AirQuake 2 - by the QUAARD Team



What's new to this version ?
----------------------------
+++v0.8+++
- further code cleanup 
- damage of brakes, gear, weaponbay and autopilot now shown on HUD
- triggers now can be activated by damage (set their health value!)
- trees now drop to floor on startup
- implemented object_tree_multiple
- new weapon models for all AAMs
- Jammer now shows 1 when on and 0 when off
- vehicle updates (model/skin fixes)
- further work on drone spawn-points (NEEDS TESTING!)
- flare ejection fix
- slightly increase jammer range
- increased lock cone of LGBs
- minor loadout changes
- pickle-bug fixed
- implemented M1A2
- slightly increased topspeed of all ground vehicles
- mutliple death-message bug should be fixed 
- fixed autocannon bug (after changing vehicles)
- built in some new death messages
- implemented Su24
- fixed some pickup-problems
- minor bugs

+++v0.795+++
- significantly increased gunbarrel vertical range, should make ground vehicles more attractive
- implemented cmd "eject" - will be used later for LQMs to eject/dismount vehicles,
  is also used to change vehicle if you are standing on a recharge spot and have 100% health
- ammo count for autocannon-bullet-pickups increased
- implemented map rotation -> NEEDS TESTING!
  NOTE: File for maprotation should be named "maplist.txt" and contain the names of valid
        maps (each map in a single line, without file extension, see included example file)
- fixed level end bug (time-/fraglimits should now work) -> NEEDS TESTING!
- adjusted vehicle loadouts
- team-internal stuff
- fixed ammo count bug
- implemented new weapon: Jammer (jams all radar systems within a certain range)
- implemented new weapon: AMRAAM (maneuverability 100, damage 70 +60-20, range 2380 )
- implemented new weapon: Stinger AAM (maneuverability 150, damage 40 +30-20, range 1400)
- implemented new weapon: Phoenix AAM (maneuverability 80, damage 100 +60-30, range 2800 )
  NOTE: Sidewinder: maneuverability 150, range 1400, damage 60 +60-20
- some work on stealth code
- LGBs now glide better when they have no lock
- flares now launched in 0.5 sec intervals (therefore they work better)
- fixed drone sound-bug
- fixed drone spawn-bug (needs TESTING!)
- drones now affected by stealth abilities of player
  NOTE: Drones ARE affected, but as they are computers they will launch
        their missiles at the right time!
- new drone spawn function
- sidewinders can now lose the lock on stealth vehicles and jammers
- fixed a vehicle selection bug (Scorpion)
- fixed Lock-LED error (kept showing a lock when LGBs were used)
- some code cleanup

+++v0.79+++
- iron bomb damage reduced (180 +-30)
- implemented new weapon: LGB (damage 280 +-30, range 1120)
  NOTE: as pickup item there may be used either LGBs (ammo_LGB) _OR_ bombs !
- implemented new weapon: Maverick (damage: 140 +-30, range 1820)
  NOTE: as pickup item there may be used either mavericks (ammo_maverick) _OR_ ATGMs !
- ground-vehicle turret turnback now time-delayed and works with turret-lock
- implemented Ka-50 Hocum
- implemented Mi28 Hocum
- implemented Su34
- changed the HUD slightly
- stall speed of F117 corrected
- fixed autocannon bug
- gear now also affects stealthiness of vehicles
- reworked plane maneuverabilities
- minor bugs

+++v0.785+++
- fixed a problem with launching weapons (related to weaponbays)
- slightly adjusted maneuverability of planes
- open weapon bays now cause additional drag (ie slow you down)
- cut down damage of all autocannons
- further minor bugs

+++v0.78+++
- increased flare effectivity (slightly)
- implemented object_tent (sounds = camouflage, aqteam = team, count = fragcount,
  health defaults to 50) 
- weaponbays now open automatically when pickle is pressed and automatically
  close after 5 seconds, but they can still be operated manually
- stealth planes are now stealthy (harder to get a lock and to keep the lock)
- weapons that are launched from weapon bays now start centered
- picking up health gives vehicles now 50 health _points_ (not percent!)
  that way aircraft dont have to pick up so much 
- implemented F117
- better selection pic for the F22
- sidewinder performance improved
- changed performance/loadouts of all planes
- bay doors now damageable
- autocannon now selectable with the use cmd
- minor bugs

