Торрент игры » PC » Action |
Quake 3 CPMA 1.50 скачать торрент
Год выпуска:
2018
Жанр: AFPS (Arena-based First Person Shooter)
Разработчик: id Software / CPMA Dev-team
Издатель: id Software
Платформа: Windows / Linux
Версия: 1.32 / 1.50
Тип издания: Неофициальный
Релиз: Mod
Язык интерфейса: английский
Язык озвучки: английский
Таблэтка: Не требуется
Эта игра является модификацией оригинальной Quake 3. В первую очередь изменилась графика, появились новые виды вооружения, а монстры стали намного умнее. Фанаты серии останутся довольны.
Жанр: AFPS (Arena-based First Person Shooter)
Разработчик: id Software / CPMA Dev-team
Издатель: id Software
Платформа: Windows / Linux
Версия: 1.32 / 1.50
Тип издания: Неофициальный
Релиз: Mod
Язык интерфейса: английский
Язык озвучки: английский
Таблэтка: Не требуется
Эта игра является модификацией оригинальной Quake 3. В первую очередь изменилась графика, появились новые виды вооружения, а монстры стали намного умнее. Фанаты серии останутся довольны.
Системные требования:
Windows Vista+, OpenGL 2+, SDL 2 для Linux
Windows Vista+, OpenGL 2+, SDL 2 для Linux
Notes for version 1.50 (07 Jan 18)
add: new SuperHUD element: MultiView
the element is only visible when following a player full-screen with multi-view enabled
add: new SuperHUD command: visflags <bitmask>
1 - enable when following a player "full-screen"
2 - enable in free-float camera view
4 - enable in coach view
add: forfeit support and persistent scoreboards for duel (1v1 and HM)
a duel game is forfeited if a player voluntarily leaves the match early (/team f, /disconnect)
add: the scoreboard's spectator list now indicates who is speconly (S) and referee ®
add: new default SuperHUD config and new key textures (thanks df)
add: hud_takeScreenshots takes a screenshot for each SuperHUD config at the root of the "hud" directory
screenshots will be .jpg files if cg_useScreenShotJPEG is 1 and .tga otherwise
with compatible engines, the console will be hidden automatically
add: cg_drawBrightWeapons <bitmask> (default: 0) for fullbright weapon models
1 - first-person, your own gun
2 - first-person, carried by teammates
4 - first-person, carried by enemies
8 - weapons lying on the map
16 - free-float camera, carried by players
add: fullbright player models (e.g. "keel/fb" for fullbright keel)
add: ui_sensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the UI
add: cg_mvSensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the live multi-view UI
this is only used with engines that don't have the cgame input forwarding extension
during demo playback, ui_sensitivity is used instead
add: ch_consoleLines <1 to 64> (default: 3) is the max. line count shown by the 'Console' SuperHUD element
add: server_useMapModes <0|1> (default: 1) enables game mode overrides on map loads
cfg-maps/mapmodes.txt is used to populate the "Create Server" UI and
select suitable game modes on server map loads
for all the details, see the top of the file itself
add: with compatible engines, drop and disconnect errors will be displayed in the UI
add: notify compatible engines of match starts you've missed (see "/help cl_matchAlerts" in CNQ3)
add: with compatible engines, end-game screenshots will hide the console
add: support for the new help and cvar range extensions from compatible engines
add: drawing movement keys for yourself and other players
new SuperHUD elements: KeyDown/Up_<key>, where key is one of Back/Forward/Jump/Crouch/Left/Right
example: the SuperHUD element KeyDown_Jump is only displayed when the jump key is pressed
add: ch_drawKeys <bitmask> (default: 0) to enable/disable the new KeyDown/Up_<key> SuperHUD elements
1 - when you're playing
2 - when you're following another player
4 - during demo playback (won't work with pre-1.50 demos)
add: new force colors/model options for team games
cg_redTeamColors <CHBLS> (default: "cccab") to specify the color codes of players in the red team
cg_blueTeamColors <CHBLS> (default: "mmmpo") to specify the color codes or players in the blue team
CHBLS colors: rail Core, Head, Body, Legs, rail Spiral (like cg_enemyColors)
cg_forceTeamColors <bitmask> (default: 15) to decide when cg_red/blueTeamColors are used
1 - enable for your own team when in first person
2 - enable for the enemy team when in first person
4 - enable when in free-float camera mode
8 - only enable for game types with flags
cg_teamModel <model> (default: "sarge/pm") to specify the model all your teammates should be using
cg_forceTeamModel <0|1> (default: 0) to decide if your teammates use the model specified by cg_teamModel
add: specdefer [N] command to move down the spectator queue N levels (default: 1)
add: overtime duration callvote in seconds with "od" or "overtimeduration" (min: 30, max: 300)
this vote can neither be called nor pass during a match
add: cg_autoAction option 128 to record when joining mid-game or during the countdown
this requires option 4 to be set as well
add: colored spawn points rendering in CTF and NTF, initial spawns are not animated
add: cg_drawBrightSpawns <0|1> (default: 0) for making the spawn learning process easier
