2000 Apr 24: 2.76 ================= - Fix: Removed read-only attribute for team_maxplayers - Fix: Problem with jumbled invite messages. - Add: Allow players to see who is chasing who in teamplay and 1v1 modes. Teamplay shows only player_id while 1v1 shows full name. - Fix: Problem with match continuing even if a player leaves during a ready-up countdown. - Fix: Teams remaining locked even if all players leave a team. 2000 Mar 29: 2.75 ================= - Fix: Random _init_state debug messages - Fix: Teamplay locking - Fix: Invite for teamplay bug - Fix: Cant invite if team is full 2000 Mar 13: 2.74 ================= - Fix: ID tags for observers in team/1v1 games. - Fix: False "busy" indicators for players who get invited. - Fix: Only team captains can invite other players. - Fix: Reset runes before match start. They now disappear 10 seconds before the match starts (during countdown) and reappear 5 seconds after match has started. - Fix: "_init_state 1" debug message bug for linux servers. - Fix: "Unicast for a bot" message if bot detection is enabled. - Cleanup: Big overhaul on team player and ready counts. This may address some other issues found at random times. 2000 Jan 20: 2.72-2.73 ====================== - Change: Redid speed cheat detection. Its not as ambitious, but its a lot more reliable. - Fix: Several 1v1 "team" bugs. - Fix: Y2K bugs showing up on scoreboards. This was a WINDOWS PROBLEM (depending on how you look at it ;) ).. at least the documentation was misleading 8-) - Fix: Can never exceed team_maxplayers settings now, even with an invite. - Tweak: Player command structure. Should now be a bit more efficient (read, less server load). - Tweak: Player ID scanning is 1/8 the load it used to be (thanks L-Fire). - Fix: Can no longer kick referees by vote. - Note: There are some good optimizations throughout the code here. I'm also going to release a "No Gladiator Bots" version (in addition to the full-featured release) that is ideal for match servers where bots are never used (at least SERVER-SIDE bots..hehehe). Check for it on the downloads/beta page. It is recommended that server ops who run heavy client loads or dedicated match servers (i.e. OGL server sites) use the "no bots" builds. The Gladiator bots really are meant for single- player mode (hey, *OSP* beat UT and Q3A to the punch on this one baby!). - Note: Updated Solaris-Sparc and Linux-Alpha releases. - Finally: This may be the last feature build for the upcoming 3.0 full release. Please let me know if you find any obvious bugs within the next week or so. Thanks! 1999 Dec 22: 2.71 ================= - Fix: Only captains can lock/unlock now - Fix: More tweaks for 1v1.. still weird corner cases appearing - Fix: Voting pass info was sometimes confusing - Fix: Unpause a match if ref voted in new map - Add: Winner announcement if team/1v1 player leaves during a match. - Fix: Better tracking of client info - Add: Speed cheat detection. Enabled if bot detection is also enabled. - Add: support for max_armor and pack_armor to give an upper bound on total armor a player can collect through armor shards. Setting one of these to 0 will disable the upper bound. 1999 Dec 07: 2.69 ================= - Fix: OSP L2 message info - Fix: Precaching of endlevel music - Fix: Small end-of-level crash possibility - Fix: Use map from new map queue when a new config is voted in. - Fix: End-of-level messages. Its an engine (Q2) limitation: only up to 63 characters is allowed. Tourney now properly truncates to 63 characters. 1999 Nov 24: 2.68 ================= - Fix: Bug in dropping items while dead. - Fix: Cannot select players in "oldscores" screen. - Fix: Improper handling of locked and default teamskins. - Fix: Crash bugs in new player info screens. - Tweak: Small enhancements to player info screens. - Add: Option to specify end-level music in FFA: set match_endmusic "<.wav file>" (Default it "default" which uses the traditional Tourney "song" list). 1999 Nov 22: 2.67 ================= - Fix: Inactive player kick was hosed. - Fix: Honor team_maxplayer limits (except for match_latejoin set to 3, as is how it is supposed to work). - Fix: Possibility of a player having 0 time played. - Fix: More 1v1 ququeing (gah!). - Fix: Possible crash on voting. - Add: Scoreboard optimizations for all modes of play. - Add: Ability to view a player's stats from the scoreboard. This is a really cool feature to easily view a player's stats at anytime (including at the end of a map) in the game in real-time: 1. Pull up the scoreboard 2. You should see a ">" by a player's name. 3. Use the [ and ] keys to scroll up/down through the active player list (or whatever you have invprev/invnext bound to). 4. To view a particular player's stats, hit ENTER (or whatever you have invuse bound to). 5. To go back to the scoreboard, hit ENTER or F1. ----> This format is not yet set in stone. If there are other stats you'd like to see, let me know and I'll see what I can do. I have a couple hundred more bytes to work with in this area. Also, this feature is only currently available for regular DM (FFA) mode. I'll get it to the other modes here shortly. 