Removed Disabling of Archetypes in the custom Missions
Removed: MultiplayerManager::initMultiplayerGame, forcing mp_timelimit to 0
Removed: MultiplayerManager::initMultiplayerGame, forcing mp_pointlimit to 0
Removed: m5l2c-drull_ruins1, globalCoop_actor_healthMultiplicatePerPlayer from script
Removed: coop_blArena, globalCoop_actor_healthMultiplicatePerPlayer from script
Removed: coop_hatoriaOutpost, globalCoop_actor_healthMultiplicatePerPlayer from script
Removed: coop_paradiseIsland, player regeneration in singleplayer
Removed: coop_paradiseIsland, globalCoop_actor_healthMultiplicatePerPlayer from script
Removed: coop_paradiseIsland, 2 x Commander from level, it is to much
Removed: coop_paradiseIsland, 2 x Quadrupet from level, it is to much
Removed: coop_paradiseIsland, 1 x Stalker from level, it is to much
Removed: coop_paradiseIsland, 3 x Levitan from level, it is to much
Removed: coop_paradiseIsland, multiple deprecated pathnodes
Removed: coop_rotec4, explosive box model, was in the way of the team ai
Removed: coop_rotec4, monsterclip to benefit the team ai
Removed: coop_Setup.urc, unused command gamefocus
Removed: Friend and Teammate protection, players can now hurt them again in void Actor::ArmorDamage
removed: maplist_hcm.txt, dublicate entry of IGM Maps
removed: level.scr, coop_bool_gatheringAreaActivated, no longer in use
removed: declaration_variables.scr, coop_bool_gatheringAreaActivated, no longer in use
removed: coop_serverSetup, sv_maxclient correction check (now set in: void CVAR_Init)
removed: Reset password vote option
removed: coop_failure.urc, Main Menu and Quit button
Fixed: Background Story sometimes beeing set to Empty.
Fixed: Illia Model, missing animation for cinematics (cin-m7-end-sydney)
Fixed: coop_help_server.urc, typo, was bellow instead of below
Fixed: Players with health above 0 but under 1 not being handled as dead or alive
Fixed: Coop specific player variables initialised later than they should have been
Fixed: Actor with (ai_off and hidden) becoming solid after player who spawned inside it leaves its boundingbox
Fixed: player solid during warmup time and able to activate triggers and pick up items
Fixed: female-display-blue.dds, missing causing Illia to miss a texture on the wrist (reported by Daggolin)
Fixed: player killed by message not working right with the Romulan Informant Boss
Fixed: !stuck working for spectators and in cinematic
Fixed: !drop working for spectators and in cinematic
Fixed: !block working for spectators and in cinematic
Fixed: !transport working for spectators
Fixed: Callvote keeping mouse active after vote (cinematic) if player did not vote
Fixed: Typo in coop_communicator.urc, Incomming (reported by Torico)
Fixed: Typo in menu_video.urc, Filed of view (reported by Torico)
Fixed: use of fakeplayer in level scripts crashing client game
Fixed: Mission Failure Hud not showing to players
Fixed: Timer hud still being displayed on host-player at listen-server
Fixed: coop_serverSaveAllClientData - sometimes crashing the game if listen server was quit while on a map
Fixed: !class command printed to player hud in deathmatch
Fixed: void G_StartCinematic( void ), making player not solid and hiding player during singleplayer cinematic
Fixed: void MultiplayerManager::checkVote( void ), not hiding the mouse if cinematic skip is voted but not executed
Fixed: Coop Radar Blips not resetting when a map is manually loaded while in a game
Fixed: Player, solid during Cinematic
Fixed: Timelimit during Coop
Fixed: Pointlimit during Coop
Fixed: Spectators blocking player after cinematic
Fixed: Coop GBS dlg files not matching the coop map filenames (No Dialog Text)
Fixed: Coop GBS folders for dialog files not matching the coop map filenames
Fixed: Coop GBS Illia missing animation: ent-library-seat-idle
Fixed: Coop GBS Illia missing animation: ent-frontchair-gesture1
Fixed: Coop GBS Illia missing animation: ent-curvedconsole-gesture
Fixed: Coop GBS Illia missing animation: ent-curvedconsole-gesture
Fixed: Coop Mod Saving and Restoring Health for Player in Singleplayer
