Introduction | What's New | License

What's New

As with all Beta products, Q3F is undergoing constant review with each release. This section details most of the new features that are implemented with each release, along with the bugs and gameplay issues that have been resolved since our last version. For this new version (Beta-1c)

Beta1d

Features and Commands:

1. Added new CTF style map: q3f_well (remake of Well6).
2. Added new Nailgun model and skin.
3. Added visual warnings for team count / avg ping imbalances.
4. Added map vote page, enabled by g_mapVote 1 (after players click ready at intermission), rcon mapvote, or admin map vote.
5. Precache all used sounds (may help users running from CD, won't help sound problems).
6. Kludged 2night3 to have atmospheric rain (at default settings).
7. Changed voting slightly, if a timeout occurs, checks at least a third of the players have voted and then tallies. Improved automatic team selection based on player counts/score/team frags.
8. Player class 2d icons added (contributed by somebody, name unknown).
9. Centerprinted messages are copied to the console.
10. Added g_showTeamBalance warning which will display a warning to all players when teams are unbalanced
11. Added 'lastweapon' command, to switch back to last used weapon.
12. Added spectate option in team menu
13. Added mirror damage to g_friendlyFire, e.g. "half mirrorfull".
14. Added cg_autoReload to set whether clip automaticaly reloads when empty
15. Added dropammo command (uses placeholder ammo boxes for now)
16. Added cg_drawMem for debugging purposes (shows free memory left).
17. Added sv_minRate (in game, not server), to prevent rate cheating. Default 1500.
18. Added failsafe to reload same map if the nextmap variable fails to load a map properly.
19. Added 'changeteam' command

Gameplay

1. Complete overhaul of all balancing relating to damage and self damage with subtle changes across the board using a much more efficient (and slightly more complex) system for damage calculation.
2. Sniper sight now visible to potential victim if it lies on their face (vitcom's screen gets red glare)
3. Minigunner now has no 'no cells' warning.
4. Specialised armour now has 50% protection instead of 15%.
5. Flametrooper rocket damage reduced (now mostly just burns people).
6. Jumps are now relative to ground entity velocity.
7. HE charges 'fizzle' if changing teams/classes/disconnecting.
8. Added 'ceasefire' powerup (powerdown?), prevents players shooting/throwing grenades/building/laying charges.
9. Disguised agents now give 'enemy' pain sound instead of ally pain sound.
10. All active projectiles/grenades for a player are destroyed if changing team.
11. Sniper can now head-shot a crouching player properly.
12. Sniper snapshots now working correctly.
13. Altered Grenadier pipe allocation.
14. Grenadiers now get 'reserved' pipes if there's more than one Grenadier on the same team..
15. Super-Nailgun damage/rate of fire adjusted.
16. Nailgun damage/rate of fire adjusted.
17. Increased syringe attack range.
18. Minigunner now has single barrelled shotgun.
19. Increased crouch and swim speeds a bit.

Entities

1. Added 'target_semitrigger' for random triggering of entities.
2. Added 'misc_onkill' and 'misc_onprotect' ents for custom scoring (or whatever).
3. Added func_explosion entity.
4. Added func_door_rotating entity.
5. Added 'overrideteams' field to func_commandpoint
6. Player 'lives' implemented.
7. Removed 'team_' prefix from worldspawn keys, plus removed the 'player' bit from the '_playerlimit' keys.
8. 'usegive' / 'usetarget' / 'use__' strings to allow use of carried goalitems.
9. func_hud now understands _shader fields (overridden by _model).
10. Integrated func_train ents into the extended entity system.
11. Fixed 'nonteamset' on func_commandpoint not working properly
12. Fixed func_hud problem with entity 'packing' breaking player display lists.
13. Fixed checkstate criteria that was broken on map entities.

