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Сообщение 02 май 2019, 16:21 

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Quake 3
Challenge ProMode Arena 1.52

Год выпуска: 1999 / 2019
Жанр: AFPS (Arena-based First Person Shooter)
Разработчик: id Software / Challenge World / The ProMode Team
Издатель: id Software
Платформа: Windows / Linux
Версия: 1.32 / 1.52
Тип издания: Неофициальный
Релиз: Mod
Язык интерфейса: английский
Язык озвучки: английский
Таблэтка: Не требуется
Системные требования:
Windows Vista+, OpenGL 2+, SDL 2 для Linux
HDD 1.1Гб
Описание:
Challenge ProMode Arena (CPMA, Promode) — это модификация игры Quake III. Приставка «про» происходит от англ. professional.
Сразу после появления Quake III: Arena некоторые игроки и разработчики объединились с целью создать более сбалансированный вариант игры.
Этот мод вобрал в себя многие полезные черты предыдущих версий Quake. Но это не просто смешение всех игр серии Quake,
это достаточно грамотное и сбалансированное сочетание различных параметров игры для получения наиболее зрелищного аркадного шутера.
Дополнительная информация:
Спустя 8 лет после релиза 1.48 (2010г.) выходит новая версия всеми известного соревновательного мода для Q3, CPMA.
Релиз под номером 1.50 нацелен преимущественно на исправление багов, отчего, похвастать сильно расширенным функционалом не может.
Однако в связи со сменой главного разработчика у мода появились амбициозные планы на будущее.
Поэтому данный этап в жизни мода с уверенностью можно назвать "возрождением". (восстанием из могилы).
Официальный сайт[/spoiler]promode.ru Discord[/spoiler]CPMA Discord[/spoiler]Официальный анонс[/spoiler]Официальное видео-ревью[/spoiler]Предыстория мода[/spoiler]promode.ru[/spoiler]
CPMA 1.52:Добавлены настраиваемые таймеры предметов и павер-апов для спектаторов.
Добавлены новые SuperHUD команды и аргументы.
con_echo теперь может выдавать значение переменной (/con_echo $(s_volume)).
Ready статус игроков теперь виден в scoreboard в дуэльных режимах.
Исправлена парочка старых чат токенов.
com_blood 0 больше не отключает джибсы.
Улучшено управление демо проигрывателя.
Спекататоры могут голосовать не заходя на арену если она пуста.
[*]Устранена тьма багов.CPMA 1.51:Добавлена команда forfeit.
Добавлена переменная ch_hiddenElements позволяющая скрыть сразу несколько элементов HUD'а.
Добавлен hud-элемент LocalTime.
Команда kill была отключена в следующим режимах: CA, DA, FTAG, CTFS, HM.
Fullbright скины теперь работают в NTF.
Исправлены баги с неверным отображением времени в стадии овертайма.
[*]Исправлено множество других багов.CPMA 1.50:Теперь можно играть на 250fps.
Добавлены full-bright скины для моделей игроков и оружия. (/cg_enemymodel keel/fb и /cg_drawBrightWeapons)
Теперь возможно задать фиксированные цвета для команд. (/cg_forceTeamColors).
Изменен дефолтный HUD.
Добавлена возможность сдаться (forfeit). Демка теперь будет останавливаться при выходе в спектаторы, дисконнекте.
Добавлена возможность спускаться в очереди. (/specdefer).
Добавлены опознавательные знаки для спектаторов и рефери.
Добавлена возможность включить яркую подсветку респаунов. (/cg_drawBrightSpawns)
Ресапуны теперь видны в CTF режимах.
Теперь можно видеть нажатия клавиш. !требует добавления элементов в HUD. (/ch_drawKeys).
[*]Исправлены спек-баги и множество других.CNQ3 1.51:Добавлены команды cvar_add и cvar_mul для сложения и вычитания переменных.
toggle теперь принимает последовательность значений.
Улучшена поддержка много-мониторных конфигураций.
Ускорена загрузка уровней.
[*]Добавлена парочка сочетаний клавиш.CNQ3 1.50:При выходе из игры теперь будут записываться настройки в q3config.cfg.
Устранены подтормаживания на listen сервере.
[*]Добавлена команда fs_restart для ручного рестарта файловой системы. Позволяет запускать свеже-закинутые карты без перезапуска игры.CNQ3 1.49:Добавлена система справки. Во время ввода команды во всплывающем окне будет видно ее описание и возможные значения.
Добавлена возможность настройки цветовой схемы консоли. (/cl_conCol*).
Добавлена система автоматической быстрой закачки карт. Теперь можно забыть о возне с файлами.
Добавлена возможность настраивать масштабирование разрешения. Черные полосы, плоская картинка, квадрат по центру, все это теперь настраивается. (/r_blitMode).
Добавлена команда для очистки конфига от переменных созданным пользователем (от мусора в т.ч.) cvar_trim. (Рекомендуется предварительно сохранить скрипты).
Настраиваемое отключение звука игры при сворачивании. (/s_autoMute).
Настраиваемые уведомления о начале игры при свернутой игре. (/cl_matchAlerts).
Возможность выбора монитора для запуска/отображения игры. (/r_monitor).
Гамма-коррекция теперь работает без возни.
Возможность забиндить сочетание клавиш для сворачивания игры. (/in_minimize).
[*]r_brightness заменяет r_overBrightBits и r_mapBrightness заменяет r_mapOverBrightBits, новые переменные позволяют более тонко настроить яркость.
