
This changelog is the canonical source of information for Q4MAX.
Any document that disagrees with it is almost certainly wrong.

Note: like every other version of Quake, Q4 "listen" servers are EXTREMELY defective.
They MAY work but they're not officially supported. Always use a "dedicated" server.


Notes for version 0.73 (27 Mar 06)

ADD: Compatibility with q4 1.1, including all additional functionality from this release.

ADD: startfreeze callvote/mode option which freezes player movement during countdown for CA/CTFS

ADD: startrespawn callvote/mode option which forces players to respawn after countdown for CA/CTFS

ADD: countdown callvote/mode option which changes si_countdown

ADD: cg_ambientEffects 0/1 allows players to disable world effects

ADD: cg_deadBody 0/1 allows players to disable showing of dead player bodies before they respawn

ADD: XSL Templates which display match stats in a "pretty" format.

ADD: fs_xslTemplate cvar specifies the XSL template referenced in XML stats

ADD: 1.1 cvars pm_zoomedslow and g_simpleitems added to the competition menu

ADD: "follow" command. can supply either a playerId, or a powerup ("quad", "regen", "haste", "invis", "marineflag" or "stroggflag"), and you will spec this player.

ADD: enemyspec callvote/mode option which enables/disables the ability to spec enemies when you're dead in CTFS / CA.

ADD: "timeout" command which is not restricted to refs. Limited number of timeouts (sv_maxTimeouts), and limited duration (sv_timeoutMaxLength).

ADD: When server uses si_allowhitscantint 3, the railtrails are tinted using cg_enemycolor / cg_teamcolor and not the default strogg / default marine colours.

CHG: q4maxXML renamed to MAXStats, and now can display data on both clients and servers, and provides detailed match breakdowns in addition to summary data on servers. See separate documentation.

CHG: Numerous icons made nomip

CHG: Made spectator text less obtrusive

CHG: g_simpleitems 1 now disables the "hologram" effect of item spawn markers

CHG: g_muzzleflash now also removes the actual firing flare

CHG: removed ui_model_backup, ui_model_strogg and ui_model_marine cvars

CHG: Spectator text tweaked to improve visuals during video broadcasts

FIX: (netcode) Reduced the amount of serverinfo data transmitted, thus reducing "SendReliableMessage overflow without allow overflow set" errors.

FIX: Spectators should now be able to rejoin the game in FFA

FIX: Duel no longer allows 3 players in the game if a player joins once the game has started

FIX: Player names/clantags with < > & ' or " are now correctly escaped in XML output

FIX: Tourney mode now correctly creates multiple arenas again

FIX: Tourney mode now respects the overtime callvote correctly again

FIX: Tourney mode now populates scoreboard/hud correctly at start of the tourney.

FIX: force model will force the heads of models in all cases correctly now.


Notes for version 0.72 (19 Feb 06)

add: mode CTFS - CaptureStrike

add: health and armor votes for CA/CTFS
(no vote_allow control on these: they're too trivial)

add: pause (referees only)

add: PM skins. tweak r_gamma/r_brightness/r_lightscale if they're not bright enough

add: "weapon" as an alias for _impulse 0-9 for binds

chg: menu now has zoom toggle, GL smoke, RL smoke, draw gibs, draw blood, weapon fov effect, and team model.

chg: #l now uses the same location desc as team overlay.

chg: #l works in CA.

chg: CA does not allow firing at the end of round to prevent grenade exploit.

chg: mode TOURNEY for Raven's tournament mode

chg: mode DM (also named duel) means real 1v1 play, not Raven's tournament

chg: CA spawns default to 100H/150A

chg: railguns no longer dropped on player death in IG

chg: RG has infinite ammo in IG

chg: no throwing weapons in IG/CA

chg: g_feedScorebot defaults to 1

chg: CTF defaults to no team damage

chg: removed si_entityFilter

chg: Windows only: Error handling
     Access Violations and other crashes now drop to the console and log the error rather than displaying the Windows error dialog.
     Please submit the error displayed on the console if this happens (multiple lines).

chg: Crosshair name fade-in time speeded up

chg: Crosshair name displays for spectators

chg: the #i token requires you are looking at the item more than before - gives more accurate information.

cgh: cg_logXMLStats and sv_logXMLStats (0|1 - cg defaults 1, sv defaults 0). Logs game statistics 
     to a stats subdirectory in an XML format. 

fix: team damage setting was ignored in IG

fix: si_modes misbehaved at times

fix: dead players using #w did nasty things

fix: scorebot feeder got sulky when time went backwards (map changes)

fix: CA displays stats at end of game.

fix: CA no longer decays health > 100 during countdown.

fix: crash in some cases when railing with no team damage (eg CA).

fix: autoaction screenshots given .jpg extension

fix: CA player scores are reset at the beginning of each round

fix: g_gunx/y/z no longer affects models other than the local clients (unless following as a spec)

fix: cg_blood filters out even more blood effects.

