1999 Jul 01: 2.18-2.5 ===================== - Note: Version bumped to 2.5 in preparation for official release. - Change: Allow observers to vote at any time EXCEPT when a 1v1/teamplay match is in progress. - Fix: Highscores bug that can cause a server crash - Fix: Bogus renames and disconnects in ngLog - Fix: Rotation on map queue when not using the random option - Fix: Stop demos if countdown aborted or match is terminated - Fix: Grenade pickups RIGHT after picking up a weapon would cause grenades to be selected as a weapon (if previously holding the blaster). - Fix: Proper logging of all per-player weapon statistics (accuracy and damage) for ngLog. - Fix: Long config file names on menu voting of alternate configs. - Fix: Various random # stuff. - Fix: Weird auto-launching of ngStats browser after demoplays - Removed: ".cfg" suffix requirement for names of alternate config files. Only requirement now is that the specified config filename must be at least 2 characters long (and also exist). - Fix: ngStats browser wouldn't launch if player quits out AFTER a timelimit or fraglimit is reached and BEFORE the next level is loaded (locally, on listen server and logstyle=4 and browser=1). - Add: Per-weapon damage given and received logging, BFG included. - Add: Power armor settings (regular DM only): power_armor_screen is the amount of damage saved per cell in a player's inventory (default = 1.0). power_armor_shield is the amount of damage saved per cell in a player's inventory (default = 2.0). - Add: Item respawn times based on player counts (regular DM only): fast_respawn is the percentage of an item's normal respawn time based on maximum player counts (default = 1.0). fast_minpbound Specifies the minimum # to use when figuring an item's respawn time. Either the current player count or this value will be used, whichever is greater (default = 1). fast_maxpbound Specifies the maximum # to use when figuring an item's respawn time. Either the current player count or this value will be used, whichever is lower. This value is also used as the base for the item respawn time ratio (default = 20). ---> item respawn times are based on the following formula: item_respawn_time = normal_respawn_time * (1.0 - (1.0 - fast_respawn)* (A / B)) - A = fast_minpbound or player count, whichever is greater - B = fast_maxpbound or player count, whichever is lower - Updated all documentation - Updated all config files - Added new TourneyCE 2.51 to distribution - Added new ngStats 1.1 to distribution 1999 Jun 24: 2.17 ================= - Fix: Several copy operations were a bit hosed =) Fixed the problems and found a couple more copy tweaks. 2.16 can crash rather easily, STRONGLY suggest moving up to a later revision (like this one). 1999 Jun 23: 2.16 ================= - Fix: High scores may not be updated if the player with a qualifying high score is in a certain position in the internal player structure. Worst case was this happening 10% of the time. - Change: A FPH high score will NOT be counted unless the player was within 90% of the fraglimit. - Add: New Gladiator updates to handle missing .aas files (no more server crashes if an associated map's .aas file is not present) and various array boundary checks. - Fix: Team join bugs under match_latejoin 3 (common symptom is the server saying that a team is full, when in fact it is not). - Fix: Teamscore updates if a bot makes a score. - Fix: Team captain assignment updates and fixes. - Fix: No map change if dmflags has DF_SAME_LEVEL set and auto-rotation of default configs now works properly. - Fix: Default teamname assignments updated to real clients. 1999 Jun 22: 2.15 ================= - Fix: Problem when the server allows for client reconnects and reconnecting clients are set up with skin male/grunt. - Enhance: Rune distribution. Runes should now be scattered around levels quite nicely rather than clumping on spawn points. - Enhance: Bot detection. More tweaks to detecting real bots and better avoidance of false detects. Better removal of client-side bots as well. - Fix: Forgot to mention it in 2.14, but I also fixed the passwords that are to be used in reserving playernames on the server (hiya Aslan =] ). All should now work as documented. - Note: The vote_config_default and vote_config_defaultname variables should ONLY be set in the base server .cfg file that is used to start up your server. These variables should NOT be specified (at all) in the alternate config files that you make available for client-voting. 1999 Jun 21: 2.11-2.14 ====================== - Change: Versioning back to old system :) - Fix: "sv" commands now properly echo back to the console. - Add: "sv playerlist" server command to load in playername lists. "sv playerlist " is also an option to load an alternate playername list. - Change: The "players" command now properly shows clients in the process of connecting. - Add: Chat macro to announce which rune is being held by the player using the macro. Use "%r" or "%t" to show the current rune held. - Add: Zero out "Score_A|B" on public server info if the mode has been changed from a teamplay to an alternate mode through a config vote. - Add: Option to turn off mega-teleport sound at the start of a match. set match_startsound 0 Disable sound at match start. 