Notes for version 1.52 (31 Mar 19)
add: SuperHUD element RecordingDemo will only be visible when recording a demo
this will only be supported by compatible engines (latest CNQ3 and Quake3e)
add: item timers for 1.52+ demos and live view (non-coaching spectators only)
ItemTimers* HUD elements | placement, appearance, team filters
ch_timers* CVars | type filtering, ordering, time sync
add: SuperHUD elements for groups of item timers:
ItemTimers1_Icons to ItemTimers4_Icons display the icons
ItemTimers1_Times to ItemTimers4_Times display the time remaining until spawn
add: ch_timersList <string> (default: "quad bs regen invis haste flight medkit mh ra ya")
it's a space-separated list of item types to display in all modes
when not in CTF/NTF, the list's order is the display order
to print the list of tracked items and their short names, use /itemtimerlist
add: ch_timersSync <0|1> (default: 0) synchronizes all item timer text updates
add: ch_timersOrderOR <0 to 3> (default: 0) is the order within own/red item timers
ch_timersOrderEB <0 to 3> (default: 1) is the order within enemy/blue item timers
CTF/NTF only
0 - Flag -> Mid
1 - Mid -> Flag
2 - Custom list (ch_timersList)
3 - Custom list inverted (ch_timersList inverted)
add: ch_timersOrderTeams <0 to 3> (default: 0) is the order of item timer teams
CTF/NTF only
0 - Own -> Enemy
1 - Enemy -> Own
2 - Red -> Blue
3 - Blue -> Red
add: new SuperHUD commands and command arguments:
fadedelay <ms> | wait time in milliseconds (max. 5000) before the "fade" animation starts
alignh <L|C|R> | horizontal alignment (Left, Center, Right)
alignv <T|C|B> | vertical alignment (Top, Center, Bottom)
direction <L|T|R|B> | direction (Left-to-right, Top-to-bottom, Right-to-left, Bottom-to-top)
textoffset <X Y> | offset to apply to the text position after all other computations
imagetc <L T R B> | texture coordinates for the shader specified by "image"
margins <L T R B> | offsets (positive means inward) to apply to "rect" when drawing "image" or
| "text" with a non-"fill"ed background
itteam <R|B|N|O|E> | item timer team filter (Red, Blue, Neutral, Own, Enemy)
color <I> | changes the background color to match the item timer's team
L T R B C stand for Left Top Right Bottom Center respectively
when used in StatusBar_*Bar, "direction" overrides "textalign" and gives access to top-to-bottom mode
when used with ItemTimers*, "direction" only specifies the axis, the orientation is handled by CVars
add: only users with compatible engines will get a full item timers refresh right after /record
for the others, the timer data will be invalid until either an arena restart or arena change happens
note that /autorecord will always work on all engines
add: server_timersNeutralZone <0 to 256> (default: 16)
allows some wiggle room in the definition of center map for item timers in CTF/NTF
some maps have their mid power-ups slightly off-center (e.g. quad, haste and mega on cpmctf2)
add: cfg-maps/itemtimers.txt can be used to tweak some entity positions for item timers
some maps have base items at exactly mid-distance between both flags (e.g. bottom YAs on q3wcp14)
add: new SuperHUD elements Name_OWN and Name_NME
they won't be visible in pre-1.52 demos when in FFA or a 1v1 mode in free-float view
add: /con_echo can now output a cvar's value using the $(cvar) syntax (e.g. "con_echo $(s_volume)")
add: the players' ready status is now drawn in the 1v1/hm scoreboard during warm-up
add: the #V team chat token is the last enemy player you killed
chg: the #T team chat token is now the last *enemy* player you damaged
chg: the #D team chat token is now the last *enemy* player who damaged you
the AttackerIcon and AttackerName HUD elements now refer to the last *enemy* player who damaged you
/messagemode4 will send a private message to the last *enemy* player who damaged you
chg: ch_drawWarmup 1 no longer draws anything in coach view
chg: improved the default HUD and added item timers, player names and a demo recording indicator
chg: removed the "draw3d" SuperHUD command (to load a skin, use "image" after "model")
chg: com_blood 0 no longer turns off gibs (despite cg_gibs 1) in all modes other than FTAG
chg: "Add Bots" and "Remove Bots" menu tweaks:
fixed all unregistered keys scrolling the list up by 1 line
added list scrolling support with home/end/page up/page down
chg: in free-float view, Score_OWN/Name_OWN is red/1st place and Score_NME/Name_NME is blue/2nd place
chg: the accepted value range for the fadedelay and time SuperHUD commands is now [0, 5000]
chg: removed ch_drawWeaponSelect and added 2 new SuperHUD elements as replacement:
WeaponSelection | the weapon wheel
WeaponSelectionName | the name of the selected weapon
unlike ch_drawWeaponSelect, the new elements are also active in live and demo follow views
to learn how to replicate the look of ch_drawWeaponSelect, please refer to the website's guide
chg: disabled WeaponList and WeaponSelection* in team modes when multi-view is active
because the weapon list would only consist of the current weapon (it's a MV limitation)
chg: tweaked demo playback a bit:
HOME: sets speed to 1, no longer resumes playback
END : toggles play/pause
PGUP: multiplies speed by 2 (max.: 32), no longer resumes playback
PGDN: divides speed by 2 (min.: 0.125), no longer resumes/pauses playback
the demo playback messages are now drawn in coach (multi-)view as well
chg: spectators can always vote when no human player is in the arena
fix: fixes for the power-up list in the HUD when multi-viewing games:
- the list could sometimes be broken or empty
- the order now matches the currently loaded SuperHUD config
- 2v2/TDM: time remaining was ticking down during server pauses
- 2v2/TDM: the icons were not displayed when the pick-up time wasn't known
- 2v2/TDM: the countdown was starting at 29 instead of 30
fix: team chat token data for #C #D #P #T #V now gets cleared during team changes
fix: first-person gun offsets were wrong when cg_fov was too high or had a fractional value
fix: disconnecting players could cancel team pauses
fix: the FollowMessage SuperHUD element was visible for players in the arena during server pauses
fix: vid_restart could revert the following to former values: scores, warm-up, # of red/blue players alive
fix: you could get awarded the defense medal by vicinity for protecting a dead or invalid player
fix: server crash (division by 0) at the end of a CTFS/CA match when printing the stats
fix: team mode matches could start with an empty team
fix: callvotes now get validated more strictly to prevent redundancy, mistakes and abuse:
- on/off items only accept "0" and "1"
- numeric items only accept numbers in range with no extra characters
- numeric items only accept numbers different than the current ones
- the "mode" and "match" items only accept names of modes that exist and are enabled
- the "item"/"items" item only accepts proper item names with a "+"/"-" prefix
- the "item"/"items" item only accepts callvotes that would change the current item list
- the "nextmap" item now gets validated like the "map" item
fix: in the error menu, pressing any key when the cursor was on the button would transition to the main menu
fix: in team modes, referee spectators could /coachinvite players to coach the spectator team
fix: Score_NME was visible even when the score wasn't valid (no (other) player in the arena)
fix: a very old bug prevented some state changes from being sent to the clients through config strings
affected: score blue/1st/red/2nd (sb/sr), # blue/red players alive (pb/pr), warm-up time (tw)
fix: team and player names now get validated the same way
the maximum display length is 16 and leading/trailing whitespace is no longer accepted
