Download prebuilt binaries for Linux/macOS/Windows
This project is an initiative to backport the relevant ioUrbanTerror-specific features to an up-to-date ioquake3.
This brings all of the ioquake3 features to UrbanTerror:
- VOIP support from ioquake3
- Mumble support
- New OpenGL2 renderer
And a lot of other things, see the ioquake3 README
Those are the features that are specific to this build.
This build includes a few features to address the map conflict issues that can be encountered when playing Urban Terror.
If you have a lot of third-party maps in your download folder and tried to play in single player, you might have noticed some issues, like say the SR8 being different in aspect, or different sounds, invalid textures, etc.
This is caused by the way quake3 search path works: when a file is requested, it goes through the quake3 search path until the file is found, so a file that exists higher in the search path will always "shadow" lower priority files. Since there is no concept of "map file", you can have situations where a resource exists in the map pk3 but gets picked from another pk3. Some maps also like to override default resources (like weapon models, flags, sounds, etc.)
When set to 1 (the default), this will reorder the pk3s in the search path so that the pk3 containing the loaded map comes first, then the high priority paks (starting with z) and finally everything else.
This way:
-
The map always has priority over everything else, respecting the mapper's intention.
-
Other maps can't override core resources from the game paks
-
Additional resources (like funstuff) can still be loaded from the other pk3s
This cvar works on clients and servers :
-
Pure servers with this cvar will affect the clients since they respect the search path order from the server. This is not the case on unpure servers so this option will have no practical effect on unpure servers.
-
Clients with this cvar on will always benefit, whether they connect to pure or unpure servers. When connecting to pure servers, the reordering is done after the server search order is copied
When set to 1, this will make the server "extra pure". The loaded paks list sent to clients will be reduced to include only the core game paks as well as the referenced paks (ie the map pk3). The main use for this is if you have so many loaded paks that the server can't work in pure mode (because the list of loaded paks is too big to fit in the server info string).
This also means that no paks other than the map pak will be loaded by clients,
disabling usage of, for instance, funstuff. This can be solved by setting the
sv_extraPaks cvar to a space-separated list of pk3 names that you don't want
to exclude from the search path
Warning: Setting this has an undesirable side-effect for clients.
The voting UI for map changes will not display custom maps (unless they're
whitelisted in sv_extraPaks).
When set to 1 (the default), this puts the maps in the download folder at a
lower priority than anything else.
This new cvar is similar to the ioUrbanTerror use_defaultHomePath cvar and
controls the default value for the fs_homepath cvar (which specifies where
the writable data such as map downloads and configs will be written).
Possible values are:
-
0 (default): use the value of
DEFAULT_HOMEDIRspecified at compile-time if defined, else use the system home path. -
1: use the system home path (
AppData,~/.q3a,~/Library) -
2: use the executable directory
-
3: use the installation path, that is the value of
DEFAULT_BASEDIRspecified at compile-time if defined, else use current working directory.
The sv_cheatMode server cvar was added to allow enabling cheats without
having to use the devmap command.
When set to 1, cheats will be enabled only for the next map (can be set in mapcycle.txt).
When set to 2, cheats will be enabled for every map.
Example mapcycle.txt:
ut4_abbey
{
sv_cheatMode 1 // cheats for abbey only (automatically resets to 0)
}
ut4_turnpike
{
// no cheats
}
Some cvars can exclusively be set from the command line arguments which makes customization harder because it requires creating wrapper scripts.
To make things easier, command line arguments will also be loaded from the
cmdline.txt file from the following locations (in that order):
- the same directory as the executable
- the installation path (if set at compile time)
- the current working directory
This can be used, to, for instance, create a portable version that stores all of its data in the same directory as the executable:
set fs_defaultHomePath 2 // Use the executable directory as the home path
Another use for this is to set whether your server will be visible to the
internet or only to your LAN using the dedicated cvar and to execute the
server.cfg file:
set dedicated 2 // Make the server visible to the internet
exec server.cfg // Start server with the specified config file
-
Number keys in the first row are always mapped to number keys, on AZERTY layouts for instance. This matches with the behavior of ioUrbanTerror on Windows and brings it to other platforms as well.
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Numpad
2and8keys aren't interpreted as up/down in console anymore. -
The leftmost key in the upper row (left of the
1key) is now bound the console regardless of the current user layout. This can be disabled by settingcl_consoleUseScanCodeto0. -
Non-ascii keys can now be mapped on all platforms (using the
WORLD_nkey names) -
Ctrl-V and Shift-Insert can be used to paste text on all platforms.
Start a server in FFA (g_gametype 0) with a SkeetShoot map from 2014 or later.
sv_skeetshootenable/disable skeetshooting mod.sv_skeethitreportreport every skeet hit as server message.sv_skeethitsoundsound to play upon skeet hit (keep default for no troubles)sv_skeetpointshow many points for each skeet hit: if 0 will use a distance based point systemsv_skeetpointsnotifyvisually notify each point scored to the client who performed the shotsv_skeetprotectprotect hit/kill of non-skeet entities (i.e. players)sv_skeetspeedspeed of each skeet (default to 2800)
-
Improved download UI.
-
Downloading can still be attempted if the server has no download URL set. In this case we use the default one (urbanterror.info).
-
+vstrsupports nested key presses. -
/mapwill now accept to load maps that are not in a pure pak (when connected to a pure server) -
Added
sv_autoRecordDemocvar to automatically create a server demo of every player that connects.
-
QVMs,
q3config.cfgandautoexec.cfgcan't be loaded from downloaded pk3s anymore. -
Only
.dll/.so/.dynlibexensions are accepted for dynamic libraries. -
/condumpand/writeconfigcan only write to .txt files. -
CURL protocols (for map downloads) are limited to HTTP(S) and FTP(S).
-
Fixed
statscommand exploit. -
Fixed that
savecould create new directories on jump servers with persistent positions enabled. -
Fixed a buffer overflow when a funstuff is bigger than 13 characters.
-
Fixed
stopserverdemofile descriptor leak on client drop.
- UrbanTerror 4.2+ demo format (
.urtdemo) - Auth system
-
+vstrcommand - Compressed pak list
- Make
/reconnectwork across restarts - Use
downloadfolder for downloads - Disallow QVMs in download folder
- Fancy tabbed console
- dmaHD
- Prompt before auto download
- New mouse acceleration style (
cl_mouseAccel 2) - Make the client query other master servers if main one does not respond
-
r_altgammacvar for Linux users having problems with gamma settings - Escape
%in client to server commands (allows usage of '%' in chat) -
Alt-tab and(not needed with SDL2)r_minimizecvars
- Server demos
-
sv_clientsPerIPcvar -
sv_sayprefix/sv_tellprefixcvars - Send UrT specific server infostring
- Partial matching of map and players
This list is likely incomplete. Please let me know if I forgot anything!