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An upgrade for users of CPMA v1.22. This release adds NTF, a class-based form of CTF that by default features Scouts, Fighters, and Tanks but can be customised with up to 8 classes. It also adds some extended functionality for maplists, a replacement for timenudge that automatically adapts for ping spikes, new prediction code for HPBs, new teamchat macros, and new HUD options.
Unlagged Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. There are a bunch of bug fixes, consistency tweaks for Unlagged, laggy player skip correction, CPMA/OSP's actual 50ms lag correction (the previous version used extrapolation), and some nifty new referee features.
Ultra Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. What's new:
fixed issues with log parsers
smart respawn algorithm which seriously cuts down on spawn frags and reverse spawn frags
g_noAttackTime (to go with g_noDamageTime on Instafreeze servers)
hit sounds, pain feedback, and other effects are no longer dropped with pmove_fixed; multiple hit sounds for multiple hits (rocket two enemies and hear two sounds)
players no longer show up on the wrong team (rare, but it happens in 1.0)
cg_teamRails, ch_drawSpeed, cg_noTeamChatBeep, and cg_projectileNudge (set this to your ping if you want to use it)
ref_swap, ref_wallhack (shows other players through walls but ONLY when you're spectating another player)
doesn't allow blank names (like "^7 ")
message for environmental thaw (like lava thaw in hardcore mode); corpses shot out of environmental hazards do not thaw (in hardcore mode)
stats are per-game instead of per-session (but you can use "/statsacc" to get your accumulated session stats)
lag compensation tweaks (should look more consistent now, especially with pmove_fixed)
change algorithm for correction of 50ms lag (now exactly the same as CPMA and OSP)
correction for laggy players skipping around (and floating phone jack plume to show you when it can't correct)
An upgrade for users of CPMA v1.0. This build's mostly about bandwidth and CTF, but one very notable "core" change is the death of pmove. Requires Map Packs 1-5 and CPMA 1.0 to already be installed.
Click here to read a full list of changes.
Ultra Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. What's new:
perfect backward reconciliation (Unlagged is as good as a client-side hit test now, barring prediction error)
CPMA/OSP-ish correction for Quake's built-in 50ms lag for everyone, every weapon (just play like you're pinging 50 less)
adjusted mass of corpsicle according to weapon (shotgun is now useful in moving corpsicles around again)
reworked voting (if you're running a server and using votelimit, set "vote_*" variables instead)
corpsicles are easier to move over small map features (lips and cracks) and easier to blast up stairs
"players left / players total" counters above team score
cg_trueLightning work like in CPMA/OSP (fixed, in other words) when not lag compensated
referees may become "invisible" while spectating to catch cheaters
adjustable llama penalty (g_llamaPenalty)
rudimentary per-weapon statistics (no damage, but shots, hits, accuracy percentage); use /stats command
The latest and greatest CPMA-approved build of Quake 3. This is an alternative to quake3.exe offering improved FPS, fixes and no Punkbuster nonsense. Steam Quake 3 users would also benefit from using this executable as it does not require Steam to run. Steam and normal quake3.exe files can be left as they are and used as normal.
This update offers improvements that'll be important for all players:
- The DirectX input code has been updated allowing you to directly bind mouse5 through to 8 as well as smoothing out and improving input for some users. Mouse input buffer has been doubled in size.
Demo pausing with timescale 0.
- Fixed an Nvidia card skybox bug that was causing some users to have FPS problems.
- Increased the max poly and max vert counts significantly.
The latest and greatest CPMA-approved build of Quake 3. This is an alternative to quake3.exe offering improved FPS, fixes and no Punkbuster nonsense. Steam Quake 3 users would also benefit from using this executable as it does not require Steam to run. Steam and normal quake3.exe files can be left as they are and used as normal. What''s new:
- removed all bs references to GT_SINGLE_PLAYER and ui_singlePlayerActive (except from the bot code, which has bigger problems)
added sv_singleplayer
- improved TTF overhead a lot: now as fast as crappy bitmap fonts :D
- removed the stupidity of every key aborting demo playback: now ESC only (ed: this also makes ALL bound keys usable in demos, unless overridden by a mod (e.g. CPMA''s MVD hotkeys)).
- only play the id logo cin the FIRST time, not every fkn time
- removed the broken stencil/projection shadow code
- avis produced by video actually work (bug+fix both from ioq3)
- fixed some ABSURD buffer overruns and broken code in snd_dma which caused random dropped sounds for no reason. it''s a miracle it doesn''t segfault any real OS
also dumped the unused-since-TA adpcm/mulaw/etc cruft
- fixed a TA-era bug that broke loopsound behavior. loop (ie ambient) sounds are now 75% volume
- q3config is NEVER autowritten just because of bind/cvar changes. it sucks if you''re playing and it sucks even more if you''re on GTV. UI/SP code should write it EXPLICITLY if they want to save something
The public beta of Challenge ProMode Arena v1.2. It is encouraged that admins put this release on their servers. If you do upgrade, you must delete the 1.11 files.The big feature of this release is obviously HoonyMode, but you could argue that it has two new gametypes rather than one: They've made a couple of small but key changes to CTF, and the end result is something that has very little in common with what CPM CTF is generally like now. The days of two people playing Defrag while 8 others FFA are over. Get used to the idea of escorting and path clearing for your FC, because it's going to be EXTREMELY difficult for even the best players to make a cap without proper support. With the increased skill demands, the difference between a great FC and an average one is going to be huge: something that Quake hasn't had since Q2.
