gen-v99b-upgrade.zip
| File name: | gen-v99b-upgrade.zip |
| File size: | 4.67 MB |
| Downloads this week: | 0 |
| Downloads total: | 40 |
| Date Added: | 06-18-2003 |
| Popularity: | 1% |
Short description:
Readme.txt 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
Readme.txt
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 email any bugreports to:
sinwarden@hotmail.com or phoenix9000@planetquake.com.
Provide as much detail as possible. If you're having trouble installing .99b or getting it to work online please read the "troubleshooting.txt" file for assistance.
********************************************
New Features for v99b
********************************************
This is a list of new additions and dramatic changes for 99b. A lot has changed!
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
cg_noPredictLightning 0 or 1
cg_noPredictShaft 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
flipweapon 3 - toggles Doom SSG/12 Gauge
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
-----
Knife, Luger, MP-40, Mortar, Gatling Gun, Dual Gatling Guns, Sniper Rifle, Napalm Launcher, Hand Grenades, Weapon Grapple
Doom
----
Fist, Chainsaw, Pistol, 12 Gauge, Combat Shotgun, Heavy Chaingun, Rocket Launcher, Plasma Rifle, BFG9000, Weapon Grapple
Slipgate
--------
Axe, Boomstick, Double Shotgun, Nailgun, Super Nailgun, Grenade Launcher, Rocket Launcher, Shaft, Weapon Grapple
Strogg
------
Blaster, Shotgun, Super Shotgun, Machinegun, Chaingun, Grenade Launcher, Rocket Launcher, Hyperblaster, Railgun, BFG10K, Hand Grenades, Weapon Grapple
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
Earth gatling gun
Earth Dualgats
Doom Chainsaw
Doom 12 Gauge
Slipgate Boomstick
Slipgate Shaft
Strogg Chaingun
Arena Gladiators Lightning Gun
********************************************
Bugfixes
********************************************
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.
Excessive refire delay for modem players fixed for hand grenades.
Weapons not being selectible during spindown fixed.
CG_autoswitch no longer switches to guns you don't have.
CG_autoswitch no longer switches you if you're holding attack down when you run over a weapon.
Projectiles firing without a muzzle flash on spindown weapons immediately following a spindown fixed.
Muzzle flashes not showing or playing sounds on non-predicted clients (players other than you) fixed.
Quad sound on other clients not playing fixed.
New and improved code handling for patterned hitscan weapons.
Fixed issue with jumppad physics states not being communicated to the server from the client.
Armor showing as red or yellow still when you were completely out has been fixed.
Map-based plasma shooters spawning napalm has been fixed.
Weapon icons in the HUD for teamplay now draw the proper class icons.
Weapon icons now display properly for each class in Simple Items mode.
Note: Ammo icons still show Arena class ammo pickups, same as the 3d models at present.
Misspelling of Disruptor Shield fixed.
Precached all powerups and ammo models so that the "drop" command works properly.
Lost Soul of Vengeance can now be shot down with hitscan weapons.
Missing shader on the Lost Soul's explosion fixed.
In-game Player Generations menu showing Slipgate when Gladiators class selected fixed.
Techs not freeing entities on an empty server fixed. (Crashing Bug)
Tech effects not properly playing and rendering on the client fixed.
Berserker health boost level fixed.
"Phantom Gravity" bug for projectiles fixed.
Class-based
--------------------------------------------
Earth
-----
Earth backpack pickup bug fixed.
Earth sniper rifle echo noise removed.
Earth sniper rifle hiss while online fixed.
Earth single gat spread tightened.
Earth single and Dualgats no longer cause excessive lag.
Earth luger damage lowered and accuracy increased
Earth mortar refire rate lowered slightly.
Earth mortar initial ammo pickup lowered to 5 from 10.
Massive recode to Napalm Launcher.
New stream effect on Napalm Launcher.
Napalm burning damage giving credit to the wrong client fixed.
Napalm launcher underwater effect fixed.
Added new particle effects to Earth weapons.
Added viewkick to Sniper Rifle and Mortar.
Added impressive award for consecutive sniper rifle hits, ricochets, or combinations of either.
Doom
----
Doom's air control has been reduced.
Slight increase to the base movement speed.
Added a delay for Doom to jump again after landing. Doom also can no longer strafe-jump.
Doom SSG excessive knockback fixed.
Doom Plasma rifle knockback slightly increased.
Doom 12 Gauge knockback slightly increased.
Doom now picks up a chaingun instead of plasma rifle for any railgun that's on a level, and slugs now convert to bullets instead of cells.
Doom chaingun and pistol damage lowered.
Doom Chaingun "double firing" added.
Added initial 2 shot accuracy to Doom chaingun.
