Changelog for CPMA 1.53 Beta 1
Additions
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 courtey 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'
pressing F1 during demo playback will show the list of usable binds
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_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 monospacecom_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
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 warningflags can spawn a little higher to avoid disappearing (e.g. ojfc-05)
Fixes
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
always load the map config after a game type vote passes
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
- due to ancient bandwidth optimizations, when (re-)connecting to a server or loading a demo,
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 overriden in multi-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