1 Enable sound at match start (default). - Fix: Corner case where a player in a 1v1 could retain his/her frags from a previous game. - Fix: Wont use bot counts in determining next map to load. - Fix: Map cycling has been broken for a LONG time. I think its fixed now =) - Add: No map change option if dmflags has the DF_SAME_LEVEL option set. That is, when a match is over and after the scoreboard has been displayed, the map will NOT reload and clients can play the next match immediately. - Change: Voted config loading is now handled differently to allow for proper setting of latched server variables (like maxclients). - Fix: Voting with no bots in the game. Also fixed it so an observer can vote if there is nobody else on the server. - Add: Default config auto-loading. This option is primarily for servers that allow for clients to vote on alternate configs. This default config will be loaded if there are no active clients on a server for an entire map (timelimit on FFA modes, or 1 hour on teamplay/1v1). set vote_config_default 0 Disable default loading (default) 1 Enable default loading. set vote_config_defaultname must be a valid config file that exists. If not, default config cycling WILL be disabled. - Add: A pause before automatically loading in bots that is based on active player counts. It waits approximately 15 seconds before a bot is brought in to avoid connecting clients from a previous level. - Fix: The "client_highscores" variable name has been updated internally. Bug on my part.. it was different internally than what was documented. - Fix: Hook and falling damage. There were ways to get around any kind of falling damage if you knew how to use the hook in a particularly interesting way =) - Add: Verification that alternate config files that can be voted in do, in fact, exist. Configs that dont exist wont be added to the list of votable configs for clients. 1999 Jun 16: 2.1.0 ================== - Fix: Better implementation of rate control (client_maxrate) - Fix: ngStats logging fix if nglog_ngstats_exec was not set to 1 and nglog_logstyle is set to 4. - Fix: Quad sound wasn't sounding ;) - Tweak: A couple tweaks to the anti-bot code - Add: Respawn protection. This has some severe restrictions, however. To enable it: set client_protect The respawn protect shell will disappear/not show up under the following conditions: - Client weapon/power-up/MegaHealth/power shild pick-up. - Client respawns with anything other than a blaster. - Client shoots their blaster. - Client used their hook, if available. - Active in regular DM only (match_mode 0). - Tweak: Reduction in size of some public server_info variables. - Add: Rune value status logged. - Add: Client respawn portection value logged. - Add: Alternate config file limit raised from 32 to 50 config files total. - Fix: Unix permissions on auto-generated directories/files for high-score tables. - Add: Client FramePerSecond capping: set client_maxfps If set to 0, this option is disabled (the default). - Add: Client min/max ping filters set client_minping set client_maxping ----> Client pings are sampled over approximately 45 second intervals. If a specified above is set to 0, that particular option is disabled (default for both filters). - Add: Automatic removal of clients from 1v1/Teamplay games if inactive for a given period of time while in warmup mode. The idea here is to automatically handle players who join a 1v1/team server, enter the game, then leave their computer. Before, if this happened, the server was locked for an extended amount of time before a server admin showed up. Now, clients can be automatically forced to observer mode. set client_nomove Default = 90. ----> Note, this ONLY affects 1v1/teamplay modes and ONLY when a match is in warmup mode. - Add: Playername reservation lists/banning. This options allows server admins to "protect" certain player names with either passwords or client IP addresses. Good for server admins who keep local stats (i.e. with ngStats) and want to protect the "regular" players from having their stats damaged by an imposter who likes swimming in lava a whole lot. Check the "players.txt" file in the same directory for complete info on how to set up and use this new playername reservation system. 1999 Jun 11: 2.0.2 ================== - Uhm, did I meantion that release-day is a pain in the arse?!?!? Fixed bug where client's name is not displayed when they leave the server. 1999 Jun 11: 2.0.1 ================== - DOH!! Found (small) crash bug. 2.0.1 is what you want. yea baby! [all architectures] 1999 Jun 11: 2.0 ================ *** OFFICIAL 2.0 RELEASE!! *** - FreeBSD-x86 - Linux-Alpha - Linux-x86-glibc - Linux-x86-libc5 - Solaris-Sparc - Solaris-x86 - Win32-x86 --> (If you got a 2.0 release before 23:00 (11:00pm) CST 10 Jun 99, redownload the current version available). ----> Sorry for the mutiple 2.0 releases. In the span of 12 hours, 3 crash bugs managed to surface. The strange part is that these bugs have been there for a LOOOONNNGG time! [Note to self: Weird shit will always happen whenever you try to put out a full release. 