, where xxxx is a number that will increment with each new recording. This is primarily for recording demos when playing a game on the net or a LAN where the recording computer is not hosting the game. If playing a local bot match or hosting a as a listen server it will result in a choppy demo. If you are playing with bots or are hosting a LAN on a listen server we recommend setting g_synchronousclients 1 and using the "Record" command. kill - kills you normally. We changed the /kill command to just make you die now. gib - gibs you. If you want to suffer a
full-body explosion just type /gib and you will. (This is
the same as the normal Q3 /kill command). Added cvars: g_spawnprotect - Spawn protection. Options are: 0 - No protection We recommend using a low number between 3 and 5. That's usually enough time to get moving and grab a weapon if you spawn in the middle of an intense fight. This is a server-side cvar and cannot be voted. The dynamic lighting variables have been available from the console, but they are now available through the menu system Options are: cg_dlightLevel - This variable gives players greater value over dynamic light levels. It has no effect if dynamic lights are disabled. 0 - basic. Shows dynamic
lights for muzzle flashes only. cg_dlightLightning - Another dynamic variable which dynamic light spawns on the Slipgate lightning trail. 0 - Off. cg_dlightFlame - Another dynamic variable which controls dynamic light spawns on the Earth Napalm. Lights always render 1 light for every 2 projectiles. 0 - Off. cg_crosshairhealth - Changes the crosshair color to reflect how seriously injured you are. Options are: 0 - off ******************************************** Here is a list of changes from 99c to 99d, including many bug fixes. Weapons rendering code
fully optimized. ************************************************** The in-game server browser is now fixed. It should report any Generations servers it can find. Give it some time to scan, then hop in a game. You can always add servers to your favorites for the next time you want to play. Custom model support has been added on a per-class basis. Models will be restricted to certain classes. Example: You can select the TankJr model if you're Strogg class, but not if you're Doom class. For which models are available for each class, please check the Generations Arena Manual. Please note these are currently restricted to the existing models within Generations. Model changes will be deferred to the scoreboard or player death, as in normal Q3 gameplay, and will update immediately in spectator mode unless you're following another player. Custom models could be created for use with a specific class later down the road. We do not encourage this at this time as we still have new animation stances to add in. Third party model support will be a feature in Generations 1.0 and an SDK produced at that time. Maps will now continue to rotate even if a server is empty. This ensures there will always be a good variety of maps in play at any time, and you should almost never connect and see the game sitting at a scoreboard anymore! BOTS now work properly for Tournament mode. Feel like a little 1 vs 1 practice? Not a problem. We've added an option to choose either Additive dynamic lighting effects or standard Quake 3 dynamic lights. See the "New Commands and Cvars" section for details. Additive dynamic lights work better to light up dark areas in a more realistic manner, whereas Quake 3's standard "mutiply" lighting tends to make bright areas brighter and not light dark areas. New ammo and health boxes have been modeled and added in. We've added voting ability for dmflags and Genflags. Want a Doom vs Slipgate game with all weapons? No problem. See the Commands and Cvars section for details. Map-based shooters have
been added for every conceivable weapon, from a blaster
bolt to a BFG, including Q2-style lasers and even Q1
style lavaballs. A SDK and some sample maps will be
forthcoming for this. Commands and Cvars Addbot addbot - [botname] [skill] [team] [msec delay] [altname] Adds a bot to the game.