add: cg_zoomAnimationTime <0 to 500> (default: 150) sets the zoom animation duration in milliseconds
chg: DEV gameplay reset to what it was before 1.48
chg: Multi-View tweaks and fixes
added auto-completion for /mv (an alias of /viewall)
fixed the PiP images not stretching up to the rectangle's edges
enabled MV for DA and disabled MV for FFA
disabled the MV cursor in non team modes
fixed all SuperHUD elements being drawn in coach view by default
coach view now respects ch_gauntlet
chg: renamed OSP's /help to /osphelp
chg: improved the map download UI and fixed the incorrect progress percentages
chg: improved the SuperHUD warning messages
chg: raised the com_maxfps cap to 250
chg: /team now rejects your request if the argument isn't valid
typing /team invalidname would make you join the game
to join the spectators: "spectator", "specs", "spec", "s"
to join the red team: "red", "r"
to join the blue team: "blue", "b"
to join any team: "free", "auto", "any", "f"
chg: "Add Bots" and "Remove Bots" menu tweaks:
fixed "Skill" and "Team" not displaying the current value
added selected bot highlighting and mouse wheel support
chg: "Game Settings" menu tweaks:
fixed the "Game Mode" displayed being wrong for some modes
added display of the current "Overtime Mode" and a new entry for "Overtime Duration"
fixed the display of "Game Mode", "Gameplay", "InstaGib", "thrufloors" and "Overtime Mode" in their submenus
chg: removed the "Team Orders" menu
chg: cg_autoAction screenshots and stats files now use the same file name as the demo
chg: votes can neither be called nor pass during intermission
chg: follow, follownext and followprev will no longer move you to the spectator team when you're not
chg: cg_deferPlayers 1 only applies during matches and pre-match countdowns
chg: invalid characters in cg_altLightning don't disable the LG beam anymore
chg: invalid s_announcer values will mute it instead of playing placeholder sounds with some engines
chg: cg_simpleItems <0|1> (default: 0) is a 0/1 cvar again (i.e. item scaling is now disabled)
fix: the "Chat1-8" SuperHUD elements now behave the same as "Console" wrt con_notifytime and cl_noprint
fix: the map selection UI would show maps from .arena files even though the .bsp files were missing
fix: scores and names can no longer overlap in the 1v1 scoreboard
fix: FFA and DA matches would start while the 2nd player was still connecting
fix: the 'Console' SuperHUD element would not always draw all the lines in its rectangle
fix: cv'ing a map script when the required .bsp is missing will no longer make the next map load use it
example: when hub3aeroq3a.bsp was missing, "cv map !cpm22a" followed by "cv map anymap"
would mean "anymap" was getting loaded with the cpm22a.map item layout
fix: clearing the ready status of all players when a match begins in a round-based game mode
fix: cgame wasn't unregistering commands during shutdown
fix: squashed the "specbugs" that were introduced thanks to ioq3 servers
1. Spec queue bug: a player going spec after you gets to play before you
2. Spec follow bug: toggling follow/free-float mode with +attack doesn't work
fix: choppy animations when the server time is a large value:
underwater FOV, 3D elements in the HUD and scoreboards, weapon drift, sine trajectories
fix: the game mode under the level shot in the "game server" menu wasn't shown for HM and NTF
fix: the credits now respect s_musicVolume
fix: the team overlay was sometimes visible for spectators
fix: multi-view mouse input sensitivity is now the same as in the UI with compatible engines
fix: the player name look-up behavior of follow, cstats, cv remove/kick/referee/unreferee, ...
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: the CTFS match durations in the XML stats files were incorrect
fix: sometimes, stats and screenshots were not saved during the intermission
fix: /team free/red/blue would make you go spec in non-team modes
fix: the server would sometimes not send global events (flag taken/returned/captured, obituaries, etc)
fix: the UI wasn't centered properly with display aspect ratios less than 4:3
fix: demo recording start/stop bugs
demo recording not starting in FFA
demo recording not starting in team games with bots
demo recording not stopping when going back to warm-up
demo recording not stopping when map/restart/mode/gameplay/match votes pass
demo recording and announcer not stopping when a countdown was interrupted (e.g., a duel player got kicked)
fix: no longer need to use +scores to get the scoreboard data when connecting during an intermission
fix: slow-sinking/raising free-floating spectator camera movement
fix: the zoom-out animation's start would abruptly change the fov
fix: always load the map config after a game type vote passes
example: cv map cpm24 followed by cv mode 1v1 was resetting the weapon respawn to 15s
fix: voting maps whose names start with a digit is working now
example: cv map 13void
fix: when a map is callvoted, its name is fixed to use the case of the actual file name
Linux servers can then load the map script (case sensitive file systems) and demo files have proper names
example: cv map CPM24 will not get incorrectly stuck on weapon respawn 15 on Linux servers anymore
