[February 19, 2023 - Don Hakon] ---------------------------------------------- The official Sickhouse-mod for Q3 *Team Arena* ---------------------------------------------- SBPure TA v3.24 by Sickhouse Bureaucrats (http://www.sickhouse.eu) with lots of code from others. Based upon ID's code version 1.29h Installation: Just unzip sbpure_ta.zip in your missionpack-folder and you're set to go. MODIFICATIONS: 1) Added logging of team game events in games.log and changed scoring to be more conform with Classic CTF (all team games in Team Arena use the same scoring definitions). Capture 15 All team games Team bonus 10 All team games Recovery 1 1 and 2 Flag Ctf, Harvester Pick up 0 1 and 2 Flag Ctf, Harvester Frag carrier 2 1 and 2 Flag Ctf, Harvester Carrier danger protect 2 1 and 2 Flag Ctf, Harvester Carrier protect 1 1 and 2 Flag Ctf, Harvester Base defence 1 All team games Return assist 1 2 Flag Ctf Frag carrier assist 2 2 Flag Ctf Frag assist (obelisk damage) 1 Overload Added logging of skull pick up in Harvester (like flag pick up in CTF) and skull recovery score (like flag return in CTF). Added team bonus in Overload and Harvester (like classic ctf). Added frag carrier protect bonus in 1 Flag Ctf and Harvester (like classic ctf). In Overload obelisk damage is logged as "frag assist" resulting in 1 point per 30 obelisk health damage (if damage / 30 < 1 then points = 1). 2) Removed logging of "chat" and "item pickups" in games.log 3) Summarized scores per player and map are saved in file "mapscore.log" (total frags, kills, deaths, captures, defence ...). 4) "All OK-mode": when setting "g_SbAllOkMode 1" (default: 0), *all* players must be in "ready-mode" before exiting from map intermission. 5) Added server command "ExitIntermission": Force exiting map intermission regardless of players being in "ready-mode" or not. 6) Sudden death: when setting "g_SbSuddenDeath 1" tied games are not allowed. In case of a tie all games are settled by sudden death with no time limit (default: 0 = allow tied games). 7) Added the the exquisite hook from "Pure Ctf v2.01", modelled and coded by Kilderean (kilderean@planetquake.com). The hook can be disabled by setting "g_SbAllowHook 0" (default: 1) 8) Hook causes damage by 20%. A hook-kill results in a "humiliation-award" just like a Gauntlet-kill:-) 9) Lightning Gun-discharge a'la Q1-style: when firing the Lightning Gun under water the attacker is electrocuted along with others being within close range (code from SARACEN). The Ligtning Gun-discharge can be disabled by setting "g_SbDischarge 0" (default: 1) 10) Flag-switches for the ability to ban weapons, items and runes (code from RaVeN). See how to configure below. 11) Flag-switches for the ability to set starting weapons (code from RaVeN). See how to configure below. 12) Sitting Duck (g_SbShowDuck 1): The player who's been killed most frequently (minimum 3 times) by the railgun becomes "sitting duck", and is recognized by having a duck icon over his head. When duck status is being inflicted a specific sound is played for the target and another for the attacker. While being the sitting duck you are recognized by a faint quack sound when jumping (instead of your model's normal jumping sound). Also the taunt sound is temporarily substituted with a specific duck taunt sound. The Duck runs 20% faster than normal speed (even if he's got the haste). Player shooting the Duck gains the same amount of health that the Duck is damaged (max 200). Sitting duck status is cleared upon map changes. The sitting duck-feature can be disabled by setting g_SbShowDuck 0. 13) Team damage by proximity mines (default: 0 = no team damage). g_SbProxTeamHandle 1: Team-mates take 50% damage from own team's prox mines. Mines are *only* triggered by opposite team. g_SbProxTeamHandle 2: Team-mates take 50% damage from own team's prox mines. Mines are triggered by *both* teams. 