Nexuiz Changelog

What's new in Nexuiz 2.5.2

Oct 8, 2009
  • The major changes are:
  • New gamemode: CTS (get from A to B). With map "CyberParcour01" by sev, and a nexrun map "Piece o' cake" by FruitieX
  • Aggressor and stormkeep retextured by FruitieX
  • Tutorial map by FruitieX
  • TraK4-mit and TraK5 texturepacks by TraK
  • New HUD by FruitieX and -z-
  • New Scoreboard style by terencehill
  • Weapon accuracy statistics by Dib (ALT key by default)
  • Rocket guidance by holding down the primary fire button (seeker removed)
  • Level Of Detail on all playermodels
  • Video settings only show the allowed resolutions reported by your OS (not availible in AGL)
  • Motion blur and damage blur by Samual
  • Species gibs
  • New ctf and ons bot AI
  • And much more!

New in Nexuiz 2.5.1 (May 4, 2009)

  • Bot AI improvement for CTF: more offense, less defense
  • Bot waypoint link caching for faster map loading
  • Less smoke on explosions
  • Onslaught control point availability fix
  • MinstaGib fullbright fix
  • Nick name change flood control
  • func_breakable: spawn debris from correct origin
  • Race: Improve waypoints sprites for spectators
  • IP ban networking: fixed some serious issue
  • Menu item for occlusion queries to allow easy working around driver bugs
  • Fixed the "notarget" cheat
  • Trail for crylink particle
  • Make crylink projectile stay visible after bounce
  • Fix network spam issue with projectiles on jumppads
  • BGMScript system: synchronizing brush models and particle effects to music
  • Many new music tracks
  • Secure RCon: do not send password in plaintext (to rcon to 2.5 servers, first do rcon_secure 0 on the console)
  • New sounds
  • Fixed entity networking issue causing stuck muzzle flashes
  • Fixed a huge memory leak in the engine affecting dedicated servers
  • Better loading screen

New in Nexuiz 2.5 (Apr 5, 2009)