+++v0.77+++
- weapon bays implemented (cmd bay)
- slightly increased damage radius of rockets
- implemented object_tree (sounds specifies the model with an appropriate number,
  mass specifies the size, health can be changed an defaults to 25)
- changed helo frame system
- implemented RAH66 Comanche
- fire rate of ATGMs and Sidewinders lowered again, MainGun fire rate increased
- again adjusted weapon damage: ATGM 90 (+-20), ScorpionMainGun: 120, T72: 200
- new collision system for helo (harder landings do not instantly destroy you, they
  can take away health, but too hard ones still kill you...same for terrain collisions)
- some work on ground vehicle collision as well...but still not perfect
- frag count should now work better 
- slightly improved sidewinder tracking performance
- new collision system for planes on ground (do not instantly explode on touching a wall)
- removed the autoaim command (autocannon uses it only when in primary mode)
- some more minor bugs

+++v0.76+++
- F-22 model replaced (also newer, much better skin)
- new model: Su-25 Frogfoot
- adjusted Sidewinder damage: 60 + random factor (can range from -20 to +60)
- fixed bug: gear could be auto-retracted although it was damaged
- re-implemented cmd weapprev
- removed cmd ripple
- adjusted fire-rates of several weapons
- slightly decreased rocket damage (40+-10)
- completely reworked sidewinder tracking code
  NOTE: They are better on low aspect angles and if fired from very
  	low distance this is a disadvantage, apart from that they can
  	be avoided by quick and hard turns
- due to new sidewinder code I also reduced the flare effectivity
- ATGMs also changed
- reworked trigger_recharge (more efficient now, repaired system also shown)
- picking up health-packs now also repairs you
- implemented new cmd "aqversion" to display actual version of AirQuake 2
- added a spread variable for autocannon -> every vehicle can now have its own spread!
- average autocannon-spread lowered
- changed weapon loadouts of new vehicles (waiting for feedback: health, speed, weapons,  
  spread)
- corrected turnspeed on ground (for planes) when ailerons are used
- minor bugs

+++v0.75+++
- death messages fixed
- name of locked vehicle is now shown (disabled until new HUD is built in!)
- fixed an autocannon bug (fire time dependent of secondary weapon)
- secondary weapons fire(pickle) is now repeatable (use alias!)
- decreased damage of missiles
- implemented no-ammo-weapon-change for secondary weapon

+++v0.74+++
- replaced F16 models, skins and selection pic
- implemented MiG21 and MiG29
- removed picset cvar (remainder of the ol' times)
- fixed overturning bug (ie mouse was able to turn faster than keyboard or joystick)
- further code cleanup and preparations for teamplay (eastern flag implemented)
- added axistest cvar for debugging
- code preparation for stealth aircraft (weaponbay) - not yet finished
- drones now spawn in a random plane
- code preparation for LQM - they are now ready to be put in!
- minor fixes

+++v0.73+++
- removed "turretlock" command, use the auto-coord command for this feature instead!
- auto-rollback now turns the turret back to its zero-position 
- fixed another possible show-stopper bug
- minor bug fixes

+++v0.72+++
- fixed some bugs in the new primary/secondary weapon systems
- AutoCannon must be primary weapon in order to use AutoAim !
- further code-cleanup
- AutoCannon fire rate now easily adjustable (by me)
- implemented command "turretlock" to lock the rotation of the turret to 
  the hull
- implemented 3 new planes: F14, F4 and SU37 and removed EF2000

+++v0.71+++
- big code cleanup
- handbrake automatically gets released when you apply throttle
- implemented command "pickle" as second fire button 
- slight weapon code optimization
- disabled a couple of useless commands
- new way of calculation fire rate (not yet for autocannon)
- autoaim can lock only on ground vehicles