As far as the actual code goes, the only thing missing is the "live MVD" on GTV.
What is Xtreme Arena? The idea spawned from a love for the legendary RocketArena 3 and Excessive. This mod is an attempt to bring some of the things I love most about those two mods into a single fast-paced frag fest! The new code corrects for the 50ms lag built into Q3, just like CPMA and OSP. Even playing with a 100 ping feels just great! The new lag compensation is optional and can be turned off by individual players or by server admins. In addition, XA adds new CVARs to give admins tons of control over thier server. Any weapon can be disabled and damage can be adjusted on most instant hit weapons.
POV: EkinoX Map: ospdm2
This demo was made by EkinoX a french newcomer addicted to CPMA physics. He was my main tester while i was working on OSPDM2 and i forgot to put it on the .txt map's credits. I asked him to record for this demo to promote the map and also to thanks him for his help.
| Category: Demos
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290.57 Kb
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December 28, 2001 |
1211 |
The premise of Unlagged is that the server can compensate for any client's lag by adding a new variable to collision detection: time. In Unlagged, the server does the hit test for instant-hit weapons at the time the player pushed the fire button, instead of when the server got the message that the player pushed the fire button. It means that if you're pinging 300 on an "Unlagged" server, you can still aim and fire any instant-hit weapon (machinegun, shotgun, lightning gun, railgun) as if you were playing on a LAN. What's new:
Full server-side lag compensation for instant-hit weapons (as in Unlagged 1.0, but this time perfectly accurate)
Client-side attack prediction for instant-hit weapons
Cheat-protected debugging options for making sure everything is working right, including lag simulation
Options to let you opt out of full lag compensation for some or all instant-hit weapons, or nudge your compensation a bit
Compensation for Quake 3's built-in 50ms lag for instant-hit weapons when players opt out of full lag compensation, and for all projectile weapons
Correction for “skipping” players (makes them much easier to hit)
Optimization for player prediction (yields 15-40% performance increase – or higher – depending on hardware and network latencies; many thanks to arQon of CPMA for bringing the problem to my attention and providing me with the first solution)
cg_projectileNudge to help in dodging projectiles
Early transitioning of missile entities (makes projectile weapons feel better and projectiles easier to dodge)
cl_timenudge actually extrapolates player movement (instead of making other players look “jerky”)
Option to show more accurate pings (taking into account lag simulation, built-in latencies, and cl_timenudge)
“True lightning” works properly
What's new in this release:
Full server-side lag compensation for instant-hit weapons (as in Unlagged 1.0, but this time perfectly accurate)
Client-side attack prediction for instant-hit weapons
Cheat-protected debugging options for making sure everything is working right, including lag simulation
Options to let you opt out of full lag compensation for some or all instant-hit weapons, or nudge your compensation a bit
Compensation for Quake 3's built-in 50ms lag for instant-hit weapons when players opt out of full lag compensation, and for all projectile weapons
Correction for “skipping” players (makes them much easier to hit)
Optimization for player prediction (yields 15-40% performance increase – or higher – depending on hardware and network latencies; many thanks to arQon of CPMA for bringing the problem to my attention and providing me with the first solution)
cg_projectileNudge to help in dodging projectiles
Early transitioning of missile entities (makes projectile weapons feel better and projectiles easier to dodge)
cl_timenudge actually extrapolates player movement (instead of making other players look “jerky”)
Option to show more accurate pings (taking into account lag simulation, built-in latencies, and cl_timenudge)
“True lightning” works properly
A RA3/CPMA map suitable for 6-20 players.
Screenshots Includes the following arenas:
Behind enemy lines = Arena1 -CA - (8-20 players)
Cave Buster = Arena2 -1v1/2v2
Training Camp = Arena3 -1v1/3v3
Nowhere to Hide = Arena4 -1v1/2v2
| Category: Maps
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13.39 Kb
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January 03, 2002 |
3478 |
czm's original Quake3 cfg but modified for Quake4. This timer counts backwards like Q3's CPMA (the timer is made to subtract instead add).
The timer is used to time items. For example, you pick up Red Armor. Using the timer, you press your + on your keypad. At this point, you wont see anything special happen, but then you press the seconds in which you picked up red armor (look at the clock on the topleft of q4 to get seconds) then it will tell your team (yes, your playing TDM with no fraglimit) the time in which the NEXT red armor will spawn. It also holds QUAD time when u press "Page Down". This will allow you to SPAM to your teammates when quad will show up, so you all can pounce on it, preventing the enemy from getting it. This helps coordinate TDM teams to control items instead of running around and hoping via luck that you get an item when u walk on it. This will help you and your team dominate, because you know when the next ra is, and they wont waste time sitting there.
People who don't have timers, are either outta luck cause their camping a item in which was JUST taken, or the pro-good player instinctively knows when stuff pops up. There are many items built into the timer, this you have to read the readme. but that is the timer in a nutshell. It's a script of using variable strings and binds to keys. This is not a hacking program, a cheat, or anything deemed illegal in the gaming scene. This script is perfectly legal, have no worries.
| Category: Utilities
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12.65 Kb
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October 31, 2005 |
2477 |