🏁 Q3Rally – Patch Notes v0.6b

  1. Fix / Core Gameplay: Temporarily removed individual vehicle configs because they completely broke the spawn logic in team gamemodes.
    • With this fix, all gamemodes now work reliably again — both locally and on dedicated servers.
    • The feature will be reworked and safely reintroduced later.
  2. Feature / Gameplay:Elimination gamemode fully reworked.
    • Significantly improved runtime stability and cleaner handling of all elimination states.
    • HUD redesigned to visually blend better with the overall UI.
    • Improved distance tracker between active players.
    • Optimized performance and synchronization during round phases.
  3. Feature / Audio & UI:Intermission jukebox with HUD overlay and console controls.
    • Auto-discovers up to 64 .ogg tracks from baseq3r/music/jukebox, formats names/durations, and automatically advances between songs.
    • HUD overlay: translucent panel showing track title, subtitle, elapsed/total time, and progress bar, updated every frame.
    • Console commands: jukebox_play (toggle), jukebox_nextjukebox_prev.
    • Intermission rendering now runs the jukebox frame/update loop so the overlay is visible during breaks.
  4. Fix / Scripted Objects: Updated the parser to register direct model paths when the referenced section is missing.
    • Now explicitly reports registration failures to prevent silent rendering issues.
    • Ensures consistent object initialization even when script sections are incomplete.
  5. Fix / Physics:G_RallyObject_TracePhysics now derives self and hit normal velocities from projected magnitudes.
    • Guarantees that closing speeds are never negative before running damage calculations.
    • Keeps the derby damage scaling factors, but renormalizes totals so that damageSelfF + damageHitF = totalDamage always holds true.
  6. Feature / System: New cl_update client module for automatic version checking.
    • Retrieves version.txt via cURL and manages remote version, date, and error states through new CVars.
    • Marks the client as currentoutdated, or failed depending on the result.
    • Integrated into client initializationper-frame updates, and shutdown.
    • Added to both the Makefile and Visual Studio project files, ensuring it’s built on all platforms.
    • Displays clear loading-screen warnings when the local build is outdated or the online check fails, including remote version details when available.
  7. Fix / HUD & UI: Adjustments to player status indicators in the racing HUD.
    • The “Players Left” line is hidden in the racing HUD but remains visible for Elimination and Last Car Standing.
    • The HUD only highlights the last-place car when this indicator is active.
    • The opponent list shows “Players Remaining” only in Elimination/LCS, shifting upward when hidden.
    • For Last Car Standing, the remaining count is drawn directly in the opponent list.
  8. Fix / Scoreboard: The modern scoreboard now explicitly checks for Elimination mode to fall back to cg.eliminationPlayersRemaining when Last Car Standing counts cannot be computed live.
    • Ensures the “Players Remaining” line always appears even when live data is unavailable.
  9. UI / HUD: Fine-tuned alignment of the RPM indicator icon.
    • The icon was moved a few pixels to the left in the speedometer HUD so it now aligns precisely beneath the fuel-can graphic.
    • Applied the same leftward adjustment to the alternate HUD layout for consistent alignment between both variants.
  10. Fix / Assets: Added the missing rpm.tga file.
    • The RPM indicator texture was previously absent from the asset package and is now properly included.
    • The RPM icon now displays correctly in all HUD layouts.

By P3rlE