Introduction What's New License

What's New

As with all Beta products, Q3F is undergoing constant review with each release. This section details most of the new features that are implemented with each release, along with the bugs and gameplay issues that have been resolved since our last version.

Beta 1g

Features and Commands

  1. Added recompiled version of q3f_forts which reverts to normal backpacks and the 1e version of the flag take alert sound effect
  2. Added 'g_banRules' to provide server administrators with better control over banning on their servers
  3. Added new skin for Pulse Grenade (missing from 1F)

Entities

  1. Fixed bug where DeathCleanup wasn't called on a respawn by a target_respawn
  2. Q3CTF Emulation cappoint now gives a teamscore of 10.

Miscellaneous Adjustments

  1. Grayed-out the 'Add Bot' option in ingame esc menu (there are no bots in 1f or 1G)
  2. Stopped grenades bouncing straight up when a client dropped them when killed and had a primed grenade
  3. Updated q3f_gotduck.mpi file (suggested team sizes)

Bugs

  1. Fixed bug in crc code that caused a different crc value to be returned from Apple Macs (resulted in a ban when connecting to server)
  2. Stopped spectators being able to access commands not meant for spectator use (such as \special)
  3. Fixed a bug causing mass disconnects when a player changed his userinfo while in chase or follow spectator mode
  4. Fixed bug in authentication code that resulted in an auth timeout (client would get banned shortly after map start)
  5. Fixed bug that stopped two player sounds for medium classes from being played
  6. Fixed bug that where a client would join an invalid team when the player had been a member of a team on a previous map that no loger exists
  7. Fixed bug where you got hurt when shooting a corpse when mirrordamage was enabled
  8. Fixed bug where you couldn't gib a corpse when mirrordamage was enabled
  9. Fixed bug where 'cg_ScoreSnapshot' took the screenshot before the scoreboard was drawn at times

Beta 1f

Features and Commands

  1. New maps (five) - Last Resort, The Causeway, The Technology Of Spam, Got Duck? and King of The Castle
  2. New menu system with replacement 2d graphics, models, animation, sound effects and metaballs
  3. New console graphics with transparency
  4. New models and/or skins for all grenades
  5. New Engineer's Railgun model/skin (adjusted to provide better viewing)
  6. New Tribes-style Radio System
  7. New versions of q3f_Forts and q3f_thepit optimised with minor entity and architectural adjustments
  8. New audio for communications and taunts (voices)
  9. New audio for thirteen of the weapons and grenades
  10. New audio for Light, Medium and Heavy player classes
  11. New audio for map environments
  12. New audio for dropping backpacks and reloading weapons
  13. New graphical effect for flamethrower
  14. New graphical effect for quaded explosions and large projectiles.
  15. New graphical effect for pulse grenade explosions.
  16. Added volumetric explosions for special effects use
  17. Added particle emitter for special effects use
  18. Added beam generator for special effects use
  19. Added client authentication for client validation
  20. Added core of game indices system
  21. Added kickban for people using the r_lodCurveError exploit
  22. Added vertical knockback to direct rocket impact events
  23. Added option in server browser to directly save favourite servers without joining them
  24. Added chase and follow cam spectator modes
  25. Added 'cg_no3DExplosions' CVAR to provide more accurate FPS control than cg_lowEffects alone
  26. Added 'sv_minSnaps' CVAR to prevent snaps cheating. Default 10.
  27. Added 'cg_noFallingBob' CVAR to be able to disable the impact bob you get on jumping or falling.
  28. Added 'useflag' command to use usable func_goalitem entities.
  29. Added 'cg_ScoreSnapshot' CVAR to provide an option to let Q3F automatically take a screenshot of the scoreboard.
  30. Added 'ui_backColor' to be able to configurable menu background colour.
  31. Added three more grenade timers

