Challenge ProMode Arena

CPMA 1.52 Changelog

Content

Changelog for CPMA 1.52

Additions

  • SuperHUD element RecordingDemo will only be visible when recording a demo

    • this will only be supported by compatible engines (latest CNQ3 and Quake3e)
  • item timers for 1.52+ demos and live view (non-coaching spectators only)

    • ItemTimers* HUD elements | placement, appearance, team filters
    • ch_timers* CVars | type filtering, ordering, time sync
  • SuperHUD elements for groups of item timers:

    • ItemTimers1_Icons to ItemTimers4_Icons display the icons
    • ItemTimers1_Times to ItemTimers4_Times display the time remaining until spawn
  • ch_timersList<string> (default: "quad bs regen invis haste flight medkit mh ra ya")

    • it's a space-separated list of item types to display in all modes
    • when not in CTF/NTF, the list's order is the display order
    • to print the list of tracked items and their short names, use /itemtimerlist
  • ch_timersSync<0|1> (default: 0) synchronizes all item timer text updates

  • ch_timersOrderOR<0 to 3> (default: 0) is the order within own/red item timers in CTF/NTF

  • ch_timersOrderEB<0 to 3> (default: 1) is the order within enemy/blue item timers in CTF/NTF

    • 0 - Flag ->` Mid
    • 1 - Mid ->` Flag
    • 2 - Custom list (ch_timersList)
    • 3 - Custom list inverted (ch_timersList inverted)
  • ch_timersOrderTeams<0 to 3> (default: 0) is the order of item timer teams in CTF/NTF

    • 0 - Own ->` Enemy
    • 1 - Enemy ->` Own
    • 2 - Red ->` Blue
    • 3 - Blue ->` Red
  • new SuperHUD commands and command arguments:

Name Description
fadedelay <ms> wait time in milliseconds (max. 5000) before the "fade" animation starts
alignh <L|C|R> horizontal alignment (Left, Center, Right)
alignv <T|C|B> vertical alignment (Top, Center, Bottom)
direction <L|T|R|B> direction (Left-to-right, Top-to-bottom, Right-to-left, Bottom-to-top)
textoffset <X Y> offset to apply to the text position after all other computations
imagetc <L T R B> texture coordinates for the shader specified by "image"
margins <L T R B> offsets (positive means inward) to apply to "rect" when drawing "image" "text" with a non-"fill"ed background
itteam <R|B|N|O|E> item timer team filter (Red, Blue, Neutral, Own, Enemy)
color <I> changes the background color to match the item timer's team

L T R B C stand for Left Top Right Bottom Center respectively
when used in StatusBar_Bar, "direction" overrides "textalign" and gives access to top-to-bottom mode when used with ItemTimers, "direction" only specifies the axis, the orientation is handled by CVars

  • only users with compatible engines will get a full item timers refresh right after /record

    • for the others, the timer data will be invalid until either an arena restart or arena change happens
    • note that /autorecord will always work on all engines
  • server_timersNeutralZone<0 to 256> (default: 16)

    • allows some wiggle room in the definition of center map for item timers in CTF/NTF
    • some maps have their mid power-ups slightly off-center (e.g. quad, haste and mega on cpmctf2)
  • cfg-maps/itemtimers.txt can be used to tweak some entity positions for item timers

    • some maps have base items at exactly mid-distance between both flags (e.g. bottom YAs on q3wcp14)
  • new SuperHUD elements Name_OWN and Name_NME

    • they won't be visible in pre-1.52 demos when in FFA or a 1v1 mode in free-float view
  • /con_echo can now output a cvar's value using the $(cvar) syntax (e.g. "con_echo $(s_volume)")

  • the players' ready status is now drawn in the 1v1/hm scoreboard during warm-up

  • the #V team chat token is the last enemy player you killed

Changes

  • the #T team chat token is now the last enemy player you damaged

  • the #D team chat token is now the last enemy player who damaged you

    • the AttackerIcon and AttackerName HUD elements now refer to the last enemy player who damaged you
    • /messagemode4 will send a private message to the last enemy player who damaged you
  • ch_drawWarmup 1 no longer draws anything in coach view

  • improved the default HUD and added item timers, player names and a demo recording indicator

  • removed the "draw3d" SuperHUD command (to load a skin, use "image" after "model")

  • com_blood 0 no longer turns off gibs (despite cg_gibs 1) in all modes other than FTAG

  • "Add Bots" and "Remove Bots" menu tweaks:

    • fixed all unregistered keys scrolling the list up by 1 line
    • added list scrolling support with home/end/page up/page down
  • in free-float view, Score_OWN/Name_OWN is red/1st place and Score_NME/Name_NME is blue/2nd place

  • the accepted value range for the fadedelay and time SuperHUD commands is now [0, 5000]

  • removed ch_drawWeaponSelect and added 2 new SuperHUD elements as replacement:

