diff options
author | Nexus <nexus@gmx.com> | 2013-12-02 16:33:42 +0100 |
---|---|---|
committer | Robby Workman <rworkman@slackbuilds.org> | 2013-12-06 00:00:08 -0600 |
commit | 4c9211bee78b9a25df0688e08593afd495f829a7 (patch) | |
tree | 3f76753c0ee0fc75a64baa53b219e0e97d74144b /games/UrbanTerror/docs | |
parent | 2fc605caaa45f144ae76623a21e2eead2cac26c3 (diff) |
games/UrbanTerror: Updated for version 4.2.015, changed maintainer.
(moved the game from /usr/lib\$LIBDIRSUFFIX to /usr/share, ndponce)
cleanups
Signed-off-by: Matteo Bernardini <ponce@slackbuilds.org>
Diffstat (limited to 'games/UrbanTerror/docs')
-rw-r--r-- | games/UrbanTerror/docs/QIIIA_Game_Source_License.txt (renamed from games/UrbanTerror/docs/QIIIA Game Source License.txt) | 22 | ||||
-rw-r--r-- | games/UrbanTerror/docs/autoexec_example.cfg | 5 | ||||
-rw-r--r-- | games/UrbanTerror/docs/ioUrbanTerror_COPYING.txt | 7 | ||||
-rw-r--r-- | games/UrbanTerror/docs/ioUrbanTerror_README.txt | 80 | ||||
-rw-r--r-- | games/UrbanTerror/docs/ioUrbanTerror_id-readme.txt | 12 | ||||
-rw-r--r-- | games/UrbanTerror/docs/mapcycle_example.txt | 30 | ||||
-rw-r--r-- | games/UrbanTerror/docs/readme42.txt | 1784 | ||||
-rw-r--r-- | games/UrbanTerror/docs/server_example.cfg | 257 |
8 files changed, 2146 insertions, 51 deletions
diff --git a/games/UrbanTerror/docs/QIIIA Game Source License.txt b/games/UrbanTerror/docs/QIIIA_Game_Source_License.txt index b391fe95dbdd6..457ba6032152a 100644 --- a/games/UrbanTerror/docs/QIIIA Game Source License.txt +++ b/games/UrbanTerror/docs/QIIIA_Game_Source_License.txt @@ -1,9 +1,8 @@ - LIMITED USE SOFTWARE LICENSE AGREEMENT -This Limited Use Software License Agreement (this ?Agreement?) is a legal agreement between you, the end-user, and Id Software, Inc. (?ID?). BY CONTINUING THE INSTALLATION OF THIS SOFTWARE (THE ?SOFTWARE?), BY DOWNLOADING, LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT. +This Limited Use Software License Agreement (this "Agreement") is a legal agreement between you, the end-user, and Id Software, Inc. ("ID"). BY CONTINUING THE INSTALLATION OF THIS SOFTWARE (THE "SOFTWARE"), BY DOWNLOADING, LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT. -1. Grant of License. Subject to the terms and provisions of this Agreement, ID grants to you the non-exclusive and limited right to use the Software only for the uses permitted in section 3. hereinbelow. The term ?Software? includes all elements of the Software. You are not receiving any ownership or proprietary right, title or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. For purposes of the first sentence of this section, ?use? means loading the Software into RAM and/or onto computer hard drive, as well as installation of the Software on a hard disk or other storage device and means the uses permitted in section 3. hereinbelow. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the Software in violation of any applicable law. The Software shall not be downloaded or otherwise exported or re-exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property. +1. Grant of License. Subject to the terms and provisions of this Agreement, ID grants to you the non-exclusive and limited right to use the Software only for the uses permitted in section 3. hereinbelow. The term "Software" includes all elements of the Software. You are not receiving any ownership or proprietary right, title or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. For purposes of the first sentence of this section, "use" means loading the Software into RAM and/or onto computer hard drive, as well as installation of the Software on a hard disk or other storage device and means the uses permitted in section 3. hereinbelow. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the Software in violation of any applicable law. The Software shall not be downloaded or otherwise exported or re-exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property. 2. Prohibitions. You, whether directly or indirectly, shall not do any of the following acts: @@ -27,26 +26,27 @@ i. publicly display the Software; j. prepare or develop derivative works based upon the Software; -k.remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software; or +k. remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software; or -l.remove, alter, modify, disable or reduce any of the anti-piracy measures or components contained in the QUAKE III ARENA game, including, without limitation, the CD key system and the CD check. +l. remove, alter, modify, disable or reduce any of the anti-piracy measures or components contained in the QUAKE III ARENA game, including, without limitation, the CD key system and the CD check. -3.Permitted Uses. +3. Permitted Uses. -a. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications (the ?New Creations?) for operation only with the full version of the software game QUAKE III ARENA; provided, however, you shall not make any New Creations unless and until you have agreed to be bound by the terms of this Agreement and of the LIMITED USE SOFTWARE LICENSE AGREEMENT which accompanies the full version of QUAKE III ARENA. Other than the electronic copies permitted above, you may make only the following copies of the Software: (i) you may copy the Software onto your computer hard drive; (ii) you may copy the Software from your computer hard drive into your computer RAM; and (iii) you may make one (1) ?back-up? or archival copy of the Software on one (1) hard disk. You shall not use, copy or distribute the Software in any infringing manner or in any manner which violates any law or third party right and you shall not distribute the Software together with any material which infringes against any third party right or which is libelous, defamatory, obscene, false, misleading, or otherwise illegal or unlawful. ID reserves all rights not granted in this Agreement, including, without limitation, all rights to ID?s trademarks. You shall not commercially distribute the Software. +a. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications (the "New Creations") for operation only with the full version of the software game QUAKE III ARENA; provided, however, you shall not make any New Creations unless and until you have agreed to be bound by the terms of this Agreement and of the LIMITED USE SOFTWARE LICENSE AGREEMENT which accompanies the full version of QUAKE III ARENA. Other than the electronic copies permitted above, you may make only the following copies of the Software: (i) you may copy the Software onto your computer hard drive; (ii) you may copy the Software from your computer hard drive into your computer RAM; and (iii) you may make one (1) "back-up" or archival copy of the Software on one (1) hard disk. You shall not use, copy or distribute the Software in any infringing manner or in any manner which violates any law or third party right and you shall not distribute the Software together with any material which infringes against any third party right or which is libelous, defamatory, obscene, false, misleading, or otherwise illegal or unlawful. ID reserves all rights not granted in this Agreement, including, without limitation, all rights to ID's trademarks. You shall not commercially distribute the Software. -b.You shall not create any New Creations which infringe against any third party right or which are libelous, defamatory, obscene, false, misleading or otherwise illegal or unlawful. You agree that the New Creations will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the New Creations in violation of any applicable law. The New Creations shall not be downloaded or otherwise exported or re-exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property. You shall not rent, sell, lease, lend, offer on a pay-per-play basis or otherwise commercially exploit or commercially distribute the New Creations. You are only permitted to distribute, without any cost or charge, the New Creations to other end-users so long as such distribution is not infringing against any third party right and is not otherwise illegal or unlawful. As noted below, in the event you commercially distribute or commercial exploit the New Creations or commit any other breach of this Agreement, your licenses, and this Agreement, shall automatically terminate, without notice. +b. You shall not create any New Creations which infringe against any third party right or which are libelous, defamatory, obscene, false, misleading or otherwise illegal or unlawful. You agree that the New Creations will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the New Creations in violation of any applicable law. The New Creations shall not be downloaded or otherwise exported or re-exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property. You shall not rent, sell, lease, lend, offer on a pay-per-play basis or otherwise commercially exploit or commercially distribute the New Creations. You are only permitted to distribute, without any cost or charge, the New Creations to other end-users so long as such distribution is not infringing against any third party right and is not otherwise illegal or unlawful. As noted below, in the event you commercially distribute or commercial exploit the New Creations or commit any other breach of this Agreement, your licenses, and this Agreement, shall automatically terminate, without notice. -4. Intellectual Property Rights. The Software and all copyrights, trademarks and all other conceivable intellectual property rights related to the Software are owned by ID and are protected by United States copyright laws, international treaty provisions and all applicable law, such as the Lanham Act. You must treat the Software like any other copyrighted material, as required by 17 U.S.C. §101 et seq. and other applicable law. You agree to use your best efforts to see that any user of the Software licensed hereunder complies with this Agreement. You agree that you are receiving a copy of the Software by license only and not by sale and that the ?first sale? doctrine of 17 U.S.C. §109 does not apply to your receipt or use of the Software. +4. Intellectual Property Rights. The Software and all copyrights, trademarks and all other conceivable intellectual property rights related to the Software are owned by ID and are protected by United States copyright laws, international treaty provisions and all applicable law, such as the Lanham Act. You must treat the Software like any other copyrighted material, as required by 17 U.S.C. §101 et seq. and other applicable law. You agree to use your best efforts to see that any user of the Software licensed hereunder complies with this Agreement. You agree that you are receiving a copy of the Software by license only and not by sale and that the "first sale" doctrine of 17 U.S.C. §109 does not apply to your receipt or use of the Software. 5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, WITH RESPECT TO THE SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC REQUIREMENTS. ADDITIONAL STATEMENTS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS AGREEMENT. -6. Governing Law, Venue, Indemnity and Liability Limitation. This Agreement shall be construed in accordance with and governed by the applicable laws of the State of Texas and applicable United States federal law. Copyright and other proprietary matters will be governed by United States laws and international treaties. Exclusive venue for all litigation regarding this Agreement shall be in Dallas County, Texas and you agree to submit to the jurisdiction of the courts in Dallas, Texas for any such litigation. You agree to indemnify, defend and hold harmless ID and ID?s officers, employees, directors, agents, licensees (excluding you), successors and assigns from and against all losses, lawsuits, damages, causes of action and claims relating to and/or arising from: (i) your breach of this Agreement; and/or (ii) your distribution or other use of the Software; and/or (iii) your distribution or other use of the New Creations. You agree that your unauthorized use of the Software, or any part thereof, may immediately and irreparably damage ID such that ID could not be adequately compensated solely by a monetary award and that at ID?s option ID shall be entitled to an injunctive order, in addition to all other available remedies including a monetary award, appropriately restraining and/or prohibiting such unauthorized use without the necessity of ID posting bond or other security. IN ANY CASE, ID AND ID?S OFFICERS, EMPLOYEES, DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you. This Section 6. shall survive cancellation or termination of this Agreement. +6. Governing Law, Venue, Indemnity and Liability Limitation. This Agreement shall be construed in accordance with and governed by the applicable laws of the State of Texas and applicable United States federal law. Copyright and other proprietary matters will be governed by United States laws and international treaties. Exclusive venue for all litigation regarding this Agreement shall be in Dallas County, Texas and you agree to submit to the jurisdiction of the courts in Dallas, Texas for any such litigation. You agree to indemnify, defend and hold harmless ID and ID's officers, employees, directors, agents, licensees (excluding you), successors and assigns from and against all losses, lawsuits, damages, causes of action and claims relating to and/or arising from: (i) your breach of this Agreement; and/or (ii) your distribution or other use of the Software; and/or (iii) your distribution or other use of the New Creations. You agree that your unauthorized use of the Software, or any part thereof, may immediately and irreparably damage ID such that ID could not be adequately compensated solely by a monetary award and that at ID's option ID shall be entitled to an injunctive order, in addition to all other available remedies including a monetary award, appropriately restraining and/or prohibiting such unauthorized use without the necessity of ID posting bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES, DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you. This Section 6. shall survive cancellation or termination of this Agreement. 7. U.S. Government Restricted Rights. To the extent applicable, the United States Government shall only have those rights to use the Software as expressly stated and expressly limited and restricted in this Agreement, as provided in 48 C.F.R. §§ 227.7201 through 227.7204, inclusive. -8. General Provisions. Neither this Agreement nor any part or portion hereof shall be assigned or sublicensed by you. ID may assign its rights under this Agreement in ID?s sole discretion. Should any provision of this Agreement be held to be void, invalid, unenforceable or illegal by a court of competent jurisdiction, the validity and enforceability of the other provisions shall not be affected thereby. If any provision is determined to be unenforceable by a court of competent jurisdiction, you agree to a modification of such provision to provide for enforcement of the provision's intent, to the extent permitted by applicable law. Failure of ID to enforce any provision of this Agreement shall not constitute or be construed as a waiver of such provision or of the right to enforce such provision. Immediately upon your failure to comply with, or immediately upon your breach of, any term or provision of this Agreement, THIS AGREEMENT AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is terminated, you shall have no right to use the Software, in any manner, and you shall immediately destroy all copies of the Software in your possession, custody or control. +8. General Provisions. Neither this Agreement nor any part or portion hereof shall be assigned or sublicensed by you. ID may assign its rights under this Agreement in ID's sole discretion. Should any provision of this Agreement be held to be void, invalid, unenforceable or illegal by a court of competent jurisdiction, the validity and enforceability of the other provisions shall not be affected thereby. If any provision is determined to be unenforceable by a court of competent jurisdiction, you agree to a modification of such provision to provide for enforcement of the provision's intent, to the extent permitted by applicable law. Failure of ID to enforce any provision of this Agreement shall not constitute or be construed as a waiver of such provision or of the right to enforce such provision. Immediately upon your failure to comply with, or immediately upon your breach of, any term or provision of this Agreement, THIS AGREEMENT AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is terminated, you shall have no right to use the Software, in any manner, and you shall immediately destroy all copies of the Software in your possession, custody or control. YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE SOFTWARE, BY DOWNLOADING, LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU AGREE TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES HERETO REGARDING THE SUBJECT MATTER HEREOF. THIS AGREEMENT SUPERSEDES ALL PRIOR ORAL AGREEMENTS OR UNDERSTANDINGS AND ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT. January 11, 2000 5:41 p.m. + diff --git a/games/UrbanTerror/docs/autoexec_example.cfg b/games/UrbanTerror/docs/autoexec_example.cfg new file mode 100644 index 0000000000000..1b1616bba12a6 --- /dev/null +++ b/games/UrbanTerror/docs/autoexec_example.cfg @@ -0,0 +1,5 @@ +//In this file you can do settings that will be executed everytime Urban Terror is started. It will not get overwritten. +//Lines starting with // are ignored. +//Example 1: exec yourconfig.cfg +//Example 2: set cg_fov "110" +//Example 3: bind x ut_weaptoggle knife diff --git a/games/UrbanTerror/docs/ioUrbanTerror_COPYING.txt b/games/UrbanTerror/docs/ioUrbanTerror_COPYING.txt index 98443f353f340..f7d8951df9ec6 100644 --- a/games/UrbanTerror/docs/ioUrbanTerror_COPYING.txt +++ b/games/UrbanTerror/docs/ioUrbanTerror_COPYING.txt @@ -55,7 +55,7 @@ patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. - + GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION @@ -168,7 +168,7 @@ access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. - + 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is @@ -225,7 +225,7 @@ impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. - + 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License @@ -278,4 +278,3 @@ PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS - diff --git a/games/UrbanTerror/docs/ioUrbanTerror_README.txt b/games/UrbanTerror/docs/ioUrbanTerror_README.txt index 9a233056306d0..75fe1a566e24a 100644 --- a/games/UrbanTerror/docs/ioUrbanTerror_README.txt +++ b/games/UrbanTerror/docs/ioUrbanTerror_README.txt @@ -1,30 +1,50 @@ -ioUrbanTerror is not a Frozen Sand product and is not part of Urban Terror. It's a seperate 3rd party product by woekele.