1999 Nov 15: 2.66 ================= Hot on the heels of Q3TestDEMO, comes another sizzling OSP Tourney DM update! YEEEE_HAAWWW! - Fix: Honor the ref_enable flag and don't allow refs even if they know the rcon password. - Fix: Another tweak on the 1v1 queueing. - Fix: 1v1 queue across map loads (voted or otherwise) now kept intact. - Fix: Long names and spectators on the scoreboard (was slightly off). - Fix: Can now properly view the scoreboard during a timeout. - Update: All relevant docs and example server .cfgs with the latest version of OSP Tourney. I'll get OSP-L2 docs up shortly. 1999 Nov 08: 2.65a ================== - Fix: Loser not showing up at end-level 1v1 scoreboard. - Fix: Bug with captains and removing players. - Adjust: Next in line info under 1v1 "line" command - Add: Variable to limit players changing info: set client_infochange Number of seconds that a player can change name/skin. Setting to 0 disables this feature (handy for some bot-protection schemes) [default = 4]. 1999 Nov 07: 2.65 ================= - Fix: More tweaks to the 1v1 queueing system. - Fix: Bots disregarding locked teams. - Change: Cant change teamskins after everyone is warmed up. - Add: Random pack spawning set pack_spawn (from 0.00 to 1.00) Percentage likelihood that a pack will randomly spawn when an item respawns (default = 0.00 under Tourney, 0.03 under OSP-L2). set pack_life Number (in seconds) that a randomly spawned pack will stay (default = 20 seconds). - Add: Adjustable armor settings set armor_jacket (Tourney: "25 50 0.3 0.0" OSP-L2 : "50 100 0.3 0.0") set armor_combat (Tourney: "50 100 0.6 0.3" OSP-L2 : "75 150 0.6 0.3") set armor_body (Tourney: "100 200 0.8 0.6" OSP-L2 : "100 200 0.8 0.6") set armor_shard (default = 2 in Tourney, 5 in OSP-L2) = "[pickup_value] [max_value] [normal_protect] [energy_protect]" 1999 Oct 28: 2.64 ================= - Fix: Highscores directory creation if it did not exist. - Fix: Small crash bug under 1v1 mode. - Fix: Another (better) stab at fixing 1v1 queueing. I think this one's a keeper! - Add: Player listing of the 1v1 queue (order). To see where you stand in line, type: "queue" or "line" or "order" in the console. Pretty handy command! =) 1999 Oct 19: 2.63 ================= - Fix: Teamplay skins weren't being set properly. As a result of this fix, I've even improved network performance under heavy conditions =) - Tweak: MOTDs should now be better centered if this option is set on the server. - Change: Respawn shells now available under all modes under the OSP-L2 version of the mod. - Add: Ability to specify whether or not spectators can vote: set vote_countspectators 0 - Observers can NEVER vote unless there are no active players in the game (default for teamplay/1v1). 1 - Observers can vote at anytime EXCEPT in competition modes that have an active match in progress (default for regular FFA mode). 1999 Oct 17: 2.62 ================= - Add: Limit name/skin changes to once every 4 seconds. Helps prevent jokers who like to lag the server by switching their skin every 0.1s - Fix: Voting in new bots will not cause a change in the ready state of the warmup period. - Fix: Banned items now stay banned across maps if DF_SAME_LEVEL is set in the dmflags of the server. - Add: If team_nextuptime is set to 0, 1v1 player queueing is disabled. - Fix: Potential problem in messed up 1v1 queueing should be resolved. 1999 Oct 13: 2.61 ================= - Fix: More talk bugs for listen servers - Add: Persistant info across levels. What this means right now is stuff like keeping ref status across map loads, 1v1 queueing, etc. - Add: 1v1 player queueing. No more lpb's jumping in line! To keep the lamers from hogging spots but not joining, you can set a time out period for when a player MUST join, or be moved to the end of the player queue: set team_nextuptime Specifies the amount of time that players who can join a 1v1 match to actually join. Players who violate this time period are moved to the end of the 1v1 player queue (default = 45s). --> This is ONLY applicable for servers in the 1v1 mode!! - Fix: Weird/inconsistant team join semantics. - Statement: With the vampire rune, u CAN frag dead bodies to get health. This rune is so weak as it is, adding a little more opportunity for it will increase its strength, I think =) - Change: No audible/visual queues for joining/leaving players in a 1v1 match UNLESS the player who left/joined is actually in the game. Note, in warmup, everyone with get these cues. - Fix: Player respawn selection now does not include the player himself who is respawning. 