8) ] 1999 Jun 08: 1.87-1.99 ===================== Tweaks: Minor tweaks to logfile buffering. Also applied buffering options to ngWS logs (the same ones specified for normal ngLog loSgging). - Add: More default config tweaks (log buffering). - Fix: Crashes on maps with no real player spawn points. - Add: Automatic pausing of the game when the listen server operator chooses to view ngStats while remaining in the game. - Add: Option to do hard video restarts upon return from external ngStats viewing that has been invoked within the game: nglog_ngstats_vidrestart: * 0 = Do not do a hard refresh on the display when Quake2 is refocussed after viewing ngStats information. 1 = Perform hard rest on video after returning to Quake2. Note, this has a potential for crashing the server. - Change: Default nglog_flush is now 2 (system default flushing) - Change: Default nglog_logstyle is now 4 (unique naming for ngStats processing) - Change: Default bots_botfile is now "botcfg/bots.cfg" - Disable: In-game and end-game external calling of ngStats on non-Win32 platforms (ngStatsQ2T.exe doesn't exist for Unix platforms right now). 1999 Jun 08: 1.87 ================= - Fix: Process call change to in-game stat viewing. - Change: nglog_ngstats_logs is now nglog_ngstats_logdir - Change: New mode under nglog_logstyle: 4 = Create uniquely named logs for every map played. This setting is required to automatically process logs through ngStats while Tourney is running. - Remove: nglog_ngstats variable. It was too confusing with the nglog_logstyle variable settings. - Remove: nglog_logmiscpickup This option is now ALWAYS on in logging. If you want ALL item pickups, use the nglog_logallpickups variable. - Add: More documentation fixes for 2.0 release. - Add: Changes to all default configs. 1999 Jun 07: 1.85-1.86 ====================== - Add: Ability to automatically launch ngStats-processed HTML containing all up-to-date frag/player data information in the server admin's default browser after a server has been shutdown. This is ideal mainly for people who are playing single player on a listen server: nglog_ngstats_browser 0 Do NOT launch a browser after a server has been shut down (default for dedicated servers) 1 Automatically launch a browser with latest ngStats info (default for listen servers) - Add: Ability to log ALL pickups in a game. While interesting, this can cause performance hits, especially if there are a lot of players in the game: nglog_logallpickups 0 Do not log every pickup (default) 1 Log EVERY pickup - Add: Ability for players to vote on kicking a particular player. ---> Command-prompt format: vote kick (can also be done through the menuing vote system) ---> Config option: vote_enable_kick 0 Players cannot kick vote another 1 Players CAN kick vote another (default) - Add: Ability to view ngStats while in the game. This option is ONLY available to the server admin who is running a LISTEN server. The option appears on the main menu of either 1v1/Teamplay or FFA. - Fix: Removed rune status if a player goes to observer mode while holding a rune. - Fix: Possible crash again related to the hook (null clients) - Fix: Vote pass/fail is now also evaluated when a player leaves. 1999 Jun 05: 1.84 ================= - Fix: Vampire rune ratios - Fix: Command-line override for default browser viewing of ngStats after a match. - Fix: Possible solution to rocket-jump aliases triggering new anti-bot code. - Fix: Removal of some debug messages for public release. - Add: Outstanding Tourney Config Editor by Luis Toscano in the main distribution. Thanks Luis! Of course, all bug reports for this editor go to Luis :) - Add: All necessary utilites for using ngStats for local log parsing. This is some really good stuff man! Watch out GibStats!! - Add: Freshen default configs for all these great new options :) - Add: Updated all documentation for full release. 1999 Jun 03: 1.83 ================= - Add: Even MORE rune settings :) runes_perplayer Ratio of runes to active player counts (default = 0.6). runes_min Minimum # of runes on a level, regardless of rune-to-player percentage. runes_max Maximum # of runes on a level, regardless of rune-to-player percentage. runes_enable Now specifies WHICH runes should be enabled: 0 = No runes active 1 = Resist Rune 2 = Strength Rune 4 = Haste Rune 8 = Regeneration Rune 16 = Vampire Rune ----> This is a bitwise sum setting. So, to enable ALL runes, set runes_enable to 31 (or higher) [1+2+4+8+16 = 31]. - Add: Additional ngStats log processing capabilites. It is now possible invoke the ngStats log parsing utilities from within Tourney to automatically update player database information after each map is finished: set nglog_ngstats [0|1] Disables|Enables ngStats-format logging. This option is required to be set to 1 To activate the following settings listed below (default = 0). set nglog_ngstats_exec [0|1] Disables|Enables automatic ngStats backend processing after each map is played (default = 1). set nglog_ngstats_cfg Specifies the ngStats configuration file to use in processing the server's logs. This config name MUST be relative to the NetGamesUSA.com/ngStats directory under your Quake2/ directory (default = "ngStatsQ2T.cfg"). set nglog_ngstats_logs Specifies where to write ngStats- format logfiles. Again, this name MUST be relative to the NetGamesUSA.com/ngStats directory under your Quake2/ directory (default = "logs"). ----> The idea here on the last two settings listed above is to allow for server operators with more than one server running on their machine to have seperate databases maintained for each server. By placing the logs in different directories and using different ngStats config files, each servers logs will be guaranteed to be seperate (unless, of course, you use the same log directory and the same .cfg file :) ) 1999 Jun 02: 1.82 ================= - Fix: Turn off runes held on clients' HUD at end of level. - Fix: Check for soft limits on megahealth pickup for regen/vampire runes. - Fix: Log accuracy info on hard kill of a server. - Fix: Match stops in Qualifier/Team/1v1 with new log header. Also zeros out accuracy information. - Fix: End of match info alignment. - Add: More rune configuration options: runes_resist The amount to divide by on damage a player receives (default = 2.0). runes_strength The amount to multiply by on damage a player inflicts (default = 2.0). runes_regen_hmax Maximum health a player can regen up to (default = 200). runes_regen_amax Maximum armor a player can regen up to (default = 100). runes_vampire Percentage of damage added to a player's health (default = 0.5). runes_vampire_max Maximum health a player can "vampire" up to (default = 200). 1999 Jun 02: 1.81 ================= - Fix: ngLog logging was broken if only ngWorldStats was enabled. - Add: More player initializtion optimizations. - Add: More rune performance optimizations. - Fix: Grenade/Grenade Launcher selection bug. 1999 Jun 01: 1.80 ================= - Fix: Rewrote the ClientUerInfoChanged routine in Q2. The current format of this function (found in the vanilla DM code) sets client RELIABLE broadcasts on the order of the number of deaths within the game. As client name/skin changes are rare for the most part, this puts an unnessary burden on both the CPU, but most importantly, on the amount of information that must be acknowledged from the client. The end result is that the new function is MUCH cleaner in both additional CPU processing when clients die, as well as the amount of network traffic that is exchanged at this specific points. Bottom line: less client overflows when someone dies (which is not uncommon). The performance enhancements here wont be seen on something like a 1v1, rather, on big open FFA's that have a lot of clients and a lot of killing :) Overall, this makes Quake2 (and Tourney specifically) scale better with more clients. - Fix: Removal of potential wobble in chasecam modes. - Fix: "team_lockskin" was reall team_lockskins internally. This variable should now work as documented. It has also been applied for 1v1 mode skin settings. - Fix: Small tweaks to oversights on default configs. - Fix: Small tweak to respawn portions for a player. 1999 May 31: 1.79 ================= - Fix: Runes surviving across level loads - Add: Official 0.95 Gladiator library and pak7.pak file added. 1999 May 28: 1.74-1.78 ====================== - Fix: Possible protection against 1v1 crashes on client reconnect - Update: Client-side bot-proxy protection - Fix: Client IP address logging fixes - Add: New log format for ngLog: ngStats format set nglog_ngstats 0 Disable ngStats-format logging (default) 1 Enable ngStats logging. Note, this setting overrides any setting in the nglog_style. - Fix: Server crashes on in-map (.bsp) explosions. - Add: Total ngStats integration for external calls to the ngStats log parsing facility. - Add: Lithum-style runes! Tourney now has the capability to allow default runes on map load or for runes to be voted in. These runes are the exact same style as those found in Lithium: Resist, Strength, Haste, Regeneration, and Vampire (follows same color scheme as well). set runes_enable 0 Disable runes on map start (default) 1 Enable runes on map start. set runes_flash 0 No player shell flashin when a rune is used. 1 Flashes a colored shell around the player when they use a rune. The color of the shell is the same color as the rune they are holding (default). set runes_model Sets the model to use for all runes. Default is John Carmack's head :) For lithium-style runes, use "models/items/keys/pyramid/tris.md2". set vote_enable_runes 0 Disables rune voting (default) 1 Enables rune voting. - Add: "match_features" list to server_info variables so clients can see what additional things are enabled on a server (right now, will display either "None", "Hook", "Runes", or "Hook, Runes"). - Add: Bot integration with runes. - Fix: Random loading of