There's a bit more to 1.91 that I thought there would. New features and significant changes mostly are going into 1.92 now.
This makes 1.91.14:
- silenced flag capture events from other players
- fixed more issues with the vq3 hud
- fixed minor issues with playing demos from other mods
- hud defaults to vq3 when watching demos from other mods (unless df_hud is set to 2)
- added /silent console command to exec a string while canceling out console output (eg. /silent record somedemo)
- pruned defrag console messages:
> silenced autorecord once and for all
> removed /respawnpoint set's respawn message
> changed default for df_ghosts_DrawOutput and df_varHelpers_DrawOutput to 0 (no console output)
> added df_noEndOfRunStats with default 0
- added support for ch_recordMessage within defrag
- autorecord no longer shows "recording" screen message
- scoreboard adapts its layout when numerous players are present
- df_autorecord 3 saves demos that tie
- added df_ar_nogsync (better set it to 1 unless your engine requires g_sync for recording demos)
- made df_autorecord 3 the default
- fixed a client fatal error related to the scores server message
- enabled scoreboard in single-player
- allowed ^0 in names
- fixed slightly outdated menu options for df_jumpmeters
- small improvements in restarting the autorecord after a run is complete
- better autorecord verbose messages (df_ar_verbose 1)
- sv_maxclients no longer forced to 1 in sp (remote clients aren't allowed in sp anyway)
- added physics type alongside mapname on the scoreboard
- fixed chs ob info with - prefix not displaying (eg. df_chs1_Info1 -55)
Download link: http://q3defrag.org/files/defrag/defrag_1.91.14.zip
Comments
When there is no ammo for a
When there is no ammo for a weapon and I press fire, quake will choose the next weapon automatically. With the new version this doesn't work. I tried it on http://q3a.ath.cx/download.php/N3UR0_teknologik_FixedEnd.pk3 . When you respawn your machinegun is empty, pressing fire should change the weapon but instead the no-amo animation will be played over and over again till the weapon changes to nothing (grey square icon).
I didn't recognized this in earlier versions, maybe its a mapbug. I dont know, just want to tell.
There was a fix to
There was a fix to target_init entities in defrag 1.91.12. It's probably been introduced in that update.
It can also appear for other
It can also appear for other weapons. Think it is connected with the target_init entity and weapon chaninging.
Tricks Mode
Strange nobody has recognized yet, but if you start a dm map in mode 2, there are no weapons.
Please fix this. I love playing Tricks mode with guns.
You should be given all
You should be given all weapons (besides the bfg) when you start a map in mode 2.
If it is the items pickup you are referring to, you either have to enable mode 7 (vanilla q3) or use custom settings (mode 0) for them to spawn.
But doesn't mode 2 say:
But doesn't mode 2 say: Weapons/Map objects? Isn't it meant to give all weapons + original items in the map?
not quite. It gives all
not quite. It gives all weapons regardless of what items the map has :)
That was initially (along with mode 1) defined by speedcapture.com.
To be fixed: Screenratios
To be fixed:
Screenratios being more quadratic than 4:3 (e.g. 5:4) cut off the right side of the screen (includes the Defrag version string as well)
(5:4 screenshot)
http://www.velocitymicro.com/forum/attachment.php?attachmentid=23183&d=1...
I see. Wondering though: on
I see. Wondering though: on what setup do you need such an aspect ratio?
Native ratio
5:4 is the Native ratio on a 19" TFT Monitor, I've had one myself for over 1.5 years :)
greetings
w3sp
:)
Whoohoo, même le BeaMeR n'est pas mort :D
Bon continuons en anglais...
i didn't tested the new versions, but is "df_mp_InterferenceOff" to 0 by default ? if not, set it ;)
default is 3 - no
default is 3 - no interference at all. I think that makes sense.
