Releases: Irbyz/aftershock-xe
Releases · Irbyz/aftershock-xe
Revision 329
2021-03-04 AfterShock XE Revision 329
- Added sha256 implementation from Linux kernel.
- Implemented minigames, simple action-based games to be optionally
played during warmup. First minigame: collect spawn points
and gain quad when completed (timed),g_minigame <0|1>
to disable or
enable. - Added
cv
alias forcallvote
command. - Fixed a bug when player names were wrongly displayed in multiview
when focused by crosshair. - Fixed a bug when
coinflip
didn't return properly randomised
results. - Added practice mode (backport from AfterShock XE EX). This is a new
mode that will switch between infinite ammo and no damage to limited
ammo and damage enabled. Note that the effect of practice mode will
only apply to freshly spawned clients.practice
toggles practice mode.g_practice <0|1>
sets practice mode on the server:0
- off = infinite ammo and no damage,1
- on = limited ammo and damage enabled.
g_practiceDefault <0|1>
- sets default mode for practice mode on
every map restart.g_practiceLock <0|1>
- when set, will disable the client's ability
to toggle practice mode.
- Added
g_newTeleportHeight <0-64>
(backport from AfterShock XE EX).
Setting it above0
will raise the teleport height position after
going through a teleport. - Added Two new shotgun pellet patterns:
gaussian
andcircle
.
Available through cvarg_sgPattern
(votable if included in
g_voteNames
).
Default iscircle
, a compromise in terms of damage between the
vanilla OA shotgun pattern and the previously available AS one, while
providing a better distribution than vanilla OA. - Added a way to tame
g_thrufloors
splash damage. Previously this
took values of0
and1
(disabled and enabled). Four new fixed
values are now accepted:full
- walls ignored for splash damage, previous1
value),high
- overall reduction to 66% damage relative tofull
,medium
- overall reduction to 50% damage wrtfull
,low
- overall reduction to 37.5% damage wrtfull
.
- Weapon accuracies are now displayed on the scoreboard for all
gametypes except Duel and CTF. Only own stats are shown, except at the
end of the match or while spectating. - Added location ping feature. Players can bind a key to
locPing
and
use the command to place an icon as a means of communication in team
matches. - Added GUID info to the server stats (GUID is buggy, but a fix exists
and could be accepted in ioq3/OA in the near future).
Revision 328
2019-02-12 AfterShock XE Revision 328
- Fixed a bug when the server would crash when a player enters the
minefield on ra3mp7 map. switchserverforce
now supports*
to move all clients to another
server at once.- Fixed a bug when the timer would get offset for clients after a
timeout - Added Bench mode. Set
g_bench
to1
to activate it.
If teams are uneven, it will leave players dead next round to have
equal sized teams. Players get a message when they dont get to play a
round.
There's a priority list for players to play next round:- players that survived last round,
- players that did not play last round, the longer not played
the more preferred, - players that survived longest last round.
So the first person on the team to die will sit on the bench (spectate)
next round. If the whole team survived the benched player remains on
the bench.
Bench mode was currently only tested on g_gametype 8
so leave it at
0
on other gametypes for now.
- Added a number of alternative ways to calculate sensitivity depending
on the FOV.cg_zoomSensitivityASmode
selects what algorithm is used:0
(default) - old Quake 3 and OA algorithm based for
calculating zoom sensitivity based on vertical FOV,1
- calculates zoom sensitivity based on the formula from this
page:
https://openarena.fandom.com/wiki/Configuration_examples/Scale_mouse_sensitivity_with_zoom,2
- based on the above formula but also calculated when
unzoomed for people with a different FOV for each weapon,3
- similar to the old Q3/OA algorithm but based on horizontal
FOV instead and also calculated when unzoomed.
g_zoomSensitivityAScorrection
sets the factor applied after the
algorithm to do fine tuning (default is1.0
).cg_fovbase
- assumes thesensitivity
is set for this horizontal
FOV.
- Fixed a bug when
.html
stats files would not get saved on CTF and
TDM. - Now after a map was voted and played, the rotation resumes from the
same point. - It's now possible to add the same map to the rotation several times
or add several arenas from the same RA3 map. - Added TAB completion for GTV
commands. - Added an option for map selector at the end of a map.
Setg_useMapcycle
to2
to activate it. It will present players with
5 maps from themapcycle
section of mapcycle config. Players should
usevote <1-5>
to cast their vote for a next map. - Crosshair is now shown in multiview mode.
Revision 327
2019-01-21 AfterShock XE Revision 327
- Fixed a bug when One Flag Capture's white flag was displayed in other
modes on some maps. - Fixed a number of multiview bugs.
- Added TAB completion for a number of console commands.
- Added
coinflip
command to flip a coin. - Fixed a bug when players would get disconnected from a server after
callvote shuffle
- Fixed a bug when spectators would accumulate extra deaths.
- A map will no longer reload instead of restarting when there's no
rotation or next map on the rotation is the same map. - Added
switchserverforce
command to forcibly switch a client to
another server.
Usage:switchserverforce <client number> <ip:port>
. - Added Rocket Arena 3 multi-arena maps support.