-
-ioUrbanTerror can be used instead of Quake 3 Arena to run Urban Terror 4.x on.
-
-If you already own a full copy of Quake 3 Arena and want to continue using Punkbuster, you don't need ioUrbanTerror and can install/use Quake 3 Arena + Urban Terror. If you don't have Quake 3 Arena and/or don't care about Punkbuster, then you should use ioUrbanTerror. Don't forget to install Urban Terror 4.x after installing ioUrbanTerror.
-
-A word of thanks to:
--The ioquake3 team, for providing a very good code base to work on.
--Hobbes, for helping me out a lot with creating this software.
--Nexu, helping out a lot as well.
--Illogical, for providing a very good looking logo.
--Frozen Sand, for creating Urban Terror and all the fun that comes with it.
-
-Created by woekele. You should be able to reach me at #urbanterror on irc.enterthegame.com.
-
--------------------------------
-
-ioUrbanTerror is licensed under the GPL. It is heavily based on the ioquake3 source code (www.ioquake3.org). The ioUrbanTerror source code is available at:
-
-http://ftp.snt.utwente.nl/pub/games/urbanterror/iourbanterror/source
-
-"Urban Terror" is a registered trademark of Frozen Sand LLC (http://www.frozensand.com). The name was used in "ioUrbanTerror" with their permission. The Urban Terror logo shown on the first and last screen of this installer, is copyrighted by Frozen Sand LLC.
-
-"Quake 3 Arena" is a registered trademark of id Software (http://www.idsoftware.com).
-
-"Punkbuster" is a registered trademark of Evenbalance, Inc. (www.evenbalance.com).
-
-The logo used for ioUrbanTerror (as shown in the right upper corner of this installer) was created by limefest and recreated by illogical. The license for it is the Creative Commons Attribution-NonCommercial-NoDerivatives.
-
-The creator of this software does not take any responsibility for whatever effect it may have on anything. Use at your own risk. +ioUrbanTerror is not a Frozen Sand product and is not part of +Urban Terror. It's a seperate 3rd party product by woekele. + +ioUrbanTerror can be used instead of Quake 3 Arena to run +Urban Terror 4.x on. + +If you already own a full copy of Quake 3 Arena and want to +continue using Punkbuster, you don't need ioUrbanTerror and can +install/use Quake 3 Arena + Urban Terror. If you don't have Quake +3 Arena and/or don't care about Punkbuster, then you should use +ioUrbanTerror. Don't forget to install Urban Terror 4.x after +installing ioUrbanTerror. + +A word of thanks to: +-The ioquake3 team, for providing a very good code base to work on. +-Hobbes, for helping me out a lot with creating this software. +-Nexu, helping out a lot as well. +-Illogical, for providing a very good looking logo. +-Frozen Sand, for creating Urban Terror and all the fun that comes +with it. + +Created by woekele. You should be able to reach me at #urbanterror +on irc.enterthegame.com. + +------------------------------- + +ioUrbanTerror is licensed under the GPL. It is heavily based on the +ioquake3 source code (www.ioquake3.org). The ioUrbanTerror source +code is available at: + +http://ftp.snt.utwente.nl/pub/games/urbanterror/iourbanterror/source + +"Urban Terror" is a registered trademark of Frozen Sand LLC +(http://www.frozensand.com). The name was used in "ioUrbanTerror" +with their permission. The Urban Terror logo shown on the first and +last screen of this installer, is copyrighted by Frozen Sand LLC. + +"Quake 3 Arena" is a registered trademark of id Software +(http://www.idsoftware.com). + +"Punkbuster" is a registered trademark of Evenbalance, Inc. +(www.evenbalance.com). + +The logo used for ioUrbanTerror (as shown in the right upper corner +of this installer) was created by limefest and recreated by illogical. +The license for it is the Creative Commons +Attribution-NonCommercial-NoDerivatives. + +The creator of this software does not take any responsibility for +whatever effect it may have on anything. Use at your own risk. diff --git a/games/UrbanTerror/docs/ioUrbanTerror_id-readme.txt b/games/UrbanTerror/docs/ioUrbanTerror_id-readme.txt index 55b00f33d7123..3997792774cfc 100644 --- a/games/UrbanTerror/docs/ioUrbanTerror_id-readme.txt +++ b/games/UrbanTerror/docs/ioUrbanTerror_id-readme.txt @@ -129,12 +129,12 @@ GENERAL NOTES A short summary of the file layout: -code/ Quake III Arena source code ( renderer, game code, OS layer etc. ) -code/bspc bot routes compiler source code -lcc/ the retargetable C compiler ( produces assembly to be turned into qvm bytecode by q3asm ) -q3asm/ assembly to qvm bytecode compiler -q3map/ map compiler ( .map -> .bsp ) - this is the version that comes with Q3Radiant 200f -q3radiant/ Q3Radiant map editor build 200f ( common/ and libs/ are support dirs for radiant ) +code/ Quake III Arena source code ( renderer, game code, OS layer etc. ) +code/bspc bot routes compiler source code +lcc/ the retargetable C compiler ( produces assembly to be turned into qvm bytecode by q3asm ) +q3asm/ assembly to qvm bytecode compiler +q3map/ map compiler ( .map -> .bsp ) - this is the version that comes with Q3Radiant 200f +q3radiant/ Q3Radiant map editor build 200f ( common/ and libs/ are support dirs for radiant ) While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didn't get any kind of extensive testing so it may not work diff --git a/games/UrbanTerror/docs/mapcycle_example.txt b/games/UrbanTerror/docs/mapcycle_example.txt new file mode 100644 index 0000000000000..63976016341ec --- /dev/null +++ b/games/UrbanTerror/docs/mapcycle_example.txt @@ -0,0 +1,30 @@ +ut4_casa +ut4_bohemia +ut4_kingdom +ut4_turnpike +ut4_abbey +ut4_cascade +ut4_prague +ut4_mandolin +ut4_uptown +ut4_algiers +ut4_austria +ut4_kingpin +ut4_maya +ut4_tombs +ut4_elgin +ut4_oildepot +ut4_swim +ut4_harbortown +ut4_ramelle +ut4_raiders +ut4_toxic +ut4_sanc +ut4_riyadh +ut4_ambush +ut4_eagle +ut4_suburbs +ut4_crossing +ut4_subway +ut4_tunis +ut4_thingley diff --git a/games/UrbanTerror/docs/readme42.txt b/games/UrbanTerror/docs/readme42.txt new file mode 100644 index 0000000000000..a64007ec89e0b --- /dev/null +++ b/games/UrbanTerror/docs/readme42.txt @@ -0,0 +1,1784 @@ +-----------------------------------------------
+Urban Terror: Total Conversion for Quake3:Arena
+4.2 Release
+http://www.urbanterror.info
+-----------------------------------------------
+
+This is the readme file for release 4.2 of Urban Terror.
+Please refer to http://www.urbanterror.info/ for further details.
+
+
+Legal stuff
+===========
+The makers of Urban Terror accept no responsibility for any damage or
+injuries resulting from use of this software. You download and install
+this software at your own risk.
+
+Urban Terror is a collection of mod files created by Frozen Sand/0870760 B.C. Ltd,
+community maps and community assets which are creditted in the map
+readme's. The files that constitute this modification are copyright
+Frozen Sand/0870760 B.C. Ltd 2000-2012.
+
+Use of any file contained within the mod is illegal without permission.
+Anyone wishing to re-use any of the media contained within the official
+release of Urban Terror should first contact Frozen Sand at
+http://www.frozensand.com or http://www.urbanterror.info
+
+Urban Terror is distributed free over the Internet and is covered by the
+Quake 3 SDK licence agreement [EULA]. The mod files may not be sold [in
+any form] or distributed on physical media unless with permission from
+iD Software.
+
+For further information on legal use of programs derived from Quake 3
+source code, please contact their respective authors.
+
+
+Installation
+============
+If you have Quake 3 Arena and want to continue using PunkBuster: Make
+sure you have Quake 3 Arena updated with Point Release 1.32(c) and
+update PunkBuster with pbsetup. Copy the q3ut4 folder from 4.2 to your
+quake3-directory and make shortcut to quake3.exe. Add "+set fs_game q3ut4"
+to the targetfield of the shortcut.
+
+If you don't have Quake 3 Arena and/or don't care about PunkBuster:
+Run the 4.2 installer or unzip the 4.2 zip.
+
+Beta 4.2
+
+4.2.015 [27.09.2013]
+
+- New authentication protocol securized
+- Fixed the alignment of a window texture on one of the buildings in the nonplayable area of Turnpike
+- Fixed respawn protection hits being displayed in Jump Mode
+- g_shuffleNoRestart - possibility not to restart a map after shuffle
+- g_inactivityAction - defines what to do with inactive player (0 - kick, 1 - move to spec)
+- Increased Colt spread
+- Fixed 1911 whiteout bug
+- Re-timed 1911 reload animation
+- Decreased the specular effect on the colt1911 and darkened the current texture
+- Decreased the specular effect on the SPAS12
+- Updated Mac11 sounds
+- Reduced Mac11 spread
+- Improved ut_itemuse (supports string arguments now, e.g. "ut_itemuse nvg")
+- Fixed wave respawn timers not showing in freecam
+- Enhanced QVM load fail message ("VM_Create failed on UI" and "Invalid game folder")
+- Added support for Console and UI fields pasting on Linux and Mac OSX (CTRL+V)
+- Improved FFA/LMS spawn selection system
+- Added cg_noci which disables the "Connection Interrupted" message when set to 1 (mostly for demos)
+- Added [b]cg_cleanFollow[/b] which disables some of the instructions displayed when following players
+- Added Match Mode Ragequit protection (on a paused game, when an entire team disconnect from the server, reset match status and clear the pause)
+- Display the current nextmap upon g_nextmap callvote
+- Do not reset scores when going substitute
+- Removed [b]racejump[/b] CVAR: using only racefree for solo modes
+- Changed the vests and helmets for the SWAT and Red Dragons to 4.1 solid colours
+- Changed the vests for Free team to dark grey
+- [b]cg_exposeBots 0/1[/b] - visual bot identification (name transparency, ping ---)
+- Disable bind execution when radio UI is opened
+- [b]cg_drawMapLocation 0/1[/b] (configurable in minimap settings UI) - constantly displays current map location near health bar
+- Allow walljumping without actually jumping before (falling) - 4.1 behavior - eg. turnpike window stairs to wc jump
+- Changed colours to team names in the player set up menus eg: orange is now Fugitives
+- Enabled missing radio calls in Jump mode and enabled UI radio menu
+- Correctly stop Jump timers on Timelimit Hit and map restart
+- Added missing log lines for VotePassed and VoteFailed (for external bots)
+- Added cg_killsound CVAR: will play a local sound when the hit enemy is killed
+- New damage values for Groin (97%) and Butt (90%) when using SR8
+- Added a new map by Nounou called ut4_ghosttown_RC4
+
+
+4.2.014 [14.07.2013]
+
+- Fixed cg_ghost not working properly
+- Fixed map autocomplete with many maps
+- Optional new compressed pure list format for servers with many maps (sv_newpurelist)
+- Removed command /maplist: it's causing lags if the server has a lot of maps
+- Disabled dmaHD by default
+- Correctly lock g_stamina to be changed only in Jump Mode
+- IP banlist '*' wildcards and fix for '0' in address
+- Fixed mouse cursor shows up with some of the in_mouse settings
+- Fixed Vote kick which was inconsistent and buggy
+- Fixed player being forced to spectator on a new level
+- Fix broken timers after swaproles
+- Fixed broken wave respawn timer after paused game
+- Fixed Colt animation mismatch
+- Tuned up Glock specs
+- Remove dropped items and corpses during TS warmup
+
+4.2.013 [30.06.2013]
+
+- Fixed the seam on the back of the SR8
+- Fixed the doors near the pillars and some z-fighting on Turnpike
+- Fixed missing skin on team swaps
+- Restore previous behaviour of armband colour for enemy team
+- Fixed no step sound mode Jump mode when landing on a normal surface and g_nodamage is enabled
+- Fixed /ignore and /ignorelist commands
+- Added new command /maplist which will display all the maps available on the server
+- Added partial substring matching for client/map searching
+- Added visual player count in scoreboard for both free and spectator teams
+- Removed g_ghostPlayers CVAR. Feature moved clientside: cg_ghost 0/1
+- Updated UI password filter's labels in the server browser: zUrT42_0009_2013_06_03a
+- Renamed CVAR: g_maxWallJumps -> g_walljumps
+- Renamed CVAR: cg_showFunstuff -> cg_funstuff
+- Renamed CVAR: g_allowFunstuff -> g_funstuff
+- Merged g_noStamina and g_regainStamina into g_stamina: 0 = default stamina, 1 = regain stamina, 2 = infinite stamina
+- Renamed CVAR: g_allowForceSkins -> g_skins
+- Renamed CVAR: g_maxJumpRuns -> g_jumpruns
+- Removed SERVERINFO flag from g_cahTime
+- Fixed SPAS hits being displayed after player death
+- Added missing BOMB defuse autoradio sound
+- Added new hitlocations: Groin, Butt, Leg Upper Left, Leg Upper Right, Leg Lower Left, Leg Lower Right, Foot Left, Foot Right
+- Updated damage table according to the new hit locations
+- Fixed some char cases in in-game messages
+- Added goto and allowgoto commands for Jump Mode (can be disabled with g_allowgoto 0)
+- Added permanent position saving in Jump Mode
+- Added Ingram Mac11 (submachine gun) and Colt1911 (sidearm)
+- Added a new skin set based on the Droogs from A Clockwork Orange (it is #12)
+- Fixed bug allowing players to defuse bomb with a live nade in hand
+- Fixed bug showing hits causing 0% damage with the spas
+- Added cg_chatSound, (2 = all chat sounds, 1 = just vote sounds, 0 = no chat sounds)
+- Removed cg_sfxteambands (unused cvar)
+
+
+4.2.012 [19.04.2013]
+
+- Medic and bleeding timing improved
+- Fixed the armbands on race 1 and 3 of the Cavalry skins
+- Fixed the clipping issues on Prague v2
+- Increased the brightness inside the office on Turnpike
+- Fixed callvote kick bug
+- Fix for missing skins on startup
+- Added funstuff with new cvars (g_allowfunstuff, cg_showfunstuff and funfree for FFA game modes (uses red team funstuff only))
+
+4.2.011 [06.04.2013] [April 6, 2013]
+
+- Fixed g_maxWallJumps CVAR slowing down walljumps (need QA test)
+- Improved g_noStamina. Was causing some glitches (only in Jump Mode)
+- Fixed BombDefuse display message
+- Fix teamoverlay colors for cg_drawTeamOverlay 2/3/4
+- Added Mouse Wheel support for in-game server browser
+- In-game server list scrolling is now noticed also by a sound
+- Fixed server list scrolling to the top after adding a server to the favorite list
+- Added Cavalry skin set
+- New hit reporting for SPAS (multiple hits and players)
+- Fixed Glock sound
+- Fixed funny death animation
+- Prague V2 - Updated with HD assets and routes
+- Fixed connecting to GTV
+- Fixed player names' colours in chat and radio chat messages
+- Added markers of legacy team in chat
+- Changed orange team name to 'Fugitives'
+- Fixed colour typo in auth console message
+- Fixed instant medic upon multiple hits
+- Torso has priority over arms in hit detection
+- Allow instant skin selection during demo playback
+- Fixed timer alignment in round based modes when using round limits
+- Updated the lighting in Turnpike so that it is closer to the 4.1 lighting
+
+4.2.010 [22.03.2013]
+- Added g_maxWallJumps CVAR for Jump Mode only.
