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Releases: themuffinator/muffmode

v0.19.55

15 Dec 13:49
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  • Server setting: spawn protection:
    • grants 3 seconds of full protection from combat damage, this is cancelled if a weapon is fired.
    • To use, add item_spawn_protect to g_start_items
  • added 300ms delay before match cancellation due to too few players - allows bot_minclients to add a bot before the match is cancelled
  • rulesets:
    • added q1 ruleset, still WIP
    • ruleset worldspawn key to auto-set ruleset, used when g_level_ruleset 1
  • Fixed incorrect powerup respawn times. Respawn times can now be overridden on a level by setting count entity key
  • Fixed bots not joining the game
  • Fixed: powerup global spawn sound not playing
  • Neatened up spectator HUD
  • Fixed: blaster/ripsaw/grapple weapon dropping not removing from inventory

v0.19.50

30 Sep 23:19
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  • g_owner_push_scores : when set to 1, shows scores instead of menu for lobby owners when auto joining is disabled (default 0)
  • max health increased from 999 to 9999
  • vampiric expiration has an obituary message now
  • new commands:
    • time-out: call a time out, only 1 allowed per player and lasts for value set by g_dm_timeout_length (in seconds). g_dm_timeout_length 0 disables time outs
    • time-in: cuts a time out short
    • followleader: when spectating, auto-follows leading player
  • use holdable now works for the following items (from highest priority to lowest):
    • AM-Bomb
    • Doppelganger
    • Personal Teleporter
    • Adrenaline
    • Compass
  • g_dm_holdable_adrenaline : when set to 1, allows holdable Adrenaline during deathmatch (default 1)
  • added Adrenaline usage fx
  • added match announcer sound support, controlled client-side. Looks for QL's vo_evil announcer set, needs the ogg vorbis audio files converting to 22KHz PCM WAV. Clients use announcer command to toggle use of announcers.
  • Various match state fixes and improvements including match locking.
  • Spectating bots auto join during certain warmup phases.
  • DuelFire Damage has been changed to Haste: 50% faster movement, 50% faster weapon rate of fire.
  • followleader and followkiller now have a 500ms delay, allows spectators to see the frags before changing
  • follow cam now has screen blends
  • POI's:
    • item dropping POI's now also send to spectators following the specific team
    • item dropping and item pickups no longer broadcast to spectators who are following players who performed the drop/pickups

v0.19.30

23 Sep 16:35
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  • duel: fixed scoreboard and cross-level queuing
  • fixed lack of player connection messages
  • new client commands:
    • followkiller : auto-follow killers when spectating (disabled by default)
    • followpowerup : auto-follows player picking up powerups when spectating (disabled by default)
  • fixed stat counts crashing game
  • item pickup POI's: now also applies to CTF flag pickups
  • plasma beam: added BFG holding hum
  • fix ability to join team while match lock present
  • spruced up team initialising
  • added dynamic step size: 18 step size above origin, 20 below. somewhat recreates the old origin bug from original Q2 but feels a lot smoother and consistent.
  • some improvements to player rankings during match
  • some entity spawn rules added and tweaked some ent files to adapt some items to changes in gametype or enabling/disabling powerups

v0.19.0

10 Sep 21:50
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  • fix: movers (lists, rotating doors etc.) no longer glitch due to mishandled player bodies
  • gametype range and clamping fix
  • bots items list update

v0.18.63

07 Sep 18:35
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  • new cvar: g_dm_crosshair_id: show/hide crosshair id's
  • new entity keys:
    • notq2: inhibit the entity when not in Q2 style ruleset
    • notq3: inhibit the entity when not in Q3A style ruleset
    • ruleset: allow only in the specified ruleset(s) (q2re/mm/q3a)
    • not_ruleset: inhibit in the specified ruleset(s) (q2re/mm/q3a)
    • powerups_on: allow only when powerups are enabled
    • powerups_off: allow only when powerups are disabled
    • count: overrides amount of ammo given for a weapon pickup
  • ammo packs now checks auto weapon switching to grenades upon pickup
  • voting: corrected minimum number of arguments check on validations
  • fixed Q3A ruleset weapon pickup ammo rules
  • enhancements to map entity overrides utilising new entity keys

v0.18.62

05 Sep 11:49
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  • fix for item dropping
  • fix for crashes in Quad Hog

v0.18.61 BETA

04 Sep 08:05
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  • extended major item pickup messages to team mates
  • teams: fixed current weapon dropping subtracting/adding incorrect ammo
  • teams: added point of interest icons to weapon drops and major item pickups for team mates
  • new item:
    • Regeneration powerup: regenerates health up to 2x max health
  • Quad Hog: fixed no Quad Hog pickup message when not MM ruleset
  • fix: remove teleporter spawn pads when no spawn pads set
  • fix: trigger_push working
  • added: "use holdable" to use:
    1. Personal Teleporter, if none use...
    2. Adrenaline, if none use...
    3. Compass
  • new spawn keys for info_player_deathmatch:
    • "nobots": spawn point only used for human players
    • "nohumans": spawn point only used for bot players
  • fix: overtime conditions:
    • in duel, when overtime is disabled, use sudden death instead
    • play the sound for overtime/sudden death events
  • fix: gibs turning black while sinking
  • fix: match total time correction
  • fix: teleporter no freeze fix
  • the start of Muff Maps, these are official maps often utilizing Muff Mode's enhanced capabilities. 3x Q3A map ports under development included:
    • Arena of Death [mm-arena-a3]
    • The Proving Grounds [mm-proving-a4]
    • Vertical Vengeance [mm-vengeance-a2]

