The list of changes for CQ3 is as follows:
Strategic:
Hit tones match ProMode
Four tones, each with a 25-damage range
Lower pitches indicate higher damage
Player spawns match ProMode
100 health; 50 bullets for the MG
Player respawn times are reduced
Minimum limbo time is 1 second
Maximum limbo time is 10 seconds
Weapon respawns match ProMode
15 seconds in DM; 30 in TDM; 10 in CTF; weaponstay in FFA
Item respawns match ProMode
Ammo boxes - 30 seconds
Health - 30 seconds
DM MegaHealth - 20 seconds after it "runs out"
Initial powerup spawns match ProMode
15-30 seconds into the game
Powerup factors match ProMode
Quad is "true", i.e. 4x damage. Be very afraid. :)
Batsuit protects at 75%
Armour system matches ProMode (the "CPMA Duel" system)
Armour does not "decay" over time
GA protects 1:1, first pickup 50, second adds 50
YA protects 2:1, first pickup 100, second adds 50
RA protects 3:1, first pickup 150, second adds 50
MG matches ProMode
5 damage per shot in all games, 25 bullets per ammo box
Railgun ammo boxes match ProMode
5 slugs
Maximum ammo counts match ProMode
SG 100; GL 100; RL 100; RG 100
Item sizes match ProMode
Items can be picked up while strafejumping
Water speeds match ProMode
Faster wading and swimming
Fixes:
Damage from the "world" matches ProMode
Lava and slime cause a steady flow of damage
SG matches ProMode
Max damage now only 96, but aim actually matters
Other enhancements:
Grenade model matches ProMode
(Edit: the second half of the original post seems to have vanished. Let's try that again...)
As you'd expect, 99w also has the usual collection of new features; changes; and bugfixes:
add: update g_gametype on mode changes (non-MA maps only)
handy for server browsers
add: scorebot helpers to serverinfo
Score_Time, Score_Red, Score_Blue
Players_Active, Players_Red, Players_Blue
add: #F chat token - nearest Friendly player, i.e. teammate
add: new meaning for #P chat token - last Pickup
add: com_maxfps is capped at 125 for online play
add: "Net" column on TDM scoreboard
add: "O/D" column on CTF scoreboard
O (orange) is runs+caps+assists
D (yellow) is returns+escortD (NOT base D)
Demos from older versions will show strange numbers in those fields,
as they were used for damage until now.
add: "Dmg" column on CA scoreboard
add: Show "Net" when playing back OSP demos
chg: "Lag" and "Min" replace "Ping" and "Time" on scoreboard
needed every bit of space I could wrangle :)
chg: "Score" column for CA now just frags rather than "total impact"
yes, I know it's lame
chg: new rules for #I
you must have a clear line of sight to the center of the item
you must be looking in the appropriate direction
and it must be within your (potential) fov
this helps a LOT if you want to say "RG up" but you're nearer YA/PG
if you run past the item THEN hit your bind, that's your fault
chg: old #P chat token now #U (Utterly Useless powerUps list :P)
chg: remove cg_teamrails - it was unnecessary complexity
thus, cg_enemycolors is now *always* RHBL
chg: armour class for ProMode CA is now YA
chg: weaponrespawn is absolute again
we gave map-specified respawn times priority way back when,
because id "pro" maps would use still 5 secs by default in VQ3.
of course, that meant you *couldn't* get 5 sec spawns on them.
Poland > VQ3, so it's back to being mod-controlled
chg: FFA default and mode weapon respawn is weaponstay
chg: ProMode changes do NOT reset ANY other options
chg: elected referees can't disable ProMode on PM 1 servers
chg: remove arenatype vote - people should be using MODE
chg: update the vote UI to use MODE rather than arenatype
chg: remove mapcfg from the vote UI
chg: remove r_reset command
chg: remove reset vote
this was originally implemented so that people could use a
single vote to get the server back to default (i.e. match)
settings. MODE provides a better solution to that problem
chg: remove a bunch of useless cruft from server info
(doesn't actually make a difference, because as usual
id have bodgejobbed the damn thing so it doesn't work)
chg: corpse sink time changed from 5000 to 1000 (except CA/DA)
chg: DA implemented as a mode (bitmask 512)
if used on a non-MA map it will select the CA maplist
fix: MH was using DM rules in FFA as well
fix: weapon pickup sounds not played if weaponstay was on
fix: couldn't pick up dropped weapons in VQ3 if weaponstay was on
fix: weaponstay weapons always give full default ammo
fix: two-pass spawns at "true" game start were confusing Q3
if you were holding fire at end of warmup
client and server would disagree on which weapon you had
which led to some very strange behaviour at times
fix: poweruprespawn added to mode settings
fix: teams are preserved on map changes, as is the queue for 1v1
only for non-MA maps, obviously |