fix: the SuperHUD element StatusBar_AmmoBar never drew the ammo bar with infinite ammo (<= -1)
fix: the SuperHUD element AmmoMessage could be visible with infinite ammo (< -1) (e.g. mg on wtf24)
fix: ch_recordMessage 0 wasn't respected when starting demo recording through /record
fix: incorrect behavior with cg_predictItems 0 (always) and cg_predictItems 1 (sometimes):
- backpack pickups in NTF would show weapon/ammo names/icons in the SuperHUD and emit weapon/ammo sounds
- with cg_autoswitch 1 in NTF, pickups of backbacks dropped by players who had
a weapon with ammo selected would make you switch to said weapon when you had it
- cg_predictItems 0 only: power-up pickups didn't show up on the HUD (ItemPickup and ItemPickupIcon)
pre-1.52 demos will exhibit the same behavior no matter what cg_predictItems setting was used
fix: the following UI bits were still drawn when cg_draw2D was 0:
Multi-View coach | scoreboard, center print, all SuperHUD elements
Multi-View zoom | scoreboard, center print, SuperHUD element WarmupInfo
fix: connecting players were not always moved to the spectator team after game type changes
fix: SuperHUD vertical double bars now work correctly in the StatusBar_*Bar elements
fix: the WeaponList and Console SuperHUD elements can now fade properly
fix: no longer writing stats and clearing the console when spectating with cg_autoAction flags 1 and 16 set
fix: ch_playerNames now draws at correct locations regardless of FOV
fix: when the score limit is greater than 1 in DA, we now display the correct scores
they are hidden during playback of pre-1.52 demos since they were incorrect
fix: map script callvotes were always rejected (e.g. "cv map !cpm17tp")
fix: player win/loss stats were updated incorrectly after forfeits
fix: player models were distorted or invisible in the UI when the resolution was too high
fix: spawn telefrags were still possible due to an incorrect distance test
fix: the follow specbug (toggling follow/free-float mode with +attack)
fix: pending votes not timing out in game modes other than 1v1/hm
Notes for version 1.51 (24 May 18)
add: /forfeit to concede defeat in 1v1 or HM
add: ch_hiddenElements <string> (default: "") is a space-separated list of SuperHUD elements to hide
this includes custom elements (PreDecorate and PostDecorate) and they can be specified individually
example: PreDecorate3 is the third PreDecorate element of the currently loaded HUD config
hud_hide will add to this list and hud_show will remove from this list
example: ch_hiddenElements "Score_NME Score_OWN" hides scores irrespective of the loaded HUD config
add: the LocalTime SuperHUD element displays the local time in the "hh:mm" format
chg: the Chat1-8 SuperHUD elements behave the same as in 1.48 (no con_notifytime/cl_noprint filtering)
chg: the PowerUpXX_Icon SuperHUD elements will now display holdable items too and
the number of PowerUp* SuperHUD element slots was raised from 4 to 8
chg: /kill is now disabled in the following scenarios:
CA DA FTAG -> during rounds and countdowns
CTFS HM -> during rounds
chg: StatusBar_ArmorIcon isn't visible with 0 armor (like StatusBar_ArmorCount and StatusBar_ArmorBar)
chg: in OT pauses, the clock will no longer show the total time elapsed since the first OT started
fix: the UI's mouse sensitivity slider now works with CNQ3
fix: leaving a HM match in progress during the countdown of round 2+ wouldn't forfeit
fix: the following "items" arguments would fail in a mode script: "-5H", "-25", "-50", "-5A"
fix: parts of the vote system were stuck on version 1.47.
In addition to the 1.48 changes, non-speconly'd spectators can now vote on:
- referee and unreferee items in all game modes (1.48: all modes except 1v1 and HM)
- any item in Duel Arena
fix: in the server browser, the server selection now survives rescans and sort key changes
fix: /mvd and /autorecord were creating the same demo name over and over (date/time of last match start)
fix: cg_autoAction demo recording not happening after /autorecord or /mvd was used
fix: combined map + mode changes would make clients lose their session data (ref, speconly, etc)
fix: the forfeiting player can now talk to his opponent during intermission with mutespecs enabled
fix: the SuperHUD element AmmoMessage now works in multi-view mode
fix: the scoreboard flash that happened right before respawning after a DA round loss
fix: "Invalid vote in PassVote: windelay" warning in DA and HM
fix: the following commands would crash when run at the server's console (or through rcon):
name<red|blue>, coach<red|blue>, remove
fix: the duration of the countdown of the first round in CA is now "warmup" seconds
fix: set the win delays of CA, DA and HM back to what they were in 1.48
fix: no longer starting demo recording in DA through cg_autoAction
fix: no longer displaying "all players ready" in FFA and DA
fix: players spawning at the end of round countdowns instead of the start in CA and DA
fix: the wrong custom game mode could sometimes be loaded when one's name was the prefix of another
(e.g. "PUBCTFS" instead of "PUBCTF")
fix: fullbright player models now work with NTF
fix: callvotes for unregistered maps now get immediately rejected
fix: ch_drawKeys 2 wasn't displaying in zoomed (multi-)view
fix: HM round countdown missing
fix: the clock was frozen at 0:00 in sudden death overtimes
Notes for version 1.50 (07 Jan 18)
add: new SuperHUD element: MultiView
the element is only visible when following a player full-screen with multi-view enabled
add: new SuperHUD command: visflags <bitmask>
1 - enable when following a player "full-screen"
2 - enable in free-float camera view
4 - enable in coach view
add: forfeit support and persistent scoreboards for duel (1v1 and HM)
a duel game is forfeited if a player voluntarily leaves the match early (/team f, /disconnect)
add: the scoreboard's spectator list now indicates who is speconly (S) and referee (R)
add: new default SuperHUD config and new key textures (thanks df)
add: hud_takeScreenshots takes a screenshot for each SuperHUD config at the root of the "hud" directory
screenshots will be .jpg files if cg_useScreenShotJPEG is 1 and .tga otherwise
with compatible engines, the console will be hidden automatically
add: cg_drawBrightWeapons <bitmask> (default: 0) for fullbright weapon models
1 - first-person, your own gun
2 - first-person, carried by teammates
4 - first-person, carried by enemies
8 - weapons lying on the map
16 - free-float camera, carried by players
add: fullbright player models (e.g. "keel/fb" for fullbright keel)
add: ui_sensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the UI
add: cg_mvSensitivity <0.0 to 100.0> (default: 1) is the mouse sensitivity in the live multi-view UI
this is only used with engines that don't have the cgame input forwarding extension
during demo playback, ui_sensitivity is used instead
add: ch_consoleLines <1 to 64> (default: 3) is the max. line count shown by the 'Console' SuperHUD element
add: server_useMapModes <0|1> (default: 1) enables game mode overrides on map loads
cfg-maps/mapmodes.txt is used to populate the "Create Server" UI and
select suitable game modes on server map loads
for all the details, see the top of the file itself
add: with compatible engines, drop and disconnect errors will be displayed in the UI
add: notify compatible engines of match starts you've missed (see "/help cl_matchAlerts" in CNQ3)
add: with compatible engines, end-game screenshots will hide the console
add: support for the new help and cvar range extensions from compatible engines
add: drawing movement keys for yourself and other players
new SuperHUD elements: KeyDown/Up_<key>, where key is one of Back/Forward/Jump/Crouch/Left/Right