+- Preloading radio sounds and misc sounds to avoid client freezes on first playback.
+- Fixed the ClientJumpTimerStopped log event that was returning a time of 0 secs.
+- Fixed negative enemy counter in mini scoreboard in FFA/LMS gametypes.
+- Fixed UI cursor displayed during leve loading. - Fixed big jump maps loading failure.
+- Fixed ut_weaptoggle behavior.
+- Not checking bots inactivity timers anymore.
+- Added /ignore and /ignorelist commands.
+- Fixed CAH miniscoreboard.
+- Fixed Jump Run timer not displayed correctly while spectating a player.
+- Fixed invalid player DEAD/ALIVE status in miniscoreboard.
+- Disabled auth account check for bots to avoid auth-reject when auth_notoriety > 0.
+- Don't have g_teamAutoJoin affect bot's team.
+- Fixed spectator being switched from follow to free after map_restart when following a client.
+- Fixed server browser 'Auth' and 'Password' filters.
+- Added g_maxJumpRuns CVAR for JUMP mode only (available when g_matchMode is 1).
+- Changed some JUMP in-game messages.
+- New log format for Jump mode entities actions.
+- Fixed a bug in save and load command (player view angles are now reset correctly).
+- Fixed blue armband showing on red team players minimap arrows - Updated the Glock sounds.
+- Fixed a wall that you could be shot through in Turnpike.
+- Added client-side skin forcing.
+- Added six new skin sets.
+- New player setup menus.
+
+Beta 4.2.009 [21.12.2012]
+- Updated ut4_ramelle's tunnels, removed some plants in the water, removed some buildings in the non-playable area and added some vis blocking to improve fps.
+- Updated scoreboard.
+- Fixed jump timer colors display while watching a player from spectators.
+- Fixed armband vertical alignment in scoreboard.
+- Fixed miniscoreboard not updating player status after a player respawns.
+- Fixed player bandage while healing close to walls.
+- Fixed ut_weaptoggle
+- Enhanced cg_autopickup 0. It now pickup just the item the player is aiming at.
+- Fixed g_flagReturnTime being ignored.
+- Enhanced RCON UI menu. Fixed some graphic bugs and added new features.
+- Updated the FFA/LMS spawns in ut4_uptown.
+- Fixed "header" warning message for the mirror1.tga.
+- Added Glock
+- Added new Spas icon.
+- Fixed a bug in Stats UI menu.
+- Optimized QVM.
+- Added new entity ut_jumpcancel to cancel a player run and reset the run timer.
+- New version of ut4_jumpents test map with new ut_jumpcancel entity.
+- Jump mode: colored ways
+- Description: Added option to set color to jump ways. Using "color" key for jump_start, you specify color 0-8, same as for console ^codes. When not specified, white is used and everything looks like before. Colors are used when telling player name of the way and for best time shown on score board. This makes it easy to see which way players are currently on and best times are for. There is updated ut4_jumpents.pk3 in my dir, hard way is magenta, easy way yellow.
+- Fixed blood when shooting walls, uses UrtHD sparks now and looks just as cool.
+- Fixed jump timer >1 hour bug.
+- Added Glock to ut_weaptoggle.
+- Fixed UI ingame select gear not being validated when pressing ESC.
+- Fixed the "server is for low pings only" issue
+
+
+Beta 4.2.008 [03.12.2012]
+Fixed the server lag crash issue.
+- Fixed the client crash when selecting a weapon.
+- Potentially fixed the FPS issue.
+- Player model animations updated.
+- Fixed the SPAS which was causing excessive bleeding.
+- Fixed the Auth System logout UI bug.
+- New skins for FFA, LMS and Jump gametypes.
+- New /racejump and /racefree cvars.
+- New color for FFA and LMS HUD.
+- Fixed Eagle's cable car.
+- Fixed FFA UI scoreboard bug.
+- Fixed SPAS gear bug.
+- Defaulted player armband to light purple in JUMP mode when set to g_armband 1.
+- Fixed a bug in callvote kick UI menu.
+- Enhanced kill display, new options cg_drawKillLog 3|4|5 available, added to UI menu.
+- Fixed punctuation and some spelling in kill display.
+- New images for the player setup menu.
+- New player setup menus for the Free and Jump teams.
+- Added player's login to the scoreboard.
+- Fixed a bug in the "smite" command help text.
+- Changed the player bar color in the scoreboard for FFA, LMS (Green) and JUMP (Purple) to match the HUD color.
+- Added fog to the water in ut4_ramelle.
+- Added a workaround to reduce flag cap spamming in Jump Mode, sounds and messages are shown only to the flagcarrier.
+- Added a cvar ui_modversion which displays the current mod version in the game menu.
+- Reduced the range of the cvar r_primitives.
+- Added run timer and best timer in the scoreboard for jump mode.
+- Added jump mode timers.
+
+
+Beta 4.2.007 [17.11.2012]
+- Updated the Hit Mesh.
+- Updated Linux updater binaries (GUI and command line): improved compatibility with older distributions.
+- Updated the OSX engine to catch up with the 006 update for Windows and Linux.
+- Fixed g_noStamina being used in other gametypes than Jump.
+- Fixed "ut_itemdrop flag" in Jump mode.
+- Fixed cg_autopickup 0 bug.
+- Fixed g_gear change server message.
+- Fixed regain stamina bug on damaged player.
+- Fixed a bug where the stamina would drain while walking around crouched.
+- Fixed credit UI bug.
+- Fixed callvotes and votes for spectators.
+- Removed medic icon on radio calls for Jump mode and Last Man Standing.
+- Added waiting time display before you can call another vote.
+- Added the autocomplete client command (TAB).
+- Added "callvote map" and "nextmap" check for the specified map to be loaded on the server.
+
+
+Beta 4.2.006 [09.11.2012]
+- New gametype, Jump Mode g_gametype 9.
+- Fixed the autoradio bug in Bomb Mode.
+- Fixed the "Last Man Standing" gametype description in the in-game menu.
+- LMS round winner is now logged.
+- Fixed incorrect time display for players connecting to a game during pause in match mode.
+- Fixed floating player name while using cg_crosshairnamestype 0.
+- Fixed flag captures being added to the score during warmup time of CTF matchmode, also for the second half of a match.
+- Updated model and skin for SPAS.
+- Updated model and skin for DE.
+- Updated skin for Red Dragons' playermodel's hand.
+- Updated camo for blue team.
+- Updated icons for medic calling, bomb planting and bomb defusing.
+
+
+Beta 4.2.005 [03.11.2012]
+- Updated skins.
+- Fixed the ledge climb animation.
+- Fixed CTF scores bleeding through warmup into game.
+- Fixed the server crash issue.
+
+
+Beta 4.2.004 [28.10.2012]
+- fixed the "all servers full" server browser issue.
+- fixed the mute command, it can handle temp muting now.
+- tweaked the stamina drain.
+- the bleed rate is proportional again to how many times you get shot.
+- updated player model skins.
+
+
+Beta 4.2.003 [12.10.2012]
+- fixes crouch popping
+- fixes turtling (crouch that allows the player head to be on their thigh)
+- fixes kick vote bugs
+- fixes coloured names
+- adds FFA/LMS overlay
+
+
+Beta 4.2.002 [03.10.2012]
+- Fixed the server crash issue.
+- Fixed the login page in the game menu.
+- Fixed the authentication system, including the auth issue on linux x86_64 systems.
+- Fixed the server log line truncate when the lines have more than 1024 chars.
+- Fixed arm bands rgb, custom colored armbands should work again.
+- Fixed the bleedout bug.
+- Fixed hits, shooting in the knees is no longer registered as a vest hit.
+- Fixed cg_drawKillLog 0 now only shows hits.
+- Fixed the helmet no longer becomes "white" on the map Sanctuary.
+- Fixed the medic bug, it goes as fast as intended now.
+- Fixed the "killsss" typo that was showing in the FFA scoreboard.
+- Fixed 100% cpu usage dedicated servers.
+- Fixed the "Quake3-UrT_Logitech_Game_Recognition.reg" file for players with Logitech mouses.
+- Fixed the size of the G36.
+- Fixed the Nuke, server admins can nuke players again; /rcon nuke <playername/id>.
+- Fixed the kick vote.
+- Updated the maps Kingdom, Raiders and Casa. You should not get stuck anymore, also no more hiding inside rocks.
+- Updated the SPAS12 so it has 20 pellets instead of 11 and adjusted the damage accordingly.
+- Added back a laser to the AK103, like how it was in 4.1.
+- Added a mapcycle.txt file for servers.
+- Default /rate raised to 16000 instead of 3000.
+- Potentially fixed the FPS issue.
+- Auth-ban and the bans on our website are now fully functional.
+- Updated the /rcon auth whois command to show more information.
+
+
+Beta 4.2.001 [03.08.2012] (date has changed to day/month/year)
+- new hit detection
+- new character 3rd person animations
+- new game mode: Last Man Standing (LMS) g_gametype 1
+- new Authentication system
+- new demo format ( .urtdemo )
+- new Auto-Updater for the game
+- updated the maps Casa, Mandolin, Kingpin and Kingdom
+- new maps: Raiders, Cascade, Bohemia
+- Follow The Leader bug, a subbed player can be chosen as a leader
+- Server Listing - Misrepresented Gametypes Error
+- Allowed Voting - Load up Time Dependency
+- Mini map - Subbed players seeing Active Players
+- Dropping nades/Going to Spectator
+- Ready Command Role Swap Command Discontinuity.
+- potentially fixed 999'ers hold up the game in TS
+- colour tags don't shorten maximum server host name in server browser.
