


You can download CPMA 1.52 and CNQ3 1.51 from here.
As always, if you would like to play CPMA, please download the game from


AdditionsChanges
- 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 for placement, appearance, team filters.
- ch_timers* CVars for 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
(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.
- add: 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
: wait time in milliseconds (max. 5000) before the "fade" animation starts. - alignh
: horizontal alignment (Left, Center, Right). - alignv
: vertical alignment (Top, Center, Bottom). - direction
: direction (Left-to-right, Top-to-bottom, Right-to-left, Bottom-to-top). - textoffset
: offset to apply to the text position after all other computations. - imagetc
: texture coordinates for the shader specified by "image". - margins
: offsets (positive means inward) to apply to "rect" when drawing "image" or "text" with a non-"fill"ed background. - itteam
: 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 ba
se 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 pla
yers' ready status is now drawn in the 1v1/hm scoreboard during warm-up. - add: the #V team chat token is the last enemy pla
yer you killed. - 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.
Fixes
- chg: the #T team chat token is now the last enemy pla
yer you damaged. - chg: the #D team chat token is now the last enemy pla
yer who damaged you the AttackerIcon and AttackerName HUD elements now refer to the last enemy pla yer who damaged you /messagemode4 will send a private message to the last enemy pla yer who damaged you. - chg: ch_drawWarmup 1 no longer draws anything in coach view.
- chg: improved the default HUD and added item timers, pla
yer 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_drawWeaponSe
lect and added 2 new SuperHUD elements as replacement:
- WeaponSe
lection: the weapon wheel. - WeaponSe
lectionName: the name of the selected weapon unlike ch_drawWeaponSe lect, the new elements are also active in live and demo follow views to learn how to replicate the look of ch_drawWeaponSe lect, please refer to the website's guide. - chg: disabled WeaponList and WeaponSe
lection* 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 pla
yer 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 pla
yers could cancel team pauses. - fix: the FollowMessage SuperHUD element was visible for pla
yers in the arena during server pauses. - fix: vid_restart could revert the following to former values: scores, warm-up, # of red/blue pla
yers alive. - fix: you could get awarded the defense medal by vicinity for protecting a dead or invalid pla
yer. - 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 pla
yers to coach the spectator team. - fix: Score_NME was visible even when the score wasn't valid (no (other) pla
yer 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 pla
yers alive (pb/pr), warm-up time (tw). - fix: team and pla
yer 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 pla
yers 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 pla
yers 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_pla
yerNames 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 scr
ipt callvotes were always rejected (e.g. "cv map !cpm17tp"). - fix: pla
yer win/loss stats were updated incorrectly after forfeits. - fix: pla
yer 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).
AdditionsChanges
- 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
to add a number to a cvar. - add: /cvar_mul
to multiply a cvar by a number. - add: /unset
to remove a user-created cvar. - add: /setempty
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
[ [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. Fixes
- 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-ba
sed 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 fr
ame-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)/ba
seq3 instead of $(fs_ba sepath)/ba seq3. - 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
Li


Edited by xerosawyer at 17:42 CDT, 4 April 2019 - 13620 Hits