Permalink
Browse files

The original Quake 2 sources as originally released under the GPL lic…

…ense on December 21, 2001.
0 parents commit 372afde46e7defc9dd2d719a1732b8ace1fa096e @tbradshaw tbradshaw committed Jan 31, 2012
Showing 371 changed files with 219,621 additions and 0 deletions.
@@ -0,0 +1,107 @@
+
+Quake2 3.15 Upgrade
+-------------------
+
+This upgrade addresses several features, including security, playability, and
+enhancements.
+
+A new map is also included (in baseq2\pak3.pak) called match1, Reckless
+Abandon. This map is designed for one on one deathmatch play. It was built
+by American McGee and Dave "Zoid" Kirsch.
+
+This patch replaces the following files:
+
+ quake2.exe
+ 3dfxgl.dll
+ pvrgl.dll
+ ref_gl.dll
+ ref_soft.dll
+ baseq2\gamex86.dll
+
+Changes
+-------
+
+- Added visible weapons support. This is precached with a special symbol, i.e.
+ gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
+ the players current weapon model. Plug in player models can optionally
+ support the visible weapons. Any that do not support it will use their
+ default weapon.md2 files automatically.
+ Visible weapons files for plug in player models are not downloaded
+ automatically--only the default weapon.md2 (and skin) is.
+ The Visible weapon models themselves are not included. They can be
+ downloaded from http://www.telefragged.com/vwep/
+- Rewrote the some of the net code to use optimized network packets for
+ projectiles. This is transparent to the game code, but improves netplay
+ substancially. The hyperblaster doesn't flood modem players anymore.
+- Rewrote the packet checksum code to be more portable and defeat proxy bots
+ yet again.
+- Autodownload support is in. The following items will be automatcally
+ downloaded as needed:
+ - world map (and textures)
+ - models
+ - sounds (precached ones)
+ - plug in player model, skin, skin_i and weapon.md2
+ downloads go to a temp file (maps/blah.tmp for example) and get renamed
+ when done. autoresume is supported (if you lose connect during the
+ download, just reconnect and resume). Server has fine control over
+ the downloads with the following new cvars:
+ allow_download - global download on/off
+ allow_download_players - players download on/off
+ allow_download_models - models download on/off
+ allow_download_sounds - sounds download on/off
+ allow_download_maps - maps download on/off
+ maps that are in pak files will _not_ autodownload from the server, this
+ is for copyright considerations.
+ The QuakeWorld bug of the server map changing while download a map has
+ been fixed.
+- New option in the Multiplayer/Player Setup menu for setting your connection
+ speed. This sets a default rate for the player and can improve net
+ performance for modem connections.
+- Rewrote some of the save game code to make it more portable. I wanted to
+ completely rewrite the entire save game system and make it portable across
+ versions and operating systems, but this would require an enormous amount
+ of work.
+- Added another 512 configure strings for general usage for mod makers.
+ This gives lots of room for general string displays on the HUD and in other
+ data.
+- Player movement code re-written to be similiar to that of NetQuake and
+ later versions of QuakeWorld. Player has more control in the air and
+ gets a boost in vertical speed when jumping off the top of ramps.
+- Fixed up serverrecord so that it works correctly with the later versions.
+ serverrecord lets the server do a recording of the current game that
+ demo editors can use to make demos from any PVS in the level. Server
+ recorded demos are BIG. Will look at using delta compression in them
+ to cut down the size.
+- Copy protection CD check has been removed.
+- Quake2 3.15 has changed the protocol (so old servers will not run) but
+ all existing game dlls can run on the new version (albiet without the
+ new features such as visible weapons).
+- Added flood protection. Controlled from the following cvars:
+ flood_msgs - maximum number of messages allowed in the time period
+ specified by flood_persecond
+ flood_persecond - time period that a maximum of flood_msgs messages are
+ permitted
+ flood_waitdelay - amount of time a client gets muzzled for flooding
+- fixed it so blaster/hyperblaster shots aren't treated as solid when
+ predicting--you aren't clipped against them now.
+- gender support is now in. The userinfo cvar "gender" can be set to
+ male/female/none (none for neutral messages). This doesn't affect sounds
+ but does affect death messages in the game. The models male and cyborg
+ default to gender male, and female and crackhor default to female.
+ Everything else defaults to none, but you can set it by typing
+ "gender male" or "gender female" as appropriate.
+- IP banning support ala QW. It's built into the game dll as 'sv' console
+ commands. This list is:
+ sv addip <ip-mask> - adds an ip to the ban list
+ sv listip <ip-mask> - removes an ip from the ban list
+ sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
+ exec this on a server load to load the list on subsequent server runs.
+ like so: quake2 +set dedicated 1 +exec listip.cfg
+ sv removeip <ip-mask> - remove an ip from the list
+ the ip list is a simple mask system. Adding 192.168 to the list
+ would block out everyone in the 192.168.*.* net block. You get 1024 bans,
+ if you need more, recompile the game dll. :)
+ A new cvar is also supported called 'filterban'. It defaults to one which
+ means "allow everyone to connect _except_ those matching in the ban list."
+ If you set it to zero, the meaning reverses like so, "don't allow anyone
+ to connect unless they are in the list."
@@ -0,0 +1,127 @@
+
+Quake2 3.16 Upgrade
+-------------------
+
+This upgrade addresses several features, including security, playability, and
+enhancements.
+
+A new map is also included (in baseq2\pak3.pak) called match1, Reckless
+Abandon. This map is designed for one on one deathmatch play. It was built
+by American McGee and Dave "Zoid" Kirsch.
+
+Changes for 3.16
+----------------
+
+- Fixed infinite grenade bug
+- Fixed autodownloading to actually download sounds and console pics