+- fixed breathing sound when the game is paused
+- stamina regeneration frozen when the game is paused
+- fixed hotpotato time after a pause
+- sr8 drop exploit fixed
+- voting rcon exploit fixed
+- weapon reloading/switching bug fixed
+- going on a ladder with an armed nade will now put the pin back in
+- enable booting when bomb held
+- no throwing last knife
+- fixed g_teamautojoin when going to spectator
+- callvote kick/clientkick now enforces a reason as an additional argument
+- reload button to cycle backwards in spectator mode
+- fix for the masters
+- locked r_intensity, cg_physics and r_smp
+- demo automatically starts recording when joining a game that has already started (with g_matchmode 1 and cg_autoRecordMatch 1)
+- you can "steal" the captain status when his connection is interrupted
+- when a team mate requests a medic his name flashes on the mini scoreboard
+- demo stops recording at the end of a map (with g_matchmode 1 and cg_autoRecordMatch 1)
+- added cg_drawKillLog 0/1/2 (0 = no kill log ; 1 = old log like in 4.1 ; 2 = new log: player 1 [Weapon] player 2)
+- added g_ctfUnsubWait, if set to 1 someone who unsub in wave CTF mode will wait the next wave to spawn
+- added /rcon smite <player> command, instantly kill a player
+- added /forcesub command (for captains in match mode), force a player of our team to become a substitute
+- added g_allowChat 3 - allow only the captains to talk during a match (only when both teams are ready)
+- added cg_demoFov, it allows to change the fov from 70 to 140 when watching a demo
+- updated the UI
+- updated the cfg files
+- fixed team mate healbar with short names (eg. a dot)
+- callvotes are now logged in the server logs
+- selective weapon/item pickup (+button7) (see README-cg_autoPickup)
+- increased the maximum number of demos
+- fixed weapon selection bug where the last weapon chosen was disappearing when selecting a team
+- fixed map arrows size on big maps
+- fixed the hands when holding a G36
+- now draw the name of the guy who planted the bomb
+- the SPAS has now 8 bullets instead of 6
+- Download percentage overflow fixed.
+- Fixed throwing nade/switching weapon bug.
+- Locked cl_guidServerUniq.
+- Disabled radio binds for muted players.
+- Radio binds are now logged server-side.
+- Added server filters for passworded servers and servers with the Authentication activated.
+- Hot potato are now logged server-side.
+- Callvotes and votes are now logged server-side.
+
+
+Beta 4.1
+============
+[22.12.2007]
+-Working IP ban system
+-Duplicate name protection (the trade of is that you can't use spaces in your name anymore though)
+-Removal of white skins
+-New/updated maps
+-Updated UI and default settings
+-/rcon players command, returning map/score and per player: name, team, score, ping, IP
+-No votes within first 60 seconds of a map
+-Fixed hit bug when crouching and moving
+-Several spawn locations fixed
+-Negev reload exploit fixed
+-Power slide physics exploit fixed
+-TDM scoreboard not updating fixed
+-in-game browser now remembers your sorting preferences
+-Short names won't mess up the healtbar anymore
+-A problem with blood (fps bug?) fixed
+-sr8 gets 5 bullets again, but unzooms when getting hit with 15% damage
+-spas does less damage. Knockback when getting hit by it is lower.
+-ump does more damage
+-psg back to 8 bullets and chest hits bleed out
+-some changes to the log files
+-allowdownload cvars locked
+-demonames changed to YYYY_MM_DD instead of YYYY_DD_MM
+-removed 'parsing xxx.menu' spam from console
+
+
+Beta 4.0
+===========
+[04.01.2007]
+4.0 Notable Changes
+====================
+* No longer depends on any Quake 3 Arena assets.
+* New player models/skins
+* New player animations
+* New hitdetection
+* Ingame Stats
+* Banning using a banlist.txt (IP-based)
+* Powerslide introduced
+* Goomba Stomping introduced
+* Hot Potato Feature introduced
+* Vote system overhauled
+* Menus overhauled
+* New weapon skins (Spas/G36)
+* Sprinting is faster now
+* Hitsound
+* Being able to set the next map introduced
+* Muting of players introduced
+* Veto'ing of votes introduced
+* Player armbands introduced
+* Funstuff introduced
+* Maps updated and added - from minor tweaks to complete overhauls (see map list for new maps)
+* Tac-Goggles overhauled
+* Damage Values updated
+* UMP now has 30 bullets instead of 25 and a spammode instead of burst. 3 bullets, very quickly in a row each time you shoot.
+* Spas fires quicker, but has less bullets
+* Negev is like a mp5k with 90 bullets now, no more stamina reduction.
+* Bullets now penetrate arms/legs to hit head/torso if they're in the way.
+* New Frozen Sand introduction graphics
+* protection versus the name 'all'.
+* Players can't look around while game is paused anymore
+* Added ability to become captain when old captain is 999.
+* TK auto-kick message updated
+* Loading screen progress indicator
+* NVG look changed
+
+
+4.0 Cvars/Commands
+==================
+General
+* com_hunkmegs now defaults at 256
+* gamename = q3ut4
+* g_modversion = 4.0
+
+Client side
+* Overbrightbits/MapOverBrightBits/fastsky/lightmap/muzzleflash locked
+* FPS capped at 125
+* Position of text when using cg_drawcrosshairnamestype 1 changed to not colide with team overlay
+* 'raceblue' and 'racered' instead of 'race'
+* 'cg_hitsound' turns on/off hitsound
+* 'funred' and 'funblue' to set funstuff.
+* 'cg_rgb' sets your armband/minimap/scoreboard color, if server allows it
+
+Server side
+* Server now echos when changing certain cvars, which it didn't do before (bombexplodetime for example)
+* Removed/shortened cvars from infostring to decrease chance of 'info string length exceeded' warnings
+* 'mute' to mute a clientnumber
+* 'veto' to let a vote fail
+* addip/removeip to ban/unban IP addresses. Can also use clientnumber to ban someone.
+* g_hotpotato sets number of minutes of stand-off before hotpotato kicks in (0=off)
+* g_allowvote values changed. Check http://www.urbanterror.net/allowvote_calc.html
+* g_nextmap lets you set the next map
+* g_armbands added. 0=let player decide armband color 1=force red/blue 2=assign random color to players
+* g_redwaverespawndelay changed to g_redwave and g_bluewaverespawndelay to g_bluewave
+* g_survivorroundtime = g_roundtime now
+* g_captureandholdtime changed to g_cahtime
+* g_surivorrounddelay = gone
+
+
+4.0 Map List
+=================
+ut4_abbey
+ut4_abbeyctf
+ut4_algiers
+ut4_ambush - Masheen
+ut4_austria
+ut4_casa
+ut4_crossing - Masheen
+ut4_dressingroom
+ut4_elgin
+ut4_firingrange - Hybridesque
+ut4_mandolin - Null
+ut4_prague
+ut4_riyadh
+ut4_ramelle
+ut4_sanctuary - Sinny
+ut4_snoppis
+ut4_thingley
+ut4_tombs
+ut4_toxic - Duf Knien
+ut4_turnpike
+ut4_uptown
+
+
+==============================
+3.x Dev Cycle Release History
+==============================
+
+Beta 3.7
+============
+[07.11.2004]
+
+Beta 3.6
+============
+[05.16.2004]
+
+Beta 3.5
+============
+[05.15.2004]
+
+Beta 3.4
+============
+[03.16.2004]
+
+Beta 3.3
+============
+[02.13.2004]
+
+Beta 3.2
+============
+[01.16.2004]
+
+Beta 3.1
+============
+[10.07.2004]
+
+Beta 3.0
+============
+[08.09.2003]
+
+
+3.7 Features
+============
+* Boot is now available with Beretta and DE and grenades
+* Sr8 damage to waist and groin equalized at 80%
+* Knife damage increased
+* ut_timenudge - lets you swap ping for a smoother world view. Useful for people who are having hitting issues/jerky other
+player issues. If not,leave it on 0. Range (0-50ms)
+* walljumping - easier to do now esp. for hpbs. The 3 jump limiter was slightly broken, meaning it wasn't working as nicely
+in 3.6 as it was during 3.5 qa testing. Fixed now.
+* walljumping - cannot walljump off other players
+* walljumping - cannot walljump off of low ledges
+* cg_autoscreenshot - check if thats behaving right please.
+* player rendering - player angle changes were not smooth before, now they are.
+* new options for cg_drawteamoverlay 0 1 2 3
+ - 0 is none
+ - 1 is both teams displayed
+ - 2 is just your team, smaller, and the alive count of the other team
+ - 3 is only yourself and the alive counts of your team and the other team
+ and
+* cg_drawteamoverlayscores 0 1 which turns off the scores from the above options
+* g_deadchat 0/1/2 only works in matchmode
+ 0 dead can talk to only dead or sub
+ 1 is the default, dead can pester their own team
+ 2 means the dead can pester everyone
+ - specs are always locked out however
+* /restart unreadies teams correctly
+* you have to ready up again after 1/2 time
+* removed the bobby rotation of portal cameras
+
+
+3.5 Features
+============
+* New cg_scopering (enabled by default) shows a ring on the sr8 crosshair scope reflecting MP
+* ut_itemdrop now accepts "kevlar","silencer","helmet","flag","nvg"
+*** forgotten feature *** if you put maptoggle on 0 you can bind a key to button12 (like bind j +button12) that'll only
+display the minimap so long as its held down
+* new nvg effects cg_nvg 0-8 changes colour
+* new walljump physics
+* legshots dont slow you so much
+* running with low stamina doesnt slow you so much
+* Have to have the knife selected to boot (can boot team mate if FF is on)
+* Crouch is sticky in air - i.e. if you crouch while jumping you stay crouched until you land
+
+
+3.4 Features
+============
+* g_swaproles 0/1 - defaults to On - at Intermission, teams are swapped, map starts up again with a warmup
+* g_maxrounds N - 0 for off, have to have it off to use the timelimit
+* cg_autoscreenshot to accept a value of 2 now to only take shots during matchmode
+* New bomb mode rules removed.
+* g_survivorroundtime now accepts real numbers like 1.5 for 1:30 worth of time.
+* Changed the g_teamnameRed and g_teamnameblue to not be latched anymore
+* Changed intermission not to look around anymore
+* Made TDM use TS spawns if no TDM spawns around
+* modified the UI to show 1/2 time scores on the scoreboard
+* if it somehow makes it to 1/2 time without either team readying a ready up in the second half resets the match
+* personal scores are kept between first and second half unless a restart is called in which case the personal scores are
+cleared but the match starts at the second 1/2
+* Improved pause text
+- "Pausing" appears at the top of the screen
+- by who (red/admin/blue)
+- whether it's a timeout or pause
+* Pause and resume have countdowns eg: "Resuming in 9 seconds" etc which are in the middle of the screen
+
+
+3.3 Features
+============
+New Bomb Mode rules
+ - 2 points for red on successful plant
+ - 2 points for blue for stopping red from planting by killing all of red before they plant
+ - 1 point for red for killing all blue but not planting
+ - 1 point for blue for defusing the bomb
+ - 0 points for a draw
+
+* g_bombRules 0/1 - Cvar control for old and new bomb rules
+ - 0 = old rules
+ - 1 = new rules and is on by default
+
+Kicking enabled in FFA
+
+Graphic display in lagometer when antiwarp is affecting you. (antiwarp indicated by black lines in lagometer)
+
+
+3.2 Features
+============
+g_antiwarp 0/1
+ - It's turned off by default as it's still fairly experimental, and a little controversial. It stops warpers. But
+ to the person actually warping it feels like packetloss.
+
+g_antiwarpTol 50
+ - It's the MS tolerance before g_antiwarp decides that you're a warper. Most players have well under 20ms, but
+ severe warpers (ie.uploading/downloading) are over 50 most of the time. Recommended you just leave it on 50, but
+ set it can be tunedslightly lower (40, or maybe 30) if there are certain persistant people who still try and get
+ past this.
+
+g_gear 0
+ - g_gear is a server-side option that allows you to disable certain weapons from spawning with players. It's a bit
+ field (like g_allowvote), so you pick what combinations you want by summing the relevant bit values.
+ They are:
+ 1 No Grenades
+ 2 No Snipers (psg1 or sr8)
+ 4 No Spas
+ 8 No Pistols
+ 16 No Autos (primary or secondary)
+ 32 No Negev
+
+ -So, if you wanted to run a pistol only server, you'd remove everything else.
+ 1+2+4+16+32 = 55
+ g_gear 55 = Pistols Only.
+ - Clients are notified when g_gear is changed as to what is allowed, (as well as when joining a server).
+ - Known Issue: The actual loadout screens wont prevent you from selecting disallowed weapons, you'll just
+ never spawn with them.
+
+Voting on g_gear
+ - g_gear can be disallowed/allowed for voting by the bit value "32" in g_allowvote.
+
+Throwing Knives
+ - The ability to throw knives is back.
+
+CAH Flags Reset
+ - The flags set back to neutral when the round time is up and a sound is played to alert you.
+
+Laser available on more weapons
+ - Laser is now available on the AK103 and the Imi Negev
+
+Laser does 10% recoil reduction as well as 40% spread reduction
+
+
+3.1 Features
+============
+* cg_hitmessages 2 = new damage reporting system that gives you the actually amount of damage in a percentage format
+* colours allowed in team chats now
+* chats show as yellow in the console.
+* cg_showbullethits 2
+* Shows the % damage dished out on each shot
+* Shows the % health left to bastard who killed you
+* Fix to the ent->think bug that was causing the bomb to disappear on the new Abbey2
+
+
+3.0 Features
+============
+Bomb mode.
+New and updated player skins.
+New weapon, IMI Negev.
+New G36 model.
+Match mode.
+New menus.
+New radio messages.