add: new SuperHUD element: MultiView
the element is only visible when following a player full-screen with multi-view enabled
add: new SuperHUD command: visflags <bitmask>
1 - enable when following a player "full-screen"
2 - enable in free-float camera view
4 - enable in coach view
add: forfeit support and persistent scoreboards for duel (1v1 and HM)
a duel game is forfeited if a player voluntarily leaves the match early (/team f, /disconnect)
add: the scoreboard's spectator list now indicates who is speconly (S) and referee ®
add: new default SuperHUD config and new key textures (thanks df)
add: hud_takeScreenshots takes a screenshot for each SuperHUD config at the root of the "hud" directory
screenshots will be .jpg files if cg_useScreenShotJPEG is 1 and .tga otherwise
with compatible engines, the console will be hidden automatically
add: cg_drawBrightWeapons <bitmask> (default: 0) for fullbright weapon models
1 - first-person, your own gun
2 - first-person, carried by teammates
4 - first-person, carried by enemies
8 - weapons lying on the map
16 - free-float camera, carried by players
add: fullbright player models (e.g. "keel/fb" for fullbright keel)
add: ui_sensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the UI
add: cg_mvSensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the live multi-view UI
this is only used with engines that don't have the cgame input forwarding extension
during demo playback, ui_sensitivity is used instead
add: ch_consoleLines <1 to 64> (default: 3) is the max. line count shown by the 'Console' SuperHUD element
add: server_useMapModes <0|1> (default: 1) enables game mode overrides on map loads
cfg-maps/mapmodes.txt is used to populate the "Create Server" UI and
select suitable game modes on server map loads
for all the details, see the top of the file itself
add: with compatible engines, drop and disconnect errors will be displayed in the UI
add: notify compatible engines of match starts you've missed (see "/help cl_matchAlerts" in CNQ3)
add: with compatible engines, end-game screenshots will hide the console
add: support for the new help and cvar range extensions from compatible engines
add: drawing movement keys for yourself and other players
new SuperHUD elements: KeyDown/Up_<key>, where key is one of Back/Forward/Jump/Crouch/Left/Right
example: the SuperHUD element KeyDown_Jump is only displayed when the jump key is pressed
add: ch_drawKeys <bitmask> (default: 0) to enable/disable the new KeyDown/Up_<key> SuperHUD elements
1 - when you're playing
2 - when you're following another player
4 - during demo playback (won't work with pre-1.50 demos)
add: new force colors/model options for team games
cg_redTeamColors <CHBLS> (default: "cccab") to specify the color codes of players in the red team
cg_blueTeamColors <CHBLS> (default: "mmmpo") to specify the color codes or players in the blue team
CHBLS colors: rail Core, Head, Body, Legs, rail Spiral (like cg_enemyColors)
cg_forceTeamColors <bitmask> (default: 15) to decide when cg_red/blueTeamColors are used
1 - enable for your own team when in first person
2 - enable for the enemy team when in first person
4 - enable when in free-float camera mode
8 - only enable for game types with flags
cg_teamModel <model> (default: "sarge/pm") to specify the model all your teammates should be using
cg_forceTeamModel <0|1> (default: 0) to decide if your teammates use the model specified by cg_teamModel
add: specdefer [N] command to move down the spectator queue N levels (default: 1)
add: overtime duration callvote in seconds with "od" or "overtimeduration" (min: 30, max: 300)
this vote can neither be called nor pass during a match
add: cg_autoAction option 128 to record when joining mid-game or during the countdown
this requires option 4 to be set as well
add: colored spawn points rendering in CTF and NTF, initial spawns are not animated
add: cg_drawBrightSpawns <0|1> (default: 0) for making the spawn learning process easier
add: cg_zoomAnimationTime <0 to 500> (default: 150) sets the zoom animation duration in milliseconds
chg: DEV gameplay reset to what it was before 1.48
chg: Multi-View tweaks and fixes
added auto-completion for /mv (an alias of /viewall)
fixed the PiP images not stretching up to the rectangle's edges
enabled MV for DA and disabled MV for FFA
disabled the MV cursor in non team modes
fixed all SuperHUD elements being drawn in coach view by default
coach view now respects ch_gauntlet
chg: renamed OSP's /help to /osphelp
chg: improved the map download UI and fixed the incorrect progress percentages
chg: improved the SuperHUD warning messages
chg: raised the com_maxfps cap to 250
chg: /team now rejects your request if the argument isn't valid
typing /team invalidname would make you join the game
to join the spectators: "spectator", "specs", "spec", "s"
to join the red team: "red", "r"
to join the blue team: "blue", "b"
to join any team: "free", "auto", "any", "f"
chg: "Add Bots" and "Remove Bots" menu tweaks:
fixed "Skill" and "Team" not displaying the current value
added selected bot highlighting and mouse wheel support
chg: "Game Settings" menu tweaks:
fixed the "Game Mode" displayed being wrong for some modes
added display of the current "Overtime Mode" and a new entry for "Overtime Duration"
fixed the display of "Game Mode", "Gameplay", "InstaGib", "thrufloors" and "Overtime Mode" in their submenus
chg: removed the "Team Orders" menu
chg: cg_autoAction screenshots and stats files now use the same file name as the demo
chg: votes can neither be called nor pass during intermission
chg: follow, follownext and followprev will no longer move you to the spectator team when you're not
chg: cg_deferPlayers 1 only applies during matches and pre-match countdowns
chg: invalid characters in cg_altLightning don't disable the LG beam anymore
chg: invalid s_announcer values will mute it instead of playing placeholder sounds with some engines
chg: cg_simpleItems <0|1> (default: 0) is a 0/1 cvar again (i.e. item scaling is now disabled)
fix: the "Chat1-8" SuperHUD elements now behave the same as "Console" wrt con_notifytime and cl_noprint
fix: the map selection UI would show maps from .arena files even though the .bsp files were missing
fix: scores and names can no longer overlap in the 1v1 scoreboard
fix: FFA and DA matches would start while the 2nd player was still connecting
fix: the 'Console' SuperHUD element would not always draw all the lines in its rectangle
fix: cv'ing a map script when the required .bsp is missing will no longer make the next map load use it
example: when hub3aeroq3a.bsp was missing, "cv map !cpm22a" followed by "cv map anymap"
would mean "anymap" was getting loaded with the cpm22a.map item layout
fix: clearing the ready status of all players when a match begins in a round-based game mode
fix: cgame wasn't unregistering commands during shutdown
fix: squashed the "specbugs" that were introduced thanks to ioq3 servers
1. Spec queue bug: a player going spec after you gets to play before you
2. Spec follow bug: toggling follow/free-float mode with +attack doesn't work
fix: choppy animations when the server time is a large value:
underwater FOV, 3D elements in the HUD and scoreboards, weapon drift, sine trajectories
fix: the game mode under the level shot in the "game server" menu wasn't shown for HM and NTF
fix: the credits now respect s_musicVolume
fix: the team overlay was sometimes visible for spectators
fix: multi-view mouse input sensitivity is now the same as in the UI with compatible engines
fix: the player name look-up behavior of follow, cstats, cv remove/kick/referee/unreferee, ...
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: the CTFS match durations in the XML stats files were incorrect
fix: sometimes, stats and screenshots were not saved during the intermission
fix: /team free/red/blue would make you go spec in non-team modes
fix: the server would sometimes not send global events (flag taken/returned/captured, obituaries, etc)
fix: the UI wasn't centered properly with display aspect ratios less than 4:3
fix: demo recording start/stop bugs
demo recording not starting in FFA
demo recording not starting in team games with bots
demo recording not stopping when going back to warm-up
demo recording not stopping when map/restart/mode/gameplay/match votes pass
demo recording and announcer not stopping when a countdown was interrupted (e.g., a duel player got kicked)
fix: no longer need to use +scores to get the scoreboard data when connecting during an intermission
fix: slow-sinking/raising free-floating spectator camera movement
fix: the zoom-out animation's start would abruptly change the fov
fix: always load the map config after a game type vote passes
example: cv map cpm24 followed by cv mode 1v1 was resetting the weapon respawn to 15s
fix: voting maps whose names start with a digit is working now
example: cv map 13void
fix: when a map is callvoted, its name is fixed to use the case of the actual file name
Linux servers can then load the map script (case sensitive file systems) and demo files have proper names
example: cv map CPM24 will not get incorrectly stuck on weapon respawn 15 on Linux servers anymore
07 Jan 17 - 1.49
add: color cvars for console customization
con_colBG <RGBA> (default: "101013F6") - console and help panel background
con_colBorder <RGBA> (default: "4778B2FF") - the console and help panel borders
con_colArrow <RGBA> (default: "4778B2FF") - console backscroll arrows
con_colShadow <RGBA> (default: "000000FF") - text shadows
con_colHL <RGBA> (default: "303033FF") - auto-completion highlight (see con_completionStyle 1)
con_colText <RGB> (default: "E2E2E2") - normal text
con_colCVar <RGB> (default: "4778B2") - cvar names
con_colCmd <RGB> (default: "4FA7BD") - command names
con_colValue <RGB> (default: "E5BC39") - cvar values
con_colHelp <RGB> (default: "ABC1C6") - help text
add: con_drawHelp <bitmask> (default: 1) controls the help panel displayed below the console
1 - enables the help panel
2 - draws the help panel even if the current cvar/cmd has no help text
4 - draws the list of modules the current cvar/cmd belongs to
8 - draws the list of attributes of the current cvar
add: r_blitMode <0|1|2> (default: 0) selects the upscale mode used by r_mode 1