example: the SuperHUD element KeyDown_Jump is only displayed when the jump key is pressed
add: ch_drawKeys <bitmask> (default: 0) to enable/disable the new KeyDown/Up_<key> SuperHUD elements
1 - when you're playing
2 - when you're following another player
4 - during demo playback (won't work with pre-1.50 demos)
add: new force colors/model options for team games
cg_redTeamColors <CHBLS> (default: "cccab") to specify the color codes of players in the red team
cg_blueTeamColors <CHBLS> (default: "mmmpo") to specify the color codes or players in the blue team
CHBLS colors: rail Core, Head, Body, Legs, rail Spiral (like cg_enemyColors)
cg_forceTeamColors <bitmask> (default: 15) to decide when cg_red/blueTeamColors are used
1 - enable for your own team when in first person
2 - enable for the enemy team when in first person
4 - enable when in free-float camera mode
8 - only enable for game types with flags
cg_teamModel <model> (default: "sarge/pm") to specify the model all your teammates should be using
cg_forceTeamModel <0|1> (default: 0) to decide if your teammates use the model specified by cg_teamModel
add: specdefer [N] command to move down the spectator queue N levels (default: 1)
add: overtime duration callvote in seconds with "od" or "overtimeduration" (min: 30, max: 300)
this vote can neither be called nor pass during a match
add: cg_autoAction option 128 to record when joining mid-game or during the countdown
this requires option 4 to be set as well
add: colored spawn points rendering in CTF and NTF, initial spawns are not animated
add: cg_drawBrightSpawns <0|1> (default: 0) for making the spawn learning process easier
add: cg_zoomAnimationTime <0 to 500> (default: 150) sets the zoom animation duration in milliseconds
chg: DEV gameplay reset to what it was before 1.48
chg: Multi-View tweaks and fixes
added auto-completion for /mv (an alias of /viewall)
fixed the PiP images not stretching up to the rectangle's edges
enabled MV for DA and disabled MV for FFA
disabled the MV cursor in non team modes
fixed all SuperHUD elements being drawn in coach view by default
coach view now respects ch_gauntlet
chg: renamed OSP's /help to /osphelp
chg: improved the map download UI and fixed the incorrect progress percentages
chg: improved the SuperHUD warning messages
chg: raised the com_maxfps cap to 250
chg: /team now rejects your request if the argument isn't valid
typing /team invalidname would make you join the game
to join the spectators: "spectator", "specs", "spec", "s"
to join the red team: "red", "r"
to join the blue team: "blue", "b"
to join any team: "free", "auto", "any", "f"
chg: "Add Bots" and "Remove Bots" menu tweaks:
fixed "Skill" and "Team" not displaying the current value
added selected bot highlighting and mouse wheel support
chg: "Game Settings" menu tweaks:
fixed the "Game Mode" displayed being wrong for some modes
added display of the current "Overtime Mode" and a new entry for "Overtime Duration"
fixed the display of "Game Mode", "Gameplay", "InstaGib", "thrufloors" and "Overtime Mode" in their submenus
chg: removed the "Team Orders" menu
chg: cg_autoAction screenshots and stats files now use the same file name as the demo
chg: votes can neither be called nor pass during intermission
chg: follow, follownext and followprev will no longer move you to the spectator team when you're not
chg: cg_deferPlayers 1 only applies during matches and pre-match countdowns
chg: invalid characters in cg_altLightning don't disable the LG beam anymore
chg: invalid s_announcer values will mute it instead of playing placeholder sounds with some engines
chg: cg_simpleItems <0|1> (default: 0) is a 0/1 cvar again (i.e. item scaling is now disabled)
fix: the "Chat1-8" SuperHUD elements now behave the same as "Console" wrt con_notifytime and cl_noprint
fix: the map selection UI would show maps from .arena files even though the .bsp files were missing
fix: scores and names can no longer overlap in the 1v1 scoreboard
fix: FFA and DA matches would start while the 2nd player was still connecting
fix: the 'Console' SuperHUD element would not always draw all the lines in its rectangle
fix: cv'ing a map script when the required .bsp is missing will no longer make the next map load use it
example: when hub3aeroq3a.bsp was missing, "cv map !cpm22a" followed by "cv map anymap"
would mean "anymap" was getting loaded with the cpm22a.map item layout
fix: clearing the ready status of all players when a match begins in a round-based game mode
fix: cgame wasn't unregistering commands during shutdown
fix: squashed the "specbugs" that were introduced thanks to ioq3 servers
1. Spec queue bug: a player going spec after you gets to play before you
2. Spec follow bug: toggling follow/free-float mode with +attack doesn't work
fix: choppy animations when the server time is a large value:
underwater FOV, 3D elements in the HUD and scoreboards, weapon drift, sine trajectories
fix: the game mode under the level shot in the "game server" menu wasn't shown for HM and NTF
fix: the credits now respect s_musicVolume
fix: the team overlay was sometimes visible for spectators
fix: multi-view mouse input sensitivity is now the same as in the UI with compatible engines
fix: the player name look-up behavior of follow, cstats, cv remove/kick/referee/unreferee, ...
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: the CTFS match durations in the XML stats files were incorrect
fix: sometimes, stats and screenshots were not saved during the intermission
fix: /team free/red/blue would make you go spec in non-team modes
fix: the server would sometimes not send global events (flag taken/returned/captured, obituaries, etc)
fix: the UI wasn't centered properly with display aspect ratios less than 4:3
fix: demo recording start/stop bugs
demo recording not starting in FFA
demo recording not starting in team games with bots
demo recording not stopping when going back to warm-up
demo recording not stopping when map/restart/mode/gameplay/match votes pass
demo recording and announcer not stopping when a countdown was interrupted (e.g., a duel player got kicked)
fix: no longer need to use +scores to get the scoreboard data when connecting during an intermission
fix: slow-sinking/raising free-floating spectator camera movement
fix: the zoom-out animation's start would abruptly change the fov
fix: always load the map config after a game type vote passes
example: cv map cpm24 followed by cv mode 1v1 was resetting the weapon respawn to 15s
fix: voting maps whose names start with a digit is working now
example: cv map 13void
fix: when a map is callvoted, its name is fixed to use the case of the actual file name
Linux servers can then load the map script (case sensitive file systems) and demo files have proper names
example: cv map CPM24 will not get incorrectly stuck on weapon respawn 15 on Linux servers anymore
31 Mar 19 - 1.51
add: now showing the cvar's current and latched values in the help panel
add: new console and chat keyboard shortcuts
Ctrl-left/right arrow | move caret to previous/next word
Shift-left/right arrow | move caret to previous/next argument
add: new console keyboard shortcuts
Ctrl-I | insert cvar's current value
Ctrl-D | insert cvar's default value
add: demo recording status query extension for CPMA 1.52+
add: /cvar_add <cvar> <number> to add a number to a cvar
add: /cvar_mul <cvar> <number> to multiply a cvar by a number
add: /unset <cvar> to remove a user-created cvar
add: /setempty <cvar> to set a string cvar to an empty string
add: /toggle can now accept a value sequence (2 or more entries) to loop through
syntax: /toggle <cvar> [<value1> <value2> [value3]..]