Bugs

1. Autosentries and supplystations will now be telefragged if a player spawns on top of them.
2. Engineer no longer loses a frag on destroying his own autosentry.
3. Atomatically executed map configs were broken.
4. Clip-based weapons could be fired beyond the ammo left in the clip if it wasn't a multiple of the ammo-per-shot.
5. Debug info no longer produced in .qvm builds.
6. Removed "You cannot shoot without both feed on the ground" sniper rifle message.
7. Removed 'you have nothing to discard' message.
8. Stopped player angles 'jumping' when agent invisibility stops.
9. Fixed bug where soldiers could should the enemy through floors (such as forts sniper deck)
10. Fixed dartgun and railgun so that they now work in vertex lighting mode
11. Fixed (finally) endless agent gas. Just a mental block after all.
12. Fixed gravity to work properly on all entities (Ziggurat Vertigo, anyone?).
13. Fixed bug where players would drop keepondeath flags and keep nodrop flags (instead of the other way around).
14. Fixed bug where players remain at intermission point while choosing a class.
15. Fixed in-game server browser problem, courtesy of BgHurt at http://www.planetquake.com/fury
16. Fixed bug where dropping a goalitem with a speed scale value didn't fix the player's speed properly.
17. Fixed crash after player is TK-banned (CG_Obituary: target out of range), and altered criteria slightly.
18. Fixed bug where minigun had wide focus on the first shot that quickly dwindled.
19. Fixed bug in entcode where team scores would not be altered unless there was an activator.
20. Fixed possible 'vote-rigging' bug. (thanks to UA-Static and others for pointing out that one).
21. Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
22. Fixed bug where spectators didn't teleport through doors, they now also teleport through doors with a targetname
23. Fixed bug where a sniper could kill teammates even when friendlyfire was off
24. Fixed a crash with the classmenu

Beta1c

Features and Commands

1. Added three new duelling maps - q4f_cubic, q3f_oct1 and q3f_sq1, see the Maps section for more details.
2. Added new sniper rifle and dartgun models and skins
3. Atmospheric rain added
4. Spectator mode implemented with added g_spectatorMode CVAR to control access (for example in clan games)
5. 'spectator' changed to 'spec' in \admin status command.
6. Add cg_grenadePrimeSound cvar
7. Broadcast messages are all printed to console, to allow better stats processing.
8. Autosentry / supplystation health on HUD highlighted when damaged.
9. Added cg_teamChatBigFont cvar to allow double-height messages.
10. cg_execclassconfig 2 will execute every respawn instead of just class/team change.
11. Altered scoreboard to scroll back and forth (can now see bottom of scoreboard on busy server)
12. Added 'admin ceasefire' and 'admin map' option.
13. Add small display on HUD to show players on each team, and the average ping for the team.
14. g_friendlyFire now understands types: none (0), full (1, and the default), half (2), armor (3).
15. Experimental spline-math implemented

Entities

1. Created "target_cycle" entity.
2. Added target_respawn entity..
3. Atted target_multiport (multiple teleport) entity.
4. Added affectholding/affectnotholding to ents for 'give' command.
5. Add 'keepondeath' flag for goalitems.
6. Added synonyms for entity targets (e.g. carrytarget _or_ carriedtarget).
7. Added func_damage entity.
8. Added 'usegauntlet' flag so ents can only be triggered by using the gauntlet (or wrench/syringe etc.).
9. Add invuln(erability) & aqualung powerups.