+++v0.69-v0.70+++
- got a new medikit model: a toolbox (made by Oord)
- fixed another possible game crash source
- decreased number of tracers a bit (lag!)
- planes now are a bit easier to land
- made trigger_multiple work
- planes can now land on func_door_rotating
- implemented new command: "autoaim" This enables/disables the autoaim feature
  so that you can use the gun in standard mode as well
- increased lock cone for sidewinders and ATGMs
- disabled auto-coord for helos
- planes can now steer on the ground with aileron as well
- dying planes that crash into ground vehicles now instantly explode
- annoying minor bugs 

+++v0.68+++
- slightly changed weapon loadout of some vehicles
- helos with autoaim have more spread than helos without
- decreased range of autoaim to 66% 
- slightly decreased firepower of AH64 (90% of old value)
- implemented command "unlock" to unlock current target
- implemented a Message of the Day - file must be named "welcome.txt" and 
  placed in the airquake2 folder (must be named "airq2"!), if there is a welcome
  message then the vehicle selection WILL NOT be instantly displayed (press ESC!)
- major code reorganziation and cleanup
- minor things

+++v0.67+++
- added the new shell pickup-model from Oord
- Scorpion made faster
- flares are now much more effective
- fixed further bug in drone count
- switched aileron and rudder for helo (this is just a test for now!)
- implemented AUTOAIM feature (presently only AH64, other helos may follow)
  this is also just a test for now! 
- minor bugs

+++v0.66+++
- added new seeding mechanism for random numbers to become more random
- implemented the new Hellfire pickup model (and got corrected Hellfire model)
- sidewinders do less damage to ground vehicles (1/3 of normal damage)
- both sidewinders and ATGMs now inflict less damage in general (-30), giving even the
  weaker planes the chance to survive a hit
- fixed bug which caused that damage was inflicted twice (Damage + RadiusDamage)
- first code preparations for LQMs
- misc_vehicle can now also be a 2S6 Tunguska
- misc_vehicles can now be blown up (and you can even use homing weapons)
- dying planes can now be blown up and totally killed
  (reason: LQM can eject from a dying plane but is also dead when plane gets 
  totally destroyed)
- fixed bug that caused drone counter to get messed up when enemy_drone was killed
- minor bugs

+++v0.63-v0.65+++
- slight modification in cameracode to have better results for ground vehicles looking up
- increased number of tracers for autocannon
- added spread to autocannons (small spread for helo/plane, a bit more for ground veh)
- implemented new model: 2S6 Tunguska
- new inventory display
- vehicle selection MFD appears now automatically on level startup
- removed welcome message
- basic implementation of enemy_drone (presently only flying around)
- you now lose the lock when switching weapons 
- vehicle sounds now stop instantly when dying
- func_plats should no more crash the game 
- helos dont lose height anymore when going forward
- planes dont lost height anymore when banked
- removed realism cvar (no more realism settings)
- minor bugs

+++v0.62+++
- Sidewinders and ATGMs now have a target cone!
  Bring your enemy within this cone in order to get a lock!
- vehicle sound problem solved!
- autorotation now client-side
- ground vehicles can now turn a bit faster
- ATGMs can now be picked up
- implemented Oord's Shell pickup-model, Hellfires got Hellfire model for pickup
- changed sidewinder code (more efficient on helos now)
- ground vehicles got flares 
- Air-to-Ground missiles are now infrared missiles (heat-seeking)
- fixed another crash bug (disconnect-connect)
- fixed turret disappearing bug 
- camera does no more follow autocannon shots
- control sensitivity adjusted to zoom-factor
- minor things


+++v0.61a+++
- fixed one source for crash bugs 
- increased A10 autocannon power slightly

+++v0.61+++ 
- kills with new weapons are now counted as frags
- killing yourself now counts as negative frag
- code cleanup
- clouds reactivated
- cameradistance and -height, autoroll and autocoord are now saved after first death too!
- Apache got some Sidewinders again
- Flares cannot cause damage anymore
- func_door now works as elevator (even for planes)
- implemented new command (cmd contact_tower) to request operation of certain things
  works in new levels only (by now) as this is level specific
- should run more stable in general now
- some new map entities
- lots of minor bugfixes