v0.18.2 BETA

02 Aug 22:30
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  • lowered crosshair id position
  • improved/fixed voting handling, added vote popup for players to vote yes/no
  • g_dm_allow_no_humans: when set to 1, allows matches to start or continue with only bots (default 1)
  • level design: new worldspawn key: no_dm_spawnpads: disables spawn pads in deathmatches
  • New Gametype: Red Rover
  • fixed powerup spawn issue in MM/Q3A rulesets
  • improved scoreboard header message for in match and end of match
  • default capturelimit value changed to 8
  • g_eyecam 2: eye cam without angular and aiming prediction
  • teamed item fixes and handling adjustments, again!

v0.18.1 BETA

22 Jul 22:29
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  • Fixed Protection giving full protection in all rulesets, now 50% protection in MM and Q3A.
  • Fixed inability to rejoin the match sometimes when spectating.
  • Fixed randomised direct rocket damage in Q3A ruleset, now set to 100.
  • Fixed maxplayers testing when wanting to move to spectating when number of players equals server capacity.
  • Fixed slugs value in Q2RE ruleset

0.18.0 BETA

14 Jul 22:35
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The Big Gametype and Mapping Update!

  • GAMETYPE SYSTEM:
    A rewritten gametype system has been introduced:
    - gametypes can be instantly changed in-game
    - 'callvote gametype' now actually works!
    - 'g_gametype' cvar sets gametype by index number, this is the current list:
    0: Campaign (not used at present, use deathmatch 0 as usual)
    1. Free for All
    2. Duel
    3. Team Deathmatch
    4. Capture the Flag
    5. Clan Arena
    6. Freeze Tag (WIP)
    7. CaptureStrike
    8. Red Rover (WIP)
    9. Last Man Standing (WIP)
    10. Horde
    - Obsolete gametype cvars such as 'duel' have been removed. For compatibility purposes, all that remain are 'ctf' and 'teamplay' but these are overridden by g_gametype.
    - New command for admins: "gametype [gametype_name]" changes the gametype to the specified name, effectively the same as callvote gametype.

  • NEW GAMETYPE:

    • Horde: Battle waves of monsters, stay on top of the scoreboard while defeating up to 16 waves to be victorious!
    • Clan Arena: Rocket Arena's famous round-based team elimination mode - no item spawns, no self-damage and a full arsenal of weapons.
    • CaptureStrike: A Threewave classic, combines Clan Arena, CTF and Counter Strike. Teams take turns attacking or defending and battle until one team is dead, or the attacking team captures the flag.
  • NEW ADMIN CVARS:

    • g_ruleset: gameplay rules (default 2):
      1. Quake II Rerelease
      2. Muff Mode (rebalanced Q2Re)
      3. Quake III Arena style
    • bot_name_prefix: allows changing bot name prefixes (blank to remove) (default "B|")
    • g_allow_kill: enables use of 'kill' suicide command (default 1)
    • g_drop_cmds: bitflag operator, allows dropping of item types (default 7):
      &1: allow dropping CTF flags
      &2: allow dropping powerups
      &4: allow dropping weapons and ammo
    • roundlimit: sets number of round wins to win the match in round-based gametypes (default 8)
    • roundtimelimit: sets round time limit (in minutes) in round-based gametypes (default 2)
    • g_round_countdown: sets round countdown time (in seconds) in round-based gametypes (default 10)
    • g_arena_dmg_armor: enables self armor damage in arena modes (default 0)
    • g_arena_start_armor: sets starting armor value in arena modes, range from 1-999, value affects armor tier (default 200)
    • g_arena_start_health: sets starting health value in arena modes, range from 1-999 (default 200)
    • g_entity_override_dir: overrides entity override file subdir within baseq2 (default: maps)
    • g_vampiric_exp_min: with vampiric damage enabled, sets expiration minimum health value (default 0)
    • g_owner_auto_join: when set to 0, avoids auto-joining a match as lobby owner (default 1)
    • g_gametype: sets gametype by index (default 1 = Free For all)
    • g_starting_health: sets starting health for players on spawn (1-999) (default 100)
    • g_starting_armor: sets starting armor for players on spawn (0-999) (default 0)
    • g_motd_filename: points to filename of message of the day file, reverts to default when blank (default motd.txt)
  • NEW ADMIN COMMANDS:

    • gametype [gametype_name]: changes gametype to selected option, resets the level
    • ruleset <q2re|mm|q3a>: changes gameplay style
  • BALANCE CHANGES (ruleset 2):

