- Race routes are now loaded from external files (ktx/race/routes/.route)
- Racers can race at the same time (one countdown, run ends when all racers have finished)
- Players should become increasingly translucent as they get closer in newer ezquake clients
- To turn off seeing other players completely, toggle using
/race_hide_players
. (default on for older clients)
- Match mode - vote
/1on1
,/ffa
etc after/race
enabled.
Three scoring systems:
- Win only - 1 point for the winner
- Scaled - 1 point for winning, 1 point for completing, 1 point for everyone beaten (can be 3-0 in 2 player game)
- Formula1 - 25 points for winner, 18 for 2nd, 15 for 3rd etc.
- Players can turn on optional race pacemaker, showing route for top local time
- Racers above a start point don't count as idlers (race8 bug)
- Idle racers don't count for voting purposes
- User commands now stored in race demos, allowing 'show keys' to work during client playback (very inefficient right now)
- Server-side recording of race demos should now be default & more consistent
- Map now resets correctly when last racer quits during race run
- Space no longer toggles chasecam view
- Some stability fixes (out of bounds errors)
- Toggling fallbunny is now blocked
- Velocity shown in race chasecam is horizontal velocity only
- Slide8 is modified so it can be completed (push trigger over lava pit)
- QTV chat now appears during race (was blocked as demo was loaded)
- Frogbots (initially based on the fbca mod) have been ported into KTX, enable in build with
make dlbots
- Route definition files are loaded from external files (/ktx/bots/maps/*.bot)
- Built-in map/route editor for local use (
/k_fb_options 2
, reload) - Bot logic parameters can be loaded from external files (/ktx/bots/configs/)
- Bots have improved ground movement abilities and rocket jumping to increase map support (bravado etc)
- Teamplay messages can now be generated server-side
/tpmsg <msg-type>
- Locations loaded from .loc files (ktx/locs/*.loc)
- Added for bots, not recommended for humans with ping yet as antilag's teleport protection will cause errors
- Players can nominate a spawn before the game starts, nominated spawns are always chosen over random
- Added teamplay-based hoonymode - initial spawns are rigged, then standard ktx model
/hoonymode2v2
or/hoonymode4v4
to activate- must be team 'red' or 'blue', as per CTF
- nominated spawns will have pent or quad effect applied depending on team
- /break between rounds is treated as /break from the match
- In duel player is told of spawn point prior to spawning, is frozen to spot just before round starts
- Changes to support replaying of scenarios, based on .ent files at present
- Demo information file format improved, should have all stats now
/k_demotxt 2
now supports/k_demotxt_format
- xml & json supported- If configured in mvdsv, stats for demos will be sent to web server at match-end
- LGC score printed at end of dmm4 duels
- Ghost colours are no longer random
- Momentum on rocket hits in 'midair' mode restored to old calculation
- If matchtag set, demo is always saved
- Secret doors now do x100 the damage if blocked while on initial stage of opening (fixes cmt4 exploit)
- Coop: teamplay setting now valid for coop,
k_force_mapcycle
option forces mapcycle in co-op mode
- The first connected player won't have race chasecam enabled after death, and will need to explicitly turn it on with
/race_chasecam