Gameplay

  1. Decreased the size of the hand grenades
  2. Increased size of pipes and grenade launcher's grenades.
  3. Increased shotgun and super-shotgun damage
  4. Paramedic now receives a frag for an infected enemy that suicides
  5. Infected player now also infects enemies as well as allies
  6. Increased sniper rifle charging speed
  7. Reduced sniper move speed while charging
  8. Increased pipe detonation delay
  9. Lowered stun effect duration time and horizontal blast strength of stun explosion
  10. Lowered hallucination time, maxtime and intensity
  11. Lowered flash time duration
  12. Increased time that Paramedic is influenced by stun, flash and gas grenades
  13. Decreased time that Minigunner is influenced by stun grenades
  14. Increased climbing speed on ladders
  15. Lowered HE Charge set time
  16. Tweaked hand grenade trajectory
  17. Increased generic splash damage radius
  18. Increased flamethrower damage rate
  19. Increased default minigunner spread
  20. Sniper rifle headshots are no longer armour piercing
  21. Primed grenades now drop a little earlier and faster to allow extended velocity for handheld grenade blasts
  22. Backpacks and ammunition boxes now thrown with a higher velocity (also invoking player velocity)
  23. Speeded up healing time for paramedic and minigunner.
  24. Lowered maximum supply station damage.
  25. Primed grenades now fall straight to ground on death (rather than random direction)
  26. Changed falling damage algorithm
  27. When engineer uses dropammo, he now creates the ammo from cells if the required type are not in his pack
  28. Syringe now deals 1 damage prior to healing a team-mate - Enables "operation failed" scenarios
  29. Slightly toned down super nail-gun
  30. Increased time the scores show up before vote-menu, to make it easier to take shots
  31. Default automatic kick settings stricter now

Entities

  1. Implemented path corner entities in the extended entity system
  2. Implemented proper blocking for 'func_train' entities. This also adds a 'dmg' key to the entity.
  3. Fixed a bug with the func_train where it would jump from path_corner to path_corner
  4. Added a 'damage' stats to the 'give' key for map entities. Forcing this ignores armour
  5. A negative 'give' of health through a map entity now ignores armour
  6. Added the 'misc_beam' entity, capable of rendering beams between two other entities.
  7. Added the 'func_wall' entity, capable of hiding and showing architecture.
  8. Removed the default wait of 30 that was present in 'info_notnull', 'info_notnull', 'func_commandpoint' and 'func_goalinfo' entities.

Miscellaneous Adjustments

  1. Made sv_minrate and sv_minsnaps report to server browsers.
  2. Map vote screen doesn't come up now untill all players have readied themselves. Or after a specific time.
  3. Changed it so you allways see your own messages, prior to this you didn't hear messages you chatted to channels you weren't on.
  4. Changed timing of executing server sided map configs, now happens before initializing of all other stuff.
  5. Removed the warning about g_gravity getting two different initial values.
  6. Team scores now show in server browsers as score_red, score_blue, score_yellow and score_green.
  7. Removed location part of tell_teamtarget messages.
  8. Stopped drifting away of player underwater. Underwater surfaces are still slipery though.
  9. Railgun is no longer armour piercing, but it's projectile does fly through players.
  10. g_spectatorMode now works the same for follow and chase spectator cam as for freeflight cam.

Bugs

  1. Fixed a client sided crash that would occur if you issued the 'special' command in the last seconds of the loading of a level.
  2. Fixed the 'give all' command.
  3. Fixed dropflag flag throwing.
  4. Fixed possibility of discarding or dropping ammunition boxes during ceasefire or building of sentry or supplystation.
  5. Fixed radius of pipe explosion impact mark.
  6. Fixed bug where a grenade checked at explosion time if it's owner had quad, instead of trow time.
  7. Fixed bug with emp grenade and weapon clips causing infinite ammo, invulnerability for sentries and sentries firing not damaging bullets.
  8. Fixed a double reload when issuing the reload multiple times.
  9. Fixed bug where you weren't able to get the megahealth or +5 health when you were already at maxhealth.
  10. Fixed bug causing the 'usegauntlet' flag to be malfunctioning.
  11. Fixed bug causing the 'usetarget' and 'usegive' flags to be malfunctioning.
  12. Fixed bug where agents could disguise during ceasefire.
  13. Fixed bug where the scoreboard didn't work properly for the yellow and green team.
  14. Fixed bug where after a respawn the client lost his channeldata.