+++v0.6+++ OFFICIAL RELEASE
- applied roll-fix to ground vehicles also
- finally made AirQ2 remember your videomode between deaths !!! That means you have to
  press the videomode key only once!
- minor change in speed increase/decrease on slopes
- included some final stuff 
- finally made the new zoom command a client variable (didnt realize that at first!)
- minor fixes and cleanups

+++v0.59+++
- clouds disabled until further notice 
- free fall, not yet perfect but better than nothing
- zoom function implemented (cmd zoom) to see those damn small g/vs hehehe
- turret angles now adjusted to vehicle angles, but not perfect, again better than nothing
- fixed helo-not-recharging-bug
- minor drone stuff

+++v0.58+++
- fixed ATGM code as it was screwed up
- gave main-guns range depending on calibre
- added speed increase/reduction on slopes
- added handbrake for ground vehicles (same key and cmd as speedbrake),
  enables you to park at slopes without rolling down
- again lots of minor fixes

+++v0.57+++
- got a working solution for slope movement (g/v), not perfect, but works
- new skins and other stuff
- slight fixes in weapon code of several weapons

+++v0.55-0.56+++
- solved A10-impossible-to-land-bug by reworking the landing code
- made A10 a bit more maneuvrable
- solved sidewinders-dont-lock-bug
- implemented Scorpion Recon
- fixed tracking camera bugs
- started using the MFD for the inventory (but not change code yet -> bit ugly!)
- few other bugfixes

+++v0.54+++
- changes in vehicle characteristics
- changes in weapon characteristics
- minor layout changes in the MFD
- minor bugfixes

+++v0.53+++
- individual vehicle characteristics
- completed ATGM 
- reworked vehicle selection (category)
- got the vehicle selection pics (but not yet all...)
- again some code-cleanup and optimizing 
- changed it so that gundamage occurs to func_explosives only if guns are
  stronger than 15 (ie damage = gundamage - 15)
- flares now less effective

+++v0.52+++
- made the trigger recharge work with ATGMs and Shells
- replaced the old A10 with a new cool one
- implemented new ATGM and shell models (skinned) together with appropriate HUD pics
- continued ATGM code (not finished yet)
- replaced the MFD pic with a revised one
- further code-cleanup

+++v0.48-v0.51+++
- continued "research" on ground vehicle movement
- built in the new flare pic
- increased rate of autocannon-visible-shots
- GPS now has 5 digits for X and y coordinates
- fixed a damage bug (tank was able to reverse although reverse was damaged)
- fixed "overturning" bugs for helo and ground vehicles (angles > 360 or < 0 )
- fixed "strange turret movement" bug for tank
- fixed afterburner skin used although afterburner is damaged
- implemented weapon_maingun (for tanks and other vehicles with big guns)
- implemented ATGMs! (but they are still using sidewinder code for the 
  missile entities)
- fixed some camera bugs
- fixed the repair on the recharge spots
- implemented the new GPS pic


+++v0.47+++
- started reworking the ground vehicle movement completely...
- implemented an _extremely basic_ searchlight (cmd light), presently best used
  with the tank. But be warned, it is really extremely basic, should just give
  you an idea of what it will be like in future (will probably be disabled in
  the next release as I have to finish lots of other things, but I wanted to
  make it in order not to forget the idea of how to make it!)
- adjusted helo frames
- fixed afterburner skin problem
- introduced new vehicle directory structure
- fixed autocannon: again it _cannot_ damage funx_explosives
- implemented a completely new spawn-function
- minor fixes

+++v0.46+++
- increased FFAR and sidewinder speeds
- gear operation speed is now stallspeed + 40 which makes it equal for every plane
- completely reworked autocannon
- visible autocannon shots can now be viewed by missile view cameramode

+++v0.45+++
- changed the HUD layout
- vehicle selection now works with 320x240
- last vehicle is default in next vehicle selection
- lots of changes in vehicle selection (classes etc)
- new vehicle selection screen
- iron bombs are now pickup-able