  • New features include:
  • Completely redone HUD and user adjustable scoreboard
  • Totally rewritten Client/Server communication to cut the bandwidth usage in half
  • New gamemode "Race". Try to get from start to end of a level as fast as possible.
  • Available as free-for-all and team variant. Further allows to play with or without a qualification period.
  • Added several new weapons (on-hand Grappling Hook, Port-O-Launch, T.A.G. Seeker, Heavy Laser Assault Cannon, Rifle)
  • Map editor NetRadiant included
  • Improved all effects for eye candy and tweakability
  • All maps recompiled with external lightmaps which allow for much crisper shadows
  • Added maps desertfactory (DM, TDM, MinstaGib), racetrack (Race) and made aggressor support Key Hunt
  • New player sounds, announcer sounds/voices, textures, crosshairs, weapon models, effects and menu skins
  • Added support for video capture to OggTheora
  • Integrated the Havoc mod into the menu! Havoc servers use quite different physics and weapons, give it a try!
  • Fixed a crash with ATI drivers on shutdown or vid_restart
  • Fixed several problems with lagging gameplay/crashes/wrong display of effects
  • Improved bots (teamworking, bunnyhopping, swimming, better way finding, support for ladders, less CPU usage, faster map loading)
  • Better visual display of carried items (Strength, Shield, flags and keys)
  • Better parental guidance support with cl_gentle and cl_nogibs
  • Lots of tourney-related features (timeout/in, spectator-slots, allready, warmup mode, lockteams, unlockteams, movetoteam_red/blue/..., nospectators, records, cointoss)
  • Added some effects customization options like cl_casings, cl_weaponpriority
  • Many more map entities allowing for more dynamic maps
  • Restructured and improved menu: demos menu and multiple campaigns are back, also added an advanced menu containing ALL settings of the game
  • Changes:
  • CHANGES from 2.4.2 to 2.5:
  • compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
  • engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
  • engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
  • engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
  • engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
  • engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
  • engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
  • engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
  • engine: cl_demo_mousegrab
  • engine: csqc can get bone infos
  • engine: cvarlist now accepts wildcards
  • engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
  • engine: disable DGA mouse by default
  • engine: effectinfo: add "stretchfactor"
  • engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
  • engine: fix bugs with q1bsp/hlbsp rotating submodels
  • engine: fixed crash with ATI drivers on shutdown or vid_restart
  • engine: fixed pointsound in csqc
  • engine: fixed several collision bug regarding non solid players
  • engine: fix memory corruption when using trailparticles with an effect that has a dlight
  • engine: get rid of skinframe loading spam on dedicated servers
  • engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
  • engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
  • engine: implemented zpass shadowing, not used yet
  • engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
  • engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
  • engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
  • engine: new tcmod: "tcmod page ", as poor man's animmap alternative (stores all frames in ONE image in a x grid, and switches to the next frame every seconds)
  • engine: open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
  • engine: Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
  • engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
  • engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
  • engine: r_showsurfaces 3 "eeepc mode"
  • engine: showtopspeed variable added
  • engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
  • engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
  • engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
  • game: airshot announcer for midair hits with the mortar
  • game: all projectiles and their effects are clientside now, massive bandwidth reduction
  • game: alternate HUD is now default
  • game: antilag improved
  • game: assault bugfixed
  • game: ballistics for bullets (but antilagged by default), that is all bullet guns (shotgun, machinegun, campingrifle) are affected by gravity and can pierce walls and players up to a certain thickness depending on gun)
  • game: better visual hint for unbalanced teams
  • game: bots can do bunnyhopping now
  • game: carrying strength and shield has less of a performance impact now
  • game: cl_gentle, clientside gib replacement for general audiences
  • game: cmd maplist improved
  • game: colors improved (TODO credit sev in nexuiz-credits.txt!)
  • game: command allready
  • game: command "cmd records"
  • game: command lockteams, unlockteams
  • game: command movetoteam_red, ...
  • game: command nospectators
  • game: command records
  • game: command vlogin must be used instead of vdo login now
  • game: command weapbest
  • game: crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
  • game: ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
  • game: ctf flag touching when dead bug fixed
  • game: ctf scoring now uses flags, not frags (added several scoring options and configs)
  • game: custom weapon priorities for bots
  • game: cvar cl_casings
  • game: cvar cl_showpressedkeys
  • game: cvar cl_weaponpriority* (up to 10 custom weapon orders can be bound to a key)
  • game: cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
  • game: cvar g_balance_ctf_damageforcescale
  • game: cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
  • game: cvar g_bloodloss - a new pointless mutator ;)
  • game: cvar g_bugrigs*
  • game: cvar g_ctf_allow_drop
  • game: cvar g_ctf_fullbrightflags
  • game: cvar g_ctf_ignore_frags
  • game: cvar g_domination_point_fullbright
  • game: cvar g_instagib REMOVED (use arena mutator with minstanex)
  • game: cvar g_jump_grunt
  • game: cvar g_maxplayers (allows to create spectator slots)
  • game: cvar g_pickup_respawntime*
  • game: cvar g_pinata
  • game: cvar g_showweaponspawns (shows the location of guns on the maps if trying to switch to a gun that is not carried)
  • game: cvar g_spawn_furthest
  • game: cvar g_spawnpoints_auto_move_out_of_solid
  • game: cvar g_spawnshield_time automatically disables itself when shooting
  • game: cvar g_start_delay