14) Timer countdown: When timelimit > 0 the timer shows remaining time to timelimit. If no timelimit has been set the timer shows time passed (=counting up). Countdown sound: When timelimit > 0 a countdown-sound will start playing 10 seconds before timelimit is reached. 15) Server command "CleanUpLogfile": Deletes logfile and restarts current map. A handy server command for starting a fresh logfile "on the fly". Server command "CleanUpLogfile" also resets accumulated team scores (item 17). If any argument is added ("CleanUpLogfile X") "Spectator warmup" is also enabled (item 19). If not "Spectator warmup" is disabled. 16) Client command "drop TA-rune": Dropping persistant powerup (Scout, Guard, Doubler, Ammo Regen). To disallow dropping of persistant powerups set "g_SbAllowDropPersistant 0" (default: 1) 17) In game types 4-7 (e.g CTF) accumulated team caps since session start are displayed in the scoreboard. The accumulated scores can be preset by server command "SetTeamScores x y" (x: red score, y: blue score); handy stuff if you for some reason need to shut down the server and restart. The accumulated scores are reset when using server command "CleanUpLogfile" (item 15). 18) "Team Underdog Speed" (g_SbTeamUnderdogSpeed 5): In game types 4-7 (e.g CTF) when one team has 5 (default) or more accumulated caps less than the other team, the losing team enters "Underdog status". Every player in the "Underdog Team" gains 30% extra speed until the accumulated cap diff is less than 5. Note - *accumulated* cap diff since session start, not cap diff in current map. Cap diff for entering "underdog status" is set by server switch "g_SbTeamUnderdogSpeed n", where "n" is required cap diff (default: 5). The "Team Underdog" feature can be disabled by setting "g_SbTeamUnderdogSpeed 0" on the server. 19) "Spectator warmup" (g_SbSpectatorStart 1): When warmup time is activated (g_doWarmup 1 and g_Warmup > 0) clients enter spectator state until countdown is completed and the match starts. Countdown sound expanded 10-0 (from 3-0). The "Spectator warmup" feature can be disabled by setting "g_SbSpectatorStart 0" on the server (default: 0). 20) Server switch "g_SbForceCarnage n": Force visual Carnage effects even when switched off by clients. Use "g_SbForceCarnage n" by adding the numbers below: 0 disable Force Carnage (default). 1 Force blood & gibs even when switched off by clients. ("com_blood 0" and/or "cg_gibs 0") 2 Force bloodmarks & hitmarks even when switched off by clients. ("cg_marks 0") 4 Force projectile-smoke for RL and GL even when switched off by clients. ("cg_noProjectileTrail 1") e.g: g_SbForceCarnage 7 => Force blood & gibs, bloodmarks & hitmarks, projectile-smoke for RL and GL even when switched off by clients (1+2+4). 21) Added server command "ResetFlag" (CTF-games only). Usage: ResetFlag < 1(red) / 2(blue) > The hud sometimes (very rare) shows that a flag is taken, but no player has it. Example: If blue flag is missing - enter server command "ResetFlag 2", and hopefully it will return to base. The command is ignored if a player actually has the flag. 22) Client respawn delay: "g_SbRespawnDelay n", where "n" is max delay in seconds. Fragged clients have to wait 1 second for each death received during current map. Example: The first time you're fragged it takes 1 second to respawn, the second time 2 seconds etc. If g_SbRespawnDelay is set to 10 respawn delay is 10 seconds even after the 10th frag. If g_SbRespawnDelay is set to 0 (default) the respawn delay is disabled and "normal" respawning applies. ********************* *** Flag switches *** ********************* BAN WEAPONS (0 default = no weapons are banned) (e.g: g_SbWeaponFlags 68 = ban BFG & Rocket Launcher) 1 Shotgun (and shells) 2 Grenade Launcher (and grenades) 4 Rocket Launcher (and rockets) 8 Lightning Gun (and lightning ammo) 16 Railgun (and slugs) 32 