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kuh3liga.network16.01.2002 11:19 MEZ
CPMA Version 99w released

Heute Nacht hat arQon wie versprochen Cpma 99w released.
Download hier (q3l.de).
Download hier (promode.org).
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
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