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Quake III Arena (c) 1999-2000 Id Software Inc.
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Point Release v1.16n
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Since the release of Quake III Arena in 1999, id's development team has been wor
king to address issues that have risen within the code. These issues involved co
rrection of newly discovered errors, responding to requests for new features, ad
ding features to improve on-line functionality, and ways to allow beneficial and
fun game modifications -- while still making it hard for players to cheat.
This point release or "patch" includes the program and data corrections made in
previous point releases (so you only need the latest patch). Much of the "new" c
ontent in this release deals with added functionality. In particular, we've focu
sed on making it easier to distribute and play game modifications (known as "mod
s") created by talented fans of the game. These modifications can be as simple a
s substituting rail guns and rail ammo for all weapons in a map, or a new player
model and skin; or as complicated as a "Total Conversion" (or "TC") in which al
l game rules, graphics, maps and sounds are changed to make a brand new game. H
istory has shown (with several games) that some of these mods can become more po
pular with on-line players than the original games alone.
Potential mod authors should take note of them when preparing to distribute thei
r mods.
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New Updates to version 1.16k-n
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1.16n
-Unlatched sv_pure
-Added designer models
-Fixed gamestate reload when running mods in pure mode
1.16k-m
-Fixed Models and Skins not showing up when you have more than the max ( 256 )
-Fixed Single player loop issue when a bunch of pk3 files ( 100-200 ) exist in b
aseq3
-Fixed issue with greater than 1K server config strings, this only happens when
you have several hundred PK3 files
-Added Q3Space_CTF, a 2 on 2 CTF modification of Q3Tourney6
-Updated bot behaviour to work better with the platform in Q3Space_CTF
-Turn off floating point exceptions ( fixes potential crash right after startup
)
-Fixed unpure client bug when levelshots loaded out of secondary pk3 files
-Fixed connection issues for pure clients
-Fixed invisible player bug when clients connected during downloads
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New Updates to version 1.16j
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-Zombie/Ghost unpure clients no longer remain connected.


-Recursive File System error corrected when running mods with logfile set to 1
-The Auto-download rate is controlled by 'sv_maxRate', specify this value in byt
es per second. The maximum band rate caps out around 25K per second.
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New Updates to version 1.16i
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--------------------| Security update |
--------------------This update adds an additional layer of CD Key security.
When you type your CD Key in, the letters and numbers will appear as they normal
ly would. If you leave the screen and return at a later time, blank spaces repla
ce all the characters.

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Feature and Functionality Changes
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------------------------| Pure Servers/Cheating |
------------------------There were some flaws in the original implementation of "Pure Servers." The inte
nt was to keep players from cheating (gaining unfair advantage when playing agai
nst other players) by modifying or hacking game code or data on the client (play
er) side. When a server administrator set his server to run pure, it had the unf
ortunate side effect of booting out players who had personal character skins or
new map pk3 files in their directories. That was not what id intended.
Server administrators, who want to help prevent cheating, need to run a pure ser
ver. This point release adds server side authentication of pure clients. Pure se
rvers now will prohibit entry into a game (with a warning message) if a client i
s USING a modification that the server is not using (or does not possess as in t
he case of unique character skins). If a server administrator does not run a pur
e server, then the game is wide open to any number of cheats.
Serves must also be set to PURE if the server administrator wishes to allow auto
downloading.
-------------------| Auto Downloading |
-------------------Auto-download was a feature that id patched into the Quake 2 code well after the
game was released. It was a wonderful feature for the makers of smaller mods, a
nd for players with fast Internet or local network connections. Players gained e
asy access to the mod-makers' work. But for players with dial-up modems, or for
attempts to download large modifications (like maps or total game conversions),
it was horrible. For that reason, we were concerned about the effects that auto
-downloading might have on the quality Quake III Arena play. And with that in mi
nd, id chose not to include auto-downloading with the game.

With this point release, Auto download is active. The default setting for both g
ame servers and game players is "ON."
Auto download can be turned on or off (on the client or player side) by a button
on the Setup=>Game Options menu. Set it to "ON" if you want to receive files fr
om a server and "OFF" if you don't. The default value is "ON." If you are comfor
table entering commands on the game console's command line, type in "/cl_allowdo
wnload 0" to disable it and hit ENTER. "/cl_allowdownload 1" will turn it on aga
in.
For Auto downloading to work, the server MUST be set to PURE. Non-pure servers w
ill not auto-download game content.
There is currently no menu command to enable or disable Server side auto downloa
d. On the server side, the auto download commands can only be made through the g
ame console. The default value for server side auto download is on. Server admin
istrators may deactivate auto-download with the c_var command "/sv_allowdownload
0" followed by ENTER. "/sv_allowdownload 1" followed by ENTER turns it on again
.
How Auto Downloading works:
--------------------------The server presents a list of referenced PK3 files to the client (player) comput
er. In turn the client checks to see if those PK3 files are present in its Quake
III Arena folder and, if not, it asks the server to send them. The rules for wh
at is transmitted are as follows:
1. A checklist of all the PK3 files in the server's current fs_game directory (a
directory at the same "level" as baseq3 in the Quake III Arena folder that cont
ains game variant mods) is sent to the client computer for comparison purposes.
This allows mod authors to add an update to a mod, distribute just the PK3 file
containing the changes and have only the new one auto-download.
2. The client computer looks to see which PK3s are being "referenced" (actively
used) by the server. Only "referenced" PK3 files are then transmitted from baseq
3. This prevents a server from dumping several hundred accumulated PK3 files dow
n to clients. Generally, this includes the entire contents of the fs_game direct
ory containing the mod, and any PK3 file (such as maps) in the baseq3 directory
that are being used by the server.
3. PK3 files are checksum compared so if a server has a different checksum than
what the client has, the client will download the PK3 from the server.
We strongly recommend that mod makers use a standardized method of naming new ve
rsions of their mods. This "versioning" should be done using the PK3 naming mech
anism we use when releasing new content. To do this, name your PK3 files in an o
rder that will cause the engine to reference the latest one. Essentially this co
mes down to naming subsequent versions of your PK3 files properly, like pak0, pa
k1, pak2, pak3, and so on. PK3 file names need to be all lower case. Example: q3
Bobsrevenge0. Might be the first release of a game mod. The next version, which
fixes the "Bob drops his gun" bug, would be q3Bobsrevenge1, and so on.
PK3 files are the ONLY file type that will be auto-downloaded. Mods or other gam
e assets not contained within PK3 files will NOT download.
--------------| DLL Loading |
---------------