Beta1e

Features and Commands

  1. Added 3 new beta maps - q3f_32smooth, q3f_r8duel1 and q3f_thepit.
  2. Added an updated version of q3f_well, resolving previous FPS issues in Beta1d
  3. Completely rewritten bezier spline functions
  4. Added 'g_execMapConfigs' so that servers can run map specific configurations (such as recuding max players when a vote for a smaller map occurs).
  5. Added 'cg_atmosphericEffects'; setting to 0 disables all atmospheric effects (such as rain) which should improve FPS for lower spec systems
  6. Added 'g_mapVoteIncludeList' and 'g_mapVoteExcludeList', with the exclude list having priority. This new CVAR enables server admins to include or exclude maps from the map voting screen ensuring for example, that a 20 player server wouldnt end up with a 4 player dueling map being voted for.
  7. Added 'g_teamKillRules', setting to 0 disables tk banning, to 1 results in faster bans, 2 has the default settings
  8. Added 'tell_teamtarget' command
  9. Added a new q3f team credits menu

Gameplay

  1. Limited use of 'dropammo' command to only allow three ammoboxes per player (if more are dropped, the oldest is removed)
  2. Autosentry now loses lock faster.
  3. Agent now takes less time to go to invisible
  4. Slight increase to direct impact damage of napalm rocket
  5. Slight increase to pipe range
  6. Slight increase to pipe detonation delay
  7. Lowered hallucination time and maxtime
  8. Increased emp damage caused by shells and rocket ammo a bit
  9. Slight reduction to stun blast effectivity
  10. Slight adjustment to Super Nailgun damage

Entities

  1. Fixed angle field not being passed through with ctf compatibility entities

Bugs

  1. Fixed bug where spectators could open doors
  2. Fixed bug where jumping on a not moving moving entity resulted in a very high speed
  3. Fixed bug where you couldn't directly select the Napalmcannon if you were out of nails
  4. Fixed bug where a sniperrifle could be fired when the sniper was not standing on the ground
  5. Fixed bug where a HE Charge created a hit beep if hit by splashdamage
  6. Fixed bug where a sniperrifle could cause a bad obituary message in the server logs
  7. Fixed bug where mod_grenade and mod_charge were swapped in the server logs
  8. Fixed bug where the first person model of an undisguising agent could be the wrong one
  9. Fixed wrong mapping of labels and fields in the q3f controls setup menu
  10. Fixed wrong handmodels being used for first person view when agent is in disguised state
  11. Stopped dropammo from discarding clip contents
  12. Fixed sniperdot 'stuck on' out-of-ammo-change events
  13. Capped clipsizes to remaining ammo on being pulsed

Beta1d

Features and Commands:

  1. Added new CTF style map: q3f_well (remake of Well6).
  2. Added new Nailgun model and skin.
  3. Added visual warnings for team count / avg ping imbalances.
  4. Added map vote page, enabled by g_mapVote 1 (after players click ready at intermission), rcon mapvote, or admin map vote.
  5. Precache all used sounds (may help users running from CD, won't help sound problems).
  6. Kludged 2night3 to have atmospheric rain (at default settings).
  7. Changed voting slightly, if a timeout occurs, checks at least a third of the players have voted and then tallies. Improved automatic team selection based on player counts/score/team frags.
  8. Player class 2d icons added (contributed by somebody, name unknown).
  9. Centerprinted messages are copied to the console.
  10. Added g_showTeamBalance warning which will display a warning to all players when teams are unbalanced
  11. Added 'lastweapon' command, to switch back to last used weapon.
  12. Added spectate option in team menu
  13. Added mirror damage to g_friendlyFire, e.g. "half mirrorfull".
  14. Added cg_autoReload to set whether clip automaticaly reloads when empty
  15. Added dropammo command (uses placeholder ammo boxes for now)
  16. Added cg_drawMem for debugging purposes (shows free memory left).
  17. Added sv_minRate (in game, not server), to prevent rate cheating. Default 1500.
  18. Added failsafe to reload same map if the nextmap variable fails to load a map properly.
  19. Added 'changeteam' command