1999 Oct 08: 2.59a ================== - Fix: Whoops! Chat was broken for the console dump and at match level end. - Add: Linux glibc port 1999 Oct 07: 2.59 ================= - Add: Per player chat filtering. The client command is: ignore (or muzzle or mute or filter) : 0 - No filtering (default) 1 - Ignore spectators 2 - Ignore opposite team (if teamplay) 3 - Ignore all chat The initial client filter is a server-side variable with the same modes as described above (with 0 also being the default), named "client_muzzlemode". Note, this filter is disabled during the warmup mode and when the match is paused. - Add: A new voted in config will use a map from the new config when the level is restarted (untested). - Add: Audible/Visual 5 second delay when the match is unpaused to inform everyone that the match is about to restart. - Add: Ability to give unique names to configs specified for voting. To add this functionality, u will need to augment your configlist as follows: [Old serverconfigs.cfg]: my_1v1.cfg my_dmonly.cfg my_team.cfg [New serverconfigs.cfg]: my_1v1.cfg 1V1 DM Play my_dmonly.cfg Regular DM FFA my_team.cfg DM Teamplay The basic format is: When you change to this format, the vote selection will show the rather than the name of the server config, which is a bit cleaner =) If no Identifier is specified, the name of the server config will be used instead. - Add: Items respawned immediately at match start if DF_SAME_LEVEL dmflag is set. - Change: Item respawn acceleration semantics (if enabled) no longer apply to powerups. - Add: Allow players to view the scoreboard during a timeout. - Add: Ability to specify how long a player may be hooked to another player: set hook_holdplayertime (default = 5.0) Note, this setting is DIFFERENT than the "hook_holdtime" setting. - Fix: Teamskin swaps on new level load (not fully tested). - Fix: "rune_stat" values on console during a vote selection. - Fix: Overlapping chasecam line in FFA and 1v1 modes. - Fix: Refs can now call timeouts if allowed to as normal players. - Add: Ability to reload player bans after every map: set player_reload 0 - Do NOT reload bans every map (default). 1 - Reload bans every map. --> Idea here is to allow flexibility in temporarily banning players on a given map. (not fully tested) - Fix: Problems with runes disappearing on drop. - Add: Allowing specification of the location of the highscores directory (under the mod's main directory): set client_highscoredir (default = "highscores"). - Change: Lock sv_airaccelerate to 0 under OSP Tourney DM. This value defaults to 10 under OSP-L2 version of the mod. - Fix: Problems with auto-removing of an unmoving player if they do not have health >= 100. - Add: Configurable delay in bot load times: set bots_delayload 0 - Load bots immediately on a new map. 1+ - Load bots after 20+ seconds. - Add: New bot_autoload option: set bots_autoload 4 - Loads "bots_minplayers" from specified bot .cfg file. These bots load at the start of a map and stay for the duration, regardless of player counts. - Fix: Voted configs now properly write to their own local log file. - Fix: More randomness to bot loads. - Fix: Problems with joincode overrides. - Fix: Observers joining locked teams during warmup. - Fix: More tweaks to map randomness. (unverified) - Add: Option to put MOTD in center of HUD: set motd_center 0 - Place MOTD in lower-left corner (default) 1 - Place MOTD in center of screen. - Add: Revised vweap to fix strange bugs. (not fully tested) - Tweak: ALL players now freeze properly on a paused match. - Tweak: Hyperblaster should be less laggy now. - Update: Ported all relevant code base to the 3.20 vanilla build (finally! ;) ) - More to come, this is all I could pound out in a few hours of my spare time =) Please test this build heavily! I plan on making a full 2.6/2.7 release in the very near future. 1999 Sep 29: News ================= - Info: I've set up a new web forum! Yes, its taken time away from my Tourney builds, but this new web forum, while familiar, is very flexible and will allow for multiple web forums to be set up in a snap. Anyway, check it out: http://www.OrangeSmoothie.org/forum/ Come post ur gribes or wishlists with the 10 gazllion other users of Tourney =) 1999 Sep 13: 2.58 ================= - Fix: Couldn't disable runes from the vote menu. - Fix: Invite command could cause problems. - Fix: Cant switch to spectator modes in combat. - Fix: Disconnect logging messages in server admin logs. - Fix: Improper handling of banned objects that could cycle through to objects that aren't banned. - Add: Release of OSP-L2 Weapons DM - a variation of OSP Tourney DM that allows for per-weapon configuration. This is a different mod (not much, however =) ) and should be installed in a directory named "ospl2/" under your main Quake2 directory. The included .zip/.tar.gz has enough info to get you rolling. 1999 Sep 08: 2.57 ================= - Fix: Bot protection was kicking Gladiator bots as well. Doh! - Add: Date/time info to player connects in the admin logs. - Add: Player disconnects in the admin logs. - Fix: Small tweak on main loop that can cause a crash. This is also a stab at the very rare server-eats-100%-cpu-inside-the- main-quake2-exe lockup. 