bots (missing var init). - Tweak: Rune code runs much smoother - Add: All documentation and default .cfgs revised with latest Tourney options. ---> Full 1.78 release on beta site. 1999 May 23: 1.73 ================= ***** NOTE: As of 1.72, the Gladiator Library has been upgraded to 0.94. ***** This means that all of your .aas map files that you have built from ***** official 1.68 release are "less optimized". You will need to re-aas ***** and recompute all of your maps if you want the bots to move in the ***** most efficient manner. Older .aas's of maps WILL still work, but it ***** is NOT recommended to do so. Please, if you have a problem map, ***** reconvert it with the LATEST winbspc or bspc tool found in the ***** 1.72 distribution. - Fix: Game window defocus when server was run as listen server and ngWorldStats is enabled. As a result, when a log is sent out, the main q2 server window was defocussed and could not be retrieved. Note, this appeared to occur if the server was run in accelerated graphics mode (i.e., vood, tnt, etc) and did not occur if run in windowed software mode. This applies ONLY to LISTEN servers, not dedicated servers. - Fix: Accuracy logging for players who leave or switch to spectator mode during a synced match (teamplay/1v1). It was logging everybody's scores, not just the leaving party's. - Fix: Bot detection specifications were reversed from normal. As a result, if a server admin SPECIFIED to detect client-side bots, the deteection, in fact, was disabled. Also tweaked some of the detection to be a bit more robust. 1999 May 21: 1.72 ================= - Fix: Small worldstats tweaks to get things going. - Update: Full 1.72 distribution up for Win/Linux-x86. Note the new dir structure under the main tourney/ directory. You can use the old method, but the new format should keep the root tourney/ directory from growing large with stuff like log files. ---> Full 1.72 distribution up on main site w/Gladiator 0.94 libs. 1999 May 10-20: 1.69-1.71 ========================= - Fix: Various ngLog logging fixes - Fix: Gladiator var init fixes - Tweak: Slight change to the bot auto-ready sequence - Change: WS format for logging and batching - Fix: Adjust autocam text for FFA mode - Change: demo_[referee|player] format change: 0 - No demos/screenshots 1 - Record demo only 2 - Record demo and take end-level screenshot - Fix: ngLog fix for aborted games - Add: log observer accuracy stats if they were in the game at some point - Add: Log player accuracy stats if they leave before the match ends - Fix: UNIX versions of ngWS - Add: Itemized some suicide types - Add: No weapon switching during a timeout - Add: Voting restrictions on spectators also applied for regular DM - Fix: Possible chasecam crash on particular HUD updates. - Fix: Connect/Observe ordering if ngWS is enabled. 1999 May 10: 1.68 ================= - Change: Removed RL/GL/G no-ammo fire swap. This changed the dynamics of the game slightly and will not be used. - Change: Tweaks to score differential updates for FFA modes and also fixes small obscure bug. The skinny: slightly better performance. - Change: Set default map_* var settings as documented. - Fix: random bot adds weren't so random. - Update: Everything working now under 0.93 of Gladiator release. - Update: All documentation and config files. - 1.68-FULL released (Finally! :) ). 1999 May 08: 1.67 ================= - Various small little tweaks (sl_log_logbots final chapter (heh), inits to try to curb strange run-away Linux servers, etc.) - Change: Compiles now without any Gladiator dependencies (for architectures that do not yet have the Gladiator library build). - Starting builds of release candidates for Solaris-Sparc (no bots), Linux-x86, and Win32-x86. These are not the finalized revs, just ones that are very very close. The last bits will be for the latest (possible) builds of the Gladiator libraries for the various architectures and updated bot configs in the pak7.pak. These releases have the fully updated documentation and server config files in them. 1999 May 07: 1.66 ================= - Fix: Final chapter in the sl_log_logbots story. Now real players will show up when they connect/disconnect no matter what the setting :) - Add: Ability to disable matchinfo at the start of a match: set match_countinfo 0 - Do NOT display matchinfo during countdown *1 - Display matchinfo during countdown (default) - Add: Compile Linux versions with some crazy optimizations. Let me know if you have problems with this version. 1999 May 07: 1.65 ================= - Fix: Strange timer bug when voting in new configs. - Fix: Strange countdown bug when voting in new configs. - Fix: Several more tweaks for config voting. - Add: Various bot teamplay controls (with new Gladiator library). - Add: Made highscores available for Qualifier DM as well. - Fix: sl_log_logbots fixed and added to player_enter/leave as well. - Fix: Reconnects for 1V1/Teamplay pauses didn't unpause properly. - Fix: sv addrandom [x] and bots_minplayers controls were kinda broke. - Change: bots_minplayers includes active_players-1 in the count, so a single player entering wont force a bot to leave (i.e. for auto- loading bots when you are playing by yourself). 