Challenge ProMode Arena

CPMA 1.53 Changelog

Content

Changelog for CPMA 1.53 against beta 2

Additions

  • cg_demoUI <0|1> (default: 1) draws the demo player's user interface

  • pressing F2 during demo playback will toggle cg_demoUI

  • $(map) will display the map (script) name when used in the SuperHUD or /con_echo

  • showing player handicap values in /players and the 1v1/HM scoreboard when not 100

  • ch_eventForceColors, ch_eventOwnColor, ch_eventEnemyColor to use own/enemy colors in game events

  • new demo player:

    • displaying server pauses in the timeline bar
    • cg_demoSkipPauses <0|1> (default: 0) skips past server pauses during playback

Changes

  • improved cpmctf1 banners and the grate lamp shader seen on q3wcp14, ospdm5a and q3dm6

  • turned the "no nextSnap" CGame drop error into a console warning

  • team chat messages from spectators and coaches no longer include locations

Fixes

  • game type votes could still get overridden on some single-arena maps

  • cg_nudge wasn't always disabled when being a spectator

  • area mask being cleared causing b0_beta6 artefacts and lowered performance

  • maps with too many locations (e.g. cpm14 in TDM) disconnecting players

  • switching followed players could break the predicted animation state and first-person gun position

  • new demo player:

    • no longer executing commands from the end of the demo when starting playback
    • seeking during a server pause or timeout won't mess up the item timers anymore
    • can no longer follow phantom players in 1v1/HM/DA when PoV switched in a non-MVD
    • no infinite reload loop when the map config CVar contains "vid_restart"
    • increased buffer sizes such that events like kills don't get dropped/ignored
    • fixed game type being detected wrong on multi-arena maps

Changelog for CPMA 1.53

Additions

  • showing player handicap values in /players and the 1v1/HM scoreboard when not 100

  • new SuperHUD elements: HitMarker and KillMarker (visible when hitting/killing an enemy)

  • ch_crosshairHitColor <string\> (default: "") colorizes the crosshair after hitting an enemy
    ch_crosshairFragColor <string\> (default: "") colorizes the crosshair after killing an enemy

    • set a CPMA color code ([0-9a-z]) to enable or leave empty to disable
  • ch_crosshairPulse 2/3 will animate the crosshair's size after hitting/killing an enemy

  • new media courtesy of deft

    • higher resolution font sheets, icons, chat balloon and foe sprites
    • new 3D models: armors, health, PUs, ammo, flags, medkit, backpack, shells, grenade
    • new animated medals and animated chat balloon
    • new icons for deaths/suicides and thawing
    • improved shaders for better r_picmip/r_detailtextures/r_depthFade behavior on popular maps
  • cg_newModels <0|1> (default: 1) uses deft's better 3D models

  • cg_animateChatBalloon <0|1> (default: 1) enables a looping animation of the chat sprites

  • ch_animateRewardIcons <0|1|2> (default: 1) sets the reward icon animation mode

    • 0 - No animation
    • 1 - Play animation once
    • 2 - Play looped animation
  • callvote warmupfire, vote_allow_warmupfire (default: 1), server_warmupFire (default: 0)

    • warmup fire lets you shoot weapons during CA round warm-ups
    • shots fired during round warm-ups only inflict damage/knockback to yourself,
      including projectiles shot during round warm-ups that explode during the rounds
  • speconly on/off entries in the team menu

  • SuperHUD elements can now display CVar values using the same $(CVar) syntax as /con_echo

    • example: PostDecorate { text "Map: $(mapname)"; } will display the map's name
  • new simple SuperHUD elements: MapLocation and Score_Difference (own minus enemy)

  • new SuperHUD command to specify the space between items: spacing

    • relevant elements: Console, GameEvents, Chat, WeaponList, WeaponSelection, RewardIcons/Numbers
    • for WeaponList, it defaults to 4 to match 1.52 behavior
    • for WeaponSelection, 0 will default to 12.5% of the dimension to match 1.52 behavior
  • new SuperHUD command to specify the fade-in duration: fadein

  • ch_animateScroll <0|1> (default: 0) enables scrolling animations in SuperHUD elements