Gameplay

  1. Complete overhaul of all balancing relating to damage and self damage with subtle changes across the board using a much more efficient (and slightly more complex) system for damage calculation.
  2. Sniper sight now visible to potential victim if it lies on their face (vitcom's screen gets red glare)
  3. Minigunner now has no 'no cells' warning.
  4. Specialised armour now has 50% protection instead of 15%.
  5. Flametrooper rocket damage reduced (now mostly just burns people).
  6. Jumps are now relative to ground entity velocity.
  7. HE charges 'fizzle' if changing teams/classes/disconnecting.
  8. Added 'ceasefire' powerup (powerdown?), prevents players shooting/throwing grenades/building/laying charges.
  9. Disguised agents now give 'enemy' pain sound instead of ally pain sound.
  10. All active projectiles/grenades for a player are destroyed if changing team.
  11. Sniper can now head-shot a crouching player properly.
  12. Sniper snapshots now working correctly.
  13. Altered Grenadier pipe allocation.
  14. Grenadiers now get 'reserved' pipes if there's more than one Grenadier on the same team..
  15. Super-Nailgun damage/rate of fire adjusted.
  16. Nailgun damage/rate of fire adjusted.
  17. Increased syringe attack range.
  18. Minigunner now has single barrelled shotgun.
  19. Increased crouch and swim speeds a bit.
  20. Added powerup and beeping sound to end of charge countdown

Entities

  1. Added 'target_semitrigger' for random triggering of entities.
  2. Added 'misc_onkill' and 'misc_onprotect' ents for custom scoring (or whatever).
  3. Added func_explosion entity.
  4. Added func_door_rotating entity.
  5. Added 'overrideteams' field to func_commandpoint
  6. Player 'lives' implemented.
  7. Removed 'team_' prefix from worldspawn keys, plus removed the 'player' bit from the '_playerlimit' keys.
  8. 'usegive' / 'usetarget' / 'use__' strings to allow use of carried goalitems.
  9. func_hud now understands _shader fields (overridden by _model).
  10. Integrated func_train ents into the extended entity system.
  11. Fixed 'nonteamset' on func_commandpoint not working properly
  12. Fixed func_hud problem with entity 'packing' breaking player display lists.
  13. Fixed checkstate criteria that was broken on map entities.
  14. Added 'overrideteams' field to func_commandpoint
  15. Fixed 'nonteamset' on func_commandpoint not working properly