"Skill" represents the bot's skill, from 1 to
5. Bots no longer need to have their class specified as
in v.99b, this is automatically assigned by the game. Fmodel - [model/skin] "Full Model" command. It works the same way as the "model" and "team_model" commands, except it sets teamplay, headmodels, and FFA models all at the same time. You like "Doom/red" for FFA, teamplay, and don't feel like messing with headmodels? Just type "/fmodel doom/red" from either ffa or teamplay. Please note that if you prefer to use a separate team model or head model you will still have to set these manually. Please note that models MUST be set from the console for now. The UI will support model changes later. Added cvars: Since Generations 99c now features support for models in each class, we have included "model memory" for each class. Whenever you return to a class you will have the same model and skin from the last time you used it. These are set automatically when you select a model in the game. Say you were switch to the "crash/blue" model as a Doom Warrior. You then hop over to Slipgaters for a while, and decide to rejoin the Doom Warriors. You'll be right back to using "crash/blue" as a Doom Warrior again. Teamplay models are remembered separately from FFA and tourney. Here are the cvars for each class's model memory. These can be set manually but it is advised to let the game handle this. earth_model earth_teammodel cg_dlighttype - controls the behavior of dynamic lights. Options are: cg_dlighttype 0:
default. Q3 standard "multiply" dynamic lights Option 2 is recommended only for VERY fast video cards. It also limits the number of lights that can be added to the scene. It is best used with lower cg_dlightlevel values, such as the "muzzle flashes only" setting. Use this cvar in conjunction with cg_dlightlevel. DMFLAGS have been changed to reflect a new setup as well. If you're having trouble please check your autoexec.cfg file. DMFLAGS No Health 1 "No Spectator" has been disabled and will probably be changed to a different function later. /callvote dmflags # will
allow voting on the server if g_allowvote is enabled GENflags - used to restrict certain classes. If a player attempts to choose a restricted class, they will be unable to. Default value is 0. Genflags are "latched" and any changes will not take effect until the map cycles or a warmup completes. If genflags are changed and your class is no longer allowed you will be put back into spectator mode and allowed to choose a new class. If random class is required on a server you will automatically randomize after a map change. Setting 63 (everything banned) has a failsafe and will force back to the default 0. 0 - standard, all
classes allowed Single-class server setup 62/30 - Earth Only You can set up a server to only allow one specific class, like only Doom Warriors or only Earth Soldiers. Instead of figuring the values all out by hand, we've done that for you. Either of the two values listed will work as Random Class is automatically disabled when only a single class is permitted. While Arena-only may seem kind of pointless (after all, why not just play Q3?) remember that you still have access to Gen's other nifty features, like the CTF techs and the Lost Soul of Vengeance. Setting 31 enables all 5 classes and forces randomized class, for some REALLY chaotic action! /callvote Genflags #
will allow voting on the server if g_allowvote is
enabled. New team mode: There is a new team
mode: Team Dedicated. This is a dedicated spectator mode
that is primarily designed for use in tournement play
when you only want to watch and not cycle into play, but
can be set at any time from the console. Players can step
into and out of line to play through the Join menu in
tourney. ******************************************** Here is a list of changes from 99b to 99c. Some changes might not have been completely documented, but it's here for the curious. Full code update to 1.32
compatibility ******************************************** Commands and Cvars A few new commands and cvars were added and a few changed. Please take note. Dmflags 2048 now ENABLES
ctf techs instead of DISABLING ctf techs. The
autoexec.cfg file and all gameplay.cfg files have been
modified to reflect this. Server admins - you'll need to
update any custom map rotation cfg's you have. If a level
loads with techs and you don't want them then subtract
2048 from the dmflags statement for that level's config.
To add techs just add 2048, simple as that. The reason
for this change was to simplify the handling of other
DMFlags such as fully loaded, infinite ammo, no health,
etc. New Cvars cg_noPredictFlame 0 or 1 Setting any of these to "1" will render the stream effect from where you really are on the server as opposed to your predicted muzzle point. This renders the stream along the EXACT damage path. It does disconnect the graphic from your predicted player so the graphic will "lag behind" but it is a good aid for high pingers to see where they are really shooting. Setting to 0 renders normal Q3-style. cg_truelightning now works for shaft as well as Q3 lightning. It also has been fixed to render properly from third person. Bear in mind this is really PREDICTED lightning and was only intended for LAN games where there is minimal lag if any. If cg_truelightning is set to 1 and cg_nopredictshaft is set then cg_nopredictshaft takes precedence. Same goes for cg_nopredictlightning. New commands flipweapon 1 - toggles
Doom chainsaw/fist The flipweapon command is ONLY useable for the Doom Warriors class. Each weapon can still be selected manually. Only 1 and 3 are valid numbers. This command can be bound to any key. This is bound in the doom.cfg file by default. This fixes the weapon switch respawn bug (see bugfixes). g_botsoff 1 or 0 This requires a
map_restart. Setting to 1 freezes bots in place on spawn.