Plasmagun (and cells) 64 BFG (and BFG-ammo) 128 Nailgun (and nails) 256 Prox Launcher (and mines) 512 Chaingun (and chaingun-ammo) BAN ITEMS (0 default = no items are banned) (e.g: g_SbItemFlags 576 = ban Mega health & Quad damage) 1 Armor shard 2 Combat armor 4 Body armor 8 Health small 16 Health 32 Health large 64 Mega health 128 Holdable teleporter 256 Holdable medkit 512 Quad damage 1024 Enviro suit 2048 Kamikaze 4096 Portal 8192 Invulnerability BAN RUNES (0 default = no runes are banned) (e.g: g_SbRuneFlags 9 = ban Haste & Flight) 1 Haste 2 Invisibility 4 Regeneration 8 Flight 16 Scout 32 Guard 64 Doubler 128 Ammo Regen STARTING WEAPONS (2 default = Machine Gun) (e.g: g_SbStartWeapons 34 = start with Machine Gun & Railgun) 1 Shotgun 2 Machine Gun 4 Grenade Launcher 8 Rocket Launcher 16 Lightning Gun 32 Railgun 64 Plasmagun 128 BFG 256 Nailgun 512 Prox Launcher 1024 Chaingun --------------------- ----- REV HIST ------ --------------------- [June 2, 2001 - Version 1.03] Lots of stuff. [March 13, 2002 - Version 1.04] Team damage by proximity mines (item 13). [August 2, 2002 - Version 1.05] 1) Timer countdown & countdown-sound (item 14). 2) Server command "CleanUpLogfile" (item 15). [November 5, 2002 - Version 1.06] Sitting Duck feature (item 12). [November 27, 2002 - Version 1.07] 1) "Duck infliction" logged. 2) A few new Duck sounds. [July 1, 2003 - Version 1.08] 1) More Duck sounds (jump and taunt). 2) Client command "drop TA-rune" (item 16). [February 5, 2005 - Version 1.09] 1) Sitting Duck runs 20% faster than normal speed. 2) Shoot the Duck - vampire style: Player hitting the Duck gains the same amount of health that the Duck is damaged (max 200). 3) Scale down disappearing items (like they scale up when appearing). [April 20, 2005 - Version 1.10] 1) Accumulated team caps for game types 4-7 (item 17). 2) "Team Underdog" feature (g_SbTeamUnderdogSpeed 1) in game types 4-7 (item 18). [April 24, 2005 - Version 1.11] 1) Server command "SetTeamScores x y" (part of item 17) 2) "Spectator warmup" feature (item 19). 3) Changed Team Arena's in-game "Info"-menu to "Demo"-menu that starts/stops demo recording. [February 19, 2006 - Version 1.12] 1) Added more scores in mapscore.log (item 3). 2) Removed TA flag stand (no more hiding of proxymines in flag stand:-) 3) Some minor stuff: - classic flag sounds. - flag lost info (sound & text). - strength sound when carrying doubler and yet another devlish sound when carrying the quad in combination with the doubler (like strength/quad in Q1). [April 9, 2006 - Version 1.14] 1) Added "auto rec" to TA:s in-game Demo-menu. When "auto rec" is turned on demo recording starts automatically when map begins, and stops when map is finished. Note! Warmup-time on server must be activated and set to 10 seconds or more (g_doWarmup 1 AND g_warmup 10). Demo files are named yyyy-mm-dd_hh-mm-ss_mapname. 2) Stopped CTF-flags from jumping up & down and slowed down flag rotation. Changed flag logos to the classic "hammer" (blue) and "lightning" (red). 3) Flag icon on the hud blinks if you've got the flag. If you like, you may turn off this little feature by setting "cg_SbBlinkFlagIcon 0". 4) Minor graphical improvements from "Quake 2005 Revolution v. beta 0.94" by Wakey: - high poly spheres for health items. - armor models (more polys) + armor highres textures. - ammo boxes & haste model with better environment mapping (whatever that means). 5) Team colored chat balloons. [September 3, 2006 - Version 1.15] 1) Smoke puffs behind speeding player's feet (like haste): - green smoke puffs for players speeding in Team Underdog (item 18). - grey smoke puffs (just like haste) for Sitting Duck (item 12). - burning yellow smoke puffs for players having more than one "speeding item" (e.g Sitting Duck AND haste or Team Underdog AND Sitting Duck...) 2) Feathers fly around Sitting Duck when hit:-) 3) Global info when player is "duckyfied" (sound and text). 