Promod 0.6 changelog

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Latest official version

0.6a

Contents

Fixes

  • Force Menu stick behaviour changed. you wont be forced to the Limbo anymore when there are clients to spectate.
  • es_fastsalvage fixed. Spawns will not be autocaptured when you blow any of the 2 walls!
  • g_forceLimboSpectateMenuSticky now keeps the limbo menu open upon respawn (if set to 1)
  • Ranked: Reliable Messages overflow fixed
  • Added serverside cvar to prevent players from syncing their stats from the server with their clients. (es_rankedSyncStatsToClient)
 NOTE: this is more or less only for debug, in case the server lags a lot. With big stats, this can lag, eventho its being
 sent with a delay now to prevent players from getting kicked because of messages overflow. If you still get kicked, inform the 
 Server Admin to set this cvar to 0, and tell me about it.
  • Endgame Stats have been added again to the console.
Note: On Ranked Servers this is not available. But you will have your stats after each Stopwatch round on none ranked servers. (Ranked servers have the webpage for stats)
  • Increased Global Scripts Memory limit to 760800 bytes

0.6

Fixes

  • Fixed es_allowvehicles cvar callback. If the cvar gets changed while playing, players will leave the vehicle if they have to.
  • Fixed Last Objective vehicle behaviour. Players will leave the vehicle in last objective, if they have to.
  • Fixed es_allowvehicle* cvar behaviour
  • Fixed pause view on Repeater Servers
  • es_allowvehicles 0 wont block MCP anymore
  • es_autolockteams will not be reset on mapstart anymore
  • Fixed supply drop exploit

Removed

  • Endgame Stats in the console! This has a reason and will be back in another form in the next version
  • es_noRecoil this is no longer available
  • es_reviveStyle this is also no longer available

Compatibility to ETQW Vanilla

I was trying to keep every vanilla command. So your vanilla spawn scripts should also work in promod

Sound Packs

The Hitsound names did change. The following sound files can be used:

hit.ogg
hit_teammate.ogg
hit_vehicle_teammate.ogg
misc_prepare.ogg
misc_fight.ogg
hit_vehicle.ogg
hit_head.ogg

User Experience

  • With 0.6 I put polish on the Client aspect. That means you have now a user Menu where you can modify the important clientside settings.
  • Warnings and messages will be displayed as a popup with a sound, only as a popup, or if you like it plain and simple, just as a chatline.
  • GUI Parts can be resized (thx to pie)
  • No reconnect is needed anymore when changing skies

Spam Protection

  • On repeater servers, the viewers command has now a delay time. This prevents players from spamming the server and lots of traffic.

New Features

  • es_mod_ammo_count 1 gives covert ops / medics / engineers the missing pistol clip
  • added es_noObjective - maps wont end when the last objective is complete

New Cvars

  • ec_crosshairTextSize
  • ec_gui_chatScale
  • ec_gui_compassScale
  • ec_gui_hudScale
  • ec_gui_obitScale
  • es_rankedAllowed
  • es_rankedGSP
  • es_rankedGUID
  • es_rankedMasterServer


  • Pause Behaviour
pause - call a timeout
pauseGame - left in due to compatibility reasons, does the same like pause 
callTimeout - left in due to compatibility reasons, does the same like pause 
unpause - unpauses the game again, only players from the team that paused the game can unpause it
unpauseGame - left in due to compatibility reasons, does the same like unpause
admin pause - admin pause the game
admin unpause - admin unpause the game ( can even unpause games a player paused )

CVAR Renames / Changes

  • es_allowAttackLean -> g_allowLean [0,3]
  • es_unlocksprint -> g_unlockFasterSprint

Ranked Server System

Read more in the wiki @ http://myhannes.info/wiki

SD Competition Mod Support

Basically every command from SD's Mod should be working like in their MOD

Windows Server Admins (esp Jolt Customers)

For some yet unresolveable Issue, our compiledscripts are not working like they should. So it can be that spawns are not working as they should or the respawn time is not always right.

If you experience any of this behaviour, be sure to message me in our forums at etqwpro.net. You can use the workaround by settings g_useCompiledScript to 0. Then the server will compile the scripts right when it loads the map, and it wont use our precompiled scripts!

And if this is not working, reload the map again rcon spawnserver mapname

I am working on that one!

Dependencies: ( Linux )

ldd gamex86.so

       linux-gate.so.1 
       libpthread.so.0
       libstdc++.so.6
       libm.so.6
       libgcc_s.so.1
       libc.so.6
       /lib/ld-linux.so.2

ldd compiledscriptx86.so

       linux-gate.so.1
       libstdc++.so.6
       libm.so.6
       libgcc_s.so.1
       libc.so.6
       /lib/ld-linux.so.2
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