Hi guys… I need to know…if is possible the difference between 2.55 and 2.6b version…
I start to modify the NQ 1.1.0 to create an compatible version with ET 2.55…
So now i need to know how and what kind of function 2.6b have respect the privious version…
thx for help
Difference between 2.55 and 2.6b
trying to undo the patches, now thats funny!
why dont you just upgrade your server to 2.60b, and leave NQ alone?
and ontop of that you have a more secure server too!
Changes relevant for modders:
=============================
NOTE FOR MOD USERS: It is recommended that any user modifications that have been installed to the
Wolfenstein: Enemy Territory directory be removed. These modifications are not supported by Activision®
and may not be compatible with some of the fixes that are included with this patch.
The entire source tree is now -Wall -pedantic -std=c99 clean, removing all the noise from the silly
warnings so that useful warnings are actually noticed. No functional changes, except that HINT_CHAIR
doesn’t work at all now (where it worked before, but unreliably).
All printf-style varargs functions are now protected with GCC’s attribute extension, which should
help catch printf parameter errors.
Added a 4th parameter to CG_INIT - qboolean demoPlayback - since some mods need this at init time,
and drawactiveframe is too late for them.
MAX_CVARS increased to 2048 from 1024, as ET is relatively close to the 1024 limit with both client
and server cvars. Enlarged FILE_HASH_SIZE to compensate for the enlarged cvar table size.
kick/ban code is now moved entirely into qagame, mods can choose to use the engine banning system or
the qagame one. #define USE_ENGINE_BANLIST qtrue, changing to qfalse makes use of the qagame ban system
Demo recording status has been moved entirely to cgame. See CG_DrawDemoRecording().
When PERS_HWEAPON_USE was set, the engine blocked the update of usercmd_t.
This has been fixed and the relevant code changed in pmove_fixed.c
FUI can now render models
cgame can synchronize rendering with trap_R_Finish if needed.
CG_SHUTDOWN is now called on /quit
MAX_GLOBAL_SERVER is now 4096
Significantly enlarged MAX_CMD_BUFFER (16k->128k)
Added better debug info for Info_*() infostring functions
The master server now supports filters for fs_game and gametype.
E.g. to request a list of protocol 84 servers with fs_game “etpro” and g_gametype 5,
ui_main would execute the following command:
globalservers 0 84 \game\etpro\gametype\5
Rendering to textures:
cgame may now render directly to a texture on the fly.
Use trap_R_GetTextureId() to retrieve a handle to an existing texture (tga/jpg).
Use trap_R_RenderToTexture( textureid, x, y, w, h ) to render into the texture.
Screen coordinates 0,0 for trap_R_RenderToTexture are at the lower left of the screen.
You can get a list of textures the engine has loaded with /imagelist
Example code can be found in cg_limbopanel.c at the bottom of CG_DrawPlayerHead().
Dynamic shaders:
cgame may build shader scripts on the fly, via code.
Use trap_R_LoadDynamicShader( shadername, shadertext ) to load a new shader into memory.
The loaded shader can then be referenced with trap_R_RegisterShader() and used as if it
were a normal shader. Combined with trap_R_RemapShader(), cgame can replace any shader.
trap_R_LoadDynamicShader( “shadername”, NULL ) unloads the dynamic shader “shadername”.
trap_R_LoadDynamicShader( NULL, NULL ) unloads all dynamic shaders.
Example code can be found in cg_main.c, look for #ifdef TEST_API_DYNAMICSHADER
Raw binary channel for client<->server:
cgame and qagame may now communicate using a raw binary stream.
These messages are unreliable (like udp), and are sent only once per server frame.
qagame and cgame are responsible for managing retransmissions.
Sending a message overwrites the outgoing message buffer.
Once the message has been sent (unreliably), the message buffer is cleared.
The message is sent with trap_SendMessage, and its status can be read
with trap_MessageStatus. When the cgame and/or qagame receive a
message, they get a *_MESSAGERECEIVED event to vmMain, which has a
timestamp and the message that was sent during that snapshot.
void trap_SendMessage( /* server: int clientNum */, char *buf, int buflen );
clientNum: the client to send the message to (server only)
buf: the message to send
buflen: length of the message to send
messageStatus_t trap_MessageStatus( /* server: int clientNum */ );
clientNum: the client whose buffer we want to check (server only)
returns MESSAGE_EMPTY on empty buffer
returns MESSAGE_WAITING when not yet sent (can be caused by rate limit)
returns MESSAGE_WAITING_OVERFLOW when the message would make
the packet too large to send
/* qagame */
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
command == GAME_MESSAGERECEIVED
(int)clientNum = arg0: clientNum message was received from
(char*)buffer = arg1: pointer to the message received (temporary)
(int)buflen = arg2: length of message received
(int)commandTime = arg3: timestamp of message (from client)
/* cgame */
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
command == CG_MESSAGERECEIVED
(char*)buffer = arg0: pointer to the message received (temporary)
(int)buflen = arg1: length of message received
(int)commandTime = arg2: timestamp of message (from server)
Fixed the Com_BitSet() with ridiculous bit number in the anim condition code.
buddyClients was not used, ignoreClients was too small and didn’t use COM_Bit* functions.
Fixed incorrect class determination in CG_PlayerClassForClientinfo().
CG_AddPMItem failed on multi-line messages.
Lag and packet loss simulation:
Client and server may simulate packet loss and increased latency with new cvars.
These will only function when sv_cheats is 1.
Server uses the cvars sv_packetloss and sv_packetdelay.
Client uses the cvars cl_packetloss and cl_packetdelay.
For example, to make the server simulate 200ms latency and 30% packetloss:
sv_packetdelay 200
sv_packetloss 30
These cvars only affect transmitted packets, not received packets. To simulate
packetloss and latency in both directions you need to set the cvars on both
client and server.
Thanks to Chad Siedhoff and the Activision Visioneers for helping with this patch!
1.02 Fixes:
Weapon fixes include moving Land Mines and Adrenaline needles to separate weapon banks. Made switching to a weapon after dropping dynamite/satchel/landmines easier. Also added ability for
Covert Ops/Engineer to pick up weapons from the opposing team of the same class. Fixed some issues with Air Strike detonation. Fixed XP not being given (and stats being kept) for kills with akimbo pistols.Server side fixes include private slots not working when the server is password-protected, added cvar (g_disableComplaints) to disable complaint system for certain type of kills, 1 = mines, 2 = airstrike/ffe, 4 = mortar (add together for multiple types). Made it so, for the cvars that require it, any changes to public/competition settings will now do a map restart. Added a temporary banning system for when players are kicked by vote or from complaints (defaults to 5 mins).
Client-side additions include the ability to show smaller popup messages (such as death messages) with cvar (cg_drawSmallPopupIcons). Made it easier to give health and ammo to players closer to you (instead of giving it to yourself by accident). Fixed vid_restarts causing players to be thrown into limbo on pure servers. Fixed changing game modes causing entities (mounted MG’s) to be spawned incorrectly. Fixed some votes not displaying properly. Sped up fog rendering code and many other behind-the-scenes fixes!
Thanks to Chad Siedhoff and the Activision Visioneers for helping with this patch!
1.01 issues fixed (from previous server-side patch):
greetz Cambo