Goldrush 2.1 (update for 2.0)
Goldrush 2.1 is an UPDATE for Goldrush 2.0...
- Category First Person
- Size 6.4 MB
- Program by GODh
Goldrush 2.1 (update for 2.0)
Goldrush 2.1 is an UPDATE for Goldrush 2.0
Goldrush is a multiplayer mod for Soldier of Fortune 2. Goldrush 2.1 is an update for Goldrush 2.0!
To play Goldrush 2.1 you need to have these 2 files installed:
* The 1.03 (Gold) patch
* Goldrush 2.0 full version (please read the 2.0 docs as well!)
Goldrush 2.0 can be found here:
http://www.fileplanet.com/149032/140000/fileinfo/Soldier-of-Fortune-II---Goldrush-2.0-Full-version
After installation of Goldrush 2.1 a client still can play on both 2.0 and 2.1 servers!
INSTALLATION:
* Do NOT throw away you Goldrush 2.0 files as you still need them!!
* Please extract all files from the zip into your sof2/goldrush folder...
* This will add 2 new pk3's to your goldrush folder!
* Some other files like the example config and mapcycle file must be overwritten (new stuff)!
com_hunkMegs for clients:
* Please make sure your com_hunkMegs setting is set to 128 as a minimum! This can be done in your goldrush/sof2mp.cfg file... It is best to do it also in your sof2/base/mp/sof2mp.cfg (especially when you use tools like The-All-Seeing-Eye or when you connect to Goldrush servers via SOF2 itself)! Changing both configs may save you some headaches ;)
com_hunkMegs for servers:
* Please make sure your com_hunkMegs setting is set to 45 as a minimum! Not fully tested but we think that a value like 64 may result in a (bit?) smoother gameplay (especially on internet servers)...
WHAT HAS BEEN CHANGED?
There have been several thing added, fixed, changed and even removed:
ADDED:
* Added a autobalance system for teamgametypes:
g_autoBalanceTeams [0/1] 0 = disable, 1 = enable
For the rest the autobalance system that is configurable via a config file (default: autobalance.cfg). The autobalance system checks teamscores and number of players. If needed it will move a player from one team to the other team...
It also tries to prevent that the same player is moved from 1 team to another and back.
Autobalance only switches players when they are dead, or just before starting a new round when playing a gametype that doesnt have playerrespawn (inf, dem, sabo, gold, etc)!
Please read the included autobalance.cfg for more info!
* New player command: checkab
This command gives info on the current autobalance settings. Admins can also see the "target" (player that will move to the other team)...
* New serversided cvar: g_realisticLadders [0/1] 0 = disable, 1 and 2 = enable
This affects the speed players have on ladders: 0 = normal speed, 1 = 25% extra friction, 2 = 50% extra friction
* New serversided cvar: g_knockbackDropsWeaponModifier [value] (min = -50, max = 50, default = 0):
This cvar only has effect when g_knockbackDropsWeapon is set to 1 (enabled). With a negative value it is easier to loose your weapon; with a higher value is harder to loose your weapon (this is hopefully a good cvar for RealDamage servers)
* New admin/referee command: swapteams
This immediately swaps both red and blue team (red team becomes blue team and visa versa)
* New admin/referee command: end_map
This command stops the current map in a more natural way: scores/medals are shown, mapvoting works, etc
* New admincommand: adm hide
This command toggles the admin status being visible or not (other admins and refs always can see status, but refs cannot hide themselves)
* New client cvar: cg_drawStats [0/1] 0 = disable, 1 = enable
When enabled, this cvar shows 2 stats on screen: accuracy and headshots (for the moment more stats are not possible!)
- Accuracy = totals shots * 100 / total hits
- Headshots: the number of headshots in the current game ;)
This also shows the accuracy and number of headshots of other players when you follow them in spectator/ghostmode...