r_blitMode 0 = aspect-ratio preserving (black bars if necessary)
r_blitMode 1 = no scaling, centered
r_blitMode 2 = full-screen stretching (no black bars)
add: cvar_trim command to remove all user-created cvars
add: with compatible mods, drop and disconnect errors will be displayed in the UI
add: s_autoMute <0|1|2> (default: 1) selects when the audio output should be disabled
s_autoMute 0 = never mute
s_autoMute 1 = mute when the window doesn't have input focus
s_autoMute 2 = mute when the window is minimized
add: cl_matchAlerts <bitmask> (default: 7) lets you know when a match is starting
1 - when unfocused (otherwise only when minimized)
2 - flash the task bar (Windows only)
4 - beep once (Windows only)
8 - unmute (temporarily overrides s_autoMute)
add: new commands to take screenshots with the console hidden
screenshotnc for TARGA (.tga) images
screenshotncJPEG for JPEG (.jpg) images
they will be used for end-game screenshots by compatible mods like CPMA 1.50
add: in_noGrab <0|1> (default: 0) disables input grabbing
add: bindkeylist command to print all bindable key names
add: uptime command that prints uptimes for the process, the current map and the parent process
add: keys F13 to F24 are now bindable
add: new cvar type and range extension for compatible mods like CPMA 1.50
add: new help commands for commands and cvars of the engine and compatible mods like CPMA 1.50
help|man <cvar|cmd> to display the help of a cvar or command
searchhelp <pattern> to list all cvars and commands whose help or name matches the pattern
add: new CNQ3 download system that uses checksums to get the right pak files
the CNQ3 download system will use the WorldSpawn map server for inexact queries
(when loading demos or using /dlmap) when the CNQ3 map server doesn't have the file
system | speed | cases | source(s) | file availability | server requirements
-------|-------|---------------------|---------------|-------------------|--------------------
CNQ3 | fast | pure servers, demos | map server(s) | not guaranteed | none
id | slow | pure servers only | the Q3 server | guaranteed | sv_allowDownload 1
add: new commands for manually initiating and canceling fast downloads:
dlpak <checksum> to download a pak by its checksum if the pak doesn't exist locally
dlmap <map_name> to download a map by name if no map with such a name exists locally
dlmapf <map_name> to force download a map by name
dlstop to cancel the download in progress, if any
add: r_greyscale <0.0 to 1.0> (default: 0) to control how monochromatic the final image looks
r_greyscale 0 = full color (nothing done)
r_greyscale 1 = completely monochrome
add: con_completionStyle <0|1> (default: 0) to select the auto-completion style
con_completionStyle 0 = always print all results
con_completionStyle 1 = print once, then cycle results like Enemy Territory's console
add: m_accelStyle <0|1> (default: 0) to control the mouse accel style
m_accelStyle 0 = legacy CNQ3 accel style
m_accelStyle 1 = new accel style, similar to quake3e's cl_mouseAccelStyle 1
add: m_accelOffset <0.001 to 5000> (default: 5) to control the power offset with m_accelStyle 1
add: sv_minRestartDelay <2 to 48> (default: 2)
the min. amount of hours to wait for before restarting the server
a scheduled restart won't happen until there are no more human players connected
add: con_scaleMode <0|1|2> (default: 0) specifies the console text scaling mode
con_scaleMode 0 = text size scales with con_scale but not the resolution
con_scaleMode 1 = text size scales with con_scale and the resolution
con_scaleMode 2 = text size is always 8x12
add: command history saving with con_history (default: 1)
add: r_monitor <0 to monitor count> (default: 0) to select the monitor to display the game on
r_monitor is the 1-based index of the monitor to use
r_monitor 0 = use the primary monitor
r_monitor N = use monitor number N
add: crash handlers with crash report generation
add: improved auto-completion with support for map names, bind key names, etc
add: 64-bit support
chg: new system requirements: OpenGL 2, SDL 2 on the Linux client, Windows Vista or later
chg: sv_pure 1 now allows new image files (no overrides) to be read from directories
chg: now ignoring q3config.cfg and autoexec.cfg outside fs_game to avoid config poisoning
chg: removed the r_maplight* cvars
chg: reduced CPU usage in the client
chg: console/messagemode input buffers now display the "^" character of color codes
chg: r_brightness <0.25 to 32.0> (default: 2) replaces r_overBrightBits
r_mapBrightness <0.25 to 32.0> (default: 2) replaces r_mapOverBrightBits
the new cvars use floating-point values (more control) and a linear scale (more intuitive)
to convert the old engine values to the new values:
r_brightness = pow(2, r_overBrightBits)
r_mapBrightness = pow(2, max(r_mapOverBrightBits - r_overBrightBits, 0))
chg: r_mode <0|1|2> (default: 0) selects the video mode
r_mode 0 = no screen mode change, desktop resolution
r_mode 1 = no screen mode change, custom resolution, custom upscale mode
r_mode 2 = screen mode change, custom resolution (for the CRT users)
Custom resolution means using r_width and r_height.
Custom upscale mode means using r_blitMode.