So, offline we can't play
So, offline we can't play maps with shooters correctly :/
I wasn't aware of this. Well
I wasn't aware of this. Well df_mp_interferenceOff is a multiplayer setting, there's no reason for sp defrag to account for it - I'll simply have it disabled in sp.
All action is online
All action is online nowadays, you can still add that cvar to your cfg :)
ok, but the community will
ok, but the community will have to add "df_mp_interferenceoff 0" into the rules for offline competitions, cause it's very easy to finish a map like draelipowa1 without that command to 0 :p
none
As mentioned before nobody cares about the sp defragers anymore since the action is online only ;-)
OMG !!
Que le Q me Pele !! ... Tu recodes le Defrag :p .
J'ai cherché une adresse mail valide, en vain, celle de PQ me renvoie un mailer daemon. Bises et tous mes voeux de santé pour 2009 caillon.
caillon
8]
http://www.velocitymicro.com/
http://www.velocitymicro.com/forum/showthread.php?t=16949
plz )=
It IS a bug with the df
It IS a bug with the df 1.91.14 autorecord. It happens when you respawn before the demo is written to disk (as defined by df_ar_stopDelay). I'm going to issue a fix.
Then it's an related old bug
Then it's an related old bug to prior versions:
If you finished a run, killed and immediately started a next run, the next run wasn't recorded. It failed to grab the start of it due to overlap with the previous run (df_ar_stopdelay)
greetz
w3sp
Actually it wasn't as much a
Actually it wasn't as much a bug as it was a limitation. Limitation that I tried to address in 1.91.14 but I introduced a bug while doing so - oh well.
-their
Hehe, this "limitation"
Hehe, this "limitation" caused many people to cry because their "my demo didnt save wtf!!!!1111" :-)
I've had a talk with marky
I've had a talk with marky about this. Do you mind sending your config files to my email address?
cyril.gantin
AT google mail
I'll have a look, although this seems utterly weird. Does it happen with every demo you record?
yes. every demo since i got
yes. every demo since i got 1,94,14
aye i send cfg
1,91,14*
1,91,14*
Tbh I'd suggest the
Tbh I'd suggest the scoreboard layout to change (again):
The ping column could just display "-> playername" instead of a "-" if you spec a person e.g.
(this would eleminate the
(this would eleminate the block the holds the spectators info right now)
obs
i may have missed it, did you post anything about voteable OB settings for mp defrag?
ive yet to do a run on a few maps that didnt include some random ob :)
nice updates
I think at some point I've
I think at some point I've considered the ob option to be intended towards server admins only - and not as a player choice. Although I could add it to the votable settings in the next versions.
Df Autospawnpoint
Thats a very good idea yotoon!
Btw.: Defrag does not execute a map if the bsp file has no spawn point. Q3 sets a random spawnpoint somewhere in the map and u can play.
If u forget to add a spawnpoint to your map - compile it and then load it in defrag - you dont know if there is a serious error in your mapfile or something else.
Is it possible that defrag also sets a random spawnpoint somewhere in the map? Otherwise you dont really know what is wrong with the bsp file. It would make it easier for mappers that dont know this thing.
uh. No it doesn't, as far as
uh. No it doesn't, as far as I know :)
Playerspawn does need a spawnpoint of a sort or another.
I could make an attempt at spawning the player at the world origin (0,0,0) but I don't see how this is useful. This is an issue with the map design.
You should have a proper error message in the console, try scrolling a bit - q3 usually doesn't fail without giving a reason.
Yep, 0-0-0 isn't useful at
Yep, 0-0-0 isn't useful at all because it'd assume that the map is centered at the grid origin (which some maps aren't).
Also it would require the 0-0-0 origin point not to clip with any walls or brushwork like a strafepad.
I have a feature request: -
I have a feature request:
- Can defrag automatically check whenever someone calls a vote (or by command) if i have a map installed or not? I have like 2000 maps installed and if someone votes another map i simply cant remember if i have it or not.
