v1.1
============================================================================================================
- security:
remapShader Remote Exploit (http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2006-2236)
CS_ITEMS Remote Stack Overflow Exploit (http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2006-3401)
CG_ServerCommand Exploit (http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2006-3400)
- security: fix quite a few null pointer deferences
- security: fix crash exploits
- fix: sof2++ flash nade timers
- fix: sof2++ anm14 animation timers
- fix: sof2++ smoke greande issues
- fix: sof2++ OICW explosive damage
- fix: balanceteams behavior doesn't need to map restart
- fix: disable_sof2pp_* and disable_pickup_* now honors all weapons
- fix: minor anticheat update
- fix: UI crashes
- fix: possible dissappearing models
- chg: cheat protect fx_nearCull and cl_timenudge
- chg: remove netcode changes from previous version
- chg: drawfps now polls at 60fps, instead of every 4fps. this will average out to show smoother frame counts
- add: osp_fixedhz <0|1> [default 1] serverside cvar. this will impliment 125hz fixed frequency to prevent framerate dependant physics for jumps, weapons etc
- add: insert osp_fixedhz into /settings and serverinfo. this will show up in a game browser (all seeing eye etc) as being enabled/disabled
- add: match_mutespecs <0|1> allow/prevents spectators from chatting during a match
- add: match_latejoin <0|1> prevents/allows players from joining a match
- add: cvars to control messing spamming of clients. These default to "0"
- g_msgs Duration in seconds between messages sent to users
Setting g_msgs to 10 will spam a message to all clients every 10 seconds
- g_msg where x is a number. Messages will be displayed from lowest to higher (0-9)
- g_msgprefix where string is a prefix. ie: set g_msgprefix "^1OSP ^2TEST ^3SERVER:"
- g_msgpos position of messages
- <0> screen area
- <1> center screen
- <2> console
v1.0L
============================================================================================================
- chg: remove new netcode for production use
- fix: shaking viewangles
- fix: netcode, hitboxes
v1.0K
============================================================================================================
- fix: correct some prediction code problems with bogues extrapolations
- fix: correct leaning hitboxes
- fix: disable truePing by default
- fix: respawnInterval/respawnInvulnerability/truePing show up in the server settings (all-seeing eye etc)
v1.0J
============================================================================================================
- fix: cg_thirdperson wasn't displaying local entity with anticheat
- fix: improve display of changes to important cvars (respawninterval/respawninvulnerability/sv_cheats/etc)
- fix: lower the minimum for match requirements from 4 players to 2
- fix: sof2++ anm14 lasts 8 seconds instead of 45
- fix: crashes on filehandlers
- fix: newline output fixes
- fix: viewheight/POV was lower than expected, corrected back to default
- fix: anticheat code
- fix: cl_timenudge now works correctly
- fix: map restarts automatically unpause a game
- fix: fix timer bugs with pauses/unpauses
- fix: killing spree in DM shows odd numbers
- fix: improve antilag code slightly
- chg: cg_drawfps behavior to get a more accurate FPS count
- chg: remove smoothclients code to account for the new prediction code (it's all done serverside)
- add: logging for oversized command exploits
- add: add more output to /settings
- add: improve logging of other commands slightly
- add: cvar to disable or enable displaying of killing sprees, defaults to 0
- g_killingspree <0|1>
v1.0i
===================================================================================
- add: Improve anticheat
- add: Fix server-side crash bugs
- add: g_truePing <0|1> Will calculate scoreboard ping as the time between the current time and the
client's last command time stamp. Useful for troubleshooting server bullet registry problems
and other issues.
- fix: More accurate bullet tracing
- fix: antilag code now stores more frames to help high pingers
- fix: some text messages weren't displaying correctly
- fix: some text messages were corrected
- chg: uncheat protect pmove_*
- chg: g_awards is now disabled by default, can be enabled with g_awards 1
- chg: improve performance of all entites on large servers
v1.0h
===================================================================================
- add: Some more anticheat stuff.