4) Required cap diff for entering "Team Underdog status" can be changed, and is no longer fixed to 5 (item 18). 5) Improved coding of the Team Underdog- and Sitting Duck-feature. [November 26, 2006 - Version 1.16] 1) Changed several sounds - mostly announcer sounds (and a few others). The new announcer sounds are based upon female sounds from DeltaCTF (www.deltactf.com) - thanks DeltaCTF! 2) Added "whoa"-sound (like the movie Scent of a Woman) when you frag AND gib a player in the air - Airgib! Thanks Mr Pacino! 3) Changed item-icons to something more life-like. A gun looks like a gun, and not a drawing of an infant. 4) Hopefully fixed a bug that sometimes screwed up ducktime stats in mapscore.log, but then again, you never know - 'cause I'm not sure of what the hell I'm doing. [March 25, 2007 - Version 1.17] 1) Much less powered TA-guard. No more 200 health + 200 armor; just damage reduction by 50%. 2) Duck-head-gib when Sitting Duck (item 12) is gibbed. Head model from World of Padman; thank you WoP! 3) Added countdown-sound "Prepare for sudden death" when 10 sec from entering SD (item 6). 4) Bugfix: correct text info (hopefully) on screen when player is "duckyfied". 5) Higher res. skin for machinegun, Grenade Launcher and Rocket Launcher. 6) Electric flash on lightning gun's muzzle. 7) Added server switch "g_SbForceCarnage 1" (item 20) that forces blood and gibs even when switched off by clients ("com_blood 0" and/or "cg_gibs 0"). ...and some other minor stuff. [June 2, 2007 - Version 2.0] 1) Added feature "Client respawn delay" (g_SbRespawnDelay n). Fragged clients have to wait 2 seconds for each death received during current map (item 22). 2) Added server command "ResetFlag" (item 21). 3) Extended options for server switch "g_SbForceCarnage" (item 20). "g_SbForceCarnage 2": Force bloodmarks and hitmarks even when switched off by clients ("cg_marks 0"). 4) Triggering of first excellentsound reset to original, triggered by PERS_EXCELLENT_COUNT (counting from map start) instead of STAT_EXCELLENT_COUNT (counting from respawn). 5) Railgun: colormark- and color-reload-fix (client color) + white core & high res. texture. 6) Team Arena menu graphics from Alliance-mod - thank you Alliance Team! 7) Ready-marker for team games changed from "Ready" to "OK" and moved to first position (botskill-position) in scoreboard to avoid overwriting "caps" when pressing "OK". 8) Changed standard team logos to classic hammer & lightning when g_blueteam "" and g_redteam "" and for Pagans & Stroggs. (No longer error messages when g_blueteam "" and/or g_redteam "") ...and some graphic stuff here & there. [September 30, 2007 - Version 2.01] 1) Extended option for server switch "g_SbForceCarnage" (item 20). "g_SbForceCarnage 4": Force projectile-smoke for RL and GL even when switched off by clients ("cg_noProjectileTrail 1"). 2) More distinct explosion sound for rocket missiles. 3) Differentiated weapon select sounds. 4) Fix: you're now able to join a team during intermission. 5) Ducktrail - Sitting Duck (item 12) leaves a trail of feathers when walking/running. [January 13, 2008 - Version 2.02] 1) Changed respawn delay time from 2 seconds to 1 second per death (item 22). 2) Railgun color (weapon "window") same color as chosen by client. 3) New sounds: When a player dies 6 times in a row: "You're not doing too well" 7 times in a row: "It is a good day to die" 8 times in a row: "That's it man, game over man - game over" When a player does 2 double kills in a row: "Oh, oh, rampage!" 3 double kills in a row: "Killingspree!" 4 double kills in a row: "Grab'em by the nose, kick'em in the ass!" 5 double kills in a row: "ah-i-ah-i-aaaaah!" (Tarzan:-) 4) Added player models (and bots) Agent, Butcher, Cleansweep, Don Hakon, Hanseman, Mr Ego, Netman, Titte. [March 1, 2008 - Version 2.03] 1) Slightly improved plasmagun-skin. 2) ID bug-fix for LG: corrected some sounds & hitmarks (incorrectly retrieved from nailgun). 