1999 May 06: 1.64 ================= - Change: "stdlog_logbots" changed to "sl_log_logbots" to maintain consistancy. - Add: "Grappling Hook" death type to Standard Log logging. - Fix: Spelling fixes in some help texts. - Fix: Bots now properly show up in the "players" command. - Fix: ngLog handling for multiple quad/invul pickups for the same player. - Fix: Added Rocket Launcher, Grenade Launcher and Grenades for auto weapon select if weapon-fire-out-of-ammo condition occurs for a player. It seems that vanilla Q2 forgot about these weapons :) - Fix: Auto select of grenades if they were already in a player's inventory (from preseeding during respawn -- server configuration) when they are picked up and the player is holding a blaster (like normal weapons). - Add: Gamename to ngWS batcher call. - Add: ngWS plug on scoreboard, if ngWS is enabled (all modes) - Change: Slight change to FFA scoreboard to accomodate ngWS plug. 1999 May 03: 1.63 ================= - Change: Remove disconnect effects/sounds if the disconnecting player was a spectator. - Fix: Mass bot remove even if only a single bot was voted to be removed. - Fix: Small tweaks to some voting messages. - Fix: Another tweak in an attempt to curb client overflows at the starting countdown of a match. - Fix: More tweaks to bot auto-readys.. they were too aggressive before. - Fix: Item expires in ngLog. - Fix: Added player ID in team_join messages of ngLog. - Add: "say_team" (messagemode2) can now be used in FFA/1V1 to talk amongst only spectators or only active players (depending on the state of the player who initiates the "say_team" command). - Fix: No auto-rotate between highscores and scoreboard during the course of a match. The rotate is in at the end of the level. To see high scores during a match, use the "hiscores" command. - Fix: "hiscores" command now toggles high scores on/off. - Comment: Forgot to mention in the 1.62 update, player ID #s (as found in the "players" command) can be used in the "accuracy" or "stats" command, rather than having to type a player's full name. 1999 Apr 30: 1.62 ================= - Add: Railgun damage to ngLog - Add: Damage stat output for "oldstats" command - Change: The way that the accuracy stats are handled internally for client query. With the old system, it was possible to get stats on wrong or older player. Now, bot the accuacy and previous accuracy info should now be correct for players from the previous match. 1999 Apr 29: 1.61 ================= - Add: Gladiator bot identification in the "players" command. - Fix: Whoops! Looks like I forgot to add the stuff in 1.60 in the Linux builds. Sorry =) 1999 Apr 29: 1.60 ================= - Add: Total damage given and received during the course of a match for each player. This is given at the end of a dump of a player's accuracy statistics. It should be noted that this is ONLY damage that is given (or received) to(from) enemy players. That is, it does NOT count the damage a player does to him/herself. - Fix: Several false accuracy stats if a player hits a dead body. - Add: New gladiator library built for Linux-x86 libc5-based systems. As a result, the game has also been upgraded to 1.60 for these systems. 1999 Apr 28: 1.59 ================= - FIX-OF-THE-CENTURY!!! I have *finally* found my most-loved hook-related bug. I have been tracking this puppy since the beginning. Finally found it. Finally squashed it. The rest of this update is just "window-dressing". :-) - Add: Support for removing bot-related entries in Standard-Log format logs: set stdlog_logbots 0 Do NOT log any bot-related kills or deaths 1 Normal logging of bots as players (default) - Add: Ability for server admins to adjust whether a client's weapon is dropped when they die. This is really just a var for rail-only insta-gib-like servers where there is unlimited ammo and only the railgun. Of course, it could be used in any server config: set client_deathweapdrop 0 Clients don't drop the weapon they are holding when they die. 1 Normal death weapon drop (default) - Add: Mapname included in the filename of automatic server-to-client demo records. - Fix: "talkto" restricted so that spectators and active players cannot exchange private information (cheating is possible otherwise). - Change: Teammate fratricides will not influence the death count of the receiving (killed) teammate, which ultimately (and unfairly) affected their overall efficiency rating. - Add: Match strict mode that does not allow clients to affect their ready state once they enter the game. This is mostly for tournament environments where matches are much more controlled with referees and admins: set match_strictmode 0 Traditional "ready" style of play (default) 1 Clients cannot affect their ready status in any regard. 