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** Urban Terror beta 2.4 **
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This is the readme file for release 2.4(beta) of Urban Terror.  
Please refer to http://www.urbanterror.net/ for details.

Legal stuff
===========
The makers of Urban Terror accept no responsibility for any damage or injuries resulting
from use of this software.  You download and install this software at your own risk.

Urban Terror is distributed free over the Internet and is covered by Id Software's 
Quake 3 modifications licence.  It must not be sold (in any form) or distributed on 
physical media unless with permission from Id Software.

Anyone wishing to re-use any of the media (maps, sounds, 2D or 3D art, etc) from 
Urban Terror should contact Silicon Ice Development at 
http://www.planetquake.com/siliconice.


Installation
============
Extract pak4.pk3 your quake3\q3ut2 folder.  

NOTE: This is an incremental upgrade patch which upgrades 
      Urban Terror 2.3 to Urban Terror 2.3.  You need to have 
      Urban Terror 2.3 already installed to use this patch.


Quick Note
==========

	Thanks to Apoxol, who did an amazing amount of work on betas 
	2.0-2.3 and continues to provide sage advice from his cushy 
	new job with Ravensoft.

	Beta 2.4 welcomes three new coding talents: TwentySeven, Iain and Thaddeus

	Thanks also to Neil from the Q3 Antilagged mod for some extra advice
	on fixing a few small bugs in the UrT netcode, and to RR2D02 from
	Q3F who was kind enough to give me his cvar locking code. 	

	 - Dok

Features:
	Smoke grenades
	Volumetric laser scope in fog and smoke
	New laser dot FX
	Instant arm mode for grenades
	Snipers now inaccurate when not zoomed
	Locked a number of potential cheat cvars
	Can save teammates by smothering grenades (crouch on them as they go off)
	Improved blood effects
	Quake 2-style CTF scoring
	Medic icon if you call for a medic
	UI for selecting team skins

Modifications:
	Increased duration of flash gren effect
	Decreased SPAS damage
	Increased M4 spread
	Crouching reduces grenade damage less
	New NVG Effect
	Improved weapon sounds
	Improved impact marks

Bug Fixes:	
	Fixed a bug that let spectators trigger some entities
	Some particles were spawning at the wrong position: fixed
	CTF was reporting incorrect team flag being returned
	Chopper in sands now a smooth ride 
	Crouching over a grenade kills you	
	Fixed bugs that nerfed the kick
	Improved knife hit detection
	ARIES fixes: better accuracy, esp. on ladders
	Fixed netcode for LPBs
	Fixed team bandage bug that let you bandage faster if you changed weapons
	Fixed reload bug that let you reload faster
	Fixed bug that was causing CTF flags to disappear in no drop zones (ut_paradise water)
	Can shoot timed out players (999 bug)
	Dropped grenades no longer removed if you can't pick them up
	Fixed 1.31 point release intermittent freezing bug
	Made team survivor spawning more random
	Fixed a small bug that was preventing item changes after respawn on some maps
	Prevented player corpses from kicking living ones :)

Note on netcode
===============

The netcode in 2.4 is essentially the same netcode that Apoxol developed in an earlier 
release of Urban Terror.  While we did use the public domain code released by the Q3
anti-lagged mod, that code is very similar to the original UT code, as Apoxol and Neil
spent some time working through various issues with each other.  The result is a synthesis
of Urban Terror specific netcode (to account for ARIES) and anti-lagged mod netcode.

The main advantage in the 2.4 netcode is better calculation of latency for players with low
pings.  In other words, LPBs should see the greatest difference in accuracy in 2.4.

The netcode does *not* do hit detection on the client-side and does not affect prediction
of player positions.  What it does is calculate hit detection on the server using player
data that simulates what the client would have seen on their screen at the time they shot.

The netcode also does *not* predict impact effects.  If you fire at a wall and you have a high
ping there will still be a delay between firing and impact.  Beta 3.0 may have client side
impact effects added in as an option for those HPBs who like to pretend they have cable ;)


	
	
	