* New players command: timeleft
This shows the time left to play on current map (timeleft = timelimit + timeextensions - time already played)
There are 3 ways to activate this:
- Via console: timeleft
- Via chat: /timeleft (nothing else)
- Via token: #z gives timeleft in numbers (like 12:34), #Z gives timeleft in text (like 12 minutes and 34 seconds)
* Added new map: gold_coldboot, a small & fast map that supports all gametypes
* Experimental: hopefully we now have a workaround for a nasty sof2bug that can crash servers (cl_guid too long)
This checks the length of the guid of players that try to connect to a server. We are not 100% sure that it stops the crashes (hard to test for non-hackers like us) but we didnt notice any problems so we kept it...
FIXED/UPDATED:
* Fixed: Ther was a bug that caused players to be disconnected during a mapchange (some info wasnt updated properly)
* Fixed: "player xxx attacked a teammate" messages now also appear in players console
* Fixed: hitting your teammates was good for accuracy (medals), but not anymore (shots are still counted, hits arent)
Also fixed the accuracy (medals) when shooting with a shotgun!
* Fixed a bug in the goldrush gametype
The bug didnt had an effect on the gametype itself, however it has an effect on the capture medal at the end of a map
* Fixed: g_disableKnife now also works in pickupsgames
* Fixed: there was a bug where stripped/surrendered players who got stuck in the "scope-screen" (no weapons means that they cant scroll to another weapon). Fix = zooming stops before players looses weapons!
* Fixed players command: players
Now it should show correct times
* Fixed create-server menu: changing g_speed via menu's: was max 99, now 999
* Updated the admin- and refereemenus: now you can change the friendlyfire setting, swap the teams or end the current map. Admins also can hide/unhide themselves via their menu!
* Fixed: no more zooming during intermission
* Fixed: There were a few small bugs in the gold_finca map
* Updated: increased the maximum number of the soundtokens from 64 to 128
* Updated: Realistic Speed now also affects the distance a player can throw a grenade (depends on status from health and armor)
* Updated: Smoke from M15 is now unhealty as it can make you cough and slowly loose health. This makes the M15 a much more tactical weapon... :D
* Updated: In the CAH and TCAH gametypes a player cannot loose the flag anymore due a big hit when g_knockbackDropsWeapon is set to 1 (this wasnt fair as they cannot pickup the flag again)
* Updated: now players are automatically "ready" after voting for a map during intermission
* Updated: improved sorting in scorescreen: same score + same kills, but less deaths = better (NOTE: sorting is NOT realtime, it may take a few seconds)
* Updated: In the VIP gametype the VIP now has a different teamicon
* Updated some example files: improved goldrush_server.cfg en example.mapcycle file; also added a batchfile (start_server.bat) that helps you to run a server
BOTS:
* Updated: Bots should now shoot more often in bursts. This prevents that they keep pressing the attackbutton to long (aiming too high)...
* Updated: bots now should aim a *bit* better when enemy is ducking
* Bot_minplayers: the bot_minplayers cvar has been updated to prevent problems with the adm/ref forceteam command and autobalance.
In the past this cvar tried to rebalance the # of players/bots after moving 1 bot to the other team, but now it will only TRY to do so when the total number of players/bots doesnt match with the value of bot_minplayers (which saves a lot of sh*t).
Consequence of this is that an admin might need to do a map_restart or load a new map to add bots on an empty server (when using the bot_minplayers command)
* Bot_minplayers: When randomly kicking a bot we try to prevent that we kick bots that are carrying a gametype-item (but it depends on # of bots in that team)...
* Updated some botroutes
REMOVED:
* Removed: the weight_move_jumps cvar as it was kind of useless (only effective when in air)
THE REST:
* The serverfix for Goldrush 2.0 is included in this 2.1 update (the goldrush_server.cfg was a bit too big, which resulted in a not fully loaded config)
* And everything that i forgot to write down (probably a few "small" things) :/
We hope you gonna like this update as much as we do :)
If you find some problems or when you have useful suggestion don't hesitate to contact us via our forums:
* http://forums.jolt.co.uk/forumdisplay.php?s=&forumid=130
Have fun!