chg: cl_allowDownload <-1|0|1> (default: 1) can be used to select the download system
cl_allowDownload -1 = id's original download system
cl_allowDownload 0 = downloads disabled
cl_allowDownload 1 = CNQ3 download system
chg: cvars and commands are alphabetically sorted
chg: removed r_stencilbits, r_depthbits, r_colorbits, r_texturebits and r_ext_compressed_textures
chg: using stb_image to load png and tga images
chg: con_scale <0.25 to 10.0> (default: 1.2) specifies the console text scaling factor and nothing else
chg: replaced monitor gamma by a post-process gamma shader and removed r_ignorehwgamma
chg: removed stereo rendering
chg: anti-aliasing sample count is set with r_msaa on all platforms (on Windows, it was r_ext_multisample)
chg: file system start-up will now verify the presence and integrity of baseq3/pak0-8.pk3 instead of only pak0
chg: replaced id's Huffman codec code with something both simpler and much faster
chg: tweaked console scrolling speeds, fixed backtip insertion on Windows
chg: improved level load times
chg: sound fall-off is linear instead of using a power function
chg: switch from libjpeg 6 to libjpeg-turbo
chg: removed the byzantine r_mode usage added in 1.47
fix: console/messagemode input buffers would ignore the last off-screen color modifier when scrolled
fix: console/messagemode input buffers would sometimes display the cursor at the wrong position
fix: taking screenshots with a render width (r_width) that wasn't a multiple of 4
would either crash or produce bad screenshots
fix: false positives of the "SCR_UpdateScreen: recursively called" fatal error
repro: connect, get kicked, connect, get kicked
fix: crash when the number of shader stages was wrong (would happen with the "brandon" player model)
fix: the release of a key bound to "+vstr a b" would execute "b" even though the key press didn't execute "a"
fix: /bind was treating single-character key names in a case sensitive manner
fix: r_fullbright is no longer latched and actually does its job
fix: r_lightmap is now archived and actually does its job
fix: commands registered by cgame no longer auto-complete after the cgame qvm has shut down
fix: libjpeg errors no longer shut down the engine
fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
fix: shader stages using "wave" were not animated when the server time was too large
fix: the pukka3tourney2 slime wasn't green with r_vertexLight 1
fix: the ct3ctf1 grate near quad was getting picmipped when it wasn't supposed to be
fix: improved the player name look-up behavior for these commands: kick, banUser, dumpuser
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: multi-view mouse input sensitivity is now the same as in the UI for compatible mods like CPMA 1.50
fix: fixed the start-up console window staying visible when starting in full-screen
Windows:
add: in_minimize registers a hotkey to minimize/restore the client
key names must be separated by white space and there can be at most 2 modifier keys
add: auto-completion and command history in the dedicated server console window
add: new bindable key: BACKSLASH (the key to the right of the left shift button)
chg: removed DirectInput mouse input mode
chg: updated mouse input for better grab (de-)activation and fixed window dragging not working
chg: reduced raw mouse input latency and added cl_drawMouseLag
fix: disabled DPI scaling on the client
fix: the crash handler will reset the system timer resolution
fix: if requesting a resolution too high for the display, the image would be offset vertically
fix: in raw mouse input mode, keeping any button pressed while focusing the window would keep
the cursor visible even after releasing all buttons
Linux:
add: m_relative <0|1> (default: 1) enables SDL's relative mouse mode
you might want to set it to 0 if you have a messed up input driver
add: in_focusDelay <0 to 100> (default: 5) is the time in ms keypresses are ignored after the window gets the focus
add: minimize command to minimize the client's window
add: automatic dedicated server process restarts for crashes and timed reboots (sv_minRebootDelayMins)
this means 2 CNQ3 processes run per server: a parent (fixed pid) and a child (new pid after each restart)
this behavior can be disabled by passing "nohardreboot" as a command-line argument
the new command sv_restartProcess can be used to shut down the child process and start a new one
chg: the client requires SDL 2 - the following things are handled by it:
window, GL context, video modes, audio, kb and mouse input, monitor list, clipboard
chg: tty input behavior matches in-game behavior when cgame is running and fixed the truncated tty input
fix: color codes (e.g. "^1") don't get printed to the terminal anymore
fix: tty handling of the leading "]" character
fix: dedicated servers no longer insert a leading backslash when running auto-completion
fix: the crash handler will reset tty input mode correctly
add: color cvars for console customization
con_colBG <RGBA> (default: "101013F6") - console and help panel background
con_colBorder <RGBA> (default: "4778B2FF") - the console and help panel borders
con_colArrow <RGBA> (default: "4778B2FF") - console backscroll arrows
con_colShadow <RGBA> (default: "000000FF") - text shadows
con_colHL <RGBA> (default: "303033FF") - auto-completion highlight (see con_completionStyle 1)
con_colText <RGB> (default: "E2E2E2") - normal text
con_colCVar <RGB> (default: "4778B2") - cvar names
con_colCmd <RGB> (default: "4FA7BD") - command names
con_colValue <RGB> (default: "E5BC39") - cvar values
con_colHelp <RGB> (default: "ABC1C6") - help text