    • relevant elements: Console, GameEvents, Chat, RewardIcons, RewardNumbers
  • new demo player with rewind support that's only supported by compatible engines

    • it has a freecam mode and also allows PoV switching in non-multiview demos
    • a timeline bar is shown at the bottom of the screen for navigation purposes
    • when either moving the cursor or leaving the cursor at the bottom
  • /demo_video starts writing a .avi file when the new demo player is enabled

  • /demo_stopvideo stops writing the .avi file when the new demo player is enabled

  • /demo_players prints the list of players during demo playback

  • /demo_view selects the view mode when the new demo player is enabled:

    /demo_view Action
    default uses whatever view was recorded in the demo
    freecam allows the camera to move around freely
    toggleFreecam toggles between freecam and the previous view
    prevPlayer follows the previous player
    nextPlayer follows the next player
    player <ID\> follows the specified player
  • /demo_seek jumps around in the demo when the new demo player is enabled:

    /demo_seek Action
    relativeTime <N\> jumps N seconds ahead (or back if negative)
    virtualTime <TS\> jumps to the timestamp (timeline bar values)
    serverTime <TS\> jumps to the timestamp (raw demo values)
    nextMajorEvent jumps to the next major event
    prevMajorEvent jumps to the previous major event
    nextMinorEvent jumps to the next minor event
    prevMinorEvent jumps to the previous minor event
    nextFollowedKill jumps to the next followed kill
    prevFollowedKill jumps to the previous followed kill

    timestamps are formatted as 'seconds' or 'minutes:seconds'

  • /+demo_scrub enables demo scrubbing when the new demo player is enabled

    • moving the mouse to the left/right while the corresponding button is pressed
    • will move the demo back/forward in time
  • cg_demoMapOverrides <0|1> (default: 1) allows the new demo player to display another map

    • the override list is loaded from "cfg-maps/demomaps.txt", where each line has the format
    • "DemoName DisplayName", e.g. "cpm3a cpm3b_b1" will display cpm3b_b1 instead of cpm3a
  • cg_demoSkipPauses <0|1> (default: 0) instructs the new demo player to skip server pauses

  • cg_demoUI <0|1> (default: 1) draws the demo player's user interface

  • pressing F1 during demo playback will show the list of usable binds

  • pressing F2 during demo playback will toggle cg_demoUI

  • ch_locations <0|1> (default: 1) draws the players' locations in the team overlays

  • the SuperHUD element GameEvents presents a streamlined feed of gameplay events

    • everyone can see deaths, thaws and flag pickups/drops/captures/returns
    • non-coaching spectators can also see major item pickups and power-up drops
    • demos older than CPMA 1.52 won't show pickups for non-powerup items (RA, MH)
    • demos older than CPMA 1.53 won't show the name of the player who dropped the flag
  • ch_eventForceColors <0|1> (default: 0) enables the use of custom team colors for GameEvents

    • ch_eventOwnColor (default: "7") is the CPMA color code for your own team
    • ch_eventEnemyColor (default: "2") is the CPMA color code for the enemy team
  • ch_chatLines <0 to 64> (default: 3) is the maximum line count Chat can draw

  • ch_eventLines <0 to 64> (default: 3) is the maximum line count GameEvents can draw

  • /colorlist prints all available color codes in their respective colors

  • /hud_list prints all available SuperHUD elements

  • new SuperHUD commands to customize highlights:

    • hlcolor <R G B A\> : highlight color
    • hlsize <size\> : highlight size as percentage of the smallest dimension
    • hledges [edges] : selects which edges of the outline rectangle are drawn
    • accepted hledges keywords: left, right, top, bottom, L, R, T, B, all, none
    • highlights are enabled in outline mode (all edges drawn) by default
    • to disable, use "hlsize 0" or "hlcolor R G B 0"
    • to enable fill mode, use "hlsize 100" or use any value greater or equal to 50
    • WeaponList has them disabled by default (hlsize is 0)
  • new SuperHUD command that can only be used in !DEFAULT: reset

    • it resets all fields to their default values, allowing to clear flags such as monospace
  • com_blood 2 draws a less obtrusive blood effect