3) Option-menu: First cvar-option changed from "simple items" to "3D/2D-icons". ... and some other stuff. [December 28, 2008 - Version 2.04] 1) Fix: Adjusted position for message "Respawn Delay" so it can be visible in wide screen mode. ... and som minor graphic stuff. [October 25, 2009 - Version 2.05] 1) Added player models (and bots) Atomic, FinalInsult, Joensson, Mega. 2) Server cvar "g_SbForceModel 0/1": 1: If player model with same name as player's name exists - set this model. 0 (default): disable this neat little feature. 3) Added to scoreboard: - kill, death and capture stats. - head icon of player model. ...and some sound stuff. [December 6, 2009 - Version 2.07] 1) Server cvar "g_SbSpawnProtect": 0: Spawn protection disabled (default). n: Number of seconds players are proteced from gun fire after spawning. During this time the spawning player is unable to fire weapons. 2) Team colored rail trails for team games (g_gametype >= 3). Red rail trails for team red and blue for... 3) Added in-game client command "CustomVideo W H" for non standard video modes. Example: "CustomVideo 1680 1050" is equal to the following: r_customaspect "1" r_customheight "1050" r_customwidth "1680" r_mode "-1" r_fullscreen "1" vid_restart 3) Removed CVAR_CHEAT from cg_gun# cvars (nice for better weapon positioning in non-standard widescreen modes). cg_gunX n cg_gunY n cg_gunZ n (free tip: try 2) [November 21, 2010 - Version 3.03] 1) Server cvar "g_SbHyenaTimeLimit n" (default: 3): Display message on screen and play a hyena capture sound when player picks up and captures the flag within n seconds (n must be a number between 0 and 20). 2) Added to scoreboard: "Bdf" - number of Base defences. "Cdf" - number of flag/skull Carrier defences. "Cfrg" - number of flag/skull Carrier frags. 3) Client cvar "cg_SbDrawAmmoStats n": 1: Draw ammo stats for weapons you've picked up (ammo > 0). 0: Do not draw ammo stats (default). 4) Added some high-resolution textures (mainly from Kpax). [January 30, 2011 - Version 3.06] 1) Added to scoreboard: a) "P-up" - number of flag/skull pickups (CTF, 1CTF and Harvester). b) Replaced team names (Stroggs/Pagans) in scoreboard with a few team stats: "kills" - sum of kills by each team. "Kill-ratio" (Kills / [kills + deaths]). "Hit-ratio" (Hits / shots). "Bdef" - sum of base defences by each team (CTF & 1CTF) "P-up" - sum of flag pickups by each team (CTF & 1CTF) c) Victim stats: Your kills and deaths for each player kills (yellow number below icon) deaths (grey number above icon) d) New medals: "kill ratio" (your Kills / your [kills + deaths]) "Hyena Caps" (number of times you've made a hyena) "Duck time" (time you've had duck status) 2) Team colored grenades (red/blue). 3) Show player model in start-up-menu-window. 4) g_gametype 0 - Free For all: Draw podium in background of FFA-scoreboard post game (player 1, 2, 3 by high-score). 5) Fixed swim-animations (file "animation.cfg") in models\players\doom \joensson \klesk [June 5, 2011 - Version 3.07] 1) Added 5 custom SB-model sounds recorded Jubelsess 2011. (death1.wav, pain25_1.wav, pain50_1.wav, pain75_1.wav, taunt.wav) * Agent * Atomic * Butcher (pain25_1.wav & pain50_1.wav) * Cleansweep * Don Hakon * Hanseman * Herton (alas, no model yet) * Joensson * Mega * Mr Ego * Netman * Titte 2) Removed scoreboard stats (version 3.03 & 3.06) Bdf, Cdf, Cfrg, P-up (blury, too small, hard to interpret:-). [August 28, 2011 - Version 3.10] 1) Added model for SB-member Herton (player model "Ben" by Obi-Wan, thanks Obi-Wan!). Ben's headmodel looks quite cool, so it's kept in its original form and shape. For better overview in scoreboard, the icons have been changed to Herton-images. 2) Added scoreboard medal "Hat Trick". Fragging the same player 3 times, without getting one self killed in-between, results in a "Hat trick"-count and a "Hat trick"-sound. 