+
+
+3.7 Bug Fixes
+=============
+* Water crouch bug fixed
+* Adjustment to the antilag code
+* team overlay refreshes properly except flag returns (the point doesn't show until you hit tab)
+* cg_autoscreenshot fixed so that 1 takes screenshots in pub and matchmode and 2 only in matchmode
+* server degradation dealt with but it is still recommended that you restart dailly (q3 needs restarting within 24 days but
+ we found degradation started after only 15 hours)
+* Fixed some clips on Casa
+
+
+3.6 Bug Fixes
+=============
+* Fixed ammo exploit
+* Fixed TS spawns on Casa
+* Replaced missing texture in Casa
+
+
+3.5 Bug Fixes
+=============
+* quick weapon swap bug fixed
+* reload anim bug fixed
+* q3 crash with no soundcard fixed
+* disappearing flag bug fixed
+* teams now unreadyd on /restart
+* Fixed crouch animation when jumping which corrects ARIES alignment for better hit detection
+* Fixed ent->think error that was causing the bombsite to disappear
+* Fixed g_swaproles
+* Fixed swapteams
+* cg_autoscreenshot 1 is fixed so it takes screenshots in matchmode
+* modifed: month_day has been swapped for day_month in autoscreenshot text
+* Fixed double bomb
+* Modified the bomb blast
+* Can't jump plant anymore
+* Fix for low ammount of spawns (multiple repeating spawn death) bug
+* Changed our antilag code to use doubles, not floats
+
+
+3.3 Bug Fixes
+=============
+* Ingame browser fixed
+* Antiwarp adjusted so you can ledgeclimb properly
+
+
+3.2 Bug Fixes
+=============
+* Timer fixed
+* Sub no longer drops bomb/flag when disconnecting or unsubbing
+* Sub no longer creates ghosts
+* Spectator no longer takes bomb/flag when disconnecting
+
+
+3.1 Bug Fixes
+=============
+* Fixed in-game browser to recognize Bomb Mode
+* Fixed button binding bug in Menus
+* Increased Info string length
+* Removed tracers from SPAS
+* Prevented bomb plant in water
+* Fixed bomb animation bug
+* Fixed autoscreenshot going off during demo playback
+* fixed matchmode demos goofing up
+* AntiWallhack code removed to improve FPS
+* bigger bounding box for flag so you shouldn't be able to jump over it now
+* Most of the GTV issues fixed.
+* bombplant and zoom/injured fixed
+
+
+Beta 3.2 Maps
+=============
+ut_precinct
+ut_oz
+ut_pg2-27
+
+
+Beta 3.0 Maps List
+==================
+ut_27 - 3.0 example map (for mappers).
+ut_abbey2
+ut_algiers
+ut_commune2
+ut_casa
+ut_crenshaw
+ut_docks
+ut_druglord3
+ut_filtration
+ut_golgotha2
+ut_mines
+ut_nimrod
+ut_offshore
+ut_revolution
+ut_ricochet
+ut_riyadh
+ut_rommel
+ut_sanc
+ut_sands
+ut_siberia
+ut_streets2
+ut_swim
+ut_turnpike
+ut_twinlakesv2
+ut_uptown
+ut_village2
+
+
+Beta 3.0 Overview by Dracostian
+===============================
+Please see the included overview.txt file.
+
+
+New cvars and commands overview
+===============================
+Server:
+g_bombExplodeTime
+ Number of seconds until bomb explodes after being planted.
+
+g_bombDefuseTime
+ Number of seconds it takes to defuse the bomb.
+
+g_waveRespawns
+ Set to 1 to enable wave respawns.
+
+g_redWaveRespawnDelay, g_blueWaveRespawnDelay
+ Configures respawn delay for each team when wave respawns are enabled.
+
+g_followStrict
+ This replaces g_followForced and g_followEnemy, set to 1 to enable strict spectating rules, mostly applies to matches
+ spectators are not effected, only team players.
+
+g_matchMode
+ Set to 1 to enable match mode.
+
+g_pauseLength
+ Admin pause length in seconds; set to -1 for infinite.
+
+\pause
+ Admin command to pause game; call again to un-pause.
+
+\forceready
+ Admin command to force team to ready status.
+
+\forceteamname
+ Admin command to force team name, syntax: \forceteamname <red/blue> <name>
+
+g_timeouts
+ Number of allowed timeouts per map.
+
+g_timeoutLength
+ Timeout length in seconds, minimum 3 seconds, maximum 300 seconds.
+
+\swapteams
+ Admin command to swap teams.
+
+\shuffleteams
+ Admin command to randomize teams.
+
+\map_restart
+ Admin command to do a 'soft' restart, will reset scores and times without reloading map.
+
+\reload
+ Admin command to do a 'hard' restart, will reload map completely; use for things like sticking latch cvars
+ (g_gametype, g_matchMode, etc..) values.
+
+
+Client:
+\captain
+ In match mode type this to become team captain.
+
+\ready
+ Captains use this command to ready the teams.
+
+\teamname
+ Captains can use this command to set team names; syntax: \teamname <name>
+
+\timeout
+ Captains can call timeout during a match using this command.
+
+\sub
+ In match mode type this to become a team spectator.
+
+cg_physics
+ Set to 1 to enable frame rate independent physcis; jump same distances regardless of your fps.
+
+cg_optimize
+ Set to 1 to enable optimized client code, will increase fps on low end CPUs.
+
+ut_weaptoggle bomb
+ New toggle command for use in Bomb mode.
+
+cg_drawCrosshair
+ Five new crosshairs: 9, 10, 11, 12 and 13
+
+cg_hudWeaponInfo
+ Configures the visual display of your weapon information; weapon name, number of rounds/clips, weapon mode.
+ Valid range: 0 to 2.
+
+cg_scopeG36, cg_scopePSG, cg_scopeSR8
+ Configures the scope type for the scope-able weapons, valid range 0 to 3.
+
+cg_crosshairNamesType
+ Switches between different crosshair name types, valid range 0 to 3.
+
+cg_crosshairNamesSize
+ Changes crosshair names size.
+
+\recorddemo
+ Starts a demo recording, demo name includes map name, gametype and team names when in match mode.
+
+cg_autoRecordMatch
+ Set to 1 to enable auto demo recording on match start.
+
+\race
+ Selects model type, valid range 0 - 3.
+
+cg_drawFps
+ Set to 1 to enable 'true' fps, 2 for old fps calculation.
+
+\ut_radio
+ Now accepts custom strings; syntax: \ut_radio <x> <y> <optional string>
+
+cg_autoRadio
+ Now accepts another configuration settings, set 0 to turn off all auto-radio calls, set 1 to turn off Grenade! calls
+ but keep all the other calls and set 2 to enable everything.
+
+And the real reason why people play Urban Terror 3.0:
+ \breakout_play
+ \breakout_reset
+ \breakout_pause
+ \breakout_left
+ \breakout_right
+
+Vote system:
+
+g_allowVote no longer takes 0, 1 or 2 as its value. You can now configure it to except different vote groups, those groups
+
+are:
+
+1:
+reload
+restart
+map
+nextmap
+kick
+swapteams
+shuffleteams
+g_friendlyFire
+g_followStrict
+
+2:
+g_gametype
+g_waveRespawns
+
+4:
+timelimit
+fraglimit
+capturelimit
+
+8:
+g_respawnDelay
+g_redWaveRespawnDelay
+g_blueWaveRespawnDelay
+g_bombExplodeTime
+g_bombDefuseTime
+g_survivorRoundTime
+g_captureScoreTime
+g_warmup
+
+16:
+g_matchMode
+g_timeouts
+g_timeoutLength
+exec
+
+beta 3.2 adds
+
+32:
+g_gear
+
+
+Note that the group numbers are a power of two. To configure your server for allowing the first group to be vote-able,
+set g_allowVote to 1. If you wish to allow several groups to be vote-able, add their numbers and set g_allowVote with
+result, for example groups 1 and 4, set g_allowVote to 5 (1 + 4). If you wish to enable full voting on your server, set
+g_allowVote to 63 (1 + 2 + 4 + 8 + 16 + 32).
+
+
+Beta 2.6a
+============
+[01.17.03]
+
+Changes From 2.6 to 2.6a (weapon patches)
+
+Bug Fixes:
+* Voting Fixed
+* Black screens fixed
+* Disapearing Flag on flag holder lag out disconnection fixed
+* Null ent->think crashes fixed (other "rare" crashes still present!)
+
+Changes:
+* Clearscores command removed
+* Black fading screen removed (noone liked it anyway)
+* Direct Team changing in TS/FTL doesn't clear your score, Changing from team to spectator
+ to team does thought.
+* Min rate now 2500, Max rate 25000
+* cl_maxpackets min now 20, max 42
+* snaps min 20 max 40
+
+* plus lots of other things that we've forgotten about :)
+
+Weapon Changes
+
+* AK103: Damage lowered, Spread and movement pentily lowered
+* Beretta: Spread increased, knockback increased
+* Desert Eagle: Nothing!
+* G36: Damage increased, Rate of fire slowed, Movement Pentily lowered, Kickback from
+firing lowered
+* LR300: Damage increased Movement Pentily lowered
+* MP5k: Damage lowered, range lowered.
+* PSG-1: Damage increased, VITAL HITS REMOVED (apart from head), kickback and reload
+time increased, Movement Pentily Lowered.
+* SPAS-12: Damaged almost Halfed!, Rate of fire slowed (more to come in 2.6b!)
+* UMP: Nothing!
+* Sr-8: Damage Decreased!, After firing Screen doesn't automatically zoom in anymore!!
+
+Please be Aware that there are still bug issuses within the code, we are currently
+working towards that and major/importantproblems will be addressed in 2.6b!
+
+
+Twentysevens Note: Before you read this and have a heart attack at all the"lowered"'s,
+this is actually the fastest paced,and most balanced, release of UrT during the 2.x
+series. The balance was decided upon by leading members of the clan community, and we
+respectfully thank them for all their hard work.
+
+Twentysevens Note Part II: TIMMAH RAWKS.
+(ref, Tim is DensitY)
+
+
+Beta 2.6
+============
+[11.09.02] [Nov 09 2002]
+
+Quick Note
+==========
+
+ Thanks to Apoxol, who did an amazing amount of work on betas
+ 2.0-2.3 and continues to provide sage advice from his cushy
+ new job with Ravensoft.
+
+ Beta 2.6 welcomes a new coder to the team: Density, who has provided
+ TwentySeven a considerable amount of assistance through this development
+ cycle.
+
+
+Features:
+ Newly update team player skins
+ Replaced M4 with the ZM LR300ML
+ Kalashnikov AK-103 added
+ New UMP45 model
+ Implemented mini-map now displays players, flags and radio calls
+ included cg_mapsize
+ included cg_mapalpha
+ included cg_maparrowscale
+ included map arrowalpha
+ included cg_mappos
+ ut_metro added
+ ut_mines added
+ ut_twinlakes added
+ ut_turnpike added
+ ut_reykjavik added
+ new shake effect when grenades explode
+ hold insta-arm HEs too long for a good time
+ added slap and bigtext commands for server admins
+ added cg_SpectatorShoutcaster
+ added "headshot" with select weapons
+ /com_blood now toggles gore effects
+
+
+Modifications:
+ Team Survivor code completely rewritten
+ /matchready added for teams to "warm up"
+ /g_casualtieswins rule add
+ improved helmet
+ all weapons tweaked
+ increased Movement pen for PSG
+ new UMP45 skin
+ new G36 skin
+ new Beretta skin
+ new knife skin
+ new SPAS skin
+ updated SR-8 model
+ ut_riyadh updated
+ ut_docks updated
+ ut_uptown updated
+ user interface changes
+ callvote now includes matchready, matchstart
+ callvote to turn friendlyfire on/off
+ ability to kick bots from botmenu
+ added the AK to the primary weapon menu
+ flash grenade less intense when looking away
+ grenades no longer disappear when thrown through doors
+ rotating door code improved, players don't stick
+ ARIES hit detection values changed
+ precipitation on terrain added (snow and rain)
+ updated sounds
+ rewritten netcode
+ added $crosshair function
+ increased boot detection
+ sv_fps limited to 20
+ max_packets limited to 42
+ callvote now includes 'matchready'
+ added SID logo (ROQ) to replace id logo
+
+Bug Fixes:
+ reduced the movement penalty
+ Improved knife hit detection
+ Fixed flickering bodies in FTL mode
+ Fixed bug with Spas where it fired pellets behind a player
+ bug with changing teams while dead in CTF/TDM/CAH modes resulting in black screen.
+ warmuptime/g_survivourrounddelay code
+ Nades through floors
+ bug with blood Particles
+ corpses fading too long
+ Fixed FTL leader code
+ g_followForced 1 only applies to Ghosts now (not spectators)
+ fixed incorrect zoomed crosshair in ghost/spectator mode
+ exploding monkey no longer throws shit
+ made blue minimap icon darker
+ fixed minimap
+ callvotes win system fixed
+ fixed losing of Hud and weapon in spectator mode when following someone
+ Now displaying more correct pings in ghost mode/follow mode
+ fixed non clearing of clientside entities between TS/FTL
+ fixed CTF game.log logging
+
+Known Issues:
+ no logging for CAH game mode
+ spawns still need a little more work
+ $gametime not working in TS/FTL
+ blood particles give a a small fps hit
+
+Misc Notes
+==========
+ Even with eight months of recoding, tweaking, modifying and testing, there
+ will be times gamers encounter bugs and problems, with Urban Terror,
+ Quake 3 or PunkBuster related. We are not perfect, but we are dedicated
+ to our software and have made every attempt to fix the problems as they
+ presented themselves during the development cycle.
+
+ If you happen to have unfortunate luck and run into problems, take the
+ time to check the manual, FAQ and forums, before dropping the F-bomb on
+ the development team. We are here to support and assist the community
+ through their problems and have been since Beta 1. We are usually around
+ the forums and IRC on a regular basis if you have problems. The community
+ is very good when it comes to assisting gamers in the problems they
+ encounter.
+
+ Last but not least, remember to have fun and enjoy playing Urban Terror.
+ The development team enjoys working on Urban Terror and supporting the
+ community. We are all friendly and enjoy the support gamers continue
+ to give us. So, enjoy Beta 2.6 and thank you for your continued support.
+
+ -Oswald
+
+
+Beta 2.5
+============
+[02.23.02] [Feb 23 2002]
+
+Notes on 2.5
+============
+
+2.5 is primarily a bug fixing release for 2.4.
+
+The weapons have been slightly tweaked to make some of the more devastating weapons a bit
+more balanced. The MP5K became a lot more powerful than we intended with the hit bug gone
+because with its rate of fire it was getting a LOT of headshots. We understand people's
+feelings about the weapons, but we felt that getting 2.5 out so the server issues could
+be dealt with was very important.