- Use teleporters in the lobby arena on a RA3 map to access other
arenas orarena <number>
. g_lockArena <number>
allows forcing everyone into the same arena
and locking it. If it's set to0
(the default) people will spawn in
the lobby arena and there will be no lock.
g_lockArena
is votable by default (included ing_voteNames
).callvote <RA3 map name> <arena number>
to vote for a particular
arena (it automatically setsg_lockArena
to the<number>
you chose), for examplecallvote map ra3map20 4
.
If you just docallvote <RA3 map name>
without specifying a number
of the arena it will keepg_lockArena
on the same value it used to
have.- RA3 map's arena can be added to mapcycle config with
<ra3 map name> <minimum number of players> <maximum number of players> <arena number>
, for examplera3map20 6 10 4
.
- Use teleporters in the lobby arena on a RA3 map to access other
- Added a posibility to use custom votes without the word
custom
.
So instead ofcallvote custom <vote name>
you can docallvote <vote name>
. For examplecallvote ctf
instead of
callvote custom ctf
. - Now on
callvote <map name>
a map image is displayed in the top-left
corner.
Revision 326
2018-12-22 AfterShock XE Revision 326
- Added
g_legacyWeaponAmmo
cvar.- When set to
0
weapons you pick up will always add the "standard"
amount of ammo and all ammo you picked up before picking up a weapon
will be kept. - When set to
1
(default) weapon pickups will fill up the ammo of a
player to "standard" amount and add 1 bullet if already reached the
"standard" amount and if you picked ammo before picking a weapon it
will add 1 bullet.
- When set to
- Added
g_allowKill -1
that allowskill
during warmup but disables
it during the game. g_gametype 5
(One Flag Capture),6
(Overload) and7
(Harvester)
names are now properly displayed on the map loading screen.- On instagib the scoreboard now shows Railgun accuracy instead of
damage done and received. - Death and award count are now kept when switching team or joining
spectators. When joining spectators it adds 1 more death unless a
player was already dead. - Backported
g_timestamp
from OpenArena gamecode. - Fixed a bug when powerups would run out during a timeout.
- Fixed a bug when sound cues for flag dropped/taken would not play.
Revision 325
2018-10-27 AfterShock XE Revision 325
- Added cvars to change weapon properties:
g_gauntletRate
,g_gauntletDamage
,g_machinegunRate
,g_machinegunDamage
,
g_machinegunDamageReduced
,g_machinegunDamageTeam
,
g_machinegunSpread
,g_shotgunRate
,g_shotgunDamage
,g_shotgunCount
,
g_shotgunSpread
,g_plasmaRate
,g_plasmaDamage
,g_plasmaSplashDamage
,
g_plasmaSplashRadius
,g_plasmaVelocity
,g_lightningRate
,g_lightningDamage
,g_lightningDamageReduced
,
g_lightningRange
,g_grenadeRate
,g_grenadeDamage
,g_grenadeSplashDamage
,
g_grenadeSplashRadius
,g_grenadeVelocity
,g_grenadeLifetime
,g_rocketRate
,g_rocketDamage
,g_rocketSplashDamage
,
g_rocketSplashRadius
,g_rocketVelocity
,g_railRate
,g_railDamage
,g_railDamageReduced
,g_bfgRate
,g_bfgDamage
,g_bfgSplashDamage
,
g_bfgSplashRadius
,g_bfgVelocity
.
- Now during a warmup "Warmup" sign is shown instead of bogus round
time. - The round timer in Elimination mode now stops during a timeout.
Revision 324
2018-10-08 AfterShock XE Revision 324
- Speaker sounds are no longer played if
s_ambient
is set to0
. - Fixed a bug when the "quad factor" was applied twice to Machinegun.
Revision 323
2018-09-12 AfterShock XE Revision 323
- Added an option for spectators to see when players use zoom:
cg_spectatorZoom 1
(default) = on,cg_spectatorZoom 0
= off (old behavior).
- Improved demos compatibility with
q3mme by moving changes to the
bottom of the event and item list so that the other elements are in the
same order as in vanilla Quake 3.
Revision 322
2018-08-31 AfterShock XE Revision 322
- Added an experimental ASXE ruleset based on AS one with a very light
version of air control. This ruleset will be shaped with community
feedback to create a better default ruleset for the mod. - Added CPM and QW rulesets with
g_ruleset
cvar that replaces
g_aftershockPhysic
.
Available options are:as
(default),asxe
,vq3
,cpm
,qw
.
- Added
callvote ruleset
. - Removed unused movement checks.
Revision 321
2018-08-13 AfterShock XE Revision 321
- Added
g_furthestTeamSpawns
, default is0
.
Ifg_furthestTeamSpawns
is1
and the mode is CA/Elimination, a
random spawn point will be picked for one team and the other team will
be spawned at the furthest away spawn point. The same two spawn points
will be used every round but the teams will switch between them
alternatingly. - Global sounds and ET_MOVER loop sounds are no longer played when
s_ambient
is0
. - Spawn and teleport bug fixes.
Revision 320
2018-08-09 AfterShock XE Revision 320
- Flag icons on the HUD are now properly displayed for spectators.
- Fixed a bug when players would still get stuck on the same spawn
point on some maps.