Releases: Irbyz/aftershock-xe
Releases · Irbyz/aftershock-xe
Revision 319
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 to1
, a player that spawns inside of a
team member will get pushed forward and spawn in front of him. - If
g_spawnPush
is set to0
, a player that spawns inside of a
team member will get stuck (default OA behavior).
- If
- 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
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
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.
- bit
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.
- If this is set to
Revision 316
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
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
2018-07-21 AfterShock XE Revision 314
- Added
g_damagePlums
andcg_damagePlums
(both default to1
).
These allow displaying damage plums on hit,g_damagePlums
is a
server-side variable andcg_damagePlums
is client-side. - Added
g_crosshairNamesFog
, default is0
.
Setting this to1
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
tomm:ss
. - Various other improvements and bug fixes.
Revision 313
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
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
andcg_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
2018-07-07 Revision 311
- added
cg_soundOption <0-9>
to alter between sound packs,
default value is1
.
A value of0
sets all sounds to default. A value ofX
(withX
=
1-9
) loads optionX
for all sounds. A sound S.wav with option X has
to have the nameS_optX.wav
in the*.pk3
.
IfS_optX.wav
does not exist it falls back toS.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
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.