Introduction Whats New License

Whats New

As with all Beta products, Q3F is undergoing constant review with each release. This section details most of the new features that are implmented with each release, along with the bugs and gameplay issues that have been resolved since our last version. For this new version (Beta-1b)

Beta-1b

  1. Config file being trounced when auto-selecting mod on connection to a server. Workaround in place.
  2. Recon speed & minigunner speed lowered slightly.
  3. Autosentry has muzzle flash to make it easier to spot.
  4. Autosentry now has 0.75 second 'spin-up' time.
  5. Set sniper rifle 'damage increase' to ~60 per second.
  6. Sniper now has muzzle flash to make him more noticeable - not very effective ATM given the light system.
  7. Admins can set class limits at class start, e.g. g_classSniperLimit 2 (allows 2 snipers per team)
  8. A frag is granted on killing an autosentry.
  9. "playsound" added for grenade timers (hopefully, more reliable than "play")
  10. Stop minigunner from getting knockback while minigun is firing.
  11. Set cg_execClassConfig default to 1.
  12. Added cg_execMapConfig, default 1.
  13. Added cg_menuSlideTime, default 250 - time in milliseconds for menu to appear.
  14. Sniper head shots now ignore armour and do 1.5x damage.
  15. g_teamAutoJoin set to 1 by default.
  16. Parmedic double-speed healing on conc/flash fixed.
  17. g_teamChatSound now understands 0 for none, 1 for samples (default), 2 for speech.
  18. Added cg_teamChatSound, acts for individual clients in the same way as g_teamChatSound.
  19. Two engineers are now required to dismantle a third engineer's sentry.
  20. Set default grenade binds on menu to +gren1, +gren2 instead of primeone/primetwo/throwgren.
  21. Fix rockets exploding on noimpact surfaces.
  22. Flash grenade strength reduced slightly.
  23. Altered napalm grenade radius damage.
  24. Stop grenades being 'restarted' by EMPs if they were already running (e.g. gas/napalm/nail)
  25. A better alias system, courtesy of Tim Hughes (tjh30@cam.ac.uk).
  26. Handgrenade radius was (wrongly) expanding with quad.
  27. g_teamFrags option to show 'team frags' rather than individual frags.
  28. Autosentries can now be set on fire.
  29. Increased railgun damage.
  30. Fixed bug where 'noshrink' flag affected 'speedscale' internal flag.
  31. Added 'func_nobuild' entity, understands 'allowteams' (teams to block for) and 'type' ('autosentry,suppplystation,charge')
  32. Sniper/minigunner speed while aiming reduced to 35%.
  33. Removed dynamic allocation from broadcast function.
  34. Hand grenades/pipes now 'sit' on objects properly, and drop again if their support vanishes.
  35. Visible spectators/timing out 'bad-skin' clients possibly fixed.
  36. ps.persistant[PERS_HITS] not being updated according to ally status properly.
  37. Obituaries distinguish between kills and ally kills (e.g. X was killed by ally Y)
  38. Autosentries no longer attack players in a different environment (e.g. water -> air, or air -> water)
  39. 'dropflag' command implemented, affects any carried goalitems not marked 'nodrop'.
  40. Autosentries no longer fire at intermission.
  41. cg_thirdperson now 'cheat protected'.
  42. Green team was losing a point when blue lost a frag.
  43. When a client connects, kick clients timing out on the same IP to try to prevent 'ghosts'.
  44. Minigun reworked.
  45. detpipe delay reduced to 0.2 seconds.
  46. Show 'reloading' in HUD instead of flashing numbers.
  47. Reload when all ammo already in clip fixed.
  48. RL now only takes 1 second per rocket to load into clip.
  49. Agent can no longer disguise as teams/classes not used in the map.
  50. Halved cell consumption for recon scanner.
  51. 'special' now cancels engineer build.
  52. kill__message/sound/dict keys on entities for custom obituaries
  53. autosentry range reduced to 1200/400.
  54. The backpack of the medic who infected a player will now also cure them.
  55. Infection now harder to spread.
  56. Sniper dot now 'instant' instead of 'historical' (that's what you get for complaining, you lot :)
  57. cg_sniperHistoricalSight added for the complainers ;)
  58. Agent morph now affects weapon properly.
  59. Agent Invisibility set to 4 seconds (from 5).
  60. Agent disguise set to 4 seconds (from 6).
  61. "Red/blue team has taken the lead" sounds not played unless map is running red/blue teams only.
  62. Have 'no message' team-chats display "".
  63. Autosentries and supply stations where exploding if destroyed while still being built.
  64. Triple knockback on sentry/minigun shells.
  65. Sentry ID vanishes while upgrading sentry, to stop the menu being obscured.
  66. Upgrade menu rearranged to make 'dismantle' harder to hit by mistake.
  67. Nailgun nail damage reduced from 18 to 12.
  68. Sniper bullet given a 'size' to make shots a little easier.
  69. Delay between build cancel and next build, to stop the Amazing Engineer Shield Trick.
  70. Stopped scaling sniper dot 'jumping' when fov changed.
  71. Implemented temp-ban and admin system (g_adminPassword cvar, adminpassword & admin commands).
  72. Comms limited to samples in the sound/voice/comms path (and automatically prefixed to save typing).
  73. Railgun now hits close-range clients.
  74. Now support for unique animations for each melee weapon.
  75. Support for unique animations for each melee weapon.
  76. Enabled attack animations for melee weapons in first person view.
  77. Fixed entcode bug where setting a flag to invisible wouldn't cause it to be dropped.
  78. Stopped nail grenades going through solid objects as they rise.
  79. Flashing icons when a grenade is primed.
  80. Ammo count and type for Wrench and Syringe now show up on the hud.
  81. Team-chat HUD restored.
  82. Can now pick up megahealth when already at full health (limit is now 2*maxhealth, as intended)
  83. All class-speeds reduced by 5%

Beta-1a (server patch)

  1. Discard while dead.
  2. Limit channels/channelname-size to 16/64, to prevent malicious clients crashing the server with too much channel data.
  3. Missing NULL pointer check on supplystation use, causes crash when using just as it's destroyed.
  4. Under some circumstances, trap_Trace() can hang the server.
  5. Give agent max yellow armour instead of green.
  6. Crash when no spawnpoints are available (probably) fixed. Not tested.
  7. Sniper assault mode power/range, toned down with extreme prejudice.
  8. Grenades were being launched at a lower angle from pipes (and consequently, not as far).