Fixed: Coop Mod marking Missionobjectives in Singleplayer
Fixed: coop_return.cpp, coop_returnIntFind converting source string to lowercase
Fixed: coop_check.cpp, players warping multiple times to spawn and getting hurt in the process
Fixed: coop_player.cpp, Transport info message about cooldown of the Heisenberg Compensator not going away
Fixed: level.scr, If 0 players are properly in Gathering Area, the countdown still counting
Fixed: level.scr, Players gathering area requiering 2 players when there was just 1
Fixed: coop_blarena, script error creating chrash
Fixed: coop_bugs, English story not showing
Fixed: coop_bugs, empty hud shown when Picard calls munro
Fixed: coop_bugs, Objectives Completed shown everytime a bomb was picked up
Fixed: coop_bugs, player killed in electric water showing killed by hungry plant
Fixed: coop_bugs, Rescue/Lift Objective not completing
Fixed: coop_bugs, Players getting stuck if leaving the secret area
Fixed: coop_bugs, Symbols on the Doors being upside down
Fixed: coop_bugs, using _playerLanguage instead of getStringPlayerLanguage
Fixed: coop_bugs, fixed munro actor being solid inside the pattern enhancer field blocking players
Fixed: coop_bugs, only player with client id 0 able to beam back to the enterprise
Fixed: coop_gbs1, ui for titlemenu, minor glitches
Fixed: coop_gbs1, Moya Holosequence, missing Illia in the shot
Fixed: coop_gbs1, Klingon not dieing right as intended
Fixed: coop_gbs2, dublicated path for actor, getting mission stuck
Fixed: coop_gbs2, stuck pathnodes on the tranporter pad, preventing Hazard Team from beaming out
Fixed: coop_gbs2, missaligned pathnode inside the door
Fixed: coop_gbs3, usage of fakeplayer command crashing clients
Fixed: coop_gbs3, Spawn locations after Computer Sabotage caught Cinematic (Reported by JohniBe)
Fixed: coop_gbs4, mission getting stuck if a specific forcefiled was activated prior to the last forcefiled towards the exit
Fixed: coop_gbs6, Illia standing in the shuttle instead of sitting
Fixed: coop_gbs6, Objective can fail again in singleplayer
Fixed: coop_gbs7, Objective can fail again in singleplayer
Fixed: coop_gbs7, Door-Frame Brushes Blocking path for ai to leave building
Fixed: coop_gbs7, Guard of Shrine getting stuck on rough terrain
Fixed: coop_gbs7, Objective 4 - Find a way to enter the Outpost - not completing
Fixed: coop_gbs7, Objective 5 - Go to Warbird Bridge - missing
Fixed: coop_gbs7, Objective 5 - Go to Warbird Bridge - not completing
Fixed: coop_gbs7, changed height of Guard podium to fix a visual bug
Fixed: coop_gbs7, intro cinematic not showing ANTIOCH SYSTEM info (due to a default ef2 ui label naming issue)
Fixed: coop_gbs7, intro cinematic not showing illia beaming down from inside the shuttle
Fixed: coop_gbs7, German Dialog in Cinematic overlapping on a English Server (Reported by JohniBe)
Fixed: coop_gbs7, jurot instead of illia model being used in the shuttle
Fixed: coop_gbs7, jurot instead of illia model being used on the warbird bridge (reported by Daedalus)
Fixed: coop_gbs7, strange brush drawing visible from certain angles (reported by PlokiteWolf)
Fixed: coop_gbs8, Illia standing instead of sitting and using the pannel
Fixed: coop_gbs9, Trigger to low, requiring players to crouch to use it
Fixed: coop_gbs9, Players being pitch black in the room where to enter the code and at the first secret location
Fixed: coop_gbs10, Spawnpoint for player id 3 and 5 (Reported by JohniBe)
Fixed: coop_gbs10, Objectives can fail and doors lock again in singleplayer
Fixed: coop_gbs10, Soldiers at the level end cinematic not showing up/moving
Fixed: coop_gbs10, two actors with the targetname romulan2 renamed one
Fixed: coop_gbs10, fixed texture clipping in Moya Holosequence
Fixed: coop_iseStation, giving Tree-Found Score to all players
Fixed: coop_iceStation, Spawnpoint aligment issues (changed class on spawnpoint nodes)
Fixed: coop_paradiseIsland, Level End Trigger still not working
Fixed: coop_paradiseIsland2, Quadruped Being scaled down to half size twiche
Fixed: coop_paradiseIsland2, Missionobjective Marker marking the Lift only if player enters the temple