  • cg_weaponConfig_default|none|gauntlet|MG|SG|GL|RL|LG|RG|PG|BFG|hook <string\> (default: "")

    • these are per-weapon config CVars executed upon weapon switch
    • cg_weaponConfig_default is used when the corresponding weapon config CVar is empty
    • cg_weaponConfig_none is used when there isn't exactly 1 equipped first-person weapon
      this happens when in a free-float camera view or in Multi-View
  • cg_modeConfig_default|1v1|2v2|CA|CTF|CTFS|DA|FFA|FT|HM|NTF|TDM <string\> (default: "")

    • these are per-mode config CVars executed when the game mode changes
    • cg_modeConfig_default is used when the corresponding mode config CVar is empty
  • cg_teamConfig_free|red|blue|spec <string\> (default: "")

    • these are per-team config CVars executed when the followed team changes
  • cg_mapConfig_default <string\> (default: "") is the fallback map config used when

    • the corresponding map config CVar (cg_mapConfig_<mapName\>) is empty or undefined
    • example for cpm3a: cg_mapConfig_cpm3a is used when not empty, cg_mapConfig_default otherwise
  • cg_lightningImpact 2 draws sparks in addition to the impact mark

  • cg_fragSound <string\> (default: "0") plays a sound after a kill

    • 0 - No sound
    • 1 - Tonal impact playing the note D
    • 2 - Tonal impact playing the note E
    • 3 - Tonal impact playing the note F#
    • 4 - Tonal impact playing the note G
    • 5 - Cork pop
    • 6 - Cash register
    • 7 - Grappling hook impact
    • leave at 0 or empty for no sound or specify a sound file path including the file extension
    • example: \cg_fragSound "sound/pure3/grapple/dink.wav"
  • cg_zoomSensitivity <0.0 to 100.0> (default: 1) scales the mouse sensitivity when zoomed in

    • to match the behavior of older CPMA versions, set it to 1
  • /togglezoom alternates between standard and zoomed in FOVs

  • /cv is an alias for /callvote for the server console and rcon

  • ui_swapMouseButtons <0|1> (default: 0) swaps the left and right mouse buttons in the UI

    • it applies to the main menu, the in-game menu and the multi-view demo playback UI
    • the live multi-view UI still uses +attack instead of a specific key or button
  • a team's name will be kept across map changes if it isn't empty and the game type doesn't change

Changes

  • turned the "no nextSnap" CGame drop error into a console warning

  • team chat messages from spectators and coaches no longer include locations

  • misc_portal_surface camera wobble uses spawnflags like baseq3 again instead of being forced

  • traded a very frequent bug (hearing hit sounds after match/round starts and arena changes)

    • for a rare one (not hearing a hit sound under very unlikely circumstances)
    • this applies to demo playback of any CPMA version as well
  • ejected MG/SG shells inherit the yaw angle and account for crouching

  • showing the capture medal regardless of cg_oldCTFSounds (before: only when it was 0)

  • the maximum cg_fov value is 150 with a compatible engine using depth clamping, 130 otherwise

  • DEV gameplay is the same as PM2 except:

    • 1v1: all spawns respect the far half rule, including initial spawns
    • 1v1: spawn selection weighs horizontal and vertical distances differently
    • TDM: simple mega is enabled by default
    • TDM/2v2/FTAG: spawn selection is based on the distances to the closest teammate and enemy
  • disabled (most of) the command rate limiting when running a listen server

  • the WeaponList SuperHUD element now supports the following functionality:

    • setting horizontal/vertical mode and weapon order with direction L|R|T|B
    • bottom- and center-aligned vertical modes with alignv B and alignv C
    • left- and right-aligned horizontal modes with alignh L and alignh R
    • center-aligned horizontal mode with alignh C (or textalign C like before)
    • background rectangle margins with the margins command
    • customizable highlights with the hlsize, hlcolor and hledges commands
    • WeaponList has its own defaults to maintain backward compatibility:
      hlsize 0;spacing 4;direction T;alignh L;alignv T
  • ch_consoleLines now has a minimum value of 0, which disables display