+++v0.44+++
- prepared code for implementing another level in the vehicle selection (v0.45!)
- ESC now works for going back in the vehicle selection
- TAB works for toggling the vehicle selection ON and OFF
- code cleanup part two: kicked some of the unused functions
  (among them cheats like: god, give, noclip...)
- disabled spawn_farthest deathmatch-flag!
- disabled single-player-mode ufn
- some more minor things

+++v0.43+++
- code cleanup part one: kicked all Q2 monsters!
- you now can select vehicles with FIRE
- switched keys for vehicle selection menu
- fixed problem with not-found pics
- minor bugs

+++v0.42+++
- implemented new vehicle selection
- changes on spawn functions
- got new ffar model
- some work on clouds
- minor things

+++v0.39-v0.41+++
- experimenting with ground vehs
- experimenting with HUD
- minor bugs

+++v0.38+++
- clouds now white out your view!
- again some minor bugs

+++v0.37+++
- started to work on new vehicle selection
- level now detects spawn points at startup
- new helo model (AH64 with new frames)
- added "welcome" msg
- radar altimeter (gps) now shows 9999 for altitudes greater than 2000 !
- fixed videomodefix and other minor helo-bugs
- some camera improvement (mainly for the helo)
- minor bugs 

+++v0.36+++
- implemented new cameramode for helo "straight-ahead-view" which might be useful 
  for cruising and difficult maneuvers (but not for combat)
- autopilot (in planes) now disengages when engine is damaged too heavy
- helos now lose lift when flying at higher pitch, meaning you will have to
  apply power in order not to descend
- implemented auto-coord for helo
- skies again dont damage you, but in order to disable getting extensive speeds
  I set a general speedlimit!
- flipped rudder and aileron
- fixed some problems on system damage
- temporary disabled ground vehicles
- implemented repair on trigger_recharge (repair for health boxes will come later)
  when repairs are complete or there is nothing to repair it says "all systems OK"
- some minor bugs

+++v0.35+++
- helos can now land on every terrain 
  BUT:  in order to land speed has to be <= 30 and vertical velocity
	should not be too high either (thrust 1)
- helos now stop on skys and clip-textures (on top of them)
- helos now die in water (but you can touch the surface)
- enabled autorotation (mainly for the damage to get a chance to come down safely)
  NOTE: Auto-rotation is for advanced users only! To see how it works
	simply set throttle to 0, glide until you are at an altitude of
	about 100 (fly as fast as possible!) and then catch it just before
	it impacts to slow it down to a survivable speed!
	One more thing: I will NOT make this easier! (it is already too easy)
- implemented damage! Presently Engines, Autopilot, GPS, gear and
  speedbrakes can be damaged
- some more helo- and other bugs...


BUG: 	As I am still waiting for new helo models (with rotor as seperate model)
	you can still touch walls and such with the rotor!	

+++v0.34+++
- helos now have auto-roll-back feature (for y-axis)
- worked on turnspeeds of the helo
- helos can land on runways (code is very basic, in the next version
  you will have to take care on how fast you descent too)
- improvements on several other helo-bugs
- fixed some other general bugs
- go fight some monsters of Q2 with it heheehehehehehe

+++v0.33+++
- implemented basic helo code

+++v0.32+++
- implemented server cvar to limit max number of drones: "maxdrones"
  but it is not possible to have more than 12!
- drones can only be spawned by "living" players
- drones no more can shoot backwards
- some parts of the drone-code polished up a bit (for example things
  like "confirmed kills")
- internal (nonvisible) changes on player structure which should make
  it a bit more memory-friendly
- fixed flare bug on the new planes
- drones no more fight other drones
- again you lose health when touching the "sky-walls", so you cant
  cheat so easily to gain extremely high speeds!
- implemented heading display in GPS (now displays: hdg x y alt)
  but NOTE that the GPS will get a new display in future!
- vehicles now can do radiusdamage on dying

+++v0.31+++
- fixed bugs that caused certain maps to crash on spawning 
  players/drones