This is primarily a development tool. Server admins
should always have this set to 0 if they are running
bots. It is defaulted to 0 in the autoexec.cfg file. Sgt. Blaze Sgt. Blaze has had a
face lift and is sporting a new look for his Barrett
M82A1 Sniper Rifle. He also has an all-new Napalm
Launcher code that is twice as devastating as the
original and a hundred times more net friendly. Earth
class is a force to be reckoned with, and now Blaze looks
every bit the true soldier he is. Class.cfg System The class.cfg system now
entirely client-side and should always exec properly for
the right class. There should be no more instances of
running the level as one class and having the keybinds of
another. Weapon Switching One major complaint from .99a has been the weapon switch orders. This has been improved radically. The guns for Earth, Doom, Slipgate, and Strogg now cycle with weaponprev and weaponnext in the order of the numbered keys that come with the default class.cfg files. If you're Slipgate and wielding the Boomstick then weaponnext will send you to the SSG, but weaponprev will try the shaft, then RL, then GL, etc, in that order. If you have weapon grapple that is counted last, after hand grenades if any. Hand grenades follow the BFG for Strogg and Napalm Launcher for Earth. This applies to the WeaponNext and WeaponPrev commands for Earth, Doom, Slipgate, and Strogg ONLY. Arena Gladiators are unchanged and never had any issues there. With the exception of the Doom chainsaw weaponnext and weaponprev will not cycle you to a melee weapon. A cvar to allow this might be added for 1.0, as well as an optional safety on cycling to explosive weapons. Also note these switch orders are hardcoded to match the default numerical sequence in the .cfg files included in the update. A custom switch order right now is beyond the scope of this release and might be added to v 1.0 as well as a customizeable Unreal-Tournament style weapon weight system on a per-class basis. Here's the current weapon order breakdown: Earth Doom Slipgate Strogg As you can see it's the classic switch orders with a few minor changes. Weapon grapple is added to the end of the switch list so that if it's enabled on the server it shows in the weapon rotation. Otherwise the orders match the default keyboard number orders in the .cfg files for each class and generally run from weaker to stronger. Weaponnext cycles forward through the list for whatever class you're in, and weaponprev cycles backwards. The icons on the HUD now reflect this new order as well. Out of ammo quantities have been tweaked to show the circle-slash icon over the ammo if you can't fire the gun, period. We'll use the Doom list as an example here. If you have 39 cells and switch guns the BFG9000 icon will have the little "no ammo" icon over it, but the plasma rifle will not. Same applies to having 1 shotgun shell and looking at the Combat Shotgun. It will have a no-ammo icon while the 12 Gauge will show as having ammo. Playing with infinite ammo will never show the out of ammo icon obviously. Running out of ammo now switches you to the most powerful gun in your inventory! The game takes a look at the list and counts backward. If you have a BFG (and enough ammo) that's what you'll switch to when you run out of ammo from another gun. If not it will keep counting backward until it hits something shootable. If you run out and end up with the chainsaw in view then rush 'em and pray, you're out of everything including luck! Running out of ammo will never auto-switch you to hand grenades or weapon grapple (except Arena Gladiators) and will never switch Doom to the fist (why go to fist when you have a chainsaw?). Those must all be selected manually. Dynamic lights were added to the blaster and hyperblaster bolts. Light up the level with a golden glow. Collision detection has been improved for some missile weapons, namely the two BFG's. The big green ball is a bit harder to dodge in close quarters. Brushing a passing BFG projectile will make you wish you hadn't. CTF techs have improved player feedback. They play a "denied" sound if someone who's not on your team grabs it before you do. If you already have a tech in your possession then the sound will not play. Several of the weapons have been "delagged". This does not mean "unlagged" in the senst that you put the crosshair on someone and they die instantly when you have 300 ping. What this means is that they don't overload your connection unnecessarily, making net play much more friendly. The weapons included are: Earth Napalm Launcher ******************************************** This is a list of
various fixes and changes from .99a to .99b. As you can
see we've been busy. Scroll through the list and see
what's been changed. General Excessive spindown