1999 Apr 27: 1.57-1.58 ====================== - Fix: Bots now handle teamskin changes correctly. - Change: Military-style (24hr) timestamps now used throughout. - Fix: Broken DF_SAME_LEVEL set and a map voted in. - Fix: Linux mapfile CR/LF bug. - Fix: "talkto" command didnt quite work as advertized. - Fix: Another attempt at prevent client overflows on a mass bot ready up. - Fix: Rails should now go through dead bodies and wont add to accuracy hit ratios. - Add: Clients can now use "vote tl" and "vote fl" for voting for timelimit and fraglimit values respectively. 1999 Apr 26: 1.56 ================= - Fix: Bug in specific bot voting could cause crash. - Add: Various warning/error message enhancements (voting). - Add: Player ID facility available for client use in specifying players for particular commands requiring a player's name (r_kick, invite, talkto, etc.) As a result, clients can now use the player's ID rather than their name in specifying the player for a particular command. ----> To find a player's ID #, use the "players" command. - Note: A new full release is close. If server ops running these betas could give me reports of server CRASHES, I would very much appreciate it. Any additional info that is related to the crashes would be most helpful as well. Send reports to: rhea@ittc.ukans.edu ASAP! Thanks! 1999 Apr 26: 1.55 ================= - Change: Reduced size of timestamps on auto demo records. - Fix: Spectators not included in on %n macros. - Change: Change of the ngWorldStats client-side password var. The new variables is now "ngWorldStats_password". - Fix: Weird black hole syndrome of "dead spots" on a map should now be fixed appropriately. - Fix: Another possible fix to bot ready ups that cause real client overflows. - Add: Help info for autocam commands. - Fix: Autocam statusbar updates should now work correctly. - Fix: Slight optimization for observer statusbar updates. - Add: Ability for server admins to force bots to leave if there are no real players on the server. This is helpful for dedicated 1v1 servers. set bot_noclients 0 Bots leave if no real clients are on (default). 1 Bots stay regardless of real client counts. - Add: Specific player talking facility. With this command, you can now talk to a specific player on the server without bothering other players: talkto ---> This is also aliased with "talk" and "tell" commands. - Note: Experiencing weird random crashes with this server. It seems to happen some time during the end of a level. If anyone finds something consistant, let me know asap :) 1999 Apr 23: 1.52-1.54 ====================== - Fix: Maps now auto-rotate if only bots are on as well. - Fix: More autocam tom-foolary. Switching to chasecam while auto- camming a dead player would cause an immediate crash. - Fix: Expire powerup items now hnadled better in ngLog. - Add: Client voting for server configs! This feature is much more than just switch from teamplay to FFA. It allows server ops to have multiple configurations available for clients to choose. For instance, it is now possible for a single server to host site to normal 1V1 DM, teamplay, rail-only FFA, regular DM with 10 bots, private clan server for practice, etc. Whatever the admin wants to allow for clients is now possible. All the juicy server config is given below: set vote_enable_config 0 (do NOT allow client voting of alternate server configs [DEFAULT]). 1 (Allow clients to vote on the alternate server config files listed in the file named in "vote_config_list") set vote_config_list This file contains a single column of available alternate server config files that clients can vote upon. (default = "serverconfigs.txt") ----> The format of these alternate config files should be nearly identical to those used to start a Tourney server. The *only* requirement is to remove any "map " entries from the file so as to prevent a double-map load when a new config file is voted in. Even if you forget, the worst that can happen is that clients will have to wait for 2 back-to- back loads of a map before they can begin play. 1999 Apr 22: 1.50-1.51 ====================== - Add: Added date/timestamps to auto-recorded clientside demos. - Add: Ability for referees to terminate a match in progress. The new ref command is "r_stopmatch".. type "r_help" for info. - Fix: "kickplayer" on a bot caused weird things to happen. - Fix: If server was passworded, voted in bots couldn't join. - Fix: Probable fix to weird status bar goings-ons when u toggle between autocam and chasecam. - Fix: Various small bot teamplay tweaks and crash fixes. - Add: High scores for Regular DM FFA mode! This system is an auto- configuring setup that will create directories and score histories as needed. When first enabled, it will create a highscores/ dir under your main tourney/ directory. It then creates new directories based on the port # of the server running the high scores. Below this, each map will have its own unique high score history file. Ranking is based on the setup of the server: - Finite fraglimit: Ranking based on FPH (Frags Per Hour) - No fraglimit, finite timelimit: Ranking based on Frag count. - No fraglimit, no timelimit: No high scores kept. Also, only the WINNER of the current round is eligable to