It would really made things easier if there were a command to find out if the map exists on my hdd (for example: /cl_mapinstalled csu1_a) or with any other way to check that.
Cheers,
yotoon!
Nice, I'm adding this -
Nice, I'm adding this - client will check if the map exists locally when it receives the vote string.
I'm just redesigning the vote commands, so your timing couldn't be better.
Although you still may want to have a look at this: /fdir maps/csu*.bsp :)
fdir... nice. Thank you! :)
fdir... nice. Thank you! :)
automatic map download
Does automatic map downloads work or be enabled in defrag?
Mayb it could start to download if u dont have the mapfile.
Well it could work depending
Well it could work depending on the server settings, I guess. Overall q3 autodl is pretty cranky and rather unfit for defrag.
I've been considering building an http autodownload feature in the engine that would query an online maps database, although it's a bit ahead of time.
Autodownload
Autodownload (cl_allowdownload) does work, but not on the defrag servers because all of them have sv_allowdownload 0 which makes sense considering the amount of traffic the servers would have.
Defrag is probably the quake3 mod with the most maps ever (I have 4800 maps in my map source/cache folder my client fetches from if needed).
However sv_allowdownload wouldn't be a wise decision because the servers use repacked pk3s which are regularly and automatically updated all the time...I don't think anyone would enjoy redownloading a 2GB file due to a version mismatch or something and the traffic wouldn't say thanks either.
.
Orgin of the Defrag Logo: http://www.hahastop.com/pictures/Omfg.jpg !!!
New entities for Radiant
I was thinking about new entities for GTKRadiant and some other stuff:
a) Instead or in addition to the trigger_push_velocity - a own entity would be nice. Working with triggers is more limited than working with entities. (velocity triggers can only be activated by the player itself)
b) more options for start and stoptimers. It could lead to a new gametype that is based on teamwork. Like a team of 5 people have to succeed in a level and the timer stops when the last player triggered the stop_timer.
c) Displaying the flag of the country the player has selected in defrag.
The focus is
The focus is on fixing/enhancing the current codebase at the moment. I'll look into new map entities and gametypes later.
I've actually had thoughts about adding country flags a while ago. I was considering server scoreboards and thought of using xml for easy interoperability with a web-server/database, but with the q3df.org server rankings out and working great I've left the idea hanging around loosely.
old problem with acc maps
I like to play acc_homer. The problem is. If there are more than one player on the map a conflict comes up.
I have to wait for the targets that have been shot by other players.
This might really a problem to fix, i know.
Well it's usual for acc maps
Well it's usual for acc maps to have map entities that cause all sort of problems in mp (like doors and buttons). It takes much adaptation for those to be compliant with mp defrag.
happy and unhappy
I like the 2 col hud. Now you can see everyone when there is another 1 playing 30 people spectating pgultimate session.
Unfortunately i don't agree with all previous posters.
I don't like ^0. It only means you can't see the text in the console anymore. The dark red of q3 is too close to black for my taste. Many players use the black console skin on top of that.
Well that's why black chars
Well that's why black chars were explicitly disallowed in Id's code.
I don't have an opinion on those. I'd rather have been conservative and not have had support for ^0 wasn't the suggestion made twice.
On some level I think it's still good to have some degree of consistency between the major q3 mods. Besides it's pretty much the "pro" flavors of q3 that define what's standard from what isn't - and both osp and cpma have support for ^0 as far as I know.
I had plans about not making changes in 1.91 that have the potential for controversy, but with 1.92 taking time I put more in 1.91 than I thought I would.
=)
Yep they were disallowed in id's code which doesn't make sense considering the basic console background is red and not black :)
Well it's a pretty dark red,
Well it's a pretty dark red, especially if you don't have a whooping r_gamma correction (which everyone does anyway, especially nowadays). Not to say it's good or bad, but back in 2000 with part of the audience being casual gamers the context was different. Much of Id's code doesn't make sense in the eye of hardcore gaming either way.