CPMA v1.47 erschienen!

April 22nd, 2009 | Autor: Tomsn | Kategorien: Quake 3

cpma

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Auch ohne Zutun von arQon lebensfähig: Eine neue Version von CPMA ist zu haben!

Challenge ProMode Arena wurde gerade eben in der Version 1.47 freigegeben. Getan hat sich so einiges: der Changelog ist beachtlich und bietet neben unzähligen Bugfixes auch einige neuer Features mitsich. Genauere Einblicke in CQ3 gibt es im ProMode Wiki integrierten Tech Sheet.

Thanks to the hard work of qrealka and everyone involved in developing and testing the lastest version of CPMA is ready for release. This brings significant tweaks for the Challenge Quake gameplay along with some bug fixes and useful features for all players such as SuperHUD for coaches, no beam lightning, the return of the fast rail option for Clan Arena, armour and health voteable up to 400 for Deathmatch Arena and many more changes. – ix

Download:

quelle: ESR

Changelog

Notes for version 1.47 (22 Apr 09)
add: roundwarmup for CA/DA
add: negative cg_trueLightning is no beam
add: cq3 new hitsounds
add: voulcaine's maps layouts: pro-q3dm6cq3, q3tourney2cq3, pro-q3tourney4cq3,
     nodm9acq3, hub3aeroq3cq3, ztn3tourney1cq3, q3dm7cq3
add: LG impact texture (thanks voulcaine)
add: gp as an alias for gameplay for callvote command
add: wr as an alias for weaponrespawn for callvote command
add: duration match to xml stats
chg: 'tell' without player number agrument sent message to all spectators
chg: remove tell_target and tell_attacker
chg: #N use client netname when nick is empty
chg: Coaches are able to use the SuperHUD (for MVD)
chg: Ignore spec votes in teamplay modes (Teams must have players).
chg: The chat macro #I ignore own flag
chg: Silent ref kicks of specs
chg: fastrail back
chg: increase max players in player_file/filter_file to 100
chg: use KISS32 random generator
chg: cg_altlightning is string('123' or '12' or '1'). First character is player lightning,
     Second character is enemy lightning. Third character is mates lightning.
     First character is default for enemy and mates lightning if not specified.
chg: cg_altlightning 3 with 1.44 render system
chg: cg_drawgun 0 is static(no bobbing)
chg: health and armour votes allow up to 400
chg: DA defaults to 250/250 spawns
chg: a few tweak cq3 ground friction and acceleration
chg: add micro-dj for cq3
chg: (1v1, 2v2, ctf, ftag) cq3 player respawn with ammo. 2 SSG, 2 RL, 20 LG, 3 GL, 3 RG
chg: cq3 items height is 46
chg: cq3 dead player drop ammo like CPM
chg: cq3 respawns are biased away from corpse (except nearest spawnpoint)
chg: cq3 gauntlet knockback is 0.5
chg: cq3 MG - ammo 60/10/80; reload time 90ms; increase spread
chg: cq3 SSG - new pattern; ammo 8/5/25
chg: cq3 PG ammo 40/20/80
chg: cq3 GL use PM2 settings, ammo 7/5/25
chg: cq3 RL speed 1000 ups, splash radius 100, knockback  110%, ammo 8/5/25
chg: cq3 LG scaling knockback from 125% to 75%. ammo 60/40/140
chg: cq3 RG damage (100,90,80); scaling knockback (100%-50%). ammo 7/5/25
chg: cq3 BFG ammo 10/10/25; damage 125; knockback 150%; BFG shots are "fat"
chg: cq3 increase knockback for rj/gj and plasmaclimbing
chg: cq3 different protection (0.5/0.66/0.75) and different decay (0.5/1/1.5) for GA/YA/RA
fix: wrong ammo and flag weight after cv gameplay or cv mode(mode file with gameplay)
fix: gameplay initialization refresh current game mode
fix: file handle leaks
fix: CA/FTAG startrespawn 1
fix: "humming" weapons could pan and crackle on stairs sometimes
fix: flagrun times weren't properly adjusted for pauses
fix: stupidly long text decorations could crash the hud parser
  1. April 22nd, 2009 at 21:17

    cg_truelightning “-1″ ist das beste :D “fürquakelivehabenwillsofort!*

  2. skullman
    April 23rd, 2009 at 23:11

    arqon weint sich jetzt bestimmt bei john carmack aus, weil die anderen fastrail in cpma wieder aufgenommen haben. ;)

  3. Andy1337
    April 25th, 2009 at 11:11

    Mal schauen wies geworden ist ;D

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