+- Fixed autodownload to not create empty directories for files not on
+ the server.
+- Added customized client downloading. cvars are the same as the server side:
+ allow_download - global download on/off
+ allow_download_players - players download on/off
+ allow_download_models - models download on/off
+ allow_download_sounds - sounds download on/off
+ allow_download_maps - maps download on/off
+ They can also be (more easily) set with a new Download Options menu
+ accessible in Multiplayer/Player Setup/Download Options
+- Changed checksumming code to be more portable and faster.
+ The checksum in 3.15 was seriously broken.
+ This change makes 3.16 incompatible with previous servers.
+- Fixed it so sounds played for PPMs that default to male are only checked
+ on disk once.
+- Fixed player 'warping' present in 3.15 (this was an artifact of the
+ hyperblaster optimizations).
+- Fixed the autodownload in 3.15 so that stuff like skins for models are
+ downloaded as well as pics.
+
+Changes for 3.15
+----------------
+
+- Added visible weapons support. This is precached with a special symbol, i.e.
+ gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
+ the players current weapon model. Plug in player models can optionally
+ support the visible weapons. Any that do not support it will use their
+ default weapon.md2 files automatically.
+ Visible weapons files for plug in player models are not downloaded
+ automatically--only the default weapon.md2 (and skin) is.
+ The Visible weapon models themselves are not included. They can be
+ downloaded from http://www.telefragged.com/vwep/
+- Rewrote the some of the net code to use optimized network packets for
+ projectiles. This is transparent to the game code, but improves netplay
+ substancially. The hyperblaster doesn't flood modem players anymore.
+- Rewrote the packet checksum code to be more portable and defeat proxy bots
+ yet again.
+- Autodownload support is in. The following items will be automatcally
+ downloaded as needed:
+ - world map (and textures)
+ - models
+ - sounds (precached ones)
+ - plug in player model, skin, skin_i and weapon.md2
+ downloads go to a temp file (maps/blah.tmp for example) and get renamed
+ when done. autoresume is supported (if you lose connect during the
+ download, just reconnect and resume). Server has fine control over
+ the downloads with the following new cvars:
+ allow_download - global download on/off
+ allow_download_players - players download on/off
+ allow_download_models - models download on/off
+ allow_download_sounds - sounds download on/off
+ allow_download_maps - maps download on/off
+ maps that are in pak files will _not_ autodownload from the server, this
+ is for copyright considerations.
+ The QuakeWorld bug of the server map changing while download a map has
+ been fixed.
+- New option in the Multiplayer/Player Setup menu for setting your connection
+ speed. This sets a default rate for the player and can improve net
+ performance for modem connections.
+- Rewrote some of the save game code to make it more portable. I wanted to
+ completely rewrite the entire save game system and make it portable across
+ versions and operating systems, but this would require an enormous amount
+ of work.
+- Added another 512 configure strings for general usage for mod makers.
+ This gives lots of room for general string displays on the HUD and in other
+ data.
+- Player movement code re-written to be similiar to that of NetQuake and
+ later versions of QuakeWorld. Player has more control in the air and
+ gets a boost in vertical speed when jumping off the top of ramps.
+- Fixed up serverrecord so that it works correctly with the later versions.
+ serverrecord lets the server do a recording of the current game that
+ demo editors can use to make demos from any PVS in the level. Server
+ recorded demos are BIG. Will look at using delta compression in them
+ to cut down the size.
+- Copy protection CD check has been removed.
+- Quake2 3.15 has changed the protocol (so old servers will not run) but
+ all existing game dlls can run on the new version (albiet without the
+ new features such as visible weapons).
+- Added flood protection. Controlled from the following cvars:
+ flood_msgs - maximum number of messages allowed in the time period
+ specified by flood_persecond
+ flood_persecond - time period that a maximum of flood_msgs messages are
+ permitted
+ flood_waitdelay - amount of time a client gets muzzled for flooding
+ (gamex86 DLL specific)
+- fixed it so blaster/hyperblaster shots aren't treated as solid when
+ predicting--you aren't clipped against them now.
+ (gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
+- gender support is now in. The userinfo cvar "gender" can be set to
+ male/female/none (none for neutral messages). This doesn't affect sounds
+ but does affect death messages in the game. The models male and cyborg
+ default to gender male, and female and crackhor default to female.
+ Everything else defaults to none, but you can set it by typing
+ "gender male" or "gender female" as appropriate.
+- IP banning support ala QW. It's built into the game dll as 'sv' console
+ commands. This list is:
+ sv addip <ip-mask> - adds an ip to the ban list
+ sv listip <ip-mask> - removes an ip from the ban list
+ sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
+ exec this on a server load to load the list on subsequent server runs.
+ like so: quake2 +set dedicated 1 +exec listip.cfg
+ sv removeip <ip-mask> - remove an ip from the list
+ the ip list is a simple mask system. Adding 192.168 to the list
+ would block out everyone in the 192.168.*.* net block. You get 1024 bans,
+ if you need more, recompile the game dll. :)
+ A new cvar is also supported called 'filterban'. It defaults to one which
+ means "allow everyone to connect _except_ those matching in the ban list."
+ If you set it to zero, the meaning reverses like so, "don't allow anyone
+ to connect unless they are in the list."
+ (gamex86 DLL specific)
+
Oops, something went wrong.

0 comments on commit 372afde

Please sign in to comment.