A "DLL" is a Dynamic Load Library file. It is a file type unique to the MS Windo
ws environment and is not cross platform compatible (meaning that DLL files will
not work on Macintosh computers or PCs using operating systems other than Windo
ws). DLL files also present potential security risks to individual computers tha
t are outside id Software's ability to control or adequately protect against. Fo
r those reasons, id strongly recommends against loading game DLL files to modify
Quake III Arena and even more strongly requests that all game mods be created a
s cross-platform compatible QVM files and not as DLLs.
DLL's are now loaded from the appropriate game path (based on fs_game).
Dedicated servers load DLL's without the confirmation dialog. The ability to loa
d game DLL files is turned on by default. Clients can turn OFF the confirmation
dialog by with the console command: "/com_blindlyLoadDLLs 1".
--------------| Mod Support |
--------------Game modifications, or "mods" are now supported by Mod option on the main menu.
Clicking on the "Mods" menu entry will present the user with a list of installed
game modifications.
---------------------| Mod Creation Notes |
---------------------To be included on the menu, your mod needs to be in a directory under the game i
nstallation ( a peer with baseq3 ), and contain at least one PK3 file. Optionall
y you can include a "description.txt", which if present the first 48 characters
will be presented as the mod name. If a "description.txt" is not found, the dire
ctory name is used.
-----------------| Server Browser |
-----------------Ping is the time (approximately) in milliseconds needed for a packet of informat
ion to travel from the client to the server and then return. Even though the Qua
ke III Arena Internet code works to make the game playable at most ping rates, l
ower pings are always a good thing to have.
Minimum and Maximum Ping Exclusions
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Server administrators now have the option to exclude players whose pings are too
high (connections so poor that the player cannot reasonably play and is just ta
king up a space in the map), or too low (players whose high-speed connection rat
es are so good that they may have an advantage over other players connecting at
slower speeds).
These options are turned off by default.
The console command "/sv_maxPing [non-zero value]" turns the feature on and sets
the maximum acceptable ping value number for a connecting client. Example: /sv_
maxPing 450 would lock out players with initial ping connections of greater than
450.
The console command "/sv_minPing [non-zero value]" turns the feature on and sets
the minimum acceptable ping value number for a connecting client. Example: /sv_
minPing 150 would lock out players with initial ping connections of less than 15
0.
It should go without saying that if both these commands are set, the maxPing has

to be greater than the minPing or no one will be able to connect.


Ping Feedback
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The server browser has been modified to give more immediate feedback on whether
a server will provide a satisfactory game experience for the player. The color o
f the ping number now indicates the relative quality of the connection, suggesti
ng good vs. bad pings. If the ping number is green, it means a good (< 200) conn
ection. Yellow means marginal (200 to 400) and Red is considered poor (400+). Fi
nally,a blue ping number indicates that the player's ping is either too high or
too low based on the server's min or max ping settings.
Mod Feedback
============
The player's browser now shows the mod, if any, being run by the server.
--------------------------| Fixes/Additions/Changes |
--------------------------Point Release v1.16i
====================
-fixed CD Key Security Hole
Point Release v1.16h
====================
-fixed splash damage trading armor for health bug
-fixed hang at gamestate/snapshot when server restarts during long map load
-fixed auto-download time remaining bug
-fixed callvote exploit
-fixed no longer take falling damage when wearing the powersuit
-fixed no longer able to do damage with the gauntlet while in chat/console mode
-fixed curve lod's are more correctly represented in certain cases
-fixed win32 executable will recognize a Linux Q3A cd
-fixed dll's load from fs_game path
-added min/max pings to server settings
-added ping information to server browser
-added mod ui
-added auto-downloading
-added allow downloads to menu
-added cl_paks only sent to pure servers
-added make sure file system restarts if a pk3 was auto-downloaded
-added server browsers shows mod running

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Revision History
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Version 0.41 - Jan.19.2000
* Added known issues with A3d
* Updated nVidia driver information
Version 0.4 Jan.7.2000
* Added new features list and fixed bug list.
Version 0.3 Dec.30.1999

* Added "Why does the game sometimes crash if we callvote to another level wh
ile playing CTF?"
Version 0.2 - Dec.29.1999
* Added "I'm dropped back to the menu when the server changes levels"
* Added "I'm getting stuck at Awaiting Snapshot..."
* Added "I'm getting stuck at Awaiting Gamestate..."
Version 0.1 - Dec.29.1999
* Initial Release

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