be placed in the high scores list, if they rank high enough. Thus, this high scores list is really a WINNER's high score list.. hmm, maybe I should rename it :) --> Server var: client_highscores 0 (do NOT keep high scores) 1 (keep high scores [DEFAULT]) --> client command: highscores ======> High scores will automatically show up approximately 9 sec after viewing the scoreboard. After 9 sec of viewing highscores, it will go back to normal scoreboard. It will continue to cycle in this fashion. So, as a note to server admins, setting nextlevel_click and nextlevel_default vars to something greater than 20 sec will allow clients to get a full view of both the scoreboard and the current high score list for the given map, when a match is complete (i.e., end- of-level scoreboard viewing). =======> Also, if the timelimit/fraglimit of the server changes, the high score lists WILL be reset to reflect the currect server parameter's player rankings. =======> Remember, this ONLY works for regdm play (match_mode = 0). It does NOT work in any other mode of play. 1999 Apr 19: 1.49 ================= - Fix: SEVERAL nasty bugs related to voting that were introduced with adjusting for bots in the game. Everything should be normal now :) - Prep: Last bits of changes for the Linux-glibc port for the bots. Should have something for Linux with bots here quite soon now. 1999 Apr 18: 1.48 ================= - Fix: Auto-readies of the bots sometimes caused overflows. This should now be fixed. - Change: Voting. If in anything beside Regular DM mode, observers can NEVER vote or participate in a vote UNLESS everyone connected is also in observer mode. That is, if nobody has joined the game, then observers can initiate and partake in the voting process, otherwise they can't vote (or be counted) in any new proposals. - Fix: Some boundary conditions for referees when changing time/frag limits to prevent weird things from happening. 1999 Apr 17: 1.47 ================= - Fix: Vote percentage info displayed if bots were in the game. BTW, bots dont vote for or against any vote in progress, and are not considered in the overall vote count. - Tweak: Small menuing tweaks. - Add: Ability to now vote for specific bots in the Gladiator menu. Kind of handy feature :-) 1999 Apr 16: 1.46 ================= - Fix: Autocam sometimes gave some "Cant find pic:" error msgs for tracked dead players. This has been fixed. - Fix: Chasecam and autocam now more efficient in updating only those who need to be updated. - Fix: Bots will NOT auto-ready up if bots_warmuptime is set to 0 and the last non-bot player leaves the server. The bots, when bots_warmuptime is equal to 0, will ONLY ready up if their is at least one real client on the server. To hold bot-only matches, set bots_warmuptime to something other than 0 (like 60, to let all bots load in). - Fix: Bringing in voted bots when bots_minplayers is set and bots_autoload > 1. Now, bots_minplayers only specifies the number of bots to load and maintain from the start of a match. Voted in bots are not bound by this limit and are counted seperately in seeing which bots need to be added/removed when new real players connect/leave. - Add: Correct logging of bots under ngLog and ngWorldStats logs. - Note: will add 1.46 .zip and auxillary gladiator stuff shortly to the beta site. I need to run some last-minute tests :-) 1999 Apr 15: 1.43-1.45 ====================== - Fix: Autocam wouldnt let go sometimes :) - Fix: Dead bodies showing up at start of 1v1/teamplay matches. - Change: If running a listen server, double-obituaries won't show up anymore for the player running the server. - Fix: Autocam wont activate if no players in the game, and will put the autocammer into observe mode if all active players leave. - Add: If a referee votes, the vote in progress will pass or fail based on the referee's vote. - Add: Full support for Galdiator bots v0.92. It is now primetime for Quake2's best server-side bot! These bots can be used in any of Tourney's 4 modes. You will need most of the files found with the official Gladiator distribution. This distribution can be found at: http://www.botepidemic.com/gladiator However, I have included an auxillary .zip that contains most of the Gladiator distribution, plus a few extras. There are several new server-side variables that need to be tweaked to get them running with Tourney: set bots_autoload 0 Bots are not automatically loaded into the server at any time. Bots can only be brought in through a vote. (default) 1 Automatically loads ALL of the bots specified in the config file. 2 Automatically loads bots at the start of each level. As more real players enter, more bots start to leave. In 1v1 mode, however, no bots may be automatically loaded at the start of a map under this option. 3 Same as option 2 (above), without the restrictions of the 1v1 mode. set bots_botfile The config file that specifies all possible bots to load from either autoloading or random bot votes. This file is *necessary* to use Gladiator bots under Tourney (default name = "bots.cfg"). set bots_warmuptime