Bugs

  1. Autosentries and supplystations will now be telefragged if a player spawns on top of them.
  2. Engineer no longer loses a frag on destroying his own autosentry.
  3. Atomatically executed map configs were broken.
  4. Clip-based weapons could be fired beyond the ammo left in the clip if it wasn't a multiple of the ammo-per-shot.
  5. Debug info no longer produced in .qvm builds.
  6. Removed "You cannot shoot without both feed on the ground" sniper rifle message.
  7. Removed 'you have nothing to discard' message.
  8. Stopped player angles 'jumping' when agent invisibility stops.
  9. Stop certain explosions from going through thin brushes (e.g. q3f_forts sniper deck)
  10. Fixed bug where soldiers could should the enemy through floors (such as forts sniper deck)
  11. Fixed dartgun and railgun so that they now work in vertex lighting mode
  12. Fixed (finally) endless agent gas. Just a mental block after all.
  13. Fixed gravity to work properly on all entities (Ziggurat Vertigo, anyone?).
  14. Fixed bug where players would drop keepondeath flags and keep nodrop flags (instead of the other way around).
  15. Fixed bug where players remain at intermission point while choosing a class.
  16. Fixed in-game server browser problem, courtesy of BgHurt at http://www.planetquake.com/fury
  17. Fixed bug where dropping a goalitem with a speed scale value didn't fix the player's speed properly.
  18. Fixed crash after player is TK-banned (CG_Obituary: target out of range), and altered criteria slightly.
  19. Fixed bug where minigun had wide focus on the first shot that quickly dwindled.
  20. Fixed bug in entcode where team scores would not be altered unless there was an activator.
  21. Fixed possible 'vote-rigging' bug. (thanks to UA-Static and others for pointing out that one).
  22. Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
  23. Fixed bug where spectators didn't teleport through doors
  24. Fixed bug where a sniper could kill teammates even when friendlyfire was off
  25. Fixed bug where an autosentry (and grenades) could be pushed to jump to (0,0,0)
  26. Fixed bug where spectators didn't teleport through doors, they now also teleport through doors with a targetname
  27. Fixed bug where a sniper could kill teammates even when friendlyfire was off
  28. Fixed a crash with the classmenu

Beta1c

Features and Commands

  1. Added three new duelling maps - q4f_cubic, q3f_oct1 and q3f_sq1, see the Maps section for more details.
  2. Added new sniper rifle and dartgun models and skins
  3. Atmospheric rain added
  4. Spectator mode implemented with added g_spectatorMode CVAR to control access (for example in clan games)
  5. 'spectator' changed to 'spec' in \admin status command.
  6. Add cg_grenadePrimeSound cvar
  7. Broadcast messages are all printed to console, to allow better stats processing.
  8. Autosentry / supplystation health on HUD highlighted when damaged.
  9. Added cg_teamChatBigFont cvar to allow double-height messages.
  10. cg_execclassconfig 2 will execute every respawn instead of just class/team change.
  11. Altered scoreboard to scroll back and forth (can now see bottom of scoreboard on busy server)
  12. Added 'admin ceasefire' and 'admin map' option.
  13. Add small display on HUD to show players on each team, and the average ping for the team.
  14. g_friendlyFire now understands types: none (0), full (1, and the default), half (2), armor (3).
  15. Experimental spline-math implemented

Entities

  1. Created "target_cycle" entity.
  2. Added target_respawn entity..
  3. Atted target_multiport (multiple teleport) entity.
  4. Added affectholding/affectnotholding to ents for 'give' command.
  5. Add 'keepondeath' flag for goalitems.
  6. Added synonyms for entity targets (e.g. carrytarget _or_ carriedtarget).
  7. Added func_damage entity.
  8. Added 'usegauntlet' flag so ents can only be triggered by using the gauntlet (or wrench/syringe etc.).
  9. Add invuln(erability) & aqualung powerups.

Gameplay

  1. Recons now have 'disarm' ability, used by crouching on a heavy explosive charge.
  2. Pipebomb damage reduced a little.
  3. Fixed sniper bullet 'size' not to hit off walls en-route.
  4. Reduce rail damage a little.
  5. Pulse grenade damaged to 175 on buildings / 75% of ammo on players (1x shells/cells, 1.5x rockets)
  6. Dart gun effect set to 15 seconds.
  7. Autosentry firing rate doubled, strength per shot reduced to 9 (slightly more than half).
  8. Autosentries now maintain a lock through water.
  9. Autosentry view point raised a little.
  10. Autosentry FOV increased to 120.
  11. Toned the flashbang effect down a bit
  12. Flashbanged player no longer display IDs on crosshair.
  13. Super-nailgun firing rate doubled, damage reduced by half.
  14. Normal handgrenade damage increased by 5.
  15. Autosentry now has 20% armour against non-shock damage, or 40% for direct hits to legs.
  16. Supply station damage cap on explosion increased to 300.
  17. g_knockback default set to 1300.
  18. Grenades now do 15% extra knockback (enough to get one up the forts liftshaft without having to jump)
  19. Launched grenade damage reduced to 100, or 80 in midair.
  20. Self-damage reduced to 55%.
  21. Napalm grenade now only lasts for 10 seconds.
  22. Cut maximum pipes per team to eight.

