Releases: Deaod/NewCTF
NewCTF v18
What's Changed
- New flag drop option by @w0ss4g3 in #4
- Added setting
bEnableModifiedFlagDrop
- Added setting
FlagDropMaximumSpeed
- Added setting
- Prevent flags from moving only on clients (thus giving players wrong information)
- Try to prevent flags from glitching through walls.
- Improve warmup detection so it works without setting
bTournament
toTrue
- Improve flag collision in edge-cases
- Modernize build system and CI
New Contributors
Full Changelog: v17...v18
NewCTF v17
Changelog
- Added Setting SpawnSecondaryMaxDistance
- Default 2000uu
- Limits the maximum distance that players can contribute to choosing a spawn point using the secondary algorithm
- Added Setting AdvantageMaxScoreDiff
- Default -1
- Prevents advantage if teams are further apart in score than this value
- Negative values impose no limit, advantage always happens
- Ping used for extrapolating positions during spawn point selection is bounded to 250ms
Full Changelog: v16...v17
NewCTF v16
Changelog
- Add setting
bSpawnSecondaryEnabled
True
- Use secondary spawn system if the primary spawn system is not able to assign a spawn pointFalse
- Fall back to default spawn algorithm instead of secondary spawn system
- Apply
SpawnMinCycleDistance
to secondary spawn system as well
Full Changelog: v15...v16
NewCTF v15
Changelog
- Added secondary spawn algorithm, which is designed to never fail assigning a spawn point
- Existing spawn algorithm renamed to primary algorithm
- Spawns through the secondary algorithm are announced to all players
- Relaxed visibility check for spawn points
- Trace from eye level of player to eye level of spawn point, in addition to existing trace from eye level of player to center of spawn point
- Added visualization for spawns
- Their texture indicates whats blocking those spawns from being used
- Green: Spawn can be used
- Red: Spawn blocked by enemy
- Blue: Spawn blocked by friend
- Yellow: Spawn blocked by flag
- Grey: Spawn blocked because it was used too recently
- If NewCTF spawn system is not used (Threshold > MaxPlayers), spawns always have a grey texture
- Their texture indicates whats blocking those spawns from being used
- Added setting
bSpawnExtrapolateMovement
- Defaults to
True
- If
True
, players are considered to be in two positions at the same time for spawn blocking purposes:- their current location on the server and
- an extrapolated position based on their current trajectory and ping
- Defaults to
Full Changelog: v14...v15
NewCTF v14
Changelog
- Add
RespawnDelay
setting- Controls how long players have to wait before they can respawn
- Defaults to 1.0
- Must be at least 1.0
- Fix NewNet compatibility issues
- Fix bug that allowed players to score immediately when translocating to enemy flag from their own
NewCTF v13
Changelog
- Performance improvements
SpawnFlagBlockRange
now applies around flag carriers- Added INewCTFAnnouncer, a stand-alone interface for NewCTF announcers, so that announcers dont have to be recompiled for every NewCTF version
- Created NewCTFInterface.u to contain INewCTFAnnouncer
- SpawnControl.u merged into NewCTFInterface.u
- Added FlagTimeout settings for normal play, advantage, overtime
- Fixed a bug that prevented flags picked up while already touching your own flag from immediately being scored
- Give each team's flag its own class (NewCTFFlagRed, NewCTFFlagBlue, NewCTFFlagYellow, NewCTFFlagGold)
NewCTF v12
Changelog
Overtime Respawn Delay
Added a system that can delay respawning during Overtime. This feature requires InstaGibPlus v6 to work, otherwise the default respawn delays apply. The respawn delay system will never allow respawning more quickly than the base game.
- Setting
OvertimeRespawnDelayStartTime
controls after how many seconds of overtime the respawn delay kicks in (default 300) - Setting
OvertimeRespawnDelay
controls the respawn delay in seconds afterOvertimeRespawnDelayStartTime
seconds (default 1.0) - Setting
OvertimeRespawnDelayCoefficient
controls the slop with which the respawn delay increases for every second afterOvertimeRespawnDelayStartTime
(default 120)- Inverse number, so the respawn delay increases by one second every this many seconds of overtime past
OvertimeRespawnDelayStartTime
- Inverse number, so the respawn delay increases by one second every this many seconds of overtime past
Mercy Score
Added a mercy score system which can end a match if the leading team has a lead of more than MercyScore
flag captures. If MercyScore
is 0 (or less), no mercy score is applied. This can be controlled through the URL using ?MercyScore=<X>
Flag Glow
Added a way to turn off the glow of flags when carried by players. Setting bFlagGlow
controls this and can be set through the URL using ?bFlagGlow=<True/False>
.
NewCTF v11
Changelog
- Prevented spectators from picking up flag accidentally
- Optimization of respawn code
NewCTF v10
Changelog
- Fix potential infinite loops
- Dissolve ServerSettings for better MapVote compatibility
- Rename AllowOvertime URL parameter to bAllowOvertime
- Improve Upgrading of NewCTF-provided Announcer packages
- Built against v469a
NewCTF v9
Note
Starting with this release, the package name of released versions of NewCTF will change with each release. We are aware that this will complicate the upgrade process for server administrators, but it improves the ability to play back demos years after they were recorded.
Changelog
- Spawn system by default now requires that at least one other spawn point has been used before reusing a given spawn point
- The default ranges for Enemies and Flags have been increased
- Server and Client settings are now independent from the package name, clearing the way to versioning the package name.