add: con_drawHelp <bitmask> (default: 1) controls the help panel displayed below the console
1 - enables the help panel
2 - draws the help panel even if the current cvar/cmd has no help text
4 - draws the list of modules the current cvar/cmd belongs to
8 - draws the list of attributes of the current cvar
add: r_blitMode <0|1|2> (default: 0) selects the upscale mode used by r_mode 1
r_blitMode 0 = aspect-ratio preserving (black bars if necessary)
r_blitMode 1 = no scaling, centered
r_blitMode 2 = full-screen stretching (no black bars)
add: cvar_trim command to remove all user-created cvars
add: with compatible mods, drop and disconnect errors will be displayed in the UI
add: s_autoMute <0|1|2> (default: 1) selects when the audio output should be disabled
s_autoMute 0 = never mute
s_autoMute 1 = mute when the window doesn't have input focus
s_autoMute 2 = mute when the window is minimized
add: cl_matchAlerts <bitmask> (default: 7) lets you know when a match is starting
1 - when unfocused (otherwise only when minimized)
2 - flash the task bar (Windows only)
4 - beep once (Windows only)
8 - unmute (temporarily overrides s_autoMute)
add: new commands to take screenshots with the console hidden
screenshotnc for TARGA (.tga) images
screenshotncJPEG for JPEG (.jpg) images
they will be used for end-game screenshots by compatible mods like CPMA 1.50
add: in_noGrab <0|1> (default: 0) disables input grabbing
add: bindkeylist command to print all bindable key names
add: uptime command that prints uptimes for the process, the current map and the parent process
add: keys F13 to F24 are now bindable
add: new cvar type and range extension for compatible mods like CPMA 1.50
add: new help commands for commands and cvars of the engine and compatible mods like CPMA 1.50
help|man <cvar|cmd> to display the help of a cvar or command
searchhelp <pattern> to list all cvars and commands whose help or name matches the pattern
add: new CNQ3 download system that uses checksums to get the right pak files
the CNQ3 download system will use the WorldSpawn map server for inexact queries
(when loading demos or using /dlmap) when the CNQ3 map server doesn't have the file
system | speed | cases | source(s) | file availability | server requirements
-------|-------|---------------------|---------------|-------------------|--------------------
CNQ3 | fast | pure servers, demos | map server(s) | not guaranteed | none
id | slow | pure servers only | the Q3 server | guaranteed | sv_allowDownload 1
add: new commands for manually initiating and canceling fast downloads:
dlpak <checksum> to download a pak by its checksum if the pak doesn't exist locally
dlmap <map_name> to download a map by name if no map with such a name exists locally
dlmapf <map_name> to force download a map by name
dlstop to cancel the download in progress, if any
add: r_greyscale <0.0 to 1.0> (default: 0) to control how monochromatic the final image looks
r_greyscale 0 = full color (nothing done)
r_greyscale 1 = completely monochrome
add: con_completionStyle <0|1> (default: 0) to select the auto-completion style
con_completionStyle 0 = always print all results
con_completionStyle 1 = print once, then cycle results like Enemy Territory's console
add: m_accelStyle <0|1> (default: 0) to control the mouse accel style
m_accelStyle 0 = legacy CNQ3 accel style
m_accelStyle 1 = new accel style, similar to quake3e's cl_mouseAccelStyle 1
add: m_accelOffset <0.001 to 5000> (default: 5) to control the power offset with m_accelStyle 1
add: sv_minRestartDelay <2 to 48> (default: 2)
the min. amount of hours to wait for before restarting the server
a scheduled restart won't happen until there are no more human players connected
add: con_scaleMode <0|1|2> (default: 0) specifies the console text scaling mode
con_scaleMode 0 = text size scales with con_scale but not the resolution
con_scaleMode 1 = text size scales with con_scale and the resolution
con_scaleMode 2 = text size is always 8x12
add: command history saving with con_history (default: 1)
add: r_monitor <0 to monitor count> (default: 0) to select the monitor to display the game on
r_monitor is the 1-based index of the monitor to use
r_monitor 0 = use the primary monitor
r_monitor N = use monitor number N
add: crash handlers with crash report generation
add: improved auto-completion with support for map names, bind key names, etc
add: 64-bit support
chg: new system requirements: OpenGL 2, SDL 2 on the Linux client, Windows Vista or later
chg: sv_pure 1 now allows new image files (no overrides) to be read from directories
chg: now ignoring q3config.cfg and autoexec.cfg outside fs_game to avoid config poisoning
chg: removed the r_maplight* cvars
chg: reduced CPU usage in the client
chg: console/messagemode input buffers now display the "^" character of color codes
chg: r_brightness <0.25 to 32.0> (default: 2) replaces r_overBrightBits
r_mapBrightness <0.25 to 32.0> (default: 2) replaces r_mapOverBrightBits
the new cvars use floating-point values (more control) and a linear scale (more intuitive)
to convert the old engine values to the new values:
r_brightness = pow(2, r_overBrightBits)
r_mapBrightness = pow(2, max(r_mapOverBrightBits - r_overBrightBits, 0))
chg: r_mode <0|1|2> (default: 0) selects the video mode
r_mode 0 = no screen mode change, desktop resolution
r_mode 1 = no screen mode change, custom resolution, custom upscale mode
r_mode 2 = screen mode change, custom resolution (for the CRT users)
Custom resolution means using r_width and r_height.
Custom upscale mode means using r_blitMode.