+
+I am also aware that LPBs can feel like they get hit "behind a wall" by a HPB. In 2.3 and
+before the netcode did a check to see if a HPB's shot would be disallowed because the
+LPB had gone behind a wall before the HPB fired off their shot.
+
+In upgrading the netcode, I didn't re-implement this feature. Some people may notice it and
+feel ripped off. You are not, in fact, being ripped off by it. If you seem to get hit
+behind a wall it's because you were not behind a wall when the HPB saw you. I beleive this
+is balanced by the fact that a LPB can spot a HPB before the HPB sees them, and often
+the reaction time leads to the HPB getting killed before he fires off a shot. Normally
+the LPB will win in any "surprise" situations.
+
+I'll add in the wall check for 2.6 if people feel the wall issue is a huge problem. For now
+I want people to know that it's not giving anyone an unfair advantage, it just feels odd.
+
+Server admins please leave master2 in your server.cfg open and DO NOT assign it a master
+server, as by default will send a heartbeat to the Urban Terror Master Server. If you have
+master2 assign, just move that master server to something other than server2.
+
+Fixes:
+ * client info was being corrupted by new team skins code; fixed
+ * large amounts of data going to the server added in 2.4 removed (less server lag)
+ * problem with bots fixed (the 999 bug)
+ * follow enemy now works correctly with the /follow command
+ * cg_deferPlayers now works correctly
+ * unlocked r_gamma
+ * added 4 new lock cvars
+ * added small delay on zoomin that prevents snipers from gaining full
+ accuracy immediately; this is to stop script exploits that let people
+ fire accurately while unzoomed
+
+Features:
+ * added environmental lighting to decals and particle effects
+ * helmet now more effective
+
+Changes to weapons:
+ * there have been NO changes to damage of any weapons in this release
+ * MP5 spread and movement penalty increased
+ * UMP45 spread and movement penalty increased
+ * G36 movement penalty reduced (more accurate when running)
+
+
+Known Issues
+============
+
+There were a few things we didn't get a chance to fix, but are aware of:
+
+ * weapons are not totally balanced (see above)
+ * LPBs can apparently get hit behind walls (see above)
+ * cg_bobup and cg_bbpitch cvars locked to their default values
+ and cannot be set to 0. People who are used to setting these
+ to 0 (like Vynnski :) will notice the bob is back until 2.6
+ * weapons sometimes seem to revert to burst mode for some people
+ * hand skin can sometimes be wrong until respawn if you change skins
+
+Beta 2.4
+==============
+[02.08.02] [Feb 08 2002]
+
+Quick Note
+==========
+
+ Thanks to Apoxol, who did an amazing amount of work on betas
+ 2.0-2.3 and continues to provide sage advice from his cushy
+ new job with Ravensoft.
+
+ Beta 2.4 welcomes three new coding talents: TwentySeven, Iain and Thaddeus
+
+ Thanks also to Neil from the Q3 Antilagged mod for some extra advice
+ on fixing a few small bugs in the UrT netcode, and to RR2D02 from
+ Q3F who was kind enough to give me his cvar locking code.
+
+ - dokta
+
+Bug Fixes:
+ Fixed a bug that let spectators trigger some entities
+ Some particles were spawning at the wrong position: fixed
+ CTF was reporting incorrect team flag being returned
+ Chopper in sands now a smooth ride
+ Crouching over a grenade kills you
+ Fixed bugs that nerfed the kick
+ Improved knife hit detection
+ ARIES fixes: better accuracy, esp. on ladders
+ Fixed netcode for LPBs
+ Fixed team bandage bug that let you bandage faster if you changed weapons
+ Fixed reload bug that let you reload faster
+ Fixed bug that was causing CTF flags to disappear in no drop zones (ut_paradise water)
+ Can shoot timed out players (999 bug)
+ Dropped grenades no longer removed if you can't pick them up
+ Fixed 1.31 point release intermittent freezing bug
+ Made team survivor spawning more random
+ Fixed a small bug that was preventing item changes after respawn on some maps
+ Prevented player corpses from kicking living ones :)
+
+Modifications:
+ Increased duration of flash gren effect
+ Decreased SPAS damage
+ Increased M4 spread
+ Crouching reduces grenade damage less
+ New NVG Effect
+ Improved weapon sounds
+ Improved impact marks
+
+Features:
+ Smoke grenades
+ Volumetric laser scope in fog and smoke
+ New laser dot FX
+ Instant arm mode for grenades
+ Snipers now inaccurate when not zoomed
+ Locked a number of potential cheat cvars
+ Can save teammates by smothering grenades (crouch on them as they go off)
+ Improved blood effects
+ Quake 2-style CTF scoring
+ Medic icon if you call for a medic
+ UI for selecting team skins
+
+
+Note on netcode
+===============
+
+The netcode in 2.4 is essentially the same netcode that Apoxol developed in an earlier
+release of Urban Terror. While we did use the public domain code released by the Q3
+anti-lagged mod, that code is very similar to the original UT code, as Apoxol and Neil
+spent some time working through various issues with each other. The result is a synthesis
+of Urban Terror specific netcode (to account for ARIES) and anti-lagged mod netcode.
+
+The main advantage in the 2.4 netcode is better calculation of latency for players with low
+pings. In other words, LPBs should see the greatest difference in accuracy in 2.4.
+
+The netcode does *not* do hit detection on the client-side and does not affect prediction
+of player positions. What it does is calculate hit detection on the server using player
+data that simulates what the client would have seen on their screen at the time they shot.
+
+The netcode also does *not* predict impact effects. If you fire at a wall and you have a high
+ping there will still be a delay between firing and impact. Beta 3.0 may have client side
+impact effects added in as an option for those HPBs who like to pretend they have cable ;)
+
+
+Beta 2.3
+==============
+[08.10.01]
+
+Bugs fixed:
+ - Unnecessary setting of a few cvars on ever frame
+ - Fixed "bad player movement angle"
+
+New stuff:
+ - ut_alleys by BotKiller
+ - ut_austria by Tub
+ - ut_casa by SweetnutZ
+ - ut_riyadh by dotEXE
+ - ut_rommel by Bar-B-Q
+ - ut_pressurezone by Gerbil!
+ - ut_uptown by BattleCow
+ - ut_village by Tub [updated by Legomanser and NRGizeR]
+ - ut_swim [updated version]
+ - ut_sands [updated version]
+ - ut_abbey [updated version]
+
+
+Beta 2.2
+==============
+[07.13.01]
+
+Bugs fixed:
+ - Invisible player bug
+ - Spawning without knife bug
+ - Team DM spawns further apart now
+ - cg_sfxVisibleItems no longer hides your own laser or silencer or medkits
+ - Fixed bug that would cause pressing reload to not work sometimes
+ - Shooting cancels out your respawn protection so make your first shot count
+ - cg_autoRadio now functions as originally designed
+ - Extra ammo now gives 3 more shells to the hk69
+ - Safety measure added to ensure kills, deaths, and times are cleared after a survivor map change
+ - sv_fps now properly capped to prevent crashes at startup
+
+
+Beta 2.1
+==============
+[07.10.01]
+
+New stuff:
+ - ut_echo command added to replace the standard echo command.
+ - Added joystick option to the menus
+ - Added the "dot" crosshair
+ - Added grenade support to ut_weaptoggle
+ - New cvar cg_autoRadio [0/1]: Disables/Enables the playing of radio messages such as "fire in the hole"
+ - New cvar cg_scopeRGB [<red>,<green>,<blue>,<alpha>]: Controls the color of the inner crosshairs of the sniper
+ scope, defaulted to black
+ - New cvar cg_scopeFriendRGB [<red>,<green>,<blue>,<alpha>]: Controls the color of the inner-crosshairs of the sniper
+ scope when over a friendly target
+ - New cvar cg_zoomWrap [0/1]: Disbles/Enables wrapping when zooming. When on the zoom commands will wrap around from
+ max to min and min to max
+ - New cvar cg_sfxVisibleItems [0/1]: Disables/Enables visible items/weapons on players. Setting this to zero will
+ increase FPS but remove visible kevlar, guns on players backs, etc.
+ - New cvar g_failedVoteTime [<seconds>]: number of minutes that must pass before someone can vote after calling a failed
+ vote
+ - New cvar g_teamkillsForgetTime [<seconds>]: number of seconds that must pass before team kills are forgiven.
+ This allows admins to control how many kills per minute for team killing is allowed.
+ - New cvar g_initialWarmup [<seconds>]: number of seconds of warmup time after a new map cycles. This allows people to
+ join the server before the game starts.
+ - New cvar g_flagReturnTime [<seconds>]: number of seconds before a flag returns after being dropped
+ - Overhauled the ut_weaptoggle command. Now understands primary, secondary, sidearm, grenade and knife and works with a
+ single parameter.
+ - Included weapon ID in the log message for hits
+
+HK69 Tweaks:
+ - Ammo lowered to 4 shells
+ - Can no longer select grenades when the hk69 is chosen
+ - damage to distance ratio changed from linear to a curve
+ - Grenade made larger
+ - Grenade bounce sound more identifiable
+
+Bugs fixed:
+ - ARIES issues resolved
+ - Bots should no longer cause quake3.exe to crash
+ - Players will no longer be dumped onto the spectator team during intermission
+ - Helicopter should now make noise when playing online
+ - Players will no longer spawn inside each other causing them to get stuck
+ - Time in scoreboard should no longer be incorrect
+ - Can no longer switch teams in a survivor game to come back to life
+ - Helicopter will now kill you if you stand underneath it when its landing
+ - Extra scoring removed from CTF and FTL gametypes. No more scores of 150+
+ - Spectating someone using NVG's should now work properly
+ - cg_drawtimer 1 should now should the proper time value in survivor games
+ - Leadership is no longer transferred during the round the leader dies in FTL, this prevents someone else from
+ reaching the goal besides the original leader.
+ - Size of greade models increased to help increase grenade visibility
+ - Shooting grenades from the helicopter should now work properly
+ - When spectating another player their team color should now appear in the hud rather than the players original team
+ color
+ - $leader now works as originally intended
+ - Few death messages cleaned up to be a bit more politically correct
+ - Errors in ANTI-LAG code resolved. This should help increase successful hits when using cg_nobulletpredict 0
+ - Player model no longer dissapear if you zoom in third person follow
+ - Snow should now fall in swim as originally intended
+ - Can now pick up weapons immediately after dropped by a dead guy (used to be a 2 second delay)
+ - startorbit command was cheat protected
+ - Should no longer get -1 kills for switching teams
+ - Fixed the message being broadcast to the server logs
+ - Player names with the "<" and ">" characters in them should now work properly
+ - Zoom out command now wraps around to fully zoomed if not-zoomed when the command is issued
+ - Can no longer shoot through thin walls, doors, or glass by getting close to it and shooting
+ - Can now fly around as a spectator if your the only one in the map and g_followForced is set to 1
+ - Spectators in free float mode should now stop moving rather than constantly drifting really slow
+ - Crouching under water no longer alters view height
+ - Dashes in names now show up in the scoreboard when in 640x480
+ - Scoreboard now sorted by # of kills then kill to death ratio
+ - Fixed a ledge climb odditiy which would cause a studdering sort of effect when jumping at a ledge but not pressing
+ forward
+ - Sprinting no longer works when walking
+ - In-game system menu now reports the proper state of compressed textures
+ - Ghosts can no longer call votes
+ - cg_drawStatus removed to ensure scoreboard is never blank
+ - Can no longer press the hotkey for menu items in the gear selection that are disabled
+ - Laser sight should now be alot closer to the crosshair with cg_nobulletprediction set to 0. The code was actually
+ backwards which is why setting it to 1 made it better in 2.0
+ - Should no longer receive the "Default_Team_Model/skin" error
+ - Height in which falling damage occurs has been raised
+ - Log rolling should now pad log #'s less than 1000 with zeros rather than spaces
+ - Turning off ejecting shells in the menu now works properly
+ - Dropping a shotgun no longer results in a loss of ammo when picked back up
+ - cg_crosshairRGB, cg_crosshairFriendRGB, cg_scopeRGB, and cg_scopeFriendRBB now support commas as separators.
+ - Observers can no longer drop weapons
+ - A disonnected flag carrier will no longer take the flags with them
+ - View no longer pivots to show you who killed you
+ - Can no longer vote for the first minute after a map cycle.
+ - Movement accuracy modified to help prevent small position adjustments from destroying your accuracy
+ - no longer look at you killer when your killed
+ - $gametime and $roundtime can no longer be negative
+ - players on the spectator team can no follow either team when g_followenemy is set to 0
+ - Can no longer select armor piercing rounds (was not intended to allow you to)
+ - thrown knives, kicking, and knife hits should be easier to get now when online
+ - Should no longer see a laser sight when you dont actually have one selected
+ - After waiting for players to join in a survivor game the map will restart so everyone i
+
+Beta 2.0
+==============
+[06.01.01]
+
+New Stuff:
+ - BRAND NEW CODE (To many new features to list, but here is a few)
+ - Radar for certain gametypes.