Fixed: coop_rotec2, ladder trigger aligment
Fixed: coop_rotec4, team ai not able to follow player into the garden and beyond
Fixed: coop_rotec6, Objectives missing
Fixed: coop_rotec5, to be continued hud showing
Fixed: coop_rotec6, Background story missing
Fixed: coop_rescueChell, Objective 3 German typo, Betracthen should be Betrachten
Fixed: coop_rescueChell, Objective 3 typo, starts should be stars
Fixed: coop_rescueChell, objective 5 (Find temple) only showing when completed
Fixed: coop_rescueChell, Story missing the word: and
Fixed: ent-deck1_bridge, fixed looping the IGM by loading ent-deck7c insetad of ent-deck7b
Fixed: ent-training3, immobilize commands for Destroy Node Sequence
Fixed: m1l2c-borg_sphere, player 3 spawning outside the map (depending on the route taken)
Fixed: m1l2b-borg_sphere, players jumping on the lift clip not being teleported, but showing message: transport2
Fixed: m2l2-sfa, Korban getting stuck when the second lift sequence was activated while the first hasen't ended yet
Fixed: m5l2a-drull_ruins1, level change trigger aligment and size
Fixed: m5l2b-drull_ruins1, fixed bad kill message when killed by $biofactoryLiftArm2
Fixed: m6l0-attack, not listed as standard and coop map
Fixed: m7l1a-attrexian_colony, level end gathering area to far above the ground, excluding players that are at the very bottom of the pit
Fixed: m8l2a-drull_ruins2, Mission Failed Cinematic not showing the mission Failure hud.
Fixed: Actors, set notsolid in LevelEditor being solid on level start
Fixed: Coop Story Menu, aligment of shadow-font
Fixed: coop_rescueChell.txt precache file, missing items
Fixed: menu_ingame_callvote.urc, English Text in GBS Mapvote (German)
Fixed: menu_ingame_callvote.urc, German Text in GBS Mapvote (English)
Fixed: menu_ingame_callvote.urc, IGM2 Vote missing parameters
Fixed: coop_phraser.cpp coop_phraserIniGet, fixed converting return value to lowercase
Fixed: coop_phraser.cpp coop_phraserIniGet, sections which are not in proper brackets will no longer be valid ( [section] )
Fixed: coop_phraser.cpp coop_phraserIniGet, returning items with matching names that are outside of the actual requested section
Fixed: coop_phraser.cpp coop_phraserIniGet, returning items with only partial name in the same section
Fixed: coop_phraser.cpp coop_phraserIniGet, writing of template file commentary and sections
added: coop_failure.urc, animated Loading info text
added: Not a acceptable model to use notice in German for German Gameclients
added: Download Coop Mod notice in German for German Gameclients
added: Voteoption Coop Last Man Standing
added: New Coop specific Modus Last Man Standing (LMS)
added: Coop Vote Option respawntime in game code, to set player death time penalty
added: menu_main.urc, EF2 short version info and coop mod version info
added: menu_ingame_callvote.urc, Coop Vote Option for respawntime
added: menu_ingame_callvote.urc, 4 Levels of The Aftermath Mod,
added: Coop Feature Respawntime, sets the time players need to wait after dieing before they can respawn
added: coop_phraser.cpp coop_phraserIniGet, can now read files from inside the pk3 archives as well
added: coop_phraser.cpp coop_phraserIniSet, can now read files from inside the pk3 archives as well (not write)
added: coop_phraser.cpp coop_phraserIniGet, can now read files from the right directory if fs_game is set
added: coop_phraser.cpp coop_phraserIniSet, can now read files from the right directory if fs_game is set
added: coop_phraser.cpp coop_phraserIniSet, can now write files into the right directory if fs_game is set
added: coop_phraser.cpp coop_phraserIniSet, a error is thrwon if developer cvar is set and the file coudn't be written
added: coop_phraser.cpp, coop_phraserGetNumberOfItemsFromCategory
added: coop_phraser.cpp, coop_phraserGetItemsFromCategory
added: coop_phraser.cpp, coop_phraserIsItemInCategory
added: actor.cpp, protection for waitfor loop runaway errors
added: coop_settings.urc, option to bind !drop command to a key