chg: cl_allowDownload <-1|0|1> (default: 1) can be used to select the download system
cl_allowDownload -1 = id's original download system
cl_allowDownload 0 = downloads disabled
cl_allowDownload 1 = CNQ3 download system
chg: cvars and commands are alphabetically sorted
chg: removed r_stencilbits, r_depthbits, r_colorbits, r_texturebits and r_ext_compressed_textures
chg: using stb_image to load png and tga images
chg: con_scale <0.25 to 10.0> (default: 1.2) specifies the console text scaling factor and nothing else
chg: replaced monitor gamma by a post-process gamma shader and removed r_ignorehwgamma
chg: removed stereo rendering
chg: anti-aliasing sample count is set with r_msaa on all platforms (on Windows, it was r_ext_multisample)
chg: file system start-up will now verify the presence and integrity of baseq3/pak0-8.pk3 instead of only pak0
chg: replaced id's Huffman codec code with something both simpler and much faster
chg: tweaked console scrolling speeds, fixed backtip insertion on Windows
chg: improved level load times
chg: sound fall-off is linear instead of using a power function
chg: switch from libjpeg 6 to libjpeg-turbo
chg: removed the byzantine r_mode usage added in 1.47
fix: console/messagemode input buffers would ignore the last off-screen color modifier when scrolled
fix: console/messagemode input buffers would sometimes display the cursor at the wrong position
fix: taking screenshots with a render width (r_width) that wasn't a multiple of 4
would either crash or produce bad screenshots
fix: false positives of the "SCR_UpdateScreen: recursively called" fatal error
repro: connect, get kicked, connect, get kicked
fix: crash when the number of shader stages was wrong (would happen with the "brandon" player model)
fix: the release of a key bound to "+vstr a b" would execute "b" even though the key press didn't execute "a"
fix: /bind was treating single-character key names in a case sensitive manner
fix: r_fullbright is no longer latched and actually does its job
fix: r_lightmap is now archived and actually does its job
fix: commands registered by cgame no longer auto-complete after the cgame qvm has shut down
fix: libjpeg errors no longer shut down the engine
fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
fix: shader stages using "wave" were not animated when the server time was too large
fix: the pukka3tourney2 slime wasn't green with r_vertexLight 1
fix: the ct3ctf1 grate near quad was getting picmipped when it wasn't supposed to be
fix: improved the player name look-up behavior for these commands: kick, banUser, dumpuser
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: multi-view mouse input sensitivity is now the same as in the UI for compatible mods like CPMA 1.50
fix: fixed the start-up console window staying visible when starting in full-screen
Windows:
add: in_minimize registers a hotkey to minimize/restore the client
key names must be separated by white space and there can be at most 2 modifier keys
add: auto-completion and command history in the dedicated server console window
add: new bindable key: BACKSLASH (the key to the right of the left shift button)
chg: removed DirectInput mouse input mode
chg: updated mouse input for better grab (de-)activation and fixed window dragging not working
chg: reduced raw mouse input latency and added cl_drawMouseLag
fix: disabled DPI scaling on the client
fix: the crash handler will reset the system timer resolution
fix: if requesting a resolution too high for the display, the image would be offset vertically
fix: in raw mouse input mode, keeping any button pressed while focusing the window would keep
the cursor visible even after releasing all buttons
Linux:
add: m_relative <0|1> (default: 1) enables SDL's relative mouse mode
you might want to set it to 0 if you have a messed up input driver
add: in_focusDelay <0 to 100> (default: 5) is the time in ms keypresses are ignored after the window gets the focus
add: minimize command to minimize the client's window
add: automatic dedicated server process restarts for crashes and timed reboots (sv_minRebootDelayMins)
this means 2 CNQ3 processes run per server: a parent (fixed pid) and a child (new pid after each restart)
this behavior can be disabled by passing "nohardreboot" as a command-line argument
the new command sv_restartProcess can be used to shut down the child process and start a new one
chg: the client requires SDL 2 - the following things are handled by it:
window, GL context, video modes, audio, kb and mouse input, monitor list, clipboard
chg: tty input behavior matches in-game behavior when cgame is running and fixed the truncated tty input
fix: color codes (e.g. "^1") don't get printed to the terminal anymore
fix: tty handling of the leading "]" character
fix: dedicated servers no longer insert a leading backslash when running auto-completion
fix: the crash handler will reset tty input mode correctly
Эта раздача содержит все необходимое для игры в мод CPMA с физикой CPM.
В ней нет различных vq3/osp карт, только те что играются в ПРОМОД.
Файлы Quake 3 Arena версии 1.32 (pak0.pk3 - pak8.pk3)
Модификация CPMA 1.50
Движок для запуска CNQ3 1.49 (ChallengeQuake3), Win x64/x86 и Linux x64
Программа для создания/редактирования HUD'а SuperHud Editor v0.3.0
Коллекция HUD'ов цпма-игроков собранная ger1e (~170шт)
Основной мап-пак CPMA + все карты играемые в пикапах
В ней нет различных vq3/osp карт, только те что играются в ПРОМОД.
Файлы Quake 3 Arena версии 1.32 (pak0.pk3 - pak8.pk3)
Модификация CPMA 1.50
Движок для запуска CNQ3 1.49 (ChallengeQuake3), Win x64/x86 и Linux x64
Программа для создания/редактирования HUD'а SuperHud Editor v0.3.0
Коллекция HUD'ов цпма-игроков собранная ger1e (~170шт)
Основной мап-пак CPMA + все карты играемые в пикапах
Скопировать содержимое раздачи в желаемую директорию.
!Не рекомендуется помещать в Program Files, на "Рабочий стол", и прочие системные директории.
!Не рекомендуется помещать в Program Files, на "Рабочий стол", и прочие системные директории.
Находясь на данной странице, вам предоставляется возможность скачать игру Quake 3 CPMA 1.50 жанра Action бесплатно через торрент для PC.
Рекомендуем:
Похожие игры:
Всего комментариев: 0 | |