  • game: cvar g_touchexplode
  • game: cvar g_warmup
  • game: cvar g_weaponreplace_*
  • game: cvar sv_clones
  • game: cvar sv_gentle
  • game: cvar sv_maxidle
  • game: cvar sv_ready_restart_after_countdown
  • game: cvar sv_ready_restart_nag
  • game: cvar sv_ready_restart_repeatable
  • game: cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
  • game: cvar teamplay_lockonrestart
  • game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
  • game: fix a server crash exploit
  • game: fix flag falling through bunker
  • game: fix q3skoredm1
  • game: fix some memory leaks
  • game: free camera for demo playback
  • game: friendly fire slightly added now
  • game: handle sv_foginterval on the client now
  • game: headshot announcer for the camping rifle
  • game: hook attaches to moving objects
  • game: hook can pull players (but detaches when that player shoots you)
  • game: hook detaches when teleporting
  • game: hook is no longer "seta"
  • game: hook jitter-less (full client side drawing)
  • game: hook sky-attach bug fixed
  • game: hook weapon consumes cell ammo
  • game: improved bot ai: teamworking, items rating, weapon combos, swimming, basic handling of ladders, better handling of jumpads, better detection of dangers, recognition of doors
  • game: improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
  • game: IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
  • game: item respawn: 20s for 50health and 25armor
  • game: jetpack (g_jetpack, or entities item_jetpack, item_fuel, item_fuel_regen)
  • game: kick banned players also when they try to talk
  • game: lemmings countdown ('kill' and switching teams is no longer instant)
  • game: log can get :time: events
  • game: lots of weapon content changes, new models, new animations etc.. (shot origins)
  • game: map voting: map preview images to help identify the maps
  • game: map voting: nodetail 1 as default (does not show what others voted for)
  • game: more crosshairs added
  • game: more different death types
  • game: new dom points by ai
  • game: new music track by meoblast001 (TODO nexuiz-credits.txt)
  • game: new particle effects
  • game: new tokenizer fixing weirdly split kick reasons/vote commands
  • game: new weapon and player sounds
  • game: optimize bot waypoint loading
  • game: performance improved (fteqcc -O3)
  • game: race game type (see Docs/basics.html for more details)
  • game: ready now toggles the ready state
  • game: ready status shown in the scoreboard
  • game: rocket launcher detonation fixed when button was pressed only for a very short time
  • game: scoreboard much improved
  • game: scores per-team
  • game: show the WelcomeMessage only on join for welcome_message_time seconds or when +show_info is pressed because many people did not know you can make this msg disappear with +zoom. add a line telling specs and observers about +show_info in the upper right
  • game: some voice command samples are used along with team messages
  • game: sounds: model specific player sounds
  • game: sv_foginterval
  • game: teamkill and typekill complaints and sounds
  • game: team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
  • game: texturecompression for lightmaps off (workaround for OS X bug)
  • game: timeout/in feature
  • game: turrets
  • game: vote call is now possible for server admins too
  • game: weapons rebalanced according to frag statistics
  • game: zoom unlagged, detect zoom scripts (for spectating/demos)
  • map: aggressor supports keyhunt
  • map: all maps recompiled, now with external lightmaps which look way better
  • map: new maps accident, desertfactory, racetrack
  • mapping: added egyptsoc textures
  • mapping: allow mins/maxs specification for brush entities instead of models (as alternative)
  • mapping: armor_big (50 armor)
  • mapping: automatic shader generator script
  • mapping: entities.def updated
  • mapping: entity func_breakable
  • mapping: entity func_door: make DOOR_NOT_LINK work
  • mapping: entity func_door_rotating
  • mapping: entity func_pointparticles
  • mapping: entity func_sparks
  • mapping: entity func_train now supports -1 wait on path_corner, making it NOT wait
  • mapping: entity info_null now removes itself (as it should); this DOES break some maps that need fixing now
  • mapping: entity info_player_start now triggers other entities when someone spawns
  • mapping: entity misc_follow
  • mapping: entity misc_gamemodel, func_illusionary replacing misc_models
  • mapping: entity misc_laser changed and improved
  • mapping: entity target_spawn (BEWARE OF THE)
  • mapping: entity trigger_flipflop, trigger_monoflip, trigger_multivibrator
  • mapping: entity trigger_heal
  • mapping: entity trigger_hurt now can set a message2 as death message for push-kills
  • mapping: entity trigger_items
  • mapping: field nottargeted overrides targetname checks in e.g. func_door (so it can be used for misc_follow without needing an extra trigger)
  • mapping: field team on items, and cnt as weight
  • mapping: filtering by gametype: "gametypefilter" "+ctf,kh"
  • mapping: LOD for misc_models and similar entities
  • mapping: mapname.cfg is deprecated. Use clientsettemp_for_type and cdtrack in mapname.mapinfo
  • mapping: randomizing origin, angle or angles fields: "originjitter", "anglejitter", "anglesjitter" fields
  • mapping: target2, target3, target4 as extra target fields
  • mapping: team field in trigger_teleport and trigger_push
  • mapping: triggers now MUST be common/trigger; their exact shape now works (no longer their bbox)
  • mapping: turrets
  • mapping: zeroradiant support, bugfix patchset updated
  • map: reslimed: less distracting fog
  • map: some more TDM map settings
  • map: starship and silvercity: no CTF
  • media: new weapon system (see cl_weaponsystem.qc comment about model formats)
  • menu: blueplastic skin
  • menu: channel mixer
  • menu: cvar list editor
  • menu: demo browser
  • menu: game type in server browser
  • menu: input box margin now in chars, not percent
  • menu: more settings
  • menu: mouse fixed in -game pro (now havoc)
  • menu: multicampaign is back
  • menu: new playermodel previews (sev)
  • menu: play button in map info
  • menu: server favorites
  • menu: server info
  • menuskins: big buttons as extra graphics
  • menuskins: COLOR_SCROLLBAR_C
  • menu: skin selector
  • menuskins: HEIGHT_DIALOGBORDER
  • menu: weapon priority dialog
  • menu: wicked skins (7 different)
  • misc: +exec benchmark.cfg
  • misc: new color codes ^xRGB
  • models: new flag model
  • models: specop now knows that she is female
  • rcon2irc: disconnect fix
  • rcon2irc: irc_trigger