added: coop_settings.urc, option to bind !blocking command to a key
added: coop_player.cpp, checking length of text that is send to player and shortening the text if nessary
added: coop_player.cpp, handling umlauts in text that is send to players
added: .failmission, Actor Script Command accepting # prefixed text for user defined failure text
added: missionfailed, works now without a prefixed player ($player.missionfailed(string reason);)
added: g_utils.cpp, void G_MissionFailed accepting # prefixed text for user defined failure text
added: g_utils.cpp, void G_FinishMissionFailed loading map again after failure with delay and checkpoint parameters if set
added: player.cpp, void Player::StartFakePlayer, check to prevent this function to be run in multiplayer
added: player.cpp, void Player::FakePlayer, check to prevent this function to be run in multiplayer
added: player.cpp, void Player::RemoveFakePlayer, check to prevent this function to be run in multiplayer
added: player.cpp, void Player::setMissionFailed, now also handling disable of load last save button
added: player.cpp, void Player::setMissionFailed, now also handling disable of main menu button for hosting player
added: player.cpp, void Player::setVoteText, has now a limit at wich the vote string is cut to prevent a text glitch
added: maplist_hcm.txt, The Aftermath Episodes maps coop_aftermath1 - 4
added: coop_status.ini, as example file for coop server configuration
added: vote_maplist.ini, Containing the Maplist for Previouse/Next Map Vote
added: maplist.ini, containing a Maplist of all maps known to the coop mod
added: deathlist.ini, containing specific death messages if a player gets killed
added: coop_phraser.cpp, build in check to only read/write ini, inf, txt, cfg, and log files
added: coop_objectives.urc, ui_removehud spobj_firstrun for compatibility to the Singleplayer Objectives Mod
added: menu_video.urc, r_customaspect set when selecting custom res
added: menu_video.urc, most common 16:9 resolutions as selectable preset
added: menu_video.urc, most common 16:10 resolutions as selectable preset
added: menu_video.urc, most custom Aspect ratio as selectable preset
added: g_local.h, struct ListenKnoten - used for dynamic data alocation (callvote maplist, coop_phraser.cpp)
added: Server Quit can be halted now on error if errorhalt=true is set in coop_status.ini in the section [server]
added: gameplay.gdb, OBJECT Destroy GlobalEnvironments
added: gameplay.gdb, OBJECT Scan GlobalEnvironments
added: gameplay.gdb, OBJECT Team GlobalEnvironments
added: gameplay.gdb, OBJECT Friend GlobalEnvironments
added: gameplay.gdb, OBJECT Hostile GlobalEnvironments
added: gameplay.gdb, OBJECT Use GlobalEnvironments
added: globalstrings.loc, UseDesc1 and UseDesc2
added: globalstrings.loc, DestroyDesc1 and DestroyDesc2
added: globalstrings.loc, ScanDesc1 and ScanDesc2
added: globalstrings.loc, HostileDesc1 and HostileDesc2
added: globalstrings.loc, FriendDesc1 and FriendDesc2
added: globalstrings.loc, TeamDesc1 and TeamDesc2
added: globalstrings.loc, YouLostTeamMate, YouFailedObjective and YouLostCivilian
added: globalstrings.loc, umlauts for o, O, a, A, u, U and SZ
added: coop_aftermath1, Level1 of The Aftermath Episodes Mod by Daedalus
added: coop_aftermath2, Level2 of The Aftermath Episodes Mod by Daedalus
added: coop_aftermath3, Level3 of The Aftermath Episodes Mod by Daedalus
added: coop_aftermath4, Level4 of The Aftermath Episodes Mod by Daedalus
added: coop_bugs, tactical Mission informations
added: coop_bugs, Missionobjectives markers (on the radar)
added: coop_bugs, Scructural Integrety Indicator for secret
added: coop_bugs, Tripwire Indicators for the traps
added: coop_bugs, clip to prevent players from swimming over to the other side
added: coop_bugs, use symbols above the secound Group of Patternenhancers
added: coop_bugs, additional pattern enhancer field
added: coop_bugs, use symbol for stairs activation
added: coop_bugs, additional save games for singleplayer
added: coop_hatoriaOutpost, Missionobjectives markers (on the radar)
added: coop_hatoriaOutpost, additional use symbol at Headmaster office
