|FF|Im2good4u ui update. Added cg_centertime and fixed menu box size
#944 - competition fueldump
Tank is completely removed, first half of map is skipped.
Depot side wall and depot gate are now dynamitable.
#964 - show who did team commands like pause, specinvite, readyteam
#959 - uncheatprotect cg_centertime
#967 - added 6 new crosshairs, which are variants of the orignal 0-5 that work better at small sizes
#960 - allow .config to require a particular mapscript
syntax: in a (non default) map block put
mapscripthash <40char sha1>
if no mapscripthash is specified, any mapscript is allowed
if a mapscripthash is specified, and the hash of the loaded mapscript does not match, an error message is sent to all clients, and the config is cleared.
the hash of the current script is stored in the readonly server cvar b_mapscripthash, so clients or server admins can query it.
Also improved config error handling. Now all parse errors result in the config being completely cleared, and a message broadcast to connected clients.
lua changes:
ps.viewangles added
s.eventParm added
ps.origin added
specinvite improvements:
show spectator invite status in /players.
Where /players previously showed a red X for axis or a blue L for allies, it shows the following for spectators
SH shoutcaster
SB invited both teams
SX invited axis only
SL invited allies only
S not invited
This could be made more verbose if people think it is too obscure.
add specuninvite command. Refs and shoutcasters may not be invited or uninvited
bugfixes:
#935 - fireteam invite confused by numbers in names, breaks when using ft menu too
#936 - players may suddenly drown if they go directly from waterlevel 0 to/from 3
#939 - etpro doesn't play the the prepare and fight sounds when unpaused
#954 - setcs rcon abuse
#948 - using a fixed MG pauses panzerfaust
#955 - some trigger_objective_info fields cannot be modified from mapscript. We now allow trigger_objective_info fields to be changed in mapscript spawn section. Some (spawnflags, customimage, score, target, track, message) must be changed in the first frame, or first 3 frames.
#949 - don't leave the player with an empty grenade launcher (weapalt bug);
#962 - revive can leave you with an empty rifle grenade launcher
#957 - weaponbank 10 crashes the client
Prevent antiwarp circumvention via pmove_fixed
#961 - Having too many counters drawn crashes the cgame
#969 - accum buffer index validation is borked. allow 10 global or local accums, and correctly print an error if the script tries to use too many.
#970 - some items in the etpro config menu first page cannot be bound. make resettimer, opentimerinput selectbuddy 6 and 7 bindable in menu.
#965 - clients should no longer be able to get other client's ip
#966 - clients can force other clients to disconnect by generating a lot of commands
Three server cvars were added for #966:
b_floodKickRate - continious commands/sec, default 15
b_floodKickBurst - max commands in a burst, default 20
b_floodKickTime - time to kick flooders for, default 0
The default values should keep flooders from lagging others off the server.
Last edited by bani on Sun Sep 03, 2006 3:22 am, edited 2 times in total.
This release requires the 2.60b client. It will not work with 2.60. If you want to keep the old version around so you can play on 3.2.5 servers as well, you can just rename one of your et.exe files.
If the server you play on has md5tool checks for et.exe (silly, but many do) then you need to make sure the correct one is called et.exe.
This release doesn't require a particular server version, but 2.60b or the latest ETTV is recommended.
Can anyone confirm this is the stuff we need to use for building configs? Can't test it right now, I'm at work .
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
You can also get the hash values from b_mapscripthash on the server, after loading the map. b_mapscripthash stores the actual hash of the loaded map, not the one required by the .config
The ones you posted (at least the couple I checked) seem to be correct. The usage you posted should be correct as well.
You will also have to exercise some care that mapscripts don't get line ending conversions performed on them when you extract or transfer them.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
The main issue will be for ladders using a 'slightly modified' version of any script. I'll probably just forward any future stock map bug fixes to reyal, so that it can be properly bundled with etpro, and the new script hash announced...
mortis wrote:The main issue will be for ladders using a 'slightly modified' version of any script.
It's up to the league admins to find and put the correct hashes in their .configs.
The whole point is to help make sure that match servers have whatever scripts the league requires. It isn't so much an anti-cheating measure (since motivated server admins can always cheat) as a configuration sanity check.
I was just thinking in terms of *official etpro script hashes*. Some leagues want the fixes, but adhere very closely to official etpro releases only...I guess i'll continue to spam you and the general public with my future bugfixes.
Nothing to see here. Keep moving. Please disperse....
Speaking of cheating, can we assume there will be a short window of relatively cheat-free gaming while they work around the new version? It always seems like pubbing is much more pleasurable after a new release, presumably because it breaks all teh hax.
I did notice the updated etpro_cheats.dat file, BTW.