Bugs

  1. Stopped autosentries burning while underwater.
  2. Refilling autosentry/supplystation no longer removes ammo in clip.
  3. Wait time of less than 0.01 seconds on goalitems results in 'instant return'.
  4. Autosentries weren't shooting people with only their ankles in water.
  5. Hand grenades travelled further for players with higher pings.
  6. Stripped extra space from infection obituary.
  7. Fixed Minigunner beingimmune to stun while firing minigun.
  8. Bug in same-client reconnection that allowed multiple sentries fixed (again. maybe. this time...)
  9. Flags not bouncing when dropped.
  10. Engineer HUD not updated if someone else repaired/refilled their buildings.
  11. More checks on where an engineer can build.
  12. Grenades/pipes were bouncing off gibbed dead bodies.
  13. Autosentries now have shadows like players'.
  14. Players unable to spawn sforced to spectate until they can pick another class or a spawnpoint opens.
  15. Charges layed _on_ a player no longer stick.

Beta-1b

  1. Config file being trounced when auto-selecting mod on connection to a server. Workaround in place.
  2. Recon speed & minigunner speed lowered slightly.
  3. Autosentry has muzzle flash to make it easier to spot.
  4. Autosentry now has 0.75 second 'spin-up' time.
  5. Set sniper rifle 'damage increase' to ~60 per second.
  6. Sniper now has muzzle flash to make him more noticeable - not very effective ATM given the light system.
  7. Admins can set class limits at class start, e.g. g_classSniperLimit 2 (allows 2 snipers per team)
  8. A frag is granted on killing an autosentry.
  9. "playsound" added for grenade timers (hopefully, more reliable than "play")
  10. Stop minigunner from getting knockback while minigun is firing.
  11. Set cg_execClassConfig default to 1.
  12. Added cg_execMapConfig, default 1.
  13. Added cg_menuSlideTime, default 250 - time in milliseconds for menu to appear.
  14. Sniper head shots now ignore armour and do 1.5x damage.
  15. g_teamAutoJoin set to 1 by default.
  16. Parmedic double-speed healing on conc/flash fixed.
  17. g_teamChatSound now understands 0 for none, 1 for samples (default), 2 for speech.
  18. Added cg_teamChatSound, acts for individual clients in the same way as g_teamChatSound.
  19. Two engineers are now required to dismantle a third engineer's sentry.
  20. Set default grenade binds on menu to +gren1, +gren2 instead of primeone/primetwo/throwgren.
  21. Fix rockets exploding on noimpact surfaces.
  22. Flash grenade strength reduced slightly.
  23. Altered napalm grenade radius damage.
  24. Stop grenades being 'restarted' by EMPs if they were already running (e.g. gas/napalm/nail)
  25. A better alias system, courtesy of Tim Hughes (tjh30@cam.ac.uk).
  26. Handgrenade radius was (wrongly) expanding with quad.
  27. g_teamFrags option to show 'team frags' rather than individual frags.
  28. Autosentries can now be set on fire.
  29. Increased railgun damage.
  30. Fixed bug where 'noshrink' flag affected 'speedscale' internal flag.
  31. Added 'func_nobuild' entity, understands 'allowteams' (teams to block for) and 'type' ('autosentry,suppplystation,charge')
  32. Sniper/minigunner speed while aiming reduced to 35%.
  33. Removed dynamic allocation from broadcast function.
  34. Hand grenades/pipes now 'sit' on objects properly, and drop again if their support vanishes.
  35. Visible spectators/timing out 'bad-skin' clients possibly fixed.
  36. ps.persistant[PERS_HITS] not being updated according to ally status properly.
  37. Obituaries distinguish between kills and ally kills (e.g. X was killed by ally Y)