+ - Mini-Scoreboard
+ - Bullets passing through glass
+ - Climbing down ladders issue
+ - Added: MP5K, M4, FlashBang, and HE Grenade, Male/Female Models
+ - Implemented: New UI art, New Hit Detection system
+ - ARIES hit detection system
+ - Anti Lag System
+
+
+Beta 1.27
+==============
+[12.21.00]
+
+Bugs fixed:
+ - Urban terror 1.27 now compatible with Quake 3 Arena 1.27 point release
+ - Guns tweaked for more intense gameplay
+ - Shotgun issues addressed: faster reload, faster rate of fire, more damage
+ - Players no longer get stuck after warmup
+ - Fixed blood spurts
+ - Fixed missing hit sound underwater
+ - No more kicking during warmup
+ - Fixed bad obituary logging (games.log)
+ - Spectators can no longer use radio
+ - Cant change name if not alive
+ - No more pause after reload before you can shoot
+ - Can now see enemies names if you put your crosshair on them
+ - Weapons switch a bit faster
+ - Removed q3 announcer (prepare to fight)
+ - No longer lose frag when switch teams
+ - New grenade explosion effects (match radius better and some smoke)
+ - Grenade timer reduced (grens arm sooner)
+ - Can no longer zoom while spectating
+ - Dead status now shows in non-team survivor mode
+ - Can no longer spectate dead people
+ - Zoomfov cheat disabled
+ - Can now heal your teammates again (see manual)
+ - Door opening direction can now be controlled by player movement direction
+ - Spectator score bug fixed
+ - First round of a new map always has a 20 second warmup time to allow people to join
+
+
+Beta 1.2
+==============
+[10.16.00]
+
+Bugs fixed:
+ Sounds:
+ - Double knife sound on swing is fixed.
+ - Head shot noise now plays relative to the player that got hit, not to the player who shot
+ - New sounds:
+ - Weapons sounds redone
+ - NVGs on/off sound added
+ - Laser on/off sound added
+ - Vest hits sound
+ - Klinks for falling shells
+ - New pain sounds
+ - Lots of other cool sounds
+
+ Models:
+ - Models forced to UT models only
+ - Only the UT models show up for selection in the user interface
+ - Hand models no longer get tossed onto the ground when you die
+ - Added new "trooper" model and skins
+ - Changed default teamplay models to make them more clearly different
+
+ Teamplay:
+ - Spawn in teamplay now uses standard deathmatch spawnpoints and chooses them randomly to mix up teamplay
+ games a bit
+ - Only be able to kick enemies except in team damage mode (fixed)
+ - Bullets should not hit team members in non-ff mode.
+ - Fixed issue with frags of -1 when joining a team when the round has already started
+ - Fixed display of which team won to report correctly
+ - When map cycles everyone starts game in spectator mode
+ - Teammates name and health now appears in bottom right when you put your cursor on them
+ - Teammates health now shows in scoreboard if they are alive
+ - Capture limit now works for team survivor mode (capture limit is the number of team wins)
+ - Added team wins to scoreboard
+ - Moved team win message to the center of the screen
+ - Fixed radios to work properly in team games
+
+ Miscellaneous:
+ - Amended arenas.txt to allow selection of UT maps
+ - All command names changed to "ut_*"
+ - Players can run through each other during warmup to reduce clipping problems (players getting stuck in each
+ other)
+ - Frags dont reset when you manually change the map (fixed)
+ - Players should not lose a frag when they die due to bleeding (fixed)
+ - Spectators no longer win the game if they are there at the end of a round
+ - You can fall through glass (eg: on ricochet)
+ - Glass fragment sizes determined by the size of the pane being broken
+ - Glass shaders added to shattered fragments for more realistic-looking fragments
+ - Rotating doors now always open away from the player
+ - Rotating doors no longer reverse if blocked, but continue movement when blockage is removed
+ - Spectators and ghosts can now look straight down
+ - Gun now dissapears and reappears correctly on ledgeclimb
+ - Ghosts can now cycle though the alive players using the fire button
+ - View bobing on crouch reduced
+ - Crouch speed reduced
+ - Intermission time now 15 seconds
+ - New cleaner scoreboard look
+ - Removed triangles above teammates heads
+ - Removed talk bubbles above talking players heads
+ - Dead players can no longer talk to alive players in team games
+ - Dead players and spec players now have it indicated in their name
+ - Made warmup timer flash red and yellow while counting down
+ - Separated chat messages from information messages and color coded the chat messages for teams
+ - Added current zoom level and fire mode to the hud, removed print messages
+ - Ghosts can no longer open doors
+ - Ladder speed increased
+ - Ledge climb is much smoother now
+ - Fixed bug that would zoom you out if you fell a little
+ - Added bot support
+ - Fixed time display in score for teamplay games to reflect total time
+ - Selected bots highlighted in interface screen
+
+ Weapons and Combat:
+ - Made "close" range to within 4m (128 units) of player
+ - Reduced and capped bleedrates
+ - Weapon modifications
+ - Range damage sensitivity now works on a sliding scale
+ - UMP does more damage close than at range
+ - G36 now does more damage at range than UMP, but less when close
+ - Beretta does less damage
+ - Shotgun now hurts a lot more, has decreased reload time
+ - Beretta made less accurate
+ - Accuracy gets worse the longer you fire weapon (bursts are better)
+ - Alt fire mode does not actually decrease spread anymore (since bursts do) but you
+ still get a benefit from using it because it helps you by shooting off 1 shot (burst)
+ The new spread/fire time system makes the old way fo doing alt fire obsolete
+ - Completely rewrote the recoil system
+ - Reduced accuracy of sniper rifle when player is moving
+ - Decreased grenade splash radius
+ - Implemented new damage system
+ - All hits are now reported properly (leg shots now work)
+ - Headshots harder to get
+ - More accurate detection of location
+ - Reduced knockback on weapons
+ - Grenades now arm after 2.5 seconds, explode on impact with anythign after that
+ - Grenades that hit players full on do damage and knockback but do not explode
+ - PSG-1 scope blacked out around the edge
+ - G36 when zoomed has crosshairs like PSG1
+ - Now shows the text "bandaging" on the screen while bandaging
+ - Added smoke that comes out of gun barrels. This can be turned off by turning of brass ejection
+ - Now reports whether you hit someone in kevlar or not
+ - Kevlar now becomes less effective the more it is shot
+ - Can now reload, bandage, and change fire mode immediately after shooting
+ - Weapon reload sounds and cock sounds now consitantly play
+ - Weapon change animation is now alot smoother looking
+ - Drop weapon (ut_drop) now works and is configurable in the bind menu
+ - Bandaging can now be cancelled by pressing the fire button
+ - Bandaging time is now dependent on how fast your bleeding
+ - Knife no longer uses ammo when just swinging it
+ - Can now select a weapon that has no ammo so you can drop it
+ - Weapon selection now shows the weapon icon instead of the text
+ - Knife speed increased to allow nice and fast hack and slash
+ - Only 2 primary weapons can be picked up now
+ - Brass now ejects from the correct location on the gun
+ - Shotgun now reports hit locations and does damage properly
+ - Fixed reload problem that caused it to reload instantly and not show it on the last clip
+
+ Items:
+ - Laser sight improves aim only when on
+ - Night vision shaders modified to add a static effect overlay and look more realistic
+ - If player disconnects with laser on the laser entity is now removed from the world
+
+ Network:
+ - Only primary weapon(s) dropped on frag to minimise network traffic (beretta and knife not dropped)
+ - Fixed prediction bug that cause a delay when shooting
+
+ Cvars:
+ - Intermission time was turned into a cvar
+ - Warmup time can be set through a cvar
+
+
+1.2 Known Issues:
+ - Console commands (including binds to opendoor, etc, which run console commands cause
+ Urban Terror to crash on Macs :( 1.3 will fix this, with the Id 1.25 point release
+ - Bots sometimes get stuck if two bots are on opposite sides of a door
+ - Bots don't know they can smash breakable objects
+ - Round time still ticks down when waiting for players
+ - sometimes players still get stuck on ledge climb
+ - sometimes players still get stuck on round start
+
+
+Beta 1.1
+==============
+[8.21.00]
+
+Bugs fixed:
+ - Sped up ump45
+ - Slowed down spas
+ - Slowed down psg1
+ - Increased spread on spas
+ - Took out delay on zoom console commands since they are all client-side
+ - Allow all weapons ro reset zoom (even weapons without zoom so that zoom status can be reset on re-spawn)
+ - Damage of 30 or greater from a fall causes leg damage, not 20 (as per beta 1.0)
+ - Removed neck damage - adjusted other zones to compensate
+ - Made psg1 sniper rifle do much more damage
+ - Made the g36 do less damage
+ - Made the ump45 do more damage
+ - Made the spas do a bit less damage
+ - Added reload time for spas shotgun and grenade launcher
+ - Made bandaging take 3.5 seconds instead of 3
+ - Added a text message for bandaging and reloading
+ - Made the psg1 and g36 de-zoom on reload
+ - Made the psg1 and g36 de-zoom on bandage
+ - Set the gameversion to q3ut in g_local.h
+ - Removed delay between weapon fire and weapon reload (you can now reload right after firing)
+ - Removed delay between weapon fire and bandage (you can now bandage right after firing)
+ - Fixed fov (changing the var now has no effect)
+ - Fixed gamespeed (the g_speed var now has no effect)
+ - Removed the machinegun and gauntlet register on map load
+ - Removed the machinegun default when editing your player settings (this is the weapon that the player holds on the
+ left)
+ - Made it so you could hear other weapons firing, even if you didnt have the weapon. (hahah, silly bug, surprised
+ noone noticed!)
+ - Removed the delay on triggering the firemode (bind a key to firemode for everyone who has yet to check it out)
+ - Completely re-did the alternate fire modes. it now uses a click-fire system (every click, means a bullet is shot).
+ - Added a text message for firemode change
+ - Added a random radio sound when bandaging
+ - New scoreboard
+ - Single death system
+ - Fixed bug in open door (crash)
+ - Remove Free For All text after each round
+ - Only display "XXX has entered" on the first time, not every round
+ - Remove requirement to press button at intermission
+ - If you join the game in singledeath mode too late, you come in dead
+ - Remove the spawn effect
+ - Color coded teamplay scoreboard
+ - Remove the voice effects for scoreboard position
+ - Remove awards
+ - Ghosts and spectators are now noclip
+ - Moved team select menus to normal q3 menus
+ - Moved weapon select menus to normal q3 menus
+ - Moved item select menus to normal q3 menus
+ - Damage due to bleeding no longer jerks screen
+ - Recoil adjustments (always move up)
+ - No longer Shoots to the upper right of crosshair
+ - Semi-automatic adjustments for prediction
+ - Added underwater sounds
+ - Replaced headshot sound
+ - Bandolier gives 2 extra clips instead of one
+ - Items start as on and activated
+ - Fixed bullet hole shader in /scripts/xxbullets.script
+ - Made items turn on automatically when spawning
+ - Fixed tigoggles linux crash
+ - Weapon animation system overhauled for more acurate animations
+ - Bullets work under water
+ - Knife slashing animation plays more than once now
+ - No randomness on recoil
+ - Made weapons on ground larger to look more realistic
+ - Animations and sounds play properly on ladders
+
+1.1 Known Issues:
+ - Sometimes your weapon doesn't re-appear when bandaging. the work around is to change weapons
+ - The Macintosh bug still remains
+
+
+Beta 1.0
+==============
+[8.5.00]
+
+- Weapons: UMP, H&K 69, Knife, Spas 12, PSG1 Sniper Rifle, Berreta, G36
+- Custom maps: Hotel, Streets2, TrainYard, MBase, Swim
+- Radio Commands
+- Secondary Fireing Systems
+
+
+Former/Inactive Frozen Sand, LLC/Silicon Ice Development Members:
+========================
+
+-Apoxol
+-Bar-B-Q
+-Basilisk
+-BattleCow
+-Bittar
+-BotKiller
+-CGmonkey
+-CrazyButcher
+-Cricel
+-CrystalMesh
+-Density
+-DickDastardly
+-Dokta8
+-Dracostian
+-Dragonne
+-EarthQuake
+-FearMe
+-Flash
+-Flux
+-FreakStorm
+-Gerbil!
+-GottaBeKD
+-Iain
+-Jaker
+-Meaty
+-Miles
+-NrGizer
+-Odd
+-Preacher
+-Queenbee
+-Sir Chumps
+-SweetNutz
+-Thaddeus
+-WetWired
+-.EXE
+-Wu
diff --git a/games/UrbanTerror/docs/server_example.cfg b/games/UrbanTerror/docs/server_example.cfg new file mode 100644 index 0000000000000..3b2a07e33db2a --- /dev/null +++ b/games/UrbanTerror/docs/server_example.cfg @@ -0,0 +1,257 @@ +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// //
+// ## ## ######## ######## ### ## ## ######## ######## ######## ######## ####### ######## //
+// ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## //
+// ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## //
+// ## ## ######## ######## ## ## ## ## ## ## ###### ######## ######## ## ## ######## //
+// ## ## ## ## ## ## ######### ## #### ## ## ## ## ## ## ## ## ## ## //
+// ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## //
+// ####### ## ## ######## ## ## ## ## ## ######## ## ## ## ## ####### ## ## //
+// ----------------------- //
+// presented by FrozenSand //
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//-------------------------------------------------------------------------------------------------------------------//
+//--| GENERAL INFORMATIONS |-----------------------------------------------------------------------------------------//
+//-------------------------------------------------------------------------------------------------------------------//
+// //
+// #1 - Try to keep CVAR values as short as possible otherwise you may experience "infostring length exceeded" //
+// errors on your server which may led to startup failures //
+// //
+// #2 - Everything behind double slashes // is ignored by the server //
+// //
+// #3 - Some CVARs can only be set during server initalization and are therefore not displayed here. You can set //
+// them by specifying desired values as server engine parameters before startup using: +set <cvar> <value> //
+// //
+// #4 - Altough this configuration file is designed to be verbose to the point of being self-explanatory, only //
+// change settings if you know what you are doing! Incorrect settings might lead to server instability and //
+// can make the gameplay impossible altogether //
+// //
+// #5 - Support can be found on http://www.urbanterror.info or on #urbanterror @ quakenet //
+// //
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+//---------------------------------------------------------
+// VISUAL IDENTIFIERS
+//---------------------------------------------------------
+
+set sv_hostname "New Unnamed Server" // Your server name here (#NOTE: not all the game browsers display color codes correctly)
+set sv_joinmessage "Welcome to Urban Terror 4.2" // Your join message here. It will displayed when the game is joined
+set g_motd "Urban Terror, Presented by FrozenSand" // Your message of the day here, it is displayed on the loading screen while connecting
+
+
+//---------------------------------------------------------
+// ADDITIONAL GAME BROWSER INFORMATIONS
+//---------------------------------------------------------
+
+sets " Admin" "" // Server administrator aka designated technical contributor
+sets " Clan" "" // Your clan name/tag
+sets " Email" "" // Email for technical support
+sets " Location" "" // Where your server is located
+
+//---------------------------------------------------------
+// AUTHENTICATION SYSTEM SETTINGS
+//---------------------------------------------------------
+
+set auth_enable "1" // Set this to 0 to disable the authentication system (more informations on www urbanterror info)
+set auth_notoriety "0" // Minimum notoriety level to be able to connect to your server. 0 allows everyone to join
+set auth_tags "1" // Set this to 1 to prevent clan tag thieves from joining your server
+set auth_cheaters "1" // Set this to 1 to block the officially banned cheaters from your server [coming soon]
+set auth_verbosity "1" // 0 = no authentication message to everyone when a player connects, 1 = message on the top of the screen, 2 = message in the chat box
+set auth_log "1" // Set this to 1 to draw the account information in the userinfo of each player in the server logs
+set auth_groups "" // Specify group IDs (separated by a blank) if you want to allow only a few groups to connect to the server. Empty ("") means all groups can connect
+seta auth_owners "" // Specify the group ID of your clan (more informations on www urbanterror info)
+
+
+//---------------------------------------------------------
+// MASTER SERVERS SETTINGS
+//---------------------------------------------------------
+
+set sv_master1 "" // This one will be set automatically by the game-engine, so just leave it blank
+set sv_master2 "master.urbanterror.info" // Default = master.urbanterror.info
+set sv_master3 "master2.urbanterror.info" // Default = master2.urbanterror.info
+set sv_master4 "master.quake3arena.com" // Default = master.quake3arena.com
+set sv_master5 "" // In the future.....