  • the Console SuperHUD element now behaves like GameEvents and supports:

    • drawing from bottom to top with direction B
    • a solid background color with margins per line with bgcolor, fill and margins
    • right and center text alignment with textalign R|C
    • text offsets with textoffset
    • scrolling animations with ch_animateScroll 1
  • the mvw_TDM1-4 CVars are now registered and archived for convenience

  • movers always gib corpses and players they kill

  • improved team overlays with SuperHUD elements Team1-16 (old) and Team1-16_NME (new)

    • Team1-16 display your own/followed team
    • Team1-16_NME display the opposing team when a non-coaching spectator or watching a demo
    • with CPMA 1.53+, armor type and medkit are shown and non-team modes are supported
    • in 1v1/HM/DA, Team1 and Team1_NME are used
    • in FFA, Team1-16 are used, sorted by scores and displaying scores
    • all these SuperHUD elements always have the monospace font option enabled
    • the new system uses less bandwidth while updating every snapshot instead of every second
    • with CPMA 1.53+ demos, the TargetStatus SuperHUD element can be shown for enemies
  • cleaner SuperHUD outlines for WeaponSelection and elements that have both "fill" and "color T"

  • CQ3 gameplay settings have been reverted to 1.48 status

  • now showing the health/armor/pickup stats of bots when running a listen server or playing 1v1/HM

  • tweaked the dynamic light properties of first-person weapon muzzle flashes:

    • adjusted positions such that one can still light up walls when pressed against them
    • the radius changes according to a continuous function to flicker less aggressively
  • increased the cg_gunOffset value ranges to x:[-10, 40] y:[-120, 130] z:[-60, 90]

  • increased the maximum number of entries in the demo menu to 2048

  • the visflags SuperHUD command now also accepts keywords to define the bitmask:

    • follow = 1 - visible when following a player "full-screen"
    • free = 2 - visible in free-float camera view
    • coach = 4 - visible in coach view (multi-view for team modes)
    • all = 7 - visible in all scenarios
    • example: "visflags follow coach" is equivalent to "visflags 5"
  • removed the "nextmap" vote item because it stopped serving a purpose long ago

  • spawn points fade out of existence when too close to the camera

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

    • RewardIcons : the medals
    • RewardNumbers : the number of medals
    • to learn how to replicate the look of cg_drawRewards, please refer to hud.cfg in the pk3 file
  • the sound for a new reward will get played even if the medal is already displayed

  • re-added the "draw3d" SuperHUD command for backward compatibility with old HUDs

    • also, "model" with no argument (which behaves the same) will no longer trigger an engine warning
  • flags can spawn a little higher to avoid disappearing (e.g. ojfc-05)

Fixes

  • switching from one followed player to another could break the predicted player's animation state

    • this would sometimes affect the view weapon's torso attachment point, thereby hiding the weapon
  • cg_nudge wasn't always disabled when being a spectator

  • maps with too many locations could cause client disconnects on game mode changes

    • too many commands were sent due to too many config string changes
    • example: "map cpm14;wait 100;cv mode TDM"
  • when in overtime, switching from "timed overtime" to "sudden death" or "no overtime"
    would only happen once the current overtime period completed

  • if you followed a player who left the arena and joined again while you were still in freecam,
    his player model would not render in the world, you'd hear his frag sounds, etc.

  • if you followed a player who entered a different arena and you remained in freecam,
    the scoreboard would show data for the arena the player joined instead of the one you're in

  • in rare scenarios, timeouts/pauses could reset the game clock as if no time had elapsed at all

  • the invisibility skull's position wasn't interpolated wrt crouching/standing state

  • drawing certain event entities (e.g. grenade explosions) as spawn points

  • forfeiting a 1v1/HM match with /speconly would put you back in the queue at intermission exit

  • when in free-float after following a player on a lift, the camera would shake when it was moving

  • loading the map config after a game type vote passes except when the config changes the game type

  • in CA with startrespawn 0, the start of the first round's countdown could fail to respawn players

  • the solid backgrounds of standard SuperHUD elements were not fading out

  • limited the grenade bounce sound spam (especially for grenades interacting with movers)