Gameplay

1. Recons now have 'disarm' ability, used by crouching on a heavy explosive charge.
2. Pipebomb damage reduced a little.
3. Fixed sniper bullet 'size' not to hit off walls en-route.
4. Reduce rail damage a little.
5. Pulse grenade damaged to 175 on buildings / 75% of ammo on players (1x shells/cells, 1.5x rockets)
6. Dart gun effect set to 15 seconds.
7. Autosentry firing rate doubled, strength per shot reduced to 9 (slightly more than half).
8. Autosentries now maintain a lock through water.
9. Autosentry view point raised a little.
10. Autosentry FOV increased to 120.
11. Toned the flashbang effect down a bit
12. Flashbanged player no longer display IDs on crosshair.
13. Super-nailgun firing rate doubled, damage reduced by half.
14. Normal handgrenade damage increased by 5.
15. Autosentry now has 20% armour against non-shock damage, or 40% for direct hits to legs.
16. Supply station damage cap on explosion increased to 300.
17. g_knockback default set to 1300.
18. Grenades now do 15% extra knockback (enough to get one up the forts liftshaft without having to jump)
19. Launched grenade damage reduced to 100, or 80 in midair.
20. Self-damage reduced to 55%.
21. Napalm grenade now only lasts for 10 seconds.
22. Cut maximum pipes per team to eight.

Bugs

1. Stopped autosentries burning while underwater.
2. Refilling autosentry/supplystation no longer removes ammo in clip.
3. Wait time of less than 0.01 seconds on goalitems results in 'instant return'.
4. Autosentries weren't shooting people with only their ankles in water.
5. Hand grenades travelled further for players with higher pings.
6. Stripped extra space from infection obituary.
7. Fixed Minigunner beingimmune to stun while firing minigun.
8. Bug in same-client reconnection that allowed multiple sentries fixed (again. maybe. this time...)
9. Flags not bouncing when dropped.
10. Engineer HUD not updated if someone else repaired/refilled their buildings.
11. More checks on where an engineer can build.
12. Grenades/pipes were bouncing off gibbed dead bodies.
13. Autosentries now have shadows like players'.
14. Players unable to spawn sforced to spectate until they can pick another class or a spawnpoint opens.
15. Charges layed _on_ a player no longer stick.