    • Plasma Beam: maximum range limited to 768 units (same as LG in Q3)
  • CVAR CHANGES:

    • g_teleporter_nofreeze: renamed to g_teleporter_freeze, values do opposite effect (value of 1 freezes player), default is 0 (no freeze)
    • deathmatch: default changed to 1
    • g_dm_powerups_style: removed, now part of rulesets.
  • GENERAL CHANGES AND FIXES:

    • Duel: various improvements and fixes to queue system and scoreboard
    • Fixed g_powerups_minplayers functionality
    • Blaster and Grapple now both droppable and can spawn in world
    • Current weapon is now droppable
    • Smart weapon auto-switch: now switches to SSG from SG, CG from MG, never auto-switches to chainfist.
    • All scoreboards show ready status
    • Team scoreboard shows eliminated status in round-based gametypes
    • Instant gametype changing (eg: from FFA to TDM)
    • Message of the Day: removed g_motd, it is now loaded from a motd.txt file in baseq2 folder. 'loadmotd' command added to update MotD.
    • Various other fixes/refinements
  • NEW ITEMS:

    • Personal Teleporter (item_teleporter): holdable item for deathmatch, teleports the players to a spawn point upon activation.
    • Small ammo items for shells, bullets, rockets, cells and slugs (ie: ammo_bullets_small)
    • Large ammo items for shells, bullets and cells (ie: ammo_bullets_large)
  • LEVEL DESIGN/ENTITIES:

    • SPAWNFLAGS:

      • spawnflags & 8: suspends items (don't fall to ground)
    • ENTITY CHANGES:

      • misc_nuke: now applies nuke effect (screen flash, earthquake)
      • trigger_push: target a target_position/info_notnull to set a direction and apogee like in Q3, no target reverts to original behaviour
      • trigger_key: does not remove inventory item in deathmatch, deathmatch or spawnflags 1 now allows multiple uses.
    • NEW ENTITIES:

      • target_remove_powerups:
        Takes away all the activator's powerups, techs, held items, keys and CTF flags.

      • target_remove_weapons:
        Takes away all the activator's weapons and ammo (except blaster).
        BLASTER : also remove blaster

      • target_give:
        Gives the activator the targetted item.

      • target_delay:
        Sets a delay before firing its targets.
        "wait" seconds to pause before firing targets.
        "random" delay variance, total delay = delay +/- random seconds

      • target_print:
        Sends a center-printed message to clients.
        "message" text to print
        spawnflags: REDTEAM BLUETEAM PRIVATE
        If "PRIVATE", only the activator gets the message. If no checks, all clients get the message.

      • target_setskill:
        Set skill level.
        "message" : skill level to set to (0-3)
        Skill levels are:
        0 = Easy
        1 = Medium
        2 = Hard
        3 = Nightmare/Hard+

      • target_score:
        "count" number of points to adjust by, default 1.
        The activator is given this many points.
        spawnflags: TEAM
        TEAM : also adjust team score

      • target_teleporter:
        The activator will be teleported to the targetted destination.
        If no target set, it will find a player spawn point instead.

      • target_relay:
        Correctly named trigger_relay.

      • target_kill:
        Kills the activator.

      • target_cvar:
        When targetted sets a cvar to a value.
        "cvar" : name of cvar to set
        "cvarValue" : value to set cvar to

      • target_shooter_grenade:
        Fires a grenade in the set direction when triggered.
        dmg default is 120
        speed default is 600

      • target_shooter_rocket:
        Fires a rocket in the set direction when triggered.
        dmg default is 120
        speed default is 600

      • target_shooter_bfg:
        Fires a BFG projectile in the set direction when triggered.
        dmg default is 200 in DM, 500 in campaigns
        speed default is 400

      • target_shooter_prox:
        Fires a prox mine in the set direction when triggered.
        dmg default is 90
        speed default is 600

      • target_shooter_ionripper:
        Fires an ionripper projectile in the set direction when triggered.
        dmg default is 20 in DM and 50 in campaigns
        speed default is 800

      • target_shooter_phalanx:
        Fires a phalanx projectile in the set direction when triggered.
        dmg default is 80
        speed default is 725

      • target_shooter_flechette:
        Fires a flechette in the set direction when triggered.
        dmg default is 10
        speed default is 1150

      • target_position:
        Alias for info_notnull.

      • trigger_deathcount:
        Fires targets only if minimum death count has been achieved in the level.
        Deaths considered are monsters during campaigns and players during deathmatch.
        "count" minimum number of deaths required (default 10)
        spawnflags: REPEAT
        REPEAT : repeats per every 'count' deaths

      • trigger_no_monsters:
        Fires targets only if all monsters have been killed or none are present.
        Auto-removed in deathmatch (except horde mode).
        ONCE : will be removed after firing once

      • trigger_no_monsters:
        Fires targets only if monsters are present in the level.
        Auto-removed in deathmatch (except horde mode).
        ONCE : will be removed after firing once