- fix: Server runs newer version message.
v1.0g
===================================================================================
- add: osp_maxm203perteam default:2
Limit the amount of players that get m203 nades with their m4. Set to a high
value to disable
- add: Shotgun lean fix. For sof2++ / Sof2 Vanilla. Credits to KRIS
- add: Anti-Aimbot code. Will stop aimbots from locking onto players
v1.0f
===================================================================================
- add: osp_realisticDamage <0|1> (voteable)
Truly real world damage, rules are:
- grenades do double damage
- bullets all do 95 damage when hitting arms,hands,feet,lower legs
- bullets do 100 damage when hitting tighs,waist,chest,neck,head
- bullets hitting the armor covered area of the body (chest,waist,tighs)
take a random amount of armor away from 0 to 99 and the rest is taken from
health (M60 and MSG rifle are unnaffected by armor)
- knockback is 25% of the default knockback
Note: This is not meant as a replacement to the inconsistent sof2.wpn (usually
in a pk3 file named zrest.pk3 or something) real damage package thats already
out there, this is a package for people who would like to play a faster paced game
where everybody has a fair chance at scoring some kills. If you use the osp
realistic damage you can be 100% certain that no other modifications are being
used, like for instance making one weapon (the server admin's favorite?) deal
some extra damage...
- add: new toggleable command +stats (like +scores for scores) will show hit location
percentiles of where you hit the most, and where you've been hit the most
Note: the hit location percentiles are also shown during the award ceremony
- add: osp_enemyKillReport <0|1> (default: enabled, always disabled in g_doWarmup 2)
will tell you the remaining health/armor of the player who just killed you
(for public servers)
- add: bots are now enabled, you can do /addbot mullins, I haven't touched the bot code
at all so they're a little dumb in complex team gametypes, but they're ok in
deathmatch
- add: balanceteams command/vote added, can be called from rcon or by a regular vote
will balance teams by using players' kill/death ratio as the sorting value
- chg: removed default filter behavior on target_speakers that was removing all
target_speakers when using altmaps that replace sounds
- chg: moved most of the weapons data for sof2++ in the data/sof2++.wpn file so it can
be modified
- chg: increased reach multiplier from 1.25 to 1.35 so melee hits are easier to do for
osp_modversion 1 and 2
- chg: replaced most sprees award with best score
- chg: callvote weapononly (introduced in 1.0e, forgot to mention it!)
play a round with only the selected weapon, type callvote weapononly ? to see what
the weapon numbers are
- chg: updated docs about match_fastrestart cvar
- chg: sof2++ bumped up oicw damage from 35 to 40
- chg: bumped up silenced socom's innacuracy
- chg: sof2++ now gives 3 flashes
- chg: sof2++ anm14 lasts 45 seconds instead of 8
- chg: sof2++ lowered see-through distance with IR goggles
- chg: sof2++ lowered viewable distance with NV goggles
- fix: awards not always showing a winner even tho a winner there was
- fix: newbie award was including people who hadn't played enough
- fix: crosseyed award was including people who hadn't fired enough shots
- fix: backpack picked up when not needing it
- fix: additionnal security to make OSP ui panel behave correctly
- fix: sof2++ additionnal weapons hurting players in invulnerability time
- fix: adm callvote executing the previous passed vote when it passes
- fix: unsupported items in vanilla (i.e.: m67 grenade on mp_shop) from breaking
the default sof2 client from loading
- fix: sprees not resetting when doing a team kill, and spree displaying in obituary when
at 0 and team killing
v1.0e
===================================================================================
- add: new individual scoring points in gametype vip
killing someone who's hurt your vip in the last 5 seconds gives 3 points
killing the vip gives 5 points
vip killing enemy players gets 3 points
- chg: removed broken RD filters in the ingame browser, i recommend using All Seeing Eye!
- chg: sof2++ reduced see-through walls distance of thermals by 33% (from 600 to 400)
- fix: backpacks giving flash/fire/smoke nades in vanilla and osp++
- fix: fixed possible client exploit with goggles
- note: disabling weapons in sof2++ requires setting cvars that have sof2pp between disable
and pickup, like so disable_sof2pp_pickup_weapon_***
v1.0d
===================================================================================
- add: consolidated osp/osp++/sof2++ versions, they can be switched to with osp_modversion CVAR
osp_modversion 0 -> vanilla sof2
osp_modversion 1 -> osp++
osp_modversion 2 -> sof2++
- add: osp_weaponsFile cvar which specifies the weapons file parsed, this will allow
server admins that run weapons modification to quickly switch between files with
just a quick map_restart
i.e.: set osp_weaponsFile "ext_data/my_L33T_RealDamage_file.wpn" and then switch
to regular damage mode by just typing /reset osp_weaponsFile
Note: this will only work in regular OSP and OSP++ (not sof2++)
- add: killing spree system ... :D (a killing spree is 5 consecutive kills without dying)
- add: admin jail command (adm jail