Releases: utspect/InstaGibPlus
Releases · utspect/InstaGibPlus
InstaGib+ 6
Changelog
- Implemented crosshair factory for multi-colored crosshairs
- Implemented client-side swJumpPads
- Relaxed trade-restrictions
- Hitbox now transitions to/from crouching linearly over 0.25 seconds
- Make clients send net updates for intervals of at least 5ms of game-time on
- Improve crosshair accuracy when spectating other players
- Fix
SetForcedTeamSkins
parameter validation - Improve output of
MyIGSettings
console command - Fix players sometimes turning into ghosts by removing the server setting
bEnableJitterBounding
and the feature it controlled - Fix LCWeapons not giving a weapon during warmup when combined with an Arena mutator
- Fix warping upon respawn when combined with LCWeapons
- Fix force-models not forcing models when a player switches from a team with forced models to a team without
- Improve Kill Cam behavior when suiciding
- Fix NNAnnouncer sometimes being installed twice
- Fix sometimes not being bounced by Bouncers
- Always draw HUD to avoid sometimes not drawing a HUD after joining a paused server
- Fix headshots by the IG+ SniperRifle not being applied on crouching opponents. Head hitbox now always has the same size, regardless of crouched status.
- Reorganized netcode a bit to allow out-of-order packets that arrive together to be reordered to avoid losing data clients sent
- Fix up netcode to handle Translocator usage
- Prevent welcome message from being shown multiple times
- Self-damage boosts yourself (enables hammer-jumping)
- Reliably clean out inventory after warmup
- Use better AdjustHitLocation for normal weapons
Client
Client settings can be found in InstaGibPlus.ini under [ClientSettings]
- Add setting
bAllowWeaponShake
True
- Weapons can shake the camera when fired (default)False
- Weapons cannot shake camera
- Add setting
BeamDestinationMode
0
- SuperShockRifle beams end where they were ended on the shooters screen (default)1
- SuperShockRifle beams end at a fixed offset to the target that was shot
- Add setting
SSRRingType
which controls the effect thats played at the point where a SuperShockRifle shot lands0
- Creates only an impact scorch-mark and plays a sound if the scorch-mark was created successfully1
- Creates the default impact effect (default)2
- Creates a team-colored impact effect
- Add setting
bAutoReady
True
- You automatically ready up with your first spawn during warmup (default)False
- You need to manually ready up during warmup
- Add command
Ready
which toggles ready-state during warmupmutate ready
, or sayingr
,rdy
,ready
,!rdy
,!ready"
are aliases for this command
- Add setting
DesiredNetspeed
(default 25000) which contains a desired netspeed that IG+ will try to give you if possible within server restrictions.
If, for example,DesiredNetspeed
is set to 35000, but one server enforces 25000 max, while another server allows 50000, your netspeed would be 25000 on the first server, and 35000 on the second. - Add permanent FPS display top-right
- Can be toggled using the ShowFPS console command
- Setting in INI is
bShowFPS
(default false) - Displayed FPS are smoothed out using a filter, the strength of which can be controlled using
FPSCounterSmoothingStrength
(default 1000) - Setting
FPSDetail
controls how much information about your framerate is shown0
- Shows smoothed average FPS (default)1
- Additionally shows smoothed average frametime in milliseconds2
- Additionally shows smoothed standard deviation of frametime3
- Additionally shows min/max frametime, resets every 3 seconds
- Add setting
bHideOwnBeam
True
- You will never see your own beamsFalse
- You will see your own beams in the same style as that of everyone else (default)- Can be toggled using console command
ShowOwnBeam
- Add setting
KillCamMinDelay
, which delays entering Kill Cam for at least this long after death (default 0.0) - Add setting
bUnlitSkins
, server settingBrightskinMode
must be >0 for this setting to have any effectTrue
- Player models can not be affected by surrounding lighting, making them appear to always have the same brightness (default)False
- Player models can be affected by surrounding lighting
- Improve behavior of timer on HUD
- Counts upwards from 00:00 during Overtime
- No longer counts down at 5x speed after pausing the game
- Add HitMarker, a visual indicator of whether and who you hit with your shots. Size of the HitMarker scales with damage inflicted.
