The next version (0.6.4) of the Q3MIN distro is ready. It can be downloaded from the project's WEB site freeq3.com
(go to Download->Game). The following changes have been implemented in this version:
1. Copied the GPLed map 'aggressor' (and its supporting textures and shaders) from Openarena 0.8.1. Removed the map 'ztn3dm1'. Now all stuff in the Q3MIN archive is strictly GPL.
2. Replaced grenade sounds using stuff provided by Chiquita. It is much better than the original (especially the bounce sound that sounded in OA like when kids kick around an empty tin box).
3. Ported my code for weapon grouping and ranking to Q3MIN (from a previous source mod of mine). Below is a description of how it works.
The order of weapons (i.e. their 'rank') is controlled by a new Cvar called 'cg_weaponRank' (default value is the empty string ""). The default means that the order (ranking) of weapons is the same as in the original game. You may specify a different weapon order by setting this Cvar as follows:
set cg_weaponRank "w1 w2 w3 w4 w5 w6 w7 w8 w9"
where w1, w2, etc. are weapon ID strings from the following sets:
ga mg sg gl rl lg rg pg bf
GA MG SG GL RL LG RG PG BF
There must be exactly nine weapon IDs, one for each weapon. The order of weapons in the game will follow the order in which they appear in the Cvar's string.
The standard weapons available in the game (from gauntlet to BFG) are now divided into weapon groups. There are four groups and there may be up to four weapons in each group. The default grouping is as follows:
Group 1: LG PG SG (close quarter fighting)
Group 2: RG MG LG (middle to long range, instant hit)
Group 3: BF RL GL (explosive projectiles, self-damage)
Group 4: GA (best left alone :))
Four additional Cvars are provided for overriding the default definitions of weapon groups:
The default value for these Cvars is the empty string "". You may set any of them in the same way as 'cg_weaponRank' above. For example:
set cg_weaponGroup2 "RL LG SG"
This will redefine weapon group 2 to have the rocket launcher, the lightning gun and the shotgun. You may add up to four weapons to each group, but no group may contain the same weapon twice. Weapons in the groups should be specified in a descending order (most powerful listed first, this is the order of selection within the group). If you set the Cvar to "" then the corresponding weapon group will have the default weapons in it.
The command 'weapon N' has been extended to take advantage of weapon grouping. It accepts arguments in the range 101 to 104. These numbers correspond to the four weapon groups. Passing the number of a weapon group (+ 100) results in the following actions depending on which weapon you currently use:
* if your current weapon is in the requested group, the next available
weapon from the same group is selected
* if your current weapon is from another group, the best weapon available
in the requested group is selected, but if no weapon in that group is
currently available then no change is made
If the ammo of your current weapon runs out, the game tries to select the best available weapon from the same group. If that is not possible, then the best available weapon from the full set is selected.
The working of the commands 'weapnext' and 'weapprev' can also be changed by setting the new Cvar 'cg_newWeaponSelect' to non-zero (default is zero). Zero means that weapon selection works in the same way as in the original Q3A game. A non-zero value causes weapon selection to be changed: the commands do not wrap around (they stop at the respective end of the weapon list) and the gauntlet can also be selected.
BTW, almost no feedback so far. Are you all sleeping?