Name Description
WeaponSelection the weapon wheel
WeaponSelectionName the name of the selected weapon

unlike ch_drawWeaponSelect, the new elements are also active in live and demo follow views
to learn how to replicate the look of ch_drawWeaponSelect, please refer to the website's guide

  • disabled WeaponList and WeaponSelection* in team modes when multi-view is active
    because the weapon list would only consist of the current weapon (it's a MV limitation)

  • tweaked demo playback a bit:

    • HOME: sets speed to 1, no longer resumes playback
    • END : toggles play/pause
    • PGUP: multiplies speed by 2 (max.: 32), no longer resumes playback
    • PGDN: divides speed by 2 (min.: 0.125), no longer resumes/pauses playback
    • the demo playback messages are now drawn in coach (multi-)view as well
  • spectators can always vote when no human player is in the arena

Fixes

  • fixes for the power-up list in the HUD when multi-viewing games:

    • the list could sometimes be broken or empty
    • the order now matches the currently loaded SuperHUD config
    • 2v2/TDM: time remaining was ticking down during server pauses
    • 2v2/TDM: the icons were not displayed when the pick-up time wasn't known
    • 2v2/TDM: the countdown was starting at 29 instead of 30
  • team chat token data for #C #D #P #T #V now gets cleared during team changes

  • first-person gun offsets were wrong when cg_fov was too high or had a fractional value

  • disconnecting players could cancel team pauses

  • the FollowMessage SuperHUD element was visible for players in the arena during server pauses

  • vid_restart could revert the following to former values: scores, warm-up, # of red/blue players alive

  • you could get awarded the defense medal by vicinity for protecting a dead or invalid player

  • server crash (division by 0) at the end of a CTFS/CA match when printing the stats

  • team mode matches could start with an empty team

  • callvotes now get validated more strictly to prevent redundancy, mistakes and abuse:

    • on/off items only accept "0" and "1"
    • numeric items only accept numbers in range with no extra characters
    • numeric items only accept numbers different than the current ones
    • the "mode" and "match" items only accept names of modes that exist and are enabled
    • the "item"/"items" item only accepts proper item names with a "+"/"-" prefix
    • the "item"/"items" item only accepts callvotes that would change the current item list
    • the "nextmap" item now gets validated like the "map" item
  • in the error menu, pressing any key when the cursor was on the button would transition to the main menu

  • in team modes, referee spectators could /coachinvite players to coach the spectator team

  • Score_NME was visible even when the score wasn't valid (no (other) player in the arena)

  • a very old bug prevented some state changes from being sent to the clients through config strings

    • affected: score blue/1st/red/2nd (sb/sr), # blue/red players alive (pb/pr), warm-up time (tw)
  • team and player names now get validated the same way

    • the maximum display length is 16 and leading/trailing whitespace is no longer accepted
  • the SuperHUD element StatusBar_AmmoBar never drew the ammo bar with infinite ammo (<= -1)

  • the SuperHUD element AmmoMessage could be visible with infinite ammo (< -1) (e.g. mg on wtf24)

  • ch_recordMessage 0 wasn't respected when starting demo recording through /record

  • incorrect behavior with cg_predictItems 0 (always) and cg_predictItems 1 (sometimes):

    • backpack pickups in NTF would show weapon/ammo names/icons in the SuperHUD and emit weapon/ammo sounds
    • with cg_autoswitch 1 in NTF, pickups of backbacks dropped by players who had
      a weapon with ammo selected would make you switch to said weapon when you had it
    • cg_predictItems 0 only: power-up pickups didn't show up on the HUD (ItemPickup and ItemPickupIcon)
      pre-1.52 demos will exhibit the same behavior no matter what cg_predictItems setting was used
  • the following UI bits were still drawn when cg_draw2D was 0:

    • Multi-View coach | scoreboard, center print, all SuperHUD elements
    • Multi-View zoom | scoreboard, center print, SuperHUD element WarmupInfo
  • connecting players were not always moved to the spectator team after game type changes

  • SuperHUD vertical double bars now work correctly in the StatusBar_*Bar elements

  • the WeaponList and Console SuperHUD elements can now fade properly

  • no longer writing stats and clearing the console when spectating with cg_autoAction flags 1 and 16 set

  • ch_playerNames now draws at correct locations regardless of FOV

  • when the score limit is greater than 1 in DA, we now display the correct scores

    • they are hidden during playback of pre-1.52 demos since they were incorrect
  • map script callvotes were always rejected (e.g. "cv map !cpm17tp")

  • player win/loss stats were updated incorrectly after forfeits

  • player models were distorted or invisible in the UI when the resolution was too high

  • spawn telefrags were still possible due to an incorrect distance test

  • the follow specbug (toggling follow/free-float mode with +attack)

  • pending votes not timing out in game modes other than 1v1/hm