Added initial shot accuracy to Doom pistol.
Doom fist attack not animating from first person while online fixed.
Doom health counting down from over 100 fixed.
Doom chainsaw excessive lag generation fixed.
Doom chainsaw range shortened and damage cycle slowed.
Doom initial Rocket Launcher ammo pickup lowered to 5 from 10.
Added puffs to Doom weapon impacts.
Improved the BFG9000 damage spread and hit detection.
Sprite graphics on the Doom plasma rifle less blinding and better effects.
Doom weapon switching for chainsaw/fist and Combat Shotgun/12 Gauge not selecting properly after a respawn fixed.
Doom rocket splash radius reduced and splash damage increased. Be careful around those walls, Doom Warrior!
Slipgate
--------
Slipgate axe hit sounds correctly play now.
Slipgate falling damage fixed.
Slipgate rocket speed lowered.
Slipgate armor pickup adjusted.
Slipgate nailgun spread tightened.
Slipgate Nail speeds increased.
Slipgate grenade bounce physics improved.
Slipgate shaft discharge prediction problem fixed. Was worse with pent and infinite ammo.
Improved jumppad physics for Slipgate.
Slipgate rockets more visible.
Slipgate nails more visible.
Added new slipgate particles.
Removed "Slipjumping" and improved the physics for Slipgate.
Strogg
------
Improved physics for Strogg class, added Q2-style strafe-jumping, ramp jumping, and double jumps.
All Strogg BFG damage values and ranges fixed.
Added humiliation award for blaster kills.
Strogg chaingun function converted to work like Q2.
Strogg hyper function converted to work like Q2.
Strogg grenade bounce physics improved.
Added smooth BFG laser effects.
Added improved BFG particle system.
Player firing animations with hyper and chaingun improved.
BFG lasers not drawing to the enemy team when friendly fire is off in a team game fixed.
Strogg rockets more visible.
Strogg chaingun excessive lag generation fixed.
Added new particle effects to Strogg weapons.
Strogg visual weapon kickup fixed.
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.
Knife not sparking against walls fixed.
Knife causing smoke when stabbing players fixed.
Slipgate axe not leaving particle impacts fixed.
Stepslide issue causing Teleporters to weld Strogg's feet to the floor fixed.
Stepslide issue causing Strogg to not be able land on the ledge on q2dm2 after hitting the bounce pad fixed.
Strogg's water exit fixed. Strogg now exits water like any other class.
Napalm cloud not doing self damage in teamplay with FF off fixed.
Torch no longer sets fellow team mates on fire with FF off fixed.
BFG10K laser drawing to predicted client from same team member with FF off fixed.
Torch fired underwater spawning flame clouds at 0,0,0 on the map fixed.
Doom bullet weapons not leaving marks fixed. Changed Doom's particle effects to smoke puffs.
Cg_autoswitch attempting to switch Doom to the plasma rifle instead of the heavy chaingun when you run over a railgun fixed.
Strogg grenade explosion rendering a giant blast on the floor fixed.
Weapon grapple crashing the game to the console with a "cvar update: handle out of range" error when fired fixed. This was a Quake 3 compiler issue.
Denied sound playing when someone grabs a tech and you already have one fixed.
Icons for all classes except ARENA were visible through walls with simple items. Shader problem. Fixed.
********************************************
Known issues
********************************************
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.
Using GENflags 64/65 restricts everyone to gladiator class in DM and TDM.
Tournament mode does not function properly with bots. Real clients can use tournament mode.
Tournament always spawns both competing clients as the same class.
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.
In-game players menu sometimes shows your old class if you switch classes while dead or in spectator mode. Occasionally, your initial "spawn" weapon will be incorrect as well. Both are corrected after you respawn a second time.
Scoreboard shows 0 frags on death following class change.
HUD does not properly reset team frags in every case.
Connecting to server sometimes spawns you as a different class from your last game.
********************************************
Things that we plan to add in the next build
********************************************
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.
New weapons pickup system. This will be tested for playability first, but we plan to implement a modified weapons-stay type of pickup system to eliminate some ammo stacking concerns and improve map balance for all classes.
Weapon animations and new weapon models.
New muzzle flash and even more new particle effects.
Additional player model stances and animations.
Custom model support 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. Custom models could be created for use with a specific class.
Full skin support.
Optional spawn protection
Voting ability for dmflags, Genflags, fraglimit and timelimit
Class-based lava/slime damage effects
New environmental obituaries based on class
Option to choose either Additive dynamic lighting effects or standard Quake 3 dynamic lights
New ammo boxes
Optional control over level item effects. This would allow "classic" style rendering of gettable items. For example, Strogg's weapons would just spin in place, and Doom's weapons could always face you from the same angle. This would be client-side and customizeable to suit your tastes.
