0.18.0 BETA
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):
- Quake II Rerelease
- Muff Mode (rebalanced Q2Re)
- 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)
- g_ruleset: gameplay rules (default 2):
-
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
-
-