added: coop_hatoriaOutpost, missionobjective markers for radar
added: coop_gbs1, Movement Clip to prevent players from getting stuck inside moya
added: coop_gbs1, better handling of the Mod title menu on level start
added: coop_gbs2, gravity 0 and mass 0 on federation weapons, to make them stay in place
added: coop_gbs2, new pathnodes for better ai navigation
added: coop_gbs2, Missionobjectives markers (on the radar)
added: coop_gbs3, Missionobjectives markers (on the radar)
added: coop_gbs4, Missionobjectives markers (on the radar)
added: coop_gbs5, Missionobjectives markers (on the radar)
added: coop_gbs6, Missionobjectives markers (on the radar)
added: coop_gbs7, Missionobjectives markers (on the radar)
added: coop_gbs7, Specific configured clip to compensate for not solid Door-Frame Brushes allowing the ai to pass
added: coop_gbs7, Added a stone at a location where players could get stuck near the level start.
added: coop_gbs8, Missionobjectives markers (on the radar)
added: coop_gbs8, more light entities to fix dark areas with bad visual and pitch black players
added: coop_gbs9, spawnpoints moving according to the progress, respawning new and vaporized players close
added: coop_gbs9, more light entities to fix dark areas with bad visual and pitch black players
added: coop_gbs10, Missionobjectives markers (on the radar)
added: coop_gbs10, Killmessage for lift_01, lift_02 and lift_03 (Reported by Daggolin)
added: coop_gbs10, spawnlocations moveing with mission progress
added: coop_gbs10, additional door to make enemy toops seam to come from some where
added: coop_gbs10, made actor $romulan3 patrol by script
added: coop_gbs10, made actor $romulan4 patrol by script
added: coop_gbs10, made actor $romulan5 patrol by script
added: coop_gbs10, made actor $romulan6 patrol by script
added: coop_gbs10, made actor $romulan7 patrol by script
added: coop_gbs10, additional pathnodes for actors
added: coop_gbs10, additional monsterclip for the new pathnodes
added: coop_paradiseIsland, Missionobjectives markers (on the radar)
added: coop_paradiseIsland, Multiple Health and Ammo dispensers
added: coop_paradiseIsland, New Pathnodes for better path finding
added: coop_paradiseIsland, Monster Clip for better path finding
added: coop_paradiseIsland, Destructible Boxes for the player to take cover
added: coop_paradiseIsland2, Automatic Savegame named Minefield
added: coop_paradiseIsland2, a lowering to take cover where the forcefiled sphere is comming at players
added: coop_rescueChell, coop_bool_showMissi to show sucess hud
added: coop_rotec1, add Mod title menu sowing at the beginning of the level
added: coop_rotec1, new shuttlebay markings on the floor
added: coop_rotec2, additional path-nodes for the team ai to navigate better
added: coop_rotec2, additional helper-nodes for the team ai to navigate better
added: coop_rotec2, textures the to sewer
added: coop_rotec4, additional path-nodes for the team ai to navigate better
added: coop_rotec4, additional helper-nodes for the team ai to navigate better
added: coop_rotec4, additional monster-clip for the team ai to navigate better
added: coop_rotec4, creates for the team ai to find cover
added: coop_rotec4, ambient sound for attraxian pipes
added: coop_rotec4, teamAiWaitHere script thread to make sure the teammate reached the destination
added: coop_rotec6, coop_bool_showMissi to show sucess hud
added: coop_rotec6, new secrets for the players to find
added: coop_rotec6, new secrets triggers(2)
added: coop_rotec6, new secrets ships(4)
added: coop_rotec6, drawn a line, here (1)
added: coop_rotec7, rotech map 7 - Beginning of Chapter 2 (Incomplete)
added: ent-training3, Missionobjective Status on Tuvok to make him appear on the coop radar
added: m8l2a-drull_ruins2, a camera to film the start cinematic from, since this looks better for all players
added: level.scr, globalCoop_level_gatheringArea - check to prevent more than 100% player requirement
added: Aftermath Mod, Models, Textures, Sounds
added: readme_hcm.pdf, New details and pictures to the Master Server Fix section