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.
Map-based shooters for every conceivable weapon, from a blaster bolt to a BFG.
Map-based lasers.
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!
//EOF
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 email any bugreports to:
sinwarden@hotmail.com or phoenix9000@planetquake.com.
Provide as much detail as possible. If you're having trouble installing .99b or getting it to work online please read the "troubleshooting.txt" file for assistance.
********************************************
New Features for v99b
********************************************
This is a list of new additions and dramatic changes for 99b. A lot has changed!
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
cg_noPredictLightning 0 or 1
cg_noPredictShaft 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
flipweapon 3 - toggles Doom SSG/12 Gauge
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
-----
Knife, Luger, MP-40, Mortar, Gatling Gun, Dual Gatling Guns, Sniper Rifle, Napalm Launcher, Hand Grenades, Weapon Grapple
Doom
----
Fist, Chainsaw, Pistol, 12 Gauge, Combat Shotgun, Heavy Chaingun, Rocket Launcher, Plasma Rifle, BFG9000, Weapon Grapple
Slipgate
--------
Axe, Boomstick, Double Shotgun, Nailgun, Super Nailgun, Grenade Launcher, Rocket Launcher, Shaft, Weapon Grapple
Strogg
------
Blaster, Shotgun, Super Shotgun, Machinegun, Chaingun, Grenade Launcher, Rocket Launcher, Hyperblaster, Railgun, BFG10K, Hand Grenades, Weapon Grapple
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
Earth gatling gun
Earth Dualgats
Doom Chainsaw
Doom 12 Gauge
Slipgate Boomstick
Slipgate Shaft
Strogg Chaingun
Arena Gladiators Lightning Gun
********************************************
Bugfixes
********************************************
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.
Excessive refire delay for modem players fixed for hand grenades.
Weapons not being selectible during spindown fixed.
CG_autoswitch no longer switches to guns you don't have.
CG_autoswitch no longer switches you if you're holding attack down when you run over a weapon.
Projectiles firing without a muzzle flash on spindown weapons immediately following a spindown fixed.
Muzzle flashes not showing or playing sounds on non-predicted clients (players other than you) fixed.
Quad sound on other clients not playing fixed.
New and improved code handling for patterned hitscan weapons.
Fixed issue with jumppad physics states not being communicated to the server from the client.
Armor showing as red or yellow still when you were completely out has been fixed.
Map-based plasma shooters spawning napalm has been fixed.
Weapon icons in the HUD for teamplay now draw the proper class icons.
Weapon icons now display properly for each class in Simple Items mode.
Note: Ammo icons still show Arena class ammo pickups, same as the 3d models at present.
Misspelling of Disruptor Shield fixed.
Precached all powerups and ammo models so that the "drop" command works properly.
Lost Soul of Vengeance can now be shot down with hitscan weapons.
Missing shader on the Lost Soul's explosion fixed.
In-game Player Generations menu showing Slipgate when Gladiators class selected fixed.
Techs not freeing entities on an empty server fixed. (Crashing Bug)
Tech effects not properly playing and rendering on the client fixed.
Berserker health boost level fixed.
"Phantom Gravity" bug for projectiles fixed.
Class-based
--------------------------------------------
Earth
-----
Earth backpack pickup bug fixed.
Earth sniper rifle echo noise removed.
Earth sniper rifle hiss while online fixed.
Earth single gat spread tightened.
Earth single and Dualgats no longer cause excessive lag.
Earth luger damage lowered and accuracy increased
Earth mortar refire rate lowered slightly.
Earth mortar initial ammo pickup lowered to 5 from 10.
Massive recode to Napalm Launcher.
New stream effect on Napalm Launcher.
Napalm burning damage giving credit to the wrong client fixed.
Napalm launcher underwater effect fixed.
Added new particle effects to Earth weapons.
Added viewkick to Sniper Rifle and Mortar.
Added impressive award for consecutive sniper rifle hits, ricochets, or combinations of either.
Doom
----
Doom's air control has been reduced.
Slight increase to the base movement speed.
Added a delay for Doom to jump again after landing. Doom also can no longer strafe-jump.
Doom SSG excessive knockback fixed.
Doom Plasma rifle knockback slightly increased.
Doom 12 Gauge knockback slightly increased.
Doom now picks up a chaingun instead of plasma rifle for any railgun that's on a level, and slugs now convert to bullets instead of cells.
Doom chaingun and pistol damage lowered.
Doom Chaingun "double firing" added.
Added initial 2 shot accuracy to Doom chaingun.
Added initial shot accuracy to Doom pistol.
Doom fist attack not animating from first person while online fixed.
Doom health counting down from over 100 fixed.
Doom chainsaw excessive lag generation fixed.