1999 Sep 07: 2.56 ================= - Add: New option for overtime mode that allows for the match to go to sudden death if there are consecutive tied overtime rounds. set team_overtime_mode 0 - Same as before 1 - Same as before (default) 2 - Same as before 3 - Allow tied overtime modes before sudden death is invoked. set team_overtime_count tied overtime rounds must be played before a "sudden death" mode is enforced to determine the match victor (default = 1). This option is ONLY used if is set to 3. - Add: Newer console command to stop a match in progress. The syntax is: sv stopmatch - Add: New admin menus. This is a first cut that only allows the admin to kick/ban players and to set a new map. MUCH more will be added to these menus. You get the menu when you first become a referee. After you have ref status, u can get to it from the main DM/Teamplay menus, or by simply typing "ref" (by itself) in the console. - Add: New bot protection scheme that defeats all currently known bots (thanks to Fluffster[hux] for a little insight =)). - Update: All docs are now current with the 2.56 release. 1999 Sep 02: 2.55 ================= - Fix: Disable ready broadcasts if strict mode is enabled. - Change: Rearranged player connect log entries for easier sorting. - Fix: ngWorldStats logging was slightly broken for Linux-Alphas. Even those servers running on Alphas can now partake in ngWorldStats. Sorry fellas! 1999 Aug 29: 2.53-2.54 ====================== - Fix: More croutching (ugh!) - Add: Server admin-level logging. This feature is not related to the match itself. It is primarily for managing a Tourney server in terms of player connects, referee commands issued, votes placed, client- side auto-aim bots detected, and player renames with time/date stamps. The server variables are as follows: set server_adminlog 0 - Disable server-admin logging [default] 1 - Enable server-admin logging set server_adminname [string] Name of log to use for recording relevent server events (default: serveradmin.log). - Enahance: Chasecam/autocam. Big performance improvement here. This may actually make Tourney run smoother as it reduces a lot of computation every server frame. Need to test to make sure everything is running as it used to. - Fix: Learning a new compiler (MSVC++ 6.0) can be frustrating! Gladiator bots should now load at the cost of an extra 100k to the .dll (thanks Microsoft!). - Change: console_timestamp now refers to the # of minutes between timestamps that show up on the console. The new behavior will always place a timestamp at the start of a match (default=0). Note, if enabled, there will be a very small performance hit. - Next big things: * A "OSP-L2" variation that will allow modification of weapon settings. This will be an ENTIRELY different .dll and game in itself. Its the same Tourney, just a bit more Lithium-ized. * Admin menus! Admin menus! Admin menus! * Various little things will be added along the way. 1999 Aug 27: 2.51-2.52 ====================== Good afternoon! A little update: - "captains" command for teamplay displays the captains of both teams. - Fix: "drowning observer" syndrome. A little bug that can be quite annoying for people who are being chased by seemingly endlessly drowning/burning/melting observers. - Fix: Map rotation was broken if map_random=0 and map_once=0 - Fix: Can now enable/disable runes correctly from the vote menu. - Fix: small hook problem that could cause crash - Fix: croutched suiciders stayed croutched =) - Remove: DMFLAG options of DF_SKINTEAMS|DF_MODELTEAMS for damage detection. - Fix: small vulnerability in referee facility that could be exploited if servers are set up incorrectly. - Add: List ALL item toggles that are voted upon on the vote announcement (no longer is it "See menu for details"). - Add: The player banning file (default: players.txt) can now specify ONLY IP addresses for IP banning. This centralizes this a bit better and doent require seperate execing of ban lists to get IP banning to work properly. The format is: [tab][tab]IP_ADDRESS Note, the [tab] symbols above should be REAL tabs (the character that is printed when u hit the TAB key). Also, the IP_ADDRESS is the longest match you want to use in banning addresses. For example, if IP_ADDRESS is set to 192.168, it will ban ANYONE whose address *starts* with 192.168. Hence, the whole class B of 192.168.*.* will not be able to get on your server, so be careful =) I know, I know, I should use bitmasks, but are they really necessary? Do you REALLY know how to use them correctly? ;-) - Add: A bunch of new referee commands =) r_plist: Lists all active players and thier IP addresses. r_blist: Lists all active bans in place r_ban : Kicks and bans a player. Note, you can specify the player ID in lieu of of the name to save on typing mistakes. (You can get the player ID through use of the "r_plist" command). r_banaddr
: Ban on any address or address prefix (as descibed above in the IP banning case). r_unban : Unbans a player name and their associated IP address (if present). r_unbanaddr
: Unbans the specified address. - Note: I still have about 25-30 things left to do, but let me know if you need anything or have found some bugs in the current 2.5 of Tourney. 1999 Jul 24: Status =================== Still alive! Be patient =) 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.f Oly 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