3) Added "F-time" (flag time) to scoreboard list (gametype CTF and One Flag CTF). 4) Grapple hit-model (spike ball) when hook is attached to wall + improved rendering of grapple chain. 5) Bugfix (from ioquake): gulp- and drowning sounds actually work now. [May 6, 2012 - Version 3.12] 1) If a team is speeding due to underdog status (item 18) when sudden death (item 6) starts, underdog speed will be temporarily deactivated while in sudden death mode. 2) Server cvar "g_SbDuckAliveSpeed 1" (default: 0): "g_SbDuckAliveSpeed 1" adds extra speed by 10% per minute Sitting Duck (item 12) manages to stay alive. When fragged, the duckyfied player starts over again with 20% faster speed than normal. Max speed factor is set to 90% faster than normal. Thus, if the Duck manages to stay alive for 6 minutes with out getting fragged, he/she will be moving at max speed. You'd better frag that duck:-) 3) Server cvar "g_SbGibHead 1" (default: 0): Head model of player who is fragged AND gibbed will bounce along with standard gib stuff. 4) Server cvar "g_SbGibTombstone 1" (default: 0): A tombstone will bounce along with standard gib stuff when player is fragged AND gibbed. 5) Logging of "Wrong Place", "Hat Tricks" and "Hyenas" in mapscore.log (Excel-stats) 6) Logging of "Hat Tricks" in games.log. [Sep 23, 2012 - Version 3.14] 1) Modification of the "Team Underdog"-feature (item 18 above): When capture diff is reached (g_SbTeamUnderdogSpeed n) the team who enters "Underdog status" gains 15% speed. If capture diff reaches n+1 or more captures, team underdog gains 30% speed. 2) Team colored plasma (g_SbTeamColoredPlasma 1) and lightning (g_SbTeamColoredLightning 1): In team games - red/blue plasma-gun fire and red/blue lightning-gun fire. 3) Sound ("auu, crap!") for target when Hat Tricked. [May 5, 2013 - Version 3.15] Bugfix: Modified "Team Underdog"-feature from v3.14 didn't work after map changes. Fixed in v3.15. [November 17, 2013 - Version 3.16] 1) Server switch "g_SbSpreadFire n" (default 14): Added an extra feature to the persistent power-up "Ammo-Regen". Option to fire 3 shots instead of 1 for Grenade Launcher, Rocket Launcher, Plasma Gun, BFG and Proxy Launcher. Use "g_SbSpreadFire n" by adding the numbers below: 0 disable Spreafire feature 1 Grenade Launcher 2 Rocket Launcher 4 Plasma Gun 8 BFG 16 Proxy Launcher e.g: g_SbSpreadFire 14 => 3 shots for Rocket Launcher, Plasma Gun and BFG (2+4+8) 2) Server switch "g_SbClusterGrenades [0/1]" (default 1): Added Cluster Grenades to Grenade Launcher. A single grenade that bounces cascades into 4 more. Enjoy those corridors! 3) Server switch "g_SbDuckAlert [0/1]" (default 1): Blinking yellow text on screen and a faint quack-sound in the background when you're one railfrag from being Duckyfied (one railshot from becoming Sitting Duck). 4) Added to team scores in scoreboard: total flagtime for each team. 5) Made "Time" in scoreboard stop counting when in intermission. 6) ... and a few minor fixes. [February 23, 2014 - version 3.18] Fix: Adjusted feature no. 2 "Cluster Grenades" introduced in v3.16. When server switch "g_SbClusterGrenades" is enabled it only applies for player carrying the Ammo-Regen power-up. Bugfix: Stop flagtime count in scoreboard when flag carrier falls into the void. [May 11, 2014 - version 3.19] 1) Blinking text "You have the flag" in right corner for player who picked up the flag. 2) Extra "Got-the-flag-info" for distracted players. a) Client cvar: cg_SbDrawCrosshairFlag "1": draw a small flagicon above crosshair. b) Client cvar: cg_SbDrawCrosshairFlag "2": flagicon above crosshair blinks. [May 21, 2014 - version 3.19b] Minor bugfix: Time-counter in scorebord counts down with negative numbers for players entering during intermission. This is a server-side fix. Hence, no need for clients to update. [March 1, 2022 version 3.20] 1) Added sounds for Final Insult, Hulken and Running Riot. Personalized sounds require dedicated models. Final Insult already has a model. Standard model "Grunt" is used for Hulken and "Doom" for Running Riot, although both have personalized head icons. 