added: readme_hcm.pdf, NEED TO KNOW section
added: 10things_stef2.pdf, 10 Things you need to know, to get the best out of Elite Force II Guide
changed: menu_ingame_callvote.urc, structure, now including the maps from seperate files
changed: menu_ingame_callvote.urc, layout, mapshot is now bigger and a switchbox is used for type selection
changed: menu_ingame_callvote.urc, text, sevaral texts have been changed to be more descriptive
changed: coop_failure.urc, changed location of text and changed font and avilable space of failureresaon text label
changed: Sending of radar data during mission failure is now disabled
changed: mp_manager.cpp - MultiplayerManager::update - printing Respan in: now at 5 sec intervals unless time < 5
changed: Disabled commands during cinematic for: !transport, !block, !drop, !stuck, !skill
changed: Damage Scaling, player damage to AI is 75% with 5 or more players instead of 15%
changed: level.scr, check thread will no longer be ina loop, it will be managed by its trigger, like before
changed: ent-training3, immobilize commands optimised to reduce wait time
changed: ent-training2, immobilize commands optimised to reduce wait time
changed: m2l2-sfa, Korban can now be pushed on teh second lift sequence, in case he got stuck at a edge
changed: m4l1a-attrexian_station, the Weaponslocker Succsess Cinematic can no longer be triggred prematurly by stray players
changed: coop_bugs, moved use symbols in armory up, for better visibility
changed: coop_bugs, double requested items will now be beamed out, rather than skipped
changed: coop_bugs, BugPods health reduced
changed: coop_gbs1, lights on entities, actors are now clearly distinctable
changed: coop_gbs2, spawnpoints moved
changed: coop_gbs2, illia actor moved
changed: coop_gbs2, pathnodes at door, they know now that they are at a door
changed: coop_gbs4, moved gathering area spawn function into main function, just to make sure the level can always be completed
changed: coop_gbs7, renamed female warriors to warrioress - just because I can :D
changed: coop_gbs7, 1st Guard of Shrine now facing towards players
changed: coop_gbs9, moved tool box else where to prevent players thinking there is something to pick up
changed: coop_gbs9, made toolbox and romulan crates static
changed: coop_gbs9, doors will now be locked again in singleplayer as intended
changed: coop_gbs10, moved romulan crate, so that the players can spawn at that place
changed: coop_gbs10, moved some scripting stuff into the map (like notsolid, hide, ai_off)
changed: coop_gbs10, shuttle_entrance_skip - cinematic sequence actors will now disappear after the screen has faded fully to black
changed: coop_gbs10, cin_cells - cinematic sequence - actor will now show up after the screen has faded fully to black
changed: coop_gbs10, cin_cells - cinematic sequence - illia will now start walking before the camera is fílming
changed: coop_gbs10, shuttle_entrance - cinematic sequence - illia will now start walking before the camera is fílming
changed: coop_hatoriaOutpost, Klingon Outpost Shaft Entry made not solid
changed: coop_paradiseIsland, moved first Levitan to a better spot
changed: coop_paradiseIsland, color of the fog
changed: coop_paradiseIsland2, color of the fog
changed: coop_paradiseIsland2, Bridge Power Couple Modulation taking 3/6 sec, instead of 12
changed: coop_paradiseIsland2, Quadruped +100 health, it was to weak
changed: coop_rotec1, shuttlebay floor thickness
changed: coop_rotec2, Butcher Garden Water effect Model size from 1.0 to 0.8 to reduce effect on frames
changed: coop_rotec4, German Personal died mission failure text
changed: coop_serverCoop, completly overworked the code and server handling
changed: World::World(), now useing maplist to detect maptype, map-detection is no longer hardcoded
changed: MultiplayerModeBase::isEndOfMatch, returning false during Coop
changed: menu_video.urc, activated 1600 x 1200 resolution selection again
changed: mp_manager.cpp, MultiplayerManager::callVote - Previouse/Next Maplist is no longer hard coded!!!