if the cvar's current value is in the sequence and not in the last spot, the next one is used
otherwise, the first value in the sequence is used
chg: r_lodCurveError <250.0 to 10000.0> (default: 2000) is now archived and no longer cheat-protected
chg: multi-monitor support improvements
add: /monitorlist will print all detected monitors and the indices to use with r_monitor
chg: the monitor list now gets updated during video restarts and calls to /monitorlist
chg: Linux | r_monitor is a 0-based index and monitors are sorted top-to-bottom, left-to-right
fix: Windows | the Windows + shift + left/right arrow key shortcuts should be usable now
chg: bundling lightmap tiles into texture atlases for improved rendering performance
chg: faster map loads by limiting the rendering back-end's frame-rate
chg: on Windows, the upper limit of open stdio file handles was raised from 512 to 2048
fix: the presence of .shader files outside of PK3s no longer triggers a drop error
fix: shader stage collapsing was happening in cases where it would yield incorrect results
fix: map download improvements
add: using numeric addresses as fallbacks in case DNS resolves fail
chg: made connections non-blocking so the engine won't freeze for long when starting a download
chg: writing to $(fs_homepath)/baseq3 instead of $(fs_basepath)/baseq3
fix: only using valid (TCP/stream) addresses from getaddrinfo
fix: setting send time-outs so the engine can't freeze indefinitely
fix: creating the destination directory when it doesn't already exist
fix: the file name suffixes generated by /dlmapf would often repeat due to a constant seed
fix: the last byte of a maximum length bitstream string wasn't parsed ("q3msgboom")
fix: aborting demo playback would crash when the "nextdemo" cvar was set to play a demo
fix: no longer feeding cs commands that came from a previous gamestate to cgame
example in CPMA: "/map cpm22" -> "/cv map cpm25" -> elevator sound was broken
fix: on Windows, could sometimes click outside the engine's window in raw mouse input mode
fix: when r_msaa was in the range [2, 16], the requested sample count was always 4
fix: /video and /stopvideo fixes
chg: /video can only be used during demo playback
fix: broken audio in the output files
fix: properly named file sequences
fix: using a better supported video codec (FourCC 0x00000000) for raw BGR output
fix: broken raw video output when r_width wasn't a multiple of 4
fix: /stopvideo no longer leaves sound output broken for a while after stopping
fix: /cv and /callvote map auto-completion was disabled after cgame was shut down at least once
12 Feb 18 - 1.50
add: on Windows, "/crashreport:yes" and "/crashreport:no" command-line arguments
they enable the crash handler's quiet mode (no dialog window will be shown)
add: the fs_restart command to manually restart the file system
chg: the client executable will now write to q3config.cfg on exit
chg: even lower CPU usage when minimized
chg: during id downloads (cl_allowDownload -1), the time-out is 5 seconds instead of cl_timeout
chg: the "nextdemo" cvar is now also used when playback stops before reaching the demo's end
chg: mouse motion is no longer forwarded to the mod when the console is down
chg: with 2+ monitors, having the console down will always disable input grabbing
chg: on Windows, a fatal error will move the early console window to the foreground
chg: com_hunkMegs doesn't have a maximum value anymore
a value too high would reset it and the engine might fail to load with the default value
fix: broken pk3 files could cause crashes (entry names too long) and mess up the FS
fix: using /demo when running a listen server would load the map and then abort playback
fix: no longer making local copies of all the system info cvars of the current server
this avoids undesired local changes to cvars such as sv_pure
fix: now updating the FS (connected to pure server, pak references) on client disconnects
fix: the condump command was truncating its file path argument to 64 characters
fix: "timedemo" playback runs at full speed again
fix: on Windows, when unfocused, the client would always sleep 5+ ms regardless of com_maxFPS
fix: conditional FS restarts will always re-order the pak list when connected to a pure server
fix: lifted the directory scanning restriction that affected pure listen servers
fix: getting stuck on "Awaiting snapshot..." when the server shuts down during client connection
fix: demo playback would crash when delta entities/players had an invalid field count
fix: strcpy calls with overlapping buffers (undefined behavior), which were responsible for the
"chars.h not found" / "couldn't load any skills" issue preventing bots from being added
fix: on Linux, the 'Z' and '9' keys could not be bound
fix: cl_allowDownload 1 failing on "connect" (error 10047 on Windows)
fix: cl_allowDownload 1 was using the current directory instead of fs_basepath
fix: jitter due to snapshots piling up with the same server timestamp for loopback and LAN clients
fix: the Windows crash handler would incorrectly consider certain exceptions as fatal
07 Jan 17 - 1.49
add: color cvars for console customization
con_colBG <RGBA> (default: "101013F6") - console and help panel background
con_colBorder <RGBA> (default: "4778B2FF") - the console and help panel borders
con_colArrow <RGBA> (default: "4778B2FF") - console backscroll arrows
con_colShadow <RGBA> (default: "000000FF") - text shadows
con_colHL <RGBA> (default: "303033FF") - auto-completion highlight (see con_completionStyle 1)
con_colText <RGB> (default: "E2E2E2") - normal text
con_colCVar <RGB> (default: "4778B2") - cvar names
con_colCmd <RGB> (default: "4FA7BD") - command names
con_colValue <RGB> (default: "E5BC39") - cvar values
con_colHelp <RGB> (default: "ABC1C6") - help text
add: con_drawHelp <bitmask> (default: 1) controls the help panel displayed below the console
1 - enables the help panel
2 - draws the help panel even if the current cvar/cmd has no help text
4 - draws the list of modules the current cvar/cmd belongs to
8 - draws the list of attributes of the current cvar
add: r_blitMode <0|1|2> (default: 0) selects the upscale mode used by r_mode 1
r_blitMode 0 = aspect-ratio preserving (black bars if necessary)
r_blitMode 1 = no scaling, centered
r_blitMode 2 = full-screen stretching (no black bars)
add: cvar_trim command to remove all user-created cvars
add: with compatible mods, drop and disconnect errors will be displayed in the UI
add: s_autoMute <0|1|2> (default: 1) selects when the audio output should be disabled
s_autoMute 0 = never mute
s_autoMute 1 = mute when the window doesn't have input focus
s_autoMute 2 = mute when the window is minimized
add: cl_matchAlerts <bitmask> (default: 7) lets you know when a match is starting
1 - when unfocused (otherwise only when minimized)
2 - flash the task bar (Windows only)
4 - beep once (Windows only)
8 - unmute (temporarily overrides s_autoMute)
add: new commands to take screenshots with the console hidden
screenshotnc for TARGA (.tga) images
screenshotncJPEG for JPEG (.jpg) images
they will be used for end-game screenshots by compatible mods like CPMA 1.50
add: in_noGrab <0|1> (default: 0) disables input grabbing
add: bindkeylist command to print all bindable key names
add: uptime command that prints uptimes for the process, the current map and the parent process
add: keys F13 to F24 are now bindable
add: new cvar type and range extension for compatible mods like CPMA 1.50
add: new help commands for commands and cvars of the engine and compatible mods like CPMA 1.50
help|man <cvar|cmd> to display the help of a cvar or command
searchhelp <pattern> to list all cvars and commands whose help or name matches the pattern
add: new CNQ3 download system that uses checksums to get the right pak files
the CNQ3 download system will use the WorldSpawn map server for inexact queries
(when loading demos or using /dlmap) when the CNQ3 map server doesn't have the file
system | speed | cases | source(s) | file availability | server requirements
-------|-------|---------------------|---------------|-------------------|--------------------
CNQ3 | fast | pure servers, demos | map server(s) | not guaranteed | none
