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Releases: Irbyz/aftershock-xe

Revision 319

29 Jul 18:36
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2018-07-29 AfterShock XE Revision 319

  • Improved spawn behavior in team modes.
  • Added g_spawnPush cvar for improved spawn behavior.
    • If g_spawnPush is set to 1, a player that spawns inside of a
      team member will get pushed forward and spawn in front of him.
    • If g_spawnPush is set to 0, a player that spawns inside of a
      team member will get stuck (default OA behavior).
  • Added g_telefragTeamBehavior cvar for improved telefrag
    behavior:
    • g_telefragTeamBehavior 0: if a player teleports into a team
      member, they both will get stuck (default OA behavior),
    • g_telefragTeamBehavior 1: if a player teleports into a team
      member, the player wil be pushed forward and spawn in front of him,
    • g_telefragTeamBehavior 2: if a player would teleport into a team
      member, the teleport will not work and the player will stay at the
      teleport entry until the team member moved.
  • Added support for projectile teleportation sound (in/out).
    The new sound files can be put in:
    • sound/world/teleinProjectile.wav,
    • sound/world/teleoutProjectile.wav.

Revision 318

27 Jul 19:28
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2018-07-27 AfterShock XE Revision 318

  • Fixed a bug when the projectiles would get stopped mid air in some
    places on some maps.

Revision 317

26 Jul 23:40
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2018-07-27 AfterShock XE Revision 317

  • Added support for shooting projectiles through teleports with two new
    cvars.
    • g_allowProjectileTeleport is a bitmask:
      • bit 0 = rockets,
      • bit 1 = plasma,
      • bit 2 = grenades.
        Examples:
      • 7 => allow all three (default),
      • 1 => allow only rockets,
      • 3 => allow rockets and grenades.
    • g_projectileTeleportKeepAngle controls the angle of the
      projectile.
      • If this is set to 1 (default), the projectile will go out of
        the teleport at the same angle it entered,
      • If this is set to 0, the projectile will always exit the
        teleport straight. This is the behavior that players entering a
        teleport have.

Revision 316

25 Jul 22:01
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2018-07-25 AfterShock XE Revision 316

  • Fixed a number of scoreboard bugs.
  • Now when the scoreboard key is pressed down the scoreboard will
    update once a second.

Revision 315

09 Nov 20:31
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2018-07-22 AfterShock XE Revision 315

  • Fixed a bug when the scoreboard disappears with 6v6 and more.
  • Frags are now shown instead of the score as kills on the scoreboard
    in CTF.
  • Kills are now shown in warmup.
  • The time on the scoreboard is now always printed with 5 characters
    and the font with the same width as for damage done and received is now
    used for time and ping.
  • "You have lost the lead" sound cue can never play twice in a row
    anymore.
  • Various other bug fixes.

Revision 314

09 Nov 20:31
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2018-07-21 AfterShock XE Revision 314

  • Added g_damagePlums and cg_damagePlums (both default to 1).
    These allow displaying damage plums on hit, g_damagePlums is a
    server-side variable and cg_damagePlums is client-side.
  • Added g_crosshairNamesFog, default is 0.
    Setting this to 1 will allow names to be seen in the fog.
  • Renamed plasmaSpark shader to plasmaSparkAs, because OpenArena 0.8.8
    has a shader with the same name.
  • Changed time format on the scoreboard from hh:mm to mm:ss.
  • Various other improvements and bug fixes.

Revision 313

18 Jul 21:21
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2018-07-17 AfterShock Revision 313

  • Added support for sorting servers by the number of human players.
  • Removed flood protection for admin commands.

Revision 312

15 Jul 23:52
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2018-07-16 AfterShock XE Revision 312

  • Fixed vote passed/vote failed bug completely.
  • Fixed a bug when flood limit would have false positives.
  • Added cg_fastforward and cg_fastforwardSpeed.
    • cg_fastforward gives the seconds a demo should be forwarded.
    • cg_fastforwardSpeed gives the speed of the forwarding (like
      timescale).

So if you set cg_fastforwardSpeed 100 and cg_fastforward 600,
the demo will forward 10 minutes (600 seconds) with 100x speed.

  • Fixed powerup disappearing bug (that happens on ps37ctf-mmp map).
  • Fixed a bug when maplist wouldn't be displayed if it got over 1024
    characters.
  • Players no longer drown in water after a timeout is over.
  • The timer now shows the correct time during a timeout.
  • The flags can no longer disappear during a timeout.

Revision 311

08 Jul 22:47
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2018-07-07 Revision 311

  • added cg_soundOption <0-9> to alter between sound packs,
    default value is 1.
    A value of 0 sets all sounds to default. A value of X(with X =
    1-9) loads option X for all sounds. A sound S.wav with option X has
    to have the name S_optX.wav in the *.pk3.
    If S_optX.wav does not exist it falls back to S.wav.
  • Added cg_soundOption* <-1-9> to alter between individual sounds
    for weapons:
    • cg_soundOptionGauntlet,
    • cg_soundOptionLightning,
    • cg_soundOptionMachinegun,
    • cg_soundOptionShotgun,
    • cg_soundOptionRocket,
    • cg_soundOptionGrenade,
    • cg_soundOptionPlasma,
    • cg_soundOptionRail,
    • cg_soundOptionBFG.

cg_soundOption* can overwrite the sounds set by cg_soundOption.
If the option does not exist it falls back to cg_soundOption (which
falls back to the default sound).

Revision 310

07 Jul 19:02
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2018-07-07 AfterShock XE Revision 310

  • Teams can never end up the same after shuffle anymore.
  • cg_blood 0 now turns all the blood off including the splatters of
    blood on the screen when you get hit.
  • Mapcycle now relies on the number of players in game instead of the
    total number of clients on the server.
  • The vote string for callvote nextmap now displays the name of the
    map in the brackets instead of the current map.
  • Added colors to the vote string, now "yes" votes are shown in green
    and "no" votes in red.
  • Increased a maximum count of maps in mapcycle config from 64 to 128.