  • /speconly 0 when speconly was already disabled would move you into the spectator team

  • bots added to the red/blue/free teams during intermission now join once intermission ends

  • /addbot without the team now always puts the bot in the arena, not just in 1v1/HM/DA like before

  • aspect ratio of icons in weapon lists and team overlays

  • team and player names won't get truncated when set and ^ must be followed by a letter or a digit

  • cg_thirdPersonAngle and cg_thirdPersonRange were not updated through the demo player key binds

  • the LG beam's endpoint position was wrong in the following cases:

    • cg_trueLightning > 0 in third-person view (most visible when changing cg_thirdPersonAngle)
    • cg_trueLightning 0 with the view model (not accounting for crouch/land/… animations)
    • all beams except the one from the view model (not accounting for crouch/land/… animations)
  • movers could disappear when playing sounds (e.g. MH lift on 13zone)

  • corpses from the dead body queue can no longer block movers nor force them to change direction

  • this partial fix affects score/name/player display, warm-up/countdown status, etc.

    • due to ancient bandwidth optimizations, when (re-)connecting to a server or loading a demo,
      some important data is present twice but with no indication as to which version should be used
    • while there isn't always a way to prove which version is the right one,
      we now pick differently when the choice is either provably correct or very likely to be
  • map rotation didn't validate the user-supplied arena indices before using them

  • map rotation could use arena settings from the wrong map when changing map_index manually
    or loading a map without going through the map rotation system (/map, /cv map, etc.)

  • map rotation forced multi-arena maps straight into intermission when no timelimit was specified

  • the WeaponList SuperHUD element was allowed to draw in free-float view

  • the health and armor icons were not always showing up at the bottom of the duel scoreboard

  • resetting all movers on arena restarts (func_door/plat/button/bobbing/train/pendulum/rotating)

    • example: flags disappeared on ojfc-05 when the movers were in a high position at restart time
  • the "QUAD Across" location name in locs/cpm4a.cfg would display "UAD Across" with a bad color

  • colored location names could get truncated in the team overlays

  • bunch of broken multi-view things:

    • com_blood 1 was drawing the blood of the followed players
    • first-person crouching animations were missing when airborne
    • first-person crouching animations weren't smoothed in zoomed view
    • first-person crouching animations were missing in coach view
    • one player's first-person landing animations were replicated to all coach views
    • TargetName and TargetStatus were not set when looking at some players
  • handicap doesn't affect damage done to teammates anymore

  • negative damage events would quickly lead to client errors (incorrect health/armor in the HUD)

    • they could eventually lead to server errors as well (player deaths)
  • the announcer could warn about time and frag limits right after intermission exit

  • /callvote now validates the arena index to prevent memory corruption and crashes

  • the server info player list would be incomplete when a player name had a trailing caret (^)

  • loading maps from the UI on Linux would fail to load the corresponding map scripts (e.g. cpm24)

    • however, map script loads on Linux can still fail in general due to name case mismatches
  • after connecting or switching teams, everyone was being shown as unready in the scoreboard

  • the bot_minplayers logic would sometimes (try to) kick humans who are spectating bots

  • the advance width of lowercase 'j' in the Sansman font was too small, allowing glyphs to overlap

  • these votable items will be ignored and warned about when used in custom game mode configs:

    • "map" would throw a server in an infinite map loading loop
    • "mode" would shut down a server QVM due to a fatal error
  • /callvote's help incorrectly filtered votable items based on the arena's game type

    • e.g. "startrespawn" was visible in CTFS (it shouldn't be) but wasn't in DA/CA (it should be)
  • flags spawning too low and falling through floors (e.g. q3wcp4)

  • game type votes could get overridden on multi-arena maps and some single-arena maps

  • in DA/HM, you were unable to respawn after the opponent left mid-match while you were dead

  • maps could appear more than once in the UI browser

  • the wrong game type could get loaded after starting a practice game through the UI

  • starting a FTAG practice game through the UI would yield the "Mode is incomplete" error

  • the scoreboard would flash during intermission when requesting new scores

  • overtime duration could be callvoted when overtime type wasn't timed

  • "/cv ot" would print the default time period instead of the active one