id | slow | pure servers only | the Q3 server | guaranteed | sv_allowDownload 1
add: new commands for manually initiating and canceling fast downloads:
dlpak <checksum> to download a pak by its checksum if the pak doesn't exist locally
dlmap <map_name> to download a map by name if no map with such a name exists locally
dlmapf <map_name> to force download a map by name
dlstop to cancel the download in progress, if any
add: r_greyscale <0.0 to 1.0> (default: 0) to control how monochromatic the final image looks
r_greyscale 0 = full color (nothing done)
r_greyscale 1 = completely monochrome
add: con_completionStyle <0|1> (default: 0) to select the auto-completion style
con_completionStyle 0 = always print all results
con_completionStyle 1 = print once, then cycle results like Enemy Territory's console
add: m_accelStyle <0|1> (default: 0) to control the mouse accel style
m_accelStyle 0 = legacy CNQ3 accel style
m_accelStyle 1 = new accel style, similar to quake3e's cl_mouseAccelStyle 1
add: m_accelOffset <0.001 to 5000> (default: 5) to control the power offset with m_accelStyle 1
add: sv_minRestartDelay <2 to 48> (default: 2)
the min. amount of hours to wait for before restarting the server
a scheduled restart won't happen until there are no more human players connected
add: con_scaleMode <0|1|2> (default: 0) specifies the console text scaling mode
con_scaleMode 0 = text size scales with con_scale but not the resolution
con_scaleMode 1 = text size scales with con_scale and the resolution
con_scaleMode 2 = text size is always 8x12
add: command history saving with con_history (default: 1)
add: r_monitor <0 to monitor count> (default: 0) to select the monitor to display the game on
r_monitor is the 1-based index of the monitor to use
r_monitor 0 = use the primary monitor
r_monitor N = use monitor number N
add: crash handlers with crash report generation
add: improved auto-completion with support for map names, bind key names, etc
add: 64-bit support
chg: new system requirements: OpenGL 2, SDL 2 on the Linux client, Windows Vista or later
chg: sv_pure 1 now allows new image files (no overrides) to be read from directories
chg: now ignoring q3config.cfg and autoexec.cfg outside fs_game to avoid config poisoning
chg: removed the r_maplight* cvars
chg: reduced CPU usage in the client
chg: console/messagemode input buffers now display the "^" character of color codes
chg: r_brightness <0.25 to 32.0> (default: 2) replaces r_overBrightBits
r_mapBrightness <0.25 to 32.0> (default: 2) replaces r_mapOverBrightBits
the new cvars use floating-point values (more control) and a linear scale (more intuitive)
to convert the old engine values to the new values:
r_brightness = pow(2, r_overBrightBits)
r_mapBrightness = pow(2, max(r_mapOverBrightBits - r_overBrightBits, 0))
chg: r_mode <0|1|2> (default: 0) selects the video mode
r_mode 0 = no screen mode change, desktop resolution
r_mode 1 = no screen mode change, custom resolution, custom upscale mode
r_mode 2 = screen mode change, custom resolution (for the CRT users)
Custom resolution means using r_width and r_height.
Custom upscale mode means using r_blitMode.
chg: cl_allowDownload <-1|0|1> (default: 1) can be used to select the download system
cl_allowDownload -1 = id's original download system
cl_allowDownload 0 = downloads disabled
cl_allowDownload 1 = CNQ3 download system
chg: cvars and commands are alphabetically sorted
chg: removed r_stencilbits, r_depthbits, r_colorbits, r_texturebits and r_ext_compressed_textures
chg: using stb_image to load png and tga images
chg: con_scale <0.25 to 10.0> (default: 1.2) specifies the console text scaling factor and nothing else
chg: replaced monitor gamma by a post-process gamma shader and removed r_ignorehwgamma
chg: removed stereo rendering
chg: anti-aliasing sample count is set with r_msaa on all platforms (on Windows, it was r_ext_multisample)
chg: file system start-up will now verify the presence and integrity of baseq3/pak0-8.pk3 instead of only pak0
chg: replaced id's Huffman codec code with something both simpler and much faster
chg: tweaked console scrolling speeds, fixed backtip insertion on Windows
chg: improved level load times
chg: sound fall-off is linear instead of using a power function
chg: switch from libjpeg 6 to libjpeg-turbo
chg: removed the byzantine r_mode usage added in 1.47
fix: console/messagemode input buffers would ignore the last off-screen color modifier when scrolled
fix: console/messagemode input buffers would sometimes display the cursor at the wrong position
fix: taking screenshots with a render width (r_width) that wasn't a multiple of 4
would either crash or produce bad screenshots
fix: false positives of the "SCR_UpdateScreen: recursively called" fatal error
repro: connect, get kicked, connect, get kicked
fix: crash when the number of shader stages was wrong (would happen with the "brandon" player model)
fix: the release of a key bound to "+vstr a b" would execute "b" even though the key press didn't execute "a"
fix: /bind was treating single-character key names in a case sensitive manner
fix: r_fullbright is no longer latched and actually does its job
fix: r_lightmap is now archived and actually does its job
fix: commands registered by cgame no longer auto-complete after the cgame qvm has shut down
fix: libjpeg errors no longer shut down the engine
fix: broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
fix: shader stages using "wave" were not animated when the server time was too large
fix: the pukka3tourney2 slime wasn't green with r_vertexLight 1
fix: the ct3ctf1 grate near quad was getting picmipped when it wasn't supposed to be
fix: improved the player name look-up behavior for these commands: kick, banUser, dumpuser
if 2 players had the same name, it would just pick the first one (lowest client number)
fix: multi-view mouse input sensitivity is now the same as in the UI for compatible mods like CPMA 1.50
fix: fixed the start-up console window staying visible when starting in full-screen
Windows:
add: in_minimize registers a hotkey to minimize/restore the client
key names must be separated by white space and there can be at most 2 modifier keys
add: auto-completion and command history in the dedicated server console window
add: new bindable key: BACKSLASH (the key to the right of the left shift button)
chg: removed DirectInput mouse input mode
chg: updated mouse input for better grab (de-)activation and fixed window dragging not working
chg: reduced raw mouse input latency and added cl_drawMouseLag
fix: disabled DPI scaling on the client
fix: the crash handler will reset the system timer resolution
fix: if requesting a resolution too high for the display, the image would be offset vertically
fix: in raw mouse input mode, keeping any button pressed while focusing the window would keep
the cursor visible even after releasing all buttons
Linux:
add: m_relative <0|1> (default: 1) enables SDL's relative mouse mode
you might want to set it to 0 if you have a messed up input driver
add: in_focusDelay <0 to 100> (default: 5) is the time in ms keypresses are ignored after the window gets the focus
add: minimize command to minimize the client's window
add: automatic dedicated server process restarts for crashes and timed reboots (sv_minRebootDelayMins)
this means 2 CNQ3 processes run per server: a parent (fixed pid) and a child (new pid after each restart)
this behavior can be disabled by passing "nohardreboot" as a command-line argument
the new command sv_restartProcess can be used to shut down the child process and start a new one
chg: the client requires SDL 2 - the following things are handled by it:
window, GL context, video modes, audio, kb and mouse input, monitor list, clipboard
chg: tty input behavior matches in-game behavior when cgame is running and fixed the truncated tty input
fix: color codes (e.g. "^1") don't get printed to the terminal anymore
fix: tty handling of the leading "]" character
fix: dedicated servers no longer insert a leading backslash when running auto-completion
fix: the crash handler will reset tty input mode correctly
Эта раздача содержит все необходимое для игры в мод CPMA с геймплеем CPM.