2) Now, we've had some complaints. When Don Hakon plays in team red his pants are all black, so it's a bit hard to distinguish what team he's on. And Cleansweep - even worse! His pants are all brown regardless of what team his playing for. it's been taken care of. When playing for red team both of them now is wearing red pants, although kind of cissy. And we've also got a pair of blue jeans for Cleansweep. 3) Extra "Got-the-flag-info" for distracted players: Feature added in version 3.19 can now be selected from the game option-menu + some other menu stuff. 4) Log "airgibbed" for victim when fragged AND gibbed in the air (feet above ground). 5) A couple of fixes in game-source from ioquake3. [June 5, 2022 version 3.21] Added feature "Senior Perk" determined by the Sickhouse Board may 7. Three new server switches: g_SbSeniorPerkAllow "1" (Enable/Disable = 1/0) g_SbSeniorPerkNames "player1,player2,etc" (Valid player names separated by ",") g_SbSeniorPerkDamage "15" (Extra percentage of given damage; 5 - 300) A new client command: When connected to the server, enter "seniorperk" in the console for a list of defined names. Names of clients connected to the server will be in green text, else white. Criterias for ENTERING the list: 1) Sickhouse membership 5+ years 2) 65+ years young 3) Likable :-) Criteria for LEAVING the list: Mean (average) CTF-rank > 100 the 3 most recent games. It's never good to be too good. [October 23, 2022 version 3.22] Changed feature Sudden Death (g_SbSuddenDeath 1). Sudden Death for gametypes CTF, 1 Flag CTF, Overload and Harvester: 1) Runes and holdables like kamikaze-skull are removed from the map and flags are returned to base. 2) All players are respawned with machinegun, shotgun, rocket launcher, lightning- and plasma-gun. Health and armor are pumped up to 150. 3) Fragged players can't respawn and have to wait until Sudden Death is finished. Player image in scoreboard is replaced with a death skull. 4) If all players in one team are fragged, the other team has 60 seconds to make a capture/simular. If not - it's a tie (Sudden Death Lazy Tie). Sudden Death for gametypes Free For All and Team DM: The game continues until next frag. [November 15, 2022 version 3.23] 1) Refined info during Sudden Death and some other delicate adjustments. 2) Keep 4:3-aspect for Team Arena-UI (from ioquake3) to avoid excessive skewness in widescreen. 3) Miscellaneous fixes in original game source (from ioquake3) and in modfiddler's code. [February 19, 2023 version 3.24] 1) Added another trigger for tied game during sudden death to reassure reasonable game times. When just one player remains in each team, you have 5 minutes to make a capture. If not - it's a tie. This is to prevent a player to grab the flag and hide, hoping for the player in the other team to kill himself of boredom. Hence, there are now 3 triggers that may result in a tied game during sudden death: a) When playing 1 vs 1 (5 minute warning, v3.24) b) When one team has been wiped out (1 minute warning, v3.22) c) If both teams are wiped out the game ends pronto (v3.22) 2) Some fixes from ioquake3, e.g getting the Where-command to work. Could be useful for map creators. 3) Miscellaneous adjustments for mapscore.log to make the ExcelStats more conform with SickStats. E.g added info for calculating Ctf-rank, fix for teammate kill, various defence- and assist-scores displayed as points instead of counts, removed "hattricked" and "airgibbed" (lerduva). 4) Fixed a nasty bug introduced in v3.23. When trying to add a non-existing bot, Q3 crashed. Sloppy by SB mod-fiddler:-(