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@@ -158,7 +159,7 @@ You'll notice some differences and things that the original Bid For Power didn't
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- water movement handling is different from original BFP, but it works similarly
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- survival gamemode is pretty well balanced (on original BFP, when everytime the player changes a different character model from their own preffix, dies and respawns during warmup, the warmup resets. So, that's unfair)
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- monster/oozaru gamemode has the following in-game differences compared to the original:
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- the player monster is labeled 'MON' on the scoreboard so teammates can identify them quickly
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- the player monster is labeled 'MON' on the scoreboard
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- the player monster has a larger floating sprite chat
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- the player monster has a larger shadow effect similar to regular players
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- the player monster has a large dynamic light when charging or using ki
@@ -167,14 +168,17 @@ You'll notice some differences and things that the original Bid For Power didn't
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- player monster's first-person and first-person vis mode viewpoints work properly
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- player monster's third-person camera has improved focus (similar to BFP's standard third-person view but scaled for giant characters)
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-`g_monster` cvar enables the monster/big monkey feature (that happened in the RC/beta versions)
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- available in the UI, maps marked as `monster` besides `oozaru` can be viewed in the UI
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- available in the UI, maps marked as `monster` besides `oozaru` can be viewed in the GAME SERVER menu
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- team last man standing has the following in-game differences compared to the original:
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- players cannot switch teams after joining a team (on original BFP, the dead player -who was forced to spectate- can join during the match, that was against the rules)
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- players cannot voluntarily switch to spectator after joining a team
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- players attempting to switch teams/spectate receive centerprint messages
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- maps marked as `tlms` besides `lms` can be viewed in the GAME SERVER menu
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- some cvars didn't save changed values after quitting the game that happened on original BFP (means that `CVAR_ARCHIVE` wasn't on them), but these are now applied on replica
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- file size differences between the QVM and the original BFP QVM can be quite significant
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- kiCharge, boostCost and blockCost cvars work differently
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- configstrings in CS_PLAYERS like "c1" and "hc" are removed to be optimized, handicap is disabled logically because it isn't used at all
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- some Q3e patches are applied, like events and function stuff...
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- ...
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Any fixes, improvements and contributions are welcome. But we can't accept secondary things and other stuff that don't reach the goals.
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