- Settings
bEnableHitMarker
andbEnableTeamHitMarker
control whether to show a HitMarker when hitting enemies or team-mates respectively (default False) - Setting
HitMarkerColorMode
controls how color of HitMarker is decidedHMCM_FriendOrFoe
- UsesHitMarkerColor
andHitMarkerTeamColor
for enemies and team-mates respectively (default)HMCM_TeamColor
- Colors HitMarker according to color of team the player you hit was on, orHitMarkerColor
in Free-For-All games
- Setting
HitMarkerColor
represents the color of the HitMarker when damaging enemies (default (R=255,G=0,B=0,A=255)) - Setting
HitMarkerTeamColor
represents the color of the HitMarker when hitting team-mates (default (R=0,G=0,B=255,A=255)) - Setting
HitMarkerSize
controls maximum size of the HitMarker (default 128) - Setting
HitMarkerOffset
controls how far away from the center of the screen the HitMarker is placed (default 32) - Setting
HitMarkerDuration
controls how long the HitMarker fades from screen over (default 0.3) - Setting
HitMarkerDecayExponent
controls the exponent of the curve that is used for fading out the HitMarker (default 5.0) - Setting
HitMarkerSource
controls which party creates the HitMarker on screenHMSRC_Server
- The server creates the HitMarker (accurate but slightly delayed response to shots) (default)HMSRC_Client
- The client creates the HitMarker (inaccurate but immediate response to shots, only works with IG+ weapons)
- Command
TestHitMarker <Damage>
can be used to test HitMarker without having to actually hit enemies. It cycles through all teams and uses the Damage number you specified to calculate the size of the HitMarker
- Settings
- Reworked HitSounds
- Deprecated settings
HitSound
,TeamHitSound
, andbDisableForceHitSounds
- Settings
bEnableHitSounds
(default True) andbEnableTeamHitSounds
(default False) control whether you get an audible response to hitting enemies and team-mates respectively - Setting
HitSoundSource
controls where the HitSound originates fromHSSRC_Server
- Server plays HitSound (accurate, but slightly delayed response) (default)HSSRC_Client
- Client plays HitSound (inaccurate, but immediate response, only works with IG+ weapons)
- Setting
SelectedHitSound
controls which sound is played from the array of available sounds (seesHitSound
) when hitting enemies (default 0) - Setting
SelectedTeamHitSound
controls which sound is played from the array of available sounds (seesHitSound
) when hitting team-mates (default 2) - Setting
HitSoundVolume
controls the volume of the HitSound for enemies, range [0.0..6.0] (default 4.0) - Setting
HitSoundTeamVolume
controls the volume of the HitSound for team-mates, range [0.0..6.0] (default 4.0) - Setting
bHitSoundPitchShift
controls whether the HitSound is pitch-shifted depending on the amount of damage dealt to enemies (default True) - Setting
bHitSoundTeamPitchShif
controls whether the HitSound is pitch-shifted depending on the amount of damage dealt to team-mates (default False) - Add command
TestHitSound <Damage>
which plays a HitSound for given damage and cycles through teams that was hit. Use multiple times to play HitSound for different teams.
- Deprecated settings
- Add setting
bDebugMovement
False
- Movement events are not logged to demos (default)True
- Movement events are logged to demos
Server
Server settings can be found in InstaGibPlus.ini under [InstaGibPlus6.UTPure]
- Add setting
bUseFlipAnimation
True
- Players will use the flip animation when dodging forwards (default)False
- Players will use an animation similar to that of other directions when dodging forwards
- Add setting
BrightskinMode
0
- No Brightskins allowed1
- Unlit skins allowed (default)
- Add setting
bEnableServerPacketReordering
False
- Oldnet behavior, discarding out-of-order packets, use this if there are compatibility issuesTrue
- Reordering packets if possible, may cause problems with other mods (default)
- Add setting
bEnableWallDodging
False
- No wall-dodging allowed (default)True
- Wall-dodging enabled
- Add setting
MaxMultiDodges
which controls how many dodges can be performed after the first one before landing (default 1). Only applies ifbEnableWallDodging
isTrue
. - Add setting
bDodgePreserveZMomentum
False
- Dodging always gives the same Z velocity (default)True
- Adds dodge Z velocity to existing Z velocity from jumps/lifts, resulting in at least the dodge Z velocity, or more
InstaGib+ 5D
Changelog
- Fix laggy first person view for spectators
InstaGib+ 5C
Changelog
- Force SmoothMaskedTexture renderer-setting to False
- Players are never considered to be ducking in mid-air anymore
- SuperShockRifle reload-time is now always the same
- Flip animation speed of non-forced models now always matches default
- Improved crosshair accuracy when spectating players in 1st person
- BehindView now focuses on head, instead of abdomen
InstaGib+ 5B
Changelog
- Restored default movement speed upon landing
- Added bEnableSingleButtonDodge server setting to control availability of the bDodge button
- Fixed walking in air after dodge
InstaGib+ 5
Changelog
