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Releases: Deaod/NewCTF

NewCTF v18

17 May 18:58
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What's Changed

  • New flag drop option by @w0ss4g3 in #4
    • Added setting bEnableModifiedFlagDrop
    • Added setting FlagDropMaximumSpeed
  • 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 to True
  • Improve flag collision in edge-cases
  • Modernize build system and CI

New Contributors

Full Changelog: v17...v18

NewCTF v17

18 Sep 20:11
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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

31 Aug 08:11
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Changelog

  • Add setting bSpawnSecondaryEnabled
    • True - Use secondary spawn system if the primary spawn system is not able to assign a spawn point
    • False - 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

18 Aug 21:47
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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
  • 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

Full Changelog: v14...v15

NewCTF v14

09 Oct 18:47
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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

09 Jun 22:19
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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

26 Feb 21:36
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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 after OvertimeRespawnDelayStartTime seconds (default 1.0)
  • Setting OvertimeRespawnDelayCoefficient controls the slop with which the respawn delay increases for every second after OvertimeRespawnDelayStartTime (default 120)
    • Inverse number, so the respawn delay increases by one second every this many seconds of overtime past OvertimeRespawnDelayStartTime

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

28 Oct 01:02
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Changelog

  • Prevented spectators from picking up flag accidentally
  • Optimization of respawn code

NewCTF v10

05 Oct 19:15
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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

11 Jul 19:55
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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.