Doom chainsaw range shortened and damage cycle slowed.
Doom initial Rocket Launcher ammo pickup lowered to 5 from 10.
Added puffs to Doom weapon impacts.
Improved the BFG9000 damage spread and hit detection.
Sprite graphics on the Doom plasma rifle less blinding and better effects.
Doom weapon switching for chainsaw/fist and Combat Shotgun/12 Gauge not selecting properly after a respawn fixed.
Doom rocket splash radius reduced and splash damage increased. Be careful around those walls, Doom Warrior!
Slipgate
--------
Slipgate axe hit sounds correctly play now.
Slipgate falling damage fixed.
Slipgate rocket speed lowered.
Slipgate armor pickup adjusted.
Slipgate nailgun spread tightened.
Slipgate Nail speeds increased.
Slipgate grenade bounce physics improved.
Slipgate shaft discharge prediction problem fixed. Was worse with pent and infinite ammo.
Improved jumppad physics for Slipgate.
Slipgate rockets more visible.
Slipgate nails more visible.
Added new slipgate particles.
Removed "Slipjumping" and improved the physics for Slipgate.
Strogg
------
Improved physics for Strogg class, added Q2-style strafe-jumping, ramp jumping, and double jumps.
All Strogg BFG damage values and ranges fixed.
Added humiliation award for blaster kills.
Strogg chaingun function converted to work like Q2.
Strogg hyper function converted to work like Q2.
Strogg grenade bounce physics improved.
Added smooth BFG laser effects.
Added improved BFG particle system.
Player firing animations with hyper and chaingun improved.
BFG lasers not drawing to the enemy team when friendly fire is off in a team game fixed.
Strogg rockets more visible.
Strogg chaingun excessive lag generation fixed.
Added new particle effects to Strogg weapons.
Strogg visual weapon kickup fixed.
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.
Knife not sparking against walls fixed.
Knife causing smoke when stabbing players fixed.
Slipgate axe not leaving particle impacts fixed.
Stepslide issue causing Teleporters to weld Strogg's feet to the floor fixed.
Stepslide issue causing Strogg to not be able land on the ledge on q2dm2 after hitting the bounce pad fixed.
Strogg's water exit fixed. Strogg now exits water like any other class.
Napalm cloud not doing self damage in teamplay with FF off fixed.
Torch no longer sets fellow team mates on fire with FF off fixed.
BFG10K laser drawing to predicted client from same team member with FF off fixed.
Torch fired underwater spawning flame clouds at 0,0,0 on the map fixed.
Doom bullet weapons not leaving marks fixed. Changed Doom's particle effects to smoke puffs.
Cg_autoswitch attempting to switch Doom to the plasma rifle instead of the heavy chaingun when you run over a railgun fixed.
Strogg grenade explosion rendering a giant blast on the floor fixed.
Weapon grapple crashing the game to the console with a "cvar update: handle out of range" error when fired fixed. This was a Quake 3 compiler issue.
Denied sound playing when someone grabs a tech and you already have one fixed.
Icons for all classes except ARENA were visible through walls with simple items. Shader problem. Fixed.
********************************************
Known issues
********************************************
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.
Using GENflags 64/65 restricts everyone to gladiator class in DM and TDM.
Tournament mode does not function properly with bots. Real clients can use tournament mode.
Tournament always spawns both competing clients as the same class.
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.
In-game players menu sometimes shows your old class if you switch classes while dead or in spectator mode. Occasionally, your initial "spawn" weapon will be incorrect as well. Both are corrected after you respawn a second time.
Scoreboard shows 0 frags on death following class change.
HUD does not properly reset team frags in every case.
Connecting to server sometimes spawns you as a different class from your last game.
********************************************
Things that we plan to add in the next build
********************************************
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.
New weapons pickup system. This will be tested for playability first, but we plan to implement a modified weapons-stay type of pickup system to eliminate some ammo stacking concerns and improve map balance for all classes.
Weapon animations and new weapon models.
New muzzle flash and even more new particle effects.
Additional player model stances and animations.
Custom model support 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. Custom models could be created for use with a specific class.
Full skin support.
Optional spawn protection
Voting ability for dmflags, Genflags, fraglimit and timelimit
Class-based lava/slime damage effects
New environmental obituaries based on class
Option to choose either Additive dynamic lighting effects or standard Quake 3 dynamic lights
New ammo boxes
Optional control over level item effects. This would allow "classic" style rendering of gettable items. For example, Strogg's weapons would just spin in place, and Doom's weapons could always face you from the same angle. This would be client-side and customizeable to suit your tastes.
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.
Map-based shooters for every conceivable weapon, from a blaster bolt to a BFG.
Map-based lasers.
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!
//EOF