  38. Autosentries no longer attack players in a different environment (e.g. water -> air, or air -> water)
  39. 'dropflag' command implemented, affects any carried goalitems not marked 'nodrop'.
  40. Autosentries no longer fire at intermission.
  41. cg_thirdperson now 'cheat protected'.
  42. Green team was losing a point when blue lost a frag.
  43. When a client connects, kick clients timing out on the same IP to try to prevent 'ghosts'.
  44. Minigun reworked.
  45. detpipe delay reduced to 0.2 seconds.
  46. Show 'reloading' in HUD instead of flashing numbers.
  47. Reload when all ammo already in clip fixed.
  48. RL now only takes 1 second per rocket to load into clip.
  49. Agent can no longer disguise as teams/classes not used in the map.
  50. Halved cell consumption for recon scanner.
  51. 'special' now cancels engineer build.
  52. kill__message/sound/dict keys on entities for custom obituaries
  53. autosentry range reduced to 1200/400.
  54. The backpack of the medic who infected a player will now also cure them.
  55. Infection now harder to spread.
  56. Sniper dot now 'instant' instead of 'historical' (that's what you get for complaining, you lot :)
  57. cg_sniperHistoricalSight added for the complainers ;)
  58. Agent morph now affects weapon properly.
  59. Agent Invisibility set to 4 seconds (from 5).
  60. Agent disguise set to 4 seconds (from 6).
  61. "Red/blue team has taken the lead" sounds not played unless map is running red/blue teams only.
  62. Have 'no message' team-chats display "".
  63. Autosentries and supply stations where exploding if destroyed while still being built.
  64. Triple knockback on sentry/minigun shells.
  65. Sentry ID vanishes while upgrading sentry, to stop the menu being obscured.
  66. Upgrade menu rearranged to make 'dismantle' harder to hit by mistake.
  67. Nailgun nail damage reduced from 18 to 12.
  68. Sniper bullet given a 'size' to make shots a little easier.
  69. Delay between build cancel and next build, to stop the Amazing Engineer Shield Trick.
  70. Stopped scaling sniper dot 'jumping' when fov changed.
  71. Implemented temp-ban and admin system (g_adminPassword cvar, adminpassword & admin commands).
  72. Comms limited to samples in the sound/voice/comms path (and automatically prefixed to save typing).
  73. Railgun now hits close-range clients.
  74. Now support for unique animations for each melee weapon.
  75. Support for unique animations for each melee weapon.
  76. Enabled attack animations for melee weapons in first person view.
  77. Fixed entcode bug where setting a flag to invisible wouldn't cause it to be dropped.
  78. Stopped nail grenades going through solid objects as they rise.
  79. Flashing icons when a grenade is primed.
  80. Ammo count and type for Wrench and Syringe now show up on the hud.
  81. Team-chat HUD restored.
  82. Can now pick up megahealth when already at full health (limit is now 2*maxhealth, as intended)
  83. All class-speeds reduced by 5%

Beta-1a (server patch)

  1. Discard while dead.
  2. Limit channels/channelname-size to 16/64, to prevent malicious clients crashing the server with too much channel data.
  3. Missing NULL pointer check on supplystation use, causes crash when using just as it's destroyed.
  4. Under some circumstances, trap_Trace() can hang the server.
  5. Give agent max yellow armour instead of green.
  6. Crash when no spawnpoints are available (probably) fixed. Not tested.
  7. Sniper assault mode power/range, toned down with extreme prejudice.
  8. Grenades were being launched at a lower angle from pipes (and consequently, not as far).