В ней нет различных vq3/osp карт, только те что играются в ПРОМОД.
Файлы Quake 3 Arena версии 1.32 (pak0.pk3 - pak8.pk3)
Модификация CPMA 1.52
Движок для запуска CNQ3 1.51 (ChallengeQuake3), Win x64/x86 и Linux x64
Программа для создания/редактирования HUD'а SuperHud Editor v0.3.0
Коллекция HUD'ов цпма-игроков собранная ger1e (~170шт)
Официальный маппак cpma-mappack-full.zip + все карты играемые в пикапах
[*]Утилита для мониторинга серверов Qtracker, настроенная под текущую версию CPMA
Скопировать содержимое раздачи в желаемую директорию.
!Не рекомендуется помещать в Program Files, на "Рабочий стол", и прочие системные директории.
Для запуска используем cnq3-x64/x86 соответствующий разрядности вашей ОС.
ПРОМОД? Я ничего не понял!
Специально для тебя мой друг я положу сюда подборку каноничных Промод мувиков.
dorftrottel
Why Promode?
Frag TV
The Contenders
LAZERY ATTACK
Crikers Lad
It's Pekka
Owl
#cpmpickup promo
PROMODE: gaiia / Finland | BEST EU PLAYER 2013/2014
STRUM
WAXED
REPTILE WINS!
Potential
Cow ProMode
Chicken Tetrazzini
Fucking French Frogs
Puzzled
CPMA L-2 2012
Aerodynamic
b0_beta6 mastering by DEZ
К сожалению гнусный ютуб запоганил многие хорошие мувики...
Как играть с людьми? На серверах либо никого нет, либо когда захожу на сервер со мной никто не хочет играть!
Промод сообщество, в противоположность отчаянным скитальцам по серверам aka игрокам в OSP/CPMA VQ3, всегда отличалось своей организованностью и приверженностью к прогрессивным технологиям. По этой причине процесс нахождения оппонент(а/ов) для игры в Промод весьма отличается от того к чему привык среднестатистический квакер из глубинки. Для того чтобы начать играть вам необходимо присоединиться к конференции ProMode.ru сообщества в Discord и воспользоваться автоматизированной системой организации игр Pickup.
Что такое Discord?
Discord - кроссплатформенное приложение для голосовой текстовой и видео связи. Работает из браузера, с телефона, планшета и доступен для установки на ПК. Простыми словами это чат, пришедший на замену старому доброму IRC. Помимо Промод.ру сообщества вы с легкостью сможете наведаться к нашим соседям: Q3 Defrag, QuakeWorld, UnrealTournament и многим другим.
Что такое Pickup (пикап)?
Подробнее узнать о том что такое Pickup и как играть пикап-игры вы сможете в разделе info/#what_is_pickup нашего канала в Discord.
Как научиться играть?
Обучающие статьи и видеоматериалы вы также сможете найти в нашем Discord'е в разделе info/#guides.
Где можно пообщаться и поиграть с другими игроками?
В нашей Discord конференции вы сможете найти оппонента любого уровня игры, а также у вас будет возможность пообщаться на любые темы с Квакерами.
Где скачать карты?
Одним из ключевых нововведений CNQ 1.49 является автоматическая быстрая скачка карт. Если у вас нет карты которая есть на сервере, она будет скачана автоматически с map-сервера cnq3, или с ws.q3df.org (откуда вы можете скачать карту вручную).
Как поиграть с ботом?
Код:
Код:
/addbot имя_бота скилл[1-100]


Я новичок в Quake, реально ли мне начать играть когда кругом одни "отцы, 20 лет квэйка".
Одним из распространенных заблуждений является то, что в Квэйке остались одни задроты. В действительности же приблизительное соотношение бывалых и начинающих приблизительно равно.
Как настроить игру?
Гайд по настройке игры находится на официальном сайте. Перевод на русский в процессе. Вы также можете задать любые вопросы касательно настройки в нашем Дискорде.
У меня остался старый конфиг от Quake 3 / OSP / QuakeLive, подойдет ли он?
Нет. Использование "левых" конфигов приводит к загрязнению конфига несуществующими/нерабочими переменными, в некоторых случаях к поломке игры. Если сильно хочется, используйте команду cvar_trim.
Имеется ли в данной сборке преднастроенный конфиг с описанием переменных который я могу отредактировать под себя?
Да, example.cfg находящийся в папке cpma.
Как сохранить мой конфиг в отдельный файл?
Для сохранения вашей конфигурации в ручную используйте команду
Код:
Код:
/writeconfig имя_конфига //Например: /writeconfig vasya


Как изменить чувствительность мыши?
Переменная m_speed.
Какой стандартный мап-пул для 1v1, 2v2, TDM и CTF?