changed: coop_serverManageClientData, to work with the changes that came with the maplist.ini
changed: coop_returnStringDeathmessagenameForEntity, to work with the changes that came with the deathlist.ini
changed: coop_version Number from 604 to 605
changed: readme_hcm.pdf, fixed typos, added new links optimizes some text passages
changed: loc folder names from deu to Deu and from eng to Eng, like the original folder names
added: #s gamecvars.cpp, void CVAR_Init: sv_maxclients to 1 in sp and 4 in MP if not set
added: #s mp_modeBase.cpp, MultiplayerModeBase::shouldStartMatch will turn on level ai if warup time is over
fixed: #s mp_manager.cpp, void MultiplayerManager::HUDPrintAllClients will no longer crash if called prematurly
fixed: #s level.cpp, Level::CleanUp( qboolean restart ) - crash if a error was trown before level was loaded
fixed: #s actor.cpp, Player *GetPlayer( int index ) - crash if a error was trown before level was loaded
fixed: #s listener.cpp - void L_ClearEventList( void ) - crash if a error was trown before level was loaded
fixed: #s romulan_assault.tik, missing texture on Engines and tail
fixed: #s void TriggerHurt::Hurt( Event *ev ), trigger only hurting a single player when triggred, but multiple are inside
added: #s reset of available viewmodes on mapload
added: #s mp_manager.cpp, if no info_player_deathmatch players will spawn at info_player_start (fail safe)
added: #s DamageModification.cpp, ::resolveDamage adding player as damagemodifier via targetname "player" working with all player targetnames now
changed: #s code/game/playerStart.cpp, info_player_deathmatch info for radiant to real player size (-22 -22 0) (22 22 96)
changed: #s code/game/playerStart.cpp, info_player_intermission info for radiant to real player size (-22 -22 0) (22 22 96)
changed: #s code/game/playerStart.cpp, info_player_start info for radiant to real player size (-22 -22 0) (22 22 96)
changed: #s void CThread::Print, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s void CThread::CPrint, importance from normal to CENTERPRINT_IMPORTANCE_CRITICAL, to make sure the message is always shown
changed: #s void CThread::CPrint, message is now printed to all clients not just client 1
changed: #s void CThread::CenterPrint, importance from normal to CENTERPRINT_IMPORTANCE_CRITICAL, to make sure the message is always shown
changed: #s void CThread::PrintInt, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s void CThread::PrintFloat, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s void CThread::PrintFloat, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s void CThread::NewLine, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s extern "C" void G_CleanupGame, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s extern "C" void G_ShutdownGame, to use gi.Print instead so that messages are printed in windows and linux a like
changed: #s extern "C" void G_InitGame, to use gi.Print instead so that messages are printed in windows and linux a like
Change log of version 6.05
Change log of version 6.05 changes to 6.04 and default game.
Posted by Chrissstrahl on