+
+
+//---------------------------------------------------------
+// SERVER LOGGING SETTINGS
+//---------------------------------------------------------
+
+set g_log "games.log" // Server logfile name (Default = "games.log")
+set g_logsync "1" // Enables real-time (unbuffered) log writing. Necessarry for 3rd party administration software
+set g_loghits "0" // Log every single hit. Creates very big logs. Necessary for proper hit-detection if you use a 3rd party administration software
+set g_logroll "0" // If set to 1, creates a new log every now and then: <4 digit number>_<logname>.log -> Leave disabled if using log-parsing additions
+set logfile "0" // Additional logging in seperate qconsole.log file. 0 = disabled, 1 = buffered, 2 = synced, 3 = appended
+
+
+//---------------------------------------------------------
+// ADMINISTRATION SETTINGS
+//---------------------------------------------------------
+
+set rconpassword "" // Password to control the server remotely using rcon
+set g_referee "0" // Setting this to 1 will enable the refree commands
+set g_refnoban "0" // Setting this to 1 will prevent refrees from banning players from the server
+set g_refpass "" // Sets the referee password. Setting an empty password also disables referees
+set filterban "1" // Allows to ban players using the banlist.txt file
+
+
+//---------------------------------------------------------
+// GENERAL SERVER SETTINGS
+//---------------------------------------------------------
+
+set sv_sayprefix "console: " // Prefix for /rcon say in-game messages. (Default = "console: ")
+set sv_tellprefix "console_tell: " // Prefix for /rcon tell in-game messages. (Default = "console_tell: ")
+set sv_demonotice "Smile! You're on camera!" // Message to be printed when a player start in being recorded server-side (Empty means no message)
+sets sv_dlURL "urbanterror.info" // Sets the address for auto-downloading. The client will try to download <sv_dlURL>/q3ut4/mapname.pk3. If your server is running ut4_coolmap and sv_dlURL is set to 'yoursite.com/maps', make sure the maps is hosted at http://www.yoursite.com/maps/q3ut4/ut4_coolmap.pk3. Leaving this set 'urbanterror.info' will make it use a map mirror with the most common maps on it
+set sv_allowDownload "1" // Allows clients to load *.pk3 files (maps) they not already have. Auto-download only works on ioUrbanTerror-clients, not quake3-clients.
+set sv_strictauth "0" // 1 = check for valid cdkey, this means ioUrbanTerror players will not be able to join
+set sv_pure "1" // Prevents players from loading modified *.pk3 files. (Default = 1)
+set sv_floodprotect "1" // Setting this to 1 prevents clients from spamming many chatlines / binded commands. (Default = 1)
+set sv_maxclients "12" // Max number of clients allowed to connect to the server. Using more than 16 is not advised. It can cause lag and most maps are not built for it. Going over 24 can cause nasty bugs
+set sv_privateclients "0" // Amount of private slots. This amount of slots will be reserved for players who enter the right privatepassword
+set sv_privatepassword "" // Password to connect to the server using a provate slot
+set sv_timeout "180" // Seconds before a 'Connection Interrupted' player is dropped. Smaller values help removing 'zombies' in time, but be careful: slow clients may not able to finish loading maps before they get dropped if this value is set too low. (Default = 180)
+set sv_maxping "0" // Sets the upper ping limit at which players are still allowed to join. 0 means no limit (Default 0). (Default = 0)
+set sv_minping "0" // Sets the lower ping limit at which players are still allowed to join. 0 means no limit (Default 0). (Default = 0)
+set sv_maxrate "0" // Sets the maximum traffic per second the server will send per client (byte/s, 0 = 25000 = max). (Default = 0)
+set sv_minrate "0" // Sets the minimum traffic per second the server will send per client (byte/s, 0 = 25000 = max). (Default = 0)
+
+
+//---------------------------------------------------------
+// OTHER SERVER SETTINGS
+//---------------------------------------------------------
+
+set g_password "" // Password for the server. Nothing = public.
+set g_armbands "0" // Determines the behaviour of the armband color. 0 = player's choice, set with cg_rgb, 1 = based on team color, 2 = assigned randomly by server
+set g_skins "1" // If set to 1 enable the use of the client side skin selection system. Using 0 means default back to Red and Blue teams
+set g_funstuff "1" // If set to 1 enable the use of funstuff on the server
+set g_gear "0" // Bitmask that decides which weapons are allowed and which not. Check http://www.urbanterror.info/support/180-server-cvars/#1.2 to find the correct number
+set g_allowvote "536871039" // Bitmask that decides which votes are allowed and which not. Check http://www.urbanterror.info/support/180-server-cvars/#1.3 to find the correct number
+set g_failedvotetime "300" // Amount of seconds before someone can call another vote after another has failed
+set g_maxGameClients "0" // Max clients that can actually join the game. Other clients are forced to spectate. (0 = All)
+set g_allowchat "2" // Determines the behaviour of the chat. 0 = no chatting at all, 1 = teamchats only, 2 = all chats
+set g_deadchat "1" // Determines if alive players can see dead players messages. 0 = living players can not see dead players chat, 1 = living players see only team-messages from dead teammembers, 2 = living players also see normal chats from dead players
+set g_inactivity "0" // Time in seconds before a non-moving player will be kicked off the server
+set g_mapcycle "mapcycle.txt" // Name of mapcycle-file, located in q3ut4 directory
+
+
+//---------------------------------------------------------
+// GENERAL GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_gametype "0" // 0 = FreeForAll, 1 = Last Man Standing, 3 = TeamDeathMatch, 4 = Team Survivor, 5 = Follow The Leader, 6 = Capture And Hold, 7 = Capture The Flag, 8 = Bomb Mode, 9 = Jump Training
+set g_followstrict "1" // If set to 1, dead players cannot hunt enemies
+set g_warmup "15" // Amount of seconds before game starts when changed to a new map. Gives slower computers time to load before game starts
+set g_gravity "800" // Gravity Level, higher number = lower jumps (Default = 800, popular settings for 'moon mode' : 300, 100).
+set g_knockback "1000" // Knockback from a weapon, higher number = greater knockback. (Default = 1000)
+set g_antiwarp "1" // Enable or disable antiwarp. This option smooths the movement of warping players (warping by cheat or packet loss due toa crappy connection, for instance when torrenting during playing). The warping player will experience stutters when this is enabled
+set g_antiwarptol "50" // Tolerance of the antiwarp in miliseconds. Higher = more tolerant. Low settings increase server load. (Default = 50)
+set g_shuffleNoRestart "0" // If set to 1 map will not be restart after shuffleteams
+set g_inactivityAction "0" // Specifies what to do when a player hit the inactivity time: 0 = kick, 1 = move to spectators
+set timelimit "20" // Time in minutes before map is over. (0 = never)
+set fraglimit "10" // Amount of points to be scored before map is over. (0 = never)
+
+
+//---------------------------------------------------------
+// TEAM GAME SETTINGS
+//---------------------------------------------------------
+
+set g_friendlyfire "1" // 0 = no friendlyfire, 1 = friendlyfire on, kick after too many TK's, 2 = friendlyfire on, no kicks
+set g_maxteamkills "3" // Amount of TK's before you get kicked when g_friendlyfire is 1
+set g_teamkillsforgettime "300" // Amount of seconds before TK's are forgotten
+set g_teamautojoin "0" // Force players to autojoin on connect, instead of letting them spec untill they join themselves
+set g_teamforcebalance "0" // If on, you can't join a team when it has more players then the other one
+set g_maintainteam "1" // When switching maps, players will stay in their team
+set g_teamnamered "" // Name for the red team. Nothing = default team name
+set g_teamnameblue "" // Name for the blue team. Nothing = default team name
+set g_swaproles "0" // When map is over, play it again with the teams swapped (recommended for bomb mode)
+
+
+//---------------------------------------------------------
+// MATCH MODE SETTINGS
+//---------------------------------------------------------
+
+set g_matchmode "0" // Matchmode is for matchplay. Features timeouts and ready-commands. (Default = 0)
+set g_timeouts "3" // Amount of timeouts that a team can do per map. (Default = 3)
+set g_timeoutlength "240" // Amount of seconds before a timeout expires. (Default = 240)
+set g_pauselength "0" // Length of a pause. This only affect the /rcon pause command. (Default = 0 = unlimited)
+
+
+//---------------------------------------------------------
+// FFA (0), TDM (3), CAH (6), CTF (7) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_respawnprotection "2" // Amount of seconds a spawning players is protected from damage
+set g_respawndelay "8" // Seconds before respawn, ignored when g_waverespawns is 1
+set g_forcerespawn "20" // Seconds before respawn is forced, even when the player did not press fire
+set g_waverespawns "0" // If set to 1 enable waverespawns, meaning everybody in a team respawns at the same time
+set g_bluewave "10" // Seconds between blue team waverespawns, ignored when g_waverespawns is 0.
+set g_redwave "10" // Seconds between red team waverespawns, ignored when g_waverespawns is 0.
+
+
+//---------------------------------------------------------
+// LMS (1), TS (4), FTL (5) BOMB (8) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_maxrounds "0" // Number of rounds before map is over. (0 = unlimited)
+set g_roundtime "0" // Maximum minutes a round can take. (TS, LMS, BOMB, FTL)
+set g_survivorrule "0" // 0 = Teams don't get a point when time is up before everyone is dead. 1 = Team with most players left gets point
+set g_suddendeath "0" // When map is over and both teams have same amount of points, add another round
+
+
+//---------------------------------------------------------
+// CAH (6), CTF (7) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+set capturelimit "0" // Amount of flag caps before map is over. 0 = unlimited
+
+
+//---------------------------------------------------------
+// CAPTURE THE FLAG (CTF, 7) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_flagreturntime "30" // If a flag is dropped, it will be returned at base automatically after this amount of seconds. (Default = 30)
+set g_hotpotato "2" // When both flags are taken, they will explode after this amount of minutes. (Default = 2)
+set g_ctfunsubwait "5" // When g_matchmode is set to 1, it's the time a sub has to wait before spawning when unsubbing. (Default = 5)
+
+
+//---------------------------------------------------------
+// CAPTURE AND HOLD (CAH, 6) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_cahtime "60" // Interval in seconds of awarding points for flags in Capture and Hold gamemode
+
+
+//---------------------------------------------------------
+// BOMB MODE (BOMB, 8) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_bombdefusetime "10" // Seconds it takes to defuse bomb. (Default = 10)
+set g_bombexplodetime "40" // Seconds before bomb goes off after planting. (Default = 40)
+set g_bombplanttime "3" // Seconds it takes to plant the bomb. (Default = 3)
+
+
+//---------------------------------------------------------
+// JUMP TRAINING (JUMP, 9) GAMEPLAY SETTINGS
+//---------------------------------------------------------
+
+set g_walljumps "3" // Maximum amount of walljumps a player is allowed to do (min = 3, max = 100). (Default = 3)
+set g_nodamage "1" // If set to 1 players will not experience damage from MOD_FALLING and MOD_TELEFRAG. (Default = 1)
+set g_stamina "0" // Stamina behavior: 0 = default, 1 = regain (refill when player stops), 2 = infinite stamina. (Default = 0)
+set g_allowGoto "0" // If set to 1 enable /goto and /allowgoto game commands (teleporting between players)
+set g_allowPosSaving "0" // If set to 1 allow players to use /savePos and /loadPos commands. (Default = 0)
+set g_persistentPositions "0" // If set to 1 save positions will be kept upon player disconnect. (Default = 0)
+set g_jumpruns "0" // Maximum number of jump run attempts a player is allowed to make when g_matchmode is set to 1. (Default = 0 = unlimited)
+
+
+//---------------------------------------------------------
+// ANTICHEAT SETTINGS
+//---------------------------------------------------------
+//pb_sv_enable // To enable Punkbusters, remove the // at the beginning of this line (only works when starting the server as MOD of Quake 3 Arena, not ioUrbanTerror)
+
+
+//---------------------------------------------------------
+// EXEC CONFIRMATION
+//---------------------------------------------------------
+
+map ut4_casa // What map to start with?
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