delays for modem players fixed for hyper, plasmagun, and
Strogg chaingun. Weapon icons in the HUD
for teamplay now draw the proper class icons. Precached all powerups
and ammo models so that the "drop" command
works properly. Techs not freeing
entities on an empty server fixed. (Crashing Bug) Berserker health boost
level fixed. Class-based Earth Doom Slipgate Strogg Bugs created/fixed
during 99b testing These bugs were generated and fixed during the process of upgrading the code from .99a to .99b. Jumppad physics for Doom
modified to better handle his reduced air control. ******************************************** These are things that we know about and have not fixed at this point, so there's no need to send us a bug report. Not everything can make it into this beta, so if something is on this list it will almost certainly be changed for v1.0. Using cg_shadows 2 may cause the raildiscs with cg_oldrail 1 to disappear from the backside on certain graphics cards. This is a rendering issue internal to the Quake 3 engine. CTF techs will sometimes leave play if you fall into Fog of Death. This is most noticeable on maps such as Grim Dungeons. Timeaccel can cause a poor modem connection to lag. This has to do with the nature of the tech's doubling of your fire rate. Deflector shield for client 0 on listen causes missile projectiles to receive a shell when you're being damaged. You can only see this if you're the client 0 and you're being damaged. So far this does not occur over a dedicated server and is never visible to other clients. Changing class generates a 2-7 second lag spike during death/respawn as well as on initial connect for a modem player. This has to do with the server-client "configstring" transmission. A workaround is forthcoming for 1.0. Certain missile projectiles do not leave bubble trails underwater. Scoreboard shows 0 frags on death following class change. HUD does not properly
reset team frags in every case. ******************************************** This is not a comprehensive list, but here's a preview of what's to come for 1.0. Recode of the CTF spawn functions. This will fix the issue with techs going out of play and also allow instant adding or removing of techs without the need for a map restart. Optional ability to restrict or add multiple techs. For example, you could load a game with 7 timeaccel techs or 1 of each tech except timeaccel. This would be great fun when combined with new GAMEPLAY modes such as instagib. Weapon animations and new weapon models. New muzzle flash and even more new particle effects. Additional player model stances and animations. New weapon frames system to handle all weapon functions and animations. Menu-driven bot support. Bot models and logic will be driven by class. Every bot class will understand how to use each of their weapons. Exploding barrels and breakable glass. New train funcs for mappers. New and improved sound effects. Custom gibs per-class
with damage direction and speed mapped to gib speed and
angle. Proposed Gameplay Modes Here's a list of a few suggested gameplay modes for the future 1.0 version. This list is not definite and is subject to change at any time. SINGLE PLAYER: Standard Quake 3 Single Player, but the bots will be spawn as specific Generations classes. GENERATIONS SINGLE PLAYER: Like standard Quake 3 single player, but for Generations with our own custom maps and format. ONE-FLAG CTF: Just like in Team Arena. RESURGENCE: It's you and your comrades (or just you) against an invading horde of monsters. Can you defeat the monster invasion or will you just die trying? Visit the Wirehead website for more updates and information concerning Resurgence. This gameplay mode has been cleared with Id Software. BLAST CHAMBER: Play under the threat of a nuclear holocaust. Players contend for the Blast Key which has to be taken to the Blast Computer to activate the countdown. Then it's a fight to get to safety before the level glows. The reward for setting off the nuke? You get all the frags. BLAST CHAMBER CTF: CTF with the threat of a nuclear holocaust. This time each team has a blast key in their base. You have to get into their base, steal the key, and take it back to your launch computer. The reward? Your base becomes the safe zone. The drawback? The enemy will be coming in force, IF they can make it in time. The team to nuke the other team the most wins. MELTDOWN: BLAST CHAMBER playmode that is similar to one-flag CTF. A key spawns on the map between two opposing bases. Your team has to get the key into the other team's base and activate their self-destruct. Your base becomes the safe zone. The team to nuke the other team the most wins. Watch the WireHead site for more info on Generations as it happens!
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