fix: (RB) trigger_hurt works correctly in MP


Notes for version 0.71 (22 Dec 05)

add: callvote instagib, vote_allow_instagib
	use seta si_modes "IFFA ICTF ITDM" and seta si_mode IFFA
	to create an instagib-only server

add: cg_blood  (0|1, default 1)
	show bloodstains, spurts, etc on players

add: cg_gibs (0|1, default 1)
	explode corpses into itty bitty pieces

add: cg_smoke_RL, cg_smoke_GL (0|1, default 1)
	controls smoke trail effects

add: players spawn with all weapons (except DMG) and 100A in warmup

add: team overlay (health, armor, weapon, location of your teammates)

add: automatic referee privileges
	create a file called "reflist.txt" in your Q4MAX directory
	and put the GUIDs of your admins/clanmates/etc in it

add: cg_weaponFovEffect (0|1, default 0)
	controls weapon model being "pulled back" at higher fovs (like Q3)

add: Clan Arena mode (standard mode "CA")

add: "callvote mode map" to do both at once, but use the UI: it's much easier

chg: removed g_gun_roll, g_gun_yaw, g_gun_pitch
	they didn't actually do anything  :)

chg: g_fov upper limit raised to 120
	there's certainly a point at which a high FOV changes from a
	competitive setting to an exploit, but 120 is within the safe zone

chg: unlocked r_lightScale

chg: normalised the MG firing sound


Notes for version 0.70 (12 Dec 05 - the CPL Winter Release)

add: more OSP commands
	players
	lockteams
	unlockteams
	remove <player>
	marine <player>
	strogg <player>

add: cg_noChatBeep (0|1, default 0)

add: CPMA chat tokens
	#a armor
	#h health
	#i nearest significant item
	#l nearest significant item spawnpoint
	#w current weapon and ammo
	use ## if you actually want a # to show up in chat

add: r_vertexLight (0|1, default 0)
	use a (much much) faster codepath for world lighting
	r_skipBump 0 can have nasty side-effects with this
	since bumpmapping REQUIRES localised worldlights

add: ui_autoAction (default "", options "demo" "ss")
	automatically record demos, and/or take screenshot at match end
	if you want both use "demo ss"

add: si_autoAction (default "", options "demo" "ss")
	force players to record demos etc - very handy for leagues/events

chg: chat appears as "player: green text"

chg: teamchat appears as "(player): cyan text"

fix: (RB) pain sounds were really unreliable


Notes for version 0.60 (2 Dec 05)

add: OSP-style votes and vote controls (vote_allow_x)
	the vote_allow_x controls obsolete g_voteFlags
	armordecay
	armorsystem
	autobalance (team games only)
	caplimit (flag games only)
	droppowerups
	dropweapons (team games only)
	falldamage
	footsteps
	fraglimit (nonflag games only)
	kick
	map
	mode (mode does NOT have a vote_allow var: see si_modes)
	mutespecs
	nextmap
	overtime (0: sudden death, 1: 2-minute periods)
	poweruprespawn
	referee
	restart
	selfdamage
	teamdamage
	timelimit
	warmup
	weaponrespawn

add: vote_limit (default 3)
	maximum number of votes a player can call per game, 0 = no limit

add: OSP commands
	abort (referee only)
	allready (referee only)
	referee

add: cg_forceModels (default 1)
	forces player models to cg_enemyModel/cg_teamModel

add: cg_enemyModel (default "")
	forced enemy player model, blank uses default model

add: cg_teamModel (default "")
	forced team player model, blank uses default model

add: cg_forceColors (default 1)
	forces player colors to cg_enemyColor/cg_teamColor

add: cg_enemyColor ("R G B", default "")
	forced enemy player color, blank disables coloring of enemies

add: cg_teamColor ("R G B", default "")
	forced team player color, blank disables coloring of teammates

add: hud_style (default "cpmhud1")

add: ref_password (default "")
	if set, allows players to gain limited admin privileges via the "referee" command
	note that the password is case-sensitive

add: si_mode (default "FFA")
	loads a gametype and its associated rules (timelimit etc)
	this supercedes the g_gametype cvar, and MUST be used instead
	there are 5 "standard" modes: FFA, DM, TDM, CTF, ACTF
	see docs/modes.txt for information on creating custom modes

add: si_modes (default "")
	restricts the modes the server allows, blank means no restrictions
	e.g. si_modes "TDM CTF ACTF" means the server can only be used for team games

add: dropWeapon command (teamgames only)
	drops your current weapon for a teammate

add: g_feedScorebot (default 0)
	provide match information to external tools (Score_Time, Score_Marine, etc)
	you must never feed a scorebot after midnight

add: ready/notready status shown on scoreboard

chg: minimum respawn time is 2 seconds

chg: maximum respawn time is 4 seconds

chg: com_allowConsole defaults to 1

chg: players can warm up in inactive tourney arenas

chg: the UI calls FFA "FFA" rather than "DM"
	since they're not the same thing, and some of us actually know that

chg: g_voteFlags has been removed (vote_allow_x supercedes it)

chg: si_weaponStay has been removed
	"weaponRespawn 0" in a mode config replaces it

chg: si_teamDamage has been removed
	"teamDamage x" in a mode config replaces it

chg: the "centerview" command has been removed

fix: (RB) g_fov is a config cvar

fix: (RB) spawn selection code was horribly broken in DM

fix: (RB) SG and HB switch time was broken

fix: (RB) the various bob/roll cvars work correctly in MP

fix: (RB) r_displayRefresh works correctly in MP

fix: (RB) r_skipSpecular works correctly in MP