New in Nexuiz 2.4.2 (May 12, 2008)

  • Bad 'Lag' that a lot of people seem to have had in 2.4 (though in fact it was not lag but screwed up movement interpolation depending on frames per second and net-connection thats why it worked for most people in 2.4)
  • sometimes when joining a game particles did not show till a mapchange (like explosions, rockettrails)
  • Sound problems/crashes on mac and maybe windows. There were reports that cl_capturevideo on windows has no sound.
  • pk3 files build on mac now loads correctly (see the problems map arboria caused)
  • new announcer sounds, made by torus
  • new game mode onslaught and a map for it (ons-reborn by morphed)
  • crylink primary firemode got reworked
  • implemented uint16 element array support, this hopefully improves performance on Radeon 9500-X300 cards and GeForce1/2 cards
  • fixed the Mac OSX rotating hud problem with r_glsl 1
  • on some custom maps items were positioned wrong.. (well those items still are BADLY placed so mappers should fix the maps but at least now they show up as in 2.3 again)
  • shownames / hidewaypoints is updated correctly when changed via the menu while playing
  • bot were sometimes not joining the smaller team
  • instagib was not always insta :)
  • bots crashing in keyhunt which made campaign 15 and keyhunt with bots in general unusable
  • some nexuiz map had a missing tdm mapinfo and thus did not display in the tdm menu
  • further improvements of the 'lag/movement' fix, even smoother now and less problems with slow connections too. should be as good as it can be now
  • less problems with quake 1/3 items (some item names conflicted)
  • minor menu changes
  • docu updates
  • fixed more sound problems ?
  • fix segfault with long aliases
  • changed some 25 armors to 100 armors on dieselpower
  • added bloodprionsctf to maplist
  • turned all the KP_ binds into userbinds so people can finally see those chat binds in the menu AND have some examples on how to use userbinds. (will have to start with a new config.cfg to see them)
  • raised userbinds from 16 to 32
  • onslaught ready reset code
  • new RL weapon icon
  • centerprint command
  • crosshair 11, a multicolor version of crosshair 8 (works best with crosshair_color white)
  • texturecompression parameteres changed
  • small menu changes
  • compiles in freebsd again
  • fixed some map/model bugs
  • work around some q3map2 bugs
  • fixed final_rage were some lava did not yield damage
  • fixed some Nexuiz maps showing wrong items after the q1/q3 compatibility changes
  • seems the crash at Nexuiz start on windows/nexuiz.exe is fixed
  • the problems on debian etch and hopefully some 64bit linux systems are gone by using different build machines
  • added server tools for rcon and a irc gateway
  • TRUEAIM � had a bug with invisible clips
  • nexuiz.exe can be used with option -dedicated without problems now
  • variable r_drawfog
  • dom game mode now can change spawn points according to captured dom points
  • several projectiles can now hit yourself
  • engine should load on windows 95/98/me again
  • ping display was wrong with cl_movement 0
  • hud numbers and icons are now closer to each other to make clear which belong together
  • reload effectsinfo.txt at level start
  • Extend rcon_restricted_commands to contain more complex patterns
  • added gl_vbo modes 2 and 3 and add them to the menu
  • fixed compiling on opensolaris
  • fixed wrong ping time display with cl_movement 0
  • g_maplist_check_waypoints: when 1 and the server is not full enough to play bot-less, maps without waypoints will be skipped
  • make func_snow and func_rain also work when no submodel is used, but origin/mins/maxs specified in the entity parameters. Makes it possible to add snow/rain to a map without recompiling (to create a submodel).

New in Nexuiz 2.4 (Mar 1, 2008)

  • Completely new menu design and UI graphics, allowing easier server browsing, player setup, and game creation options such as gametype and mutators
  • Two additional maps (Strength and BloodPrison CTF)
  • Updated models for several items and three weapons, new gibs, and many texture improvements throughout the game
  • Improved performance, networking, and memory usage
  • Graphical improvements including water reflections, completely new particle effects, and improved fog rendering
  • Improved bots, including AI improvements for CTF and Domination game modes
  • Improved map voting system