Online la release 1.39 di CPMA mod
Pubblicato da 800A Mercoledì, 22 Novembre 2006 in News, Mods.Challenge Promode Arena (CPMA) sta ormai diventando sempre più famoso. Qualche mese fa fu scelto da CPL come mod ufficiale per Quake 3 nella WS 2006. Ho notato anche che arQon e compagni hanno messo su un nuovo sito ufficiale con un dettagliato Wiki e molte altre sezioni in allestimento. Tutto questo dimostra come questo sia uno dei project più curati che ruotano attorno a Quake 3.
Come dicevo prima è stata rilasciata la versione 1.39 e presenta parecchie novita e cambiamenti.
Date un’occhiata al changelog ;)
English Version:
The latest version of the mod has just hit the internet and arQon is asleep so I’m going to release it. This release brings the start of a major bot AI overhaul - our improved bots will now play VQ3 if you ask them nicely and they put up quite a fight in it too. We’ve also started overhauling all of the id menus so players can now check the options screen to set up most of their client. There are also a few tweaks to CPM gameplay - some of the ammo counts have been bumped back up a little, pummy range and BFG reload have been brought down a little and our spawn system has been tweaked. The usual batch of fixes and minor tweaks are also included. Download
Notes for version 1.39 (12 Nov 06):
- add/chg/fix: overhauled a bunch of the UI crud (WIP)
- add/chg/fix: overhauled a huge amount of AI (WIP)
- add: netgraph shows “SYNC” warning if cg_predict is off
- add: low ammo warning sound not played when fast-forwarding demos
- add: cv as an alias for callvote
- add: smartbots now play VQ3 as well
- add: VQ3TDM mode (50 MG ammo, Holdables and BFG disabled)
- add: cg_viewAdjustments (0|1, default 0)
replaces and unifies cg_run* and cg_bob* (all deleted) - add: custom loc files for q3w1, q3w4, q3wcp17, ctctf1, ctctf2
- add: GTV can use cg_autoAction even if unattended/nocamera
- chg: autorecord uses underscores for time and date separators
dots meant truncated filenames could make the engine sulk - chg: removed \time and \currenttime (is on the scoreboard already)
- chg: removed some obsoleted cvars ch_crosshairTeamInfo (is in the superhud as TargetStatus) cg_drawStatus, cg_drawAttacker, cg_drawIcons
- chg: removed cg_followPowerup and cg_followKiller these are now cg_autoAction 32 and 64 respectively
- chg: removed \followpowerup command (was for GTV, is now redundant)
- chg: moved the CPMA console to the superhud as “Console” removed cf_Console, ch_consoleLines, ch_consoleTime, con_disable
- chg: scoreplums have been removed completely
- chg: votes that are disabled aren’t listed by “callvote ?”
- chg: gauntlet range lowered from 48 to 44
- chg: SG and RL pickups give 10 ammo
- chg: BFG reload lowered to 1000ms
- chg: no BFG explosion cloud (since it doesn’t actually splash)
- chg: removed the duplicate spawn near lower RL on CPM1A
- chg: cg_marks specifies mark lifetime in ms (default 2500)
- chg: removed “color2″ cvar - “color” and cg_enemycolors now RHBLX where X is the secondary FX color used for rail rings/spirals
- chg: cg_teamchatsOnly controls what text reaches the HUD Chat elements if set, non-team text still shows up in the console area
- chg: poked at a bunch of CQ3 settings (WIP)
- chg: promode initial spawns are true random
- chg: promode respawns are biased away from corpse and killer
- chg: cg_damageDraw 1 made less game-breaking
- chg: cg_drawCrosshairNames not dependent on cg_drawCrosshair
- fix: stats\etc could crash the client if they fired more than 10,000 shots. Yes, *10000* shots in one game: I smell CA LG-fests! :P
- fix: modes were always overriding match_mutespecs










Feb 11th, 2007 at 01:17
Hello, my name is Alex, i’m a newbie here. I really do like your resource and really interested in things you discuss here, also would like to enter your community, hope it is possible:-) Cya around, best regards, Alex!