1v1: cpm3a, cpm15, cpm22, cpm24, pukka3tourney2. 2v2: cpm16, cpm25, cpm29, pukka3dm1, ztn3dm1, xfdm2. TDM: cpm4a, cpm18r, cpm21, cpm26, cpm27, ospdm5a, avrdm1b. CTF: q3wcp1, q3wcp9, q3wcp14, ct3ctf1, cpmctf2.
Как сменить карту на сервере?
Код:
Код:
/cv map имя_карты //Например: /cv map cpm1a


Как сменить HUD?
Код:
Код:
/ch_file имя_хада;wait 2;reloadHUD

Скриншоты с хадами находятся в папке !huds_previews.
Как сменить режим игры?
Код:
Код:
/cv mode имя_режима //Например: /cv mode 2v2


Как поиграть с компанией друзей или вдвоем чтобы нам не мешали?
Организовать игру на сервере с паролем. Список наших серверов, приватных в т.ч., вы можете узнать в нашем Discord'е.
Как изменить угол обзора?
Переменная cg_fov.
Как изменить размер оружия, подвинуть его?
Переменная cg_gunOffset "x,y,z". Например: cg_gunOffset "8,2.7,-4".
Почему все модельки противника выглядят как зеленые роботы? Как сделать так чтобы у все выглядели оригинально?
Зеленые роботы - неотъемлемая часть задротства в Квэйк, в яркую модельку очень удобно целиться. Чтобы отключить форсирование моделей /cg_forcemodel 0, cg_forcecolors 0 - чтобы отключить форсирование цвета.
Как настроить разрешение в игре?
Код:
Код:
/r_mode 0;vid_restart //Разрешение рабочего стола
/r_mode 1;r_width 1366;r_height 768;vid_restart //Кастомное разрешение заданное переменными r_width и r_height


Как переключаться между оконным и полноэкранным режимом?
ALT+ ENTER.
GLW_StartOpenGL() - could not load OpenGL subsystem.
Установить драйвера на видеокарту.
Можно ли запустить из под macOS?
Можно. Берем ioquake3 движок и прописываем в параметры запуска +set fs_game cpma.
Что случилось с сайтом promode.ru?
У дяди Миши aka notorious накрылся хард на котором остался бэкап сайта. Пока что не удалось восстановить данные.
Насколько жив промод? Проводятся ли турниры?
Мертвое умереть не может. Слабые играют со слабыми, старики со стариками. С иностранцами преимущественно играем TDM и NTF, в СНГ сегменте наиболее популярен CTF. Силами сообщества периодически проводятся турниры, лиги и драфты, с призовыми и без. Следить за движухой можно тут.
Играются ли нестандартные aka kenya карты?
Да, играются. Кто-то их даже делает. Иногда проводим по ним турниры.
Играется ли клан-арена aka CA?
В былые времена люди катали CA на дм6 дни напролет. В настоящее время режим нуждается в стабильной базе игроков. Иногда люди собираются и играют.
Почему у меня растянуты/сужены шрифты и иконки в HUD'е? Хотя в игре все ОК.
Т.к. большинство хадов были сделаны во времена 4:3 мониторов, их будет растягивать на широкоформатных разрешениях (современные же, будет сужать на квадратных мониторах). Вопрос решается конвертированием хада в SuperHud Editor'е или ручным редактированием.
Могу ли я скачав данную раздачу играть в CPMA VQ3?
Да. /cv gp vq3. Однако с ботом побегать по hub3aeroq3 или по ztn3tourney1 сразу не получится, т.к. они не включены в раздачу. Вопрос решается так: /dlmap hub3aeroq3.
Можно ли на данную раздачу установить Defrag?
Можно. Берем последнею версию Дефрага и берем самый актуальный движок.
Есть ли стримы по Промоду?
Есть. Отслеживать активность стримеров можно тут Twitch.tv CPMA (исключительно Промод, но под этим тэгом стримят реже), и тут Twitch.tv Quake 3 Arena (Промод, Дефраг, и содомия).
Чем отличается геймплей CPM от VQ3?
Напомню что понятие gameplay означает набор игровых правил, характеристик оружия, предметов и физики.
CPM физика заключает в себе некоторые фичи из предыдущих частей серии Quake и привносит свои.
Ниже я перечислю некоторые ключевые отличия. (Всего не вспомнить).
Различия в CPM физике:
Сильный Air control aka bunny-hop (подобие того что имеется в QW) - позволяет поворачивать/маневрировать в воздухе.
Есть Double jump (подобие того что имеется в Quake 2) - позволяет исполнять более высокие прыжки, трюки с использованием лестниц, теледжампы, и множество других комбинаций.
Трение на земле ниже от чего скорость разгона на земле и скорость перемещения пешком выше, что также способствует более дальним прыжкам.
Высотка прыжка немного ниже, поэтому предметы и оружие не перепрыгиваются как в VQ3.
Рампы не поглощают а перенаправляют ваш вектор скорости, что позволяет при их помощи подпрыгивать на большую высоту.
Отличия в игровом процессе CPM:
Другие карты, созданные/заточенные под CPM.
В игре обратный (классический) таймер, т.е. время идет на убывание.
В дуэлях (1v1) на таймере скрыты секунды.
Время респауна мегахэлса не периодическое а классическое (QW и Q2), отсчет до появления начинается по ее истечению.
Отличная слышимость происходящего (сквозь стены) в заданном радиусе от игрока.
Отсутствуют звуки шагов.
Система арморов схожая с той что в QW. Армор не убывает, имеется 3 класса брони с разной степенью поглощения урона.
Другая система респаунов. Блокируются все ближайшие в заданном радиусе от игрока.
Время респауна павер-апов 90/180с (за исключением 2v2, 120с).
Оружие:
Скорострельность шафта реже, однако урон от 1 шафтинки выше (10).
Скорострельность рэйла выше (1250мс), однако урон меньше (80).
Скорость полета ракеты выше (1000ups), радиус взрыва больше (120u).
Скорость полета плазмы выше (2000ups), радиус плазминки меньше.
Урон машингана меньше. Паттерн шотгана фиксированный а не рандомный.
Гранаты летят дальше, радиус взрыва больше.
В чем различия между физикой CPM в моде CPMA и CPM в моде Defrag?
Во первых, в моде CPMA (в отличии от всех остальных Q3 модов) FPS-независимая физика, что ведет к тому что ваша способность набирать скорость, и высота прыжков, не будут зависеть от того сколько у вас FPS в игре.
Во вторых, в CPMA нет: овербаунсов, граундбустов, слик работает как в VQ3, хейст не увеличивает скорострельность.
Как переключиться в режим спектатора и обратно?
/speconly.
Почему FAQ закончился на середине?
Потому что он в процессе наполнения.
а ты когда-нибудь бутерброд даже если это не так далеко чтобы видеть так? (c) Kidijs
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