Beta-1b

1. Config file being trounced when auto-selecting mod on connection to a server. Workaround in place.
2. Recon speed & minigunner speed lowered slightly.
3. Autosentry has muzzle flash to make it easier to spot.
4. Autosentry now has 0.75 second 'spin-up' time.
5. Set sniper rifle 'damage increase' to ~60 per second.
6. Sniper now has muzzle flash to make him more noticeable - not very effective ATM given the light system.
7. Admins can set class limits at class start, e.g. g_classSniperLimit 2 (allows 2 snipers per team)
8. A frag is granted on killing an autosentry.
9. "playsound" added for grenade timers (hopefully, more reliable than "play")
10. Stop minigunner from getting knockback while minigun is firing.
11. Set cg_execClassConfig default to 1.
12. Added cg_execMapConfig, default 1.
13. Added cg_menuSlideTime, default 250 - time in milliseconds for menu to appear.
14. Sniper head shots now ignore armour and do 1.5x damage.
15. g_teamAutoJoin set to 1 by default.
16. Parmedic double-speed healing on conc/flash fixed.
17. g_teamChatSound now understands 0 for none, 1 for samples (default), 2 for speech.
18. Added cg_teamChatSound, acts for individual clients in the same way as g_teamChatSound.
19. Two engineers are now required to dismantle a third engineer's sentry.
20. Set default grenade binds on menu to +gren1, +gren2 instead of primeone/primetwo/throwgren.
21. Fix rockets exploding on noimpact surfaces.
22. Flash grenade strength reduced slightly.
23. Altered napalm grenade radius damage.
24. Stop grenades being 'restarted' by EMPs if they were already running (e.g. gas/napalm/nail)
25. A better alias system, courtesy of Tim Hughes (tjh30@cam.ac.uk).
26. Handgrenade radius was (wrongly) expanding with quad.
27. g_teamFrags option to show 'team frags' rather than individual frags.
28. Autosentries can now be set on fire.
29. Increased railgun damage.
30. Fixed bug where 'noshrink' flag affected 'speedscale' internal flag.
31. Added 'func_nobuild' entity, understands 'allowteams' (teams to block for) and 'type' ('autosentry,suppplystation,charge')
32. Sniper/minigunner speed while aiming reduced to 35%.
33. Removed dynamic allocation from broadcast function.
34. Hand grenades/pipes now 'sit' on objects properly, and drop again if their support vanishes.
35. Visible spectators/timing out 'bad-skin' clients possibly fixed.
36. ps.persistant[PERS_HITS] not being updated according to ally status properly.
37. Obituaries distinguish between kills and ally kills (e.g. X was killed by ally Y)
38. Autosentries no longer attack players in a different environment (e.g. water -> air, or air -> water)
39. 'dropflag' command implemented, affects any carried goalitems not marked 'nodrop'.
40. Autosentries no longer fire at intermission.
41. cg_thirdperson now 'cheat protected'.
42. Green team was losing a point when blue lost a frag.
43. When a client connects, kick clients timing out on the same IP to try to prevent 'ghosts'.
44. Minigun reworked.
45. detpipe delay reduced to 0.2 seconds.
46. Show 'reloading' in HUD instead of flashing numbers.
47. Reload when all ammo already in clip fixed.
48. RL now only takes 1 second per rocket to load into clip.
49. Agent can no longer disguise as teams/classes not used in the map.
50. Halved cell consumption for recon scanner.
51. 'special' now cancels engineer build.
52. kill__message/sound/dict keys on entities for custom obituaries
53. autosentry range reduced to 1200/400.
54. The backpack of the medic who infected a player will now also cure them.
55. Infection now harder to spread.
56. Sniper dot now 'instant' instead of 'historical' (that's what you get for complaining, you lot :)
57. cg_sniperHistoricalSight added for the complainers ;)
58. Agent morph now affects weapon properly.
59. Agent Invisibility set to 4 seconds (from 5).
60. Agent disguise set to 4 seconds (from 6).
61. "Red/blue team has taken the lead" sounds not played unless map is running red/blue teams only.
62. Have 'no message' team-chats display "".
63. Autosentries and supply stations where exploding if destroyed while still being built.
64. Triple knockback on sentry/minigun shells.
65. Sentry ID vanishes while upgrading sentry, to stop the menu being obscured.
66. Upgrade menu rearranged to make 'dismantle' harder to hit by mistake.
67. Nailgun nail damage reduced from 18 to 12.
68. Sniper bullet given a 'size' to make shots a little easier.
69. Delay between build cancel and next build, to stop the Amazing Engineer Shield Trick.
70. Stopped scaling sniper dot 'jumping' when fov changed.
71. Implemented temp-ban and admin system (g_adminPassword cvar, adminpassword & admin commands).
72. Comms limited to samples in the sound/voice/comms path (and automatically prefixed to save typing).
73. Railgun now hits close-range clients.
74. Now support for unique animations for each melee weapon.
75. Support for unique animations for each melee weapon.
76. Enabled attack animations for melee weapons in first person view.
77. Fixed entcode bug where setting a flag to invisible wouldn't cause it to be dropped.
78. Stopped nail grenades going through solid objects as they rise.
79. Flashing icons when a grenade is primed.
80. Ammo count and type for Wrench and Syringe now show up on the hud.
81. Team-chat HUD restored.
82. Can now pick up megahealth when already at full health (limit is now 2*maxhealth, as intended)
83. All class-speeds reduced by 5%

Beta-1a (server patch)

1. Discard while dead.
2. Limit channels/channelname-size to 16/64, to prevent malicious clients crashing the server with too much channel data.
3. Missing NULL pointer check on supplystation use, causes crash when using just as it's destroyed.
4. Under some circumstances, trap_Trace() can hang the server.
5. Give agent max yellow armour instead of green.
6. Crash when no spawnpoints are available (probably) fixed. Not tested.
7. Sniper assault mode power/range, toned down with extreme prejudice.
8. Grenades were being launched at a lower angle from pipes (and consequently, not as far).