Client
- Fixed settings not persisting when changing forced skins through console commands
- Improved EyeHeight algorithm
- Stepping onto unwalkable ramps is no longer jarring
- Landing is no longer jerky some of the time
- Kill Cam no longer follows players behind walls
- Added button bDodge which immediately dodges in the direction you are moving
This checks movement direction in the following order:- Left / Right
- Forward / Backward
- Clients now smooth server corrections like UT v469, making them less jarring
- Increased default DesiredNetUpdateRate to 250
Server
- Added KillCamDelay and KillCamDuration settings to control kill cam
- Added bRestrictTrading (default True) setting
- Added bJumpingPreservesMomentum setting to control bunny jumping
General
- Prevent firing after end of game
- Removed bunny jumping (can be reenabled by setting bJumpingPreservesMomentum to True in server settings)
- Can now switch movement direction more quickly after landing
- Velocity while dodging no longer depends on pitch of your aim when dodging (always same velocity now)
- Release now contains a .int file to make IG+ mutators visible in server browser
- IG+ is now built against UT v469a
- Fixed desync between UT v469a clients/servers and older servers/clients respectively that could occur when using kickers or teleporters
- Lifts/Triggers might still exhibit desync, which will be fixed with UT v469b
- Fixed swJumpPads
- Fixed server crashes on map change
- Fixed dodging sometimes getting eaten by the server
- Made dodging/jumping at low net update rates more reliable
- Stopped camera rotation after death in demos
- Removed custom implementation for changing names, using default instead
InstaGib+ 4B
Changelog
- Fix swJumpPads not boosting players
- Fix music not playing on maps
- Fix collision estimation wrongly considering Spectators
InstaGib+ 4
Changelog
NOTE: The package name has changed. You will need to adjust ServerPackages and maybe ServerActors or MapVoting config.
General
- From now on, the package name will change with every official release
- Removed teleporter replacement code for improved compatibility with custom teleporters
- Player-Player collisions should now be handled more gracefully server-side
- Removed custom console code, which eliminated the requirement to build with a modified Engine.u
- Fixed a regression where bouncers caused unnecessary forced position updates
- Added documentation for most client and server settings
Client
- Client settings are now stored in InstaGibPlus.ini in the System folder, and are independent of the package name.
- Added
FakeCAPInterval
setting to control frequency of updates sent by the server - SniperRifle now plays the same hitsound that the SuperShockRifle plays if the client detects a hit
- Added
bKillCamEnabled
setting which, if set totrue
, causes the camera to follow the player that killed you for two seconds
Server
- Added
bEnableServerExtrapolation
which, if set totrue
, makes the server extrapolate out-of-date movement information for the missing time, in order to avoid warping - Added
bEnableJitterBounding
which, if set totrue
, lets the server generate an update for a player that hasnt sent an update forMaxJitterTime
seconds - Fixed all code related to compensating warps of players
- Fixed
MaxTradeTimeMargin
and made traded kills less likely by having the server estimate who shot first
InstaGib+ 3G
Changelog
- Improve reliability of dodge input by not sending it greedily
- Fix a crash caused by recursion in xxCreateDemoName, which occurred when a player had %l in his name
- Improve visible warping of laggy players (this time for real, honest! Just like all the other times)
- Fix a subtle TimeMargin bug that nobody should have noticed
InstaGib+ 3F
Changelog
- Improve Dodging at high Framerates significantly
InstaGib+ 3E
Changelog
Client-Side (User.ini)
- Backported improved mouse input from 469:
- bNoSmoothing in INI turns off mouse smoothing entirely beyond what was possible in 436
It is equivalent to the 469 setting bNoMouseSmoothing - bUseOldMouseInput controls whether to remember fractional rotation parts (=False) or not (=True)
- bNoSmoothing in INI turns off mouse smoothing entirely beyond what was possible in 436
- Added option to disable own footsteps (bNoOwnFootsteps)
Server-Side (InstaGibPlus.ini)
- Added an upper bound to how much time can pass after death while shots are still considered valid (MaxTradeTimeMargin)
- Set to negative value to disable trading
- As a guideline, set it to half of the maximum ping that you want to support fair hits for
- Default is 0.1 seconds
- Increased default MaxNetUpdateRate to 250
General
- Added new EyeHeight algorithm
- Fixed sounds for spectators
- Fixed Auto-Screenshots
- Fixed friendly-fire sometimes applying the wrong momentum amount
- Fixed Bounce-pads occasionally applying their boost multiple times
- Fixed a major source of unintended dodges
- Fixed First Blood happening in warmup
- Improved visible warping for players observing others with packet loss