Xonotic Changelog

What's new in Xonotic 0.8.1

Aug 29, 2015
  • Entirely new menu theme, new gameplay features, and three new maps.
  • [Atelier] The first of the new maps is Atelier, by ShadoW. It’s been a TDM favorite for a long time, but only recently did we tidy it up for actual inclusion in the game. Sporting ample room for movement and an always-tantalizing quad spawn, this one is great for 3v3 or more.
  • [Final Rage] The second of our new maps is a resurrected classic from the days of old: Final Rage! Heavily modified by LO and proraide, the map is sporting an entirely new look. This version of final rage is sure to witness more frags. Be wary of the warpzone on the bottom floor, though - sneaky rockets abound! This map is great for duels.
  • [Warfare] The last of our new maps is another blast from the past: Warfare! Maddin has added an entirely new atmospheric feel to it along with numerous other niceties. His attention to detail is immediately apparent. This map is another good one for duels. Be careful not to get caught in the trap near the mega health!
  • [Luma] We have an entirely new menu theme - Luma - courtesy of sev. Emphasizing strong lines and crisp visual clarity, it gives the game even more UI polish. In addition to Luma, sev has also graciously updated the Xolonium font to better comply with standards and also designed a new crosshair set.
  • [Items timing in the HUD] Developer terencehill wanted to provide opportunities for players to improve their gameplay, so he introduced mega-item timers for the HUD in this release. With these enabled in the HUD players can see when the next mega item (100 health or 100 armor, to name two) is spawning next. This is great for beginners and casters alike.
  • Our wily core developer Mario was busy working on CTF and thought to himself “why stop at two flags?”. Before we even knew what was happening he introduced three and even four flag CTF! Crazy, I tell you. Crazy fun, that is. For the sake of completeness he also implemented a one-flag CTF mode which was inspired by some Quake 3 mods. As if this weren’t enough, Mario also turned his attention to the buff subsystem. This release features three all-new buffs: Inferno, Magnet, and Swapper. The buff system also received some balancing attention after community feedback. Buffs now have time limits and some of them have compensating disabilities to balance out your new powers.
  • [Voting the next game mode at match end] Melanosuchus provides us another friendly feature. At the end of matches, server administrators can now choose to let their players visually decide which game mode they’d like to play next! This is a huge win for usability, as before this was only available to those who knew how to use the command-line voting syntax. Hooray for ease-of-use!
  • Last but not least, the entire team would like to thank TimePath for his efforts at refactoring the codebase. The code is becoming a much friendlier place due to him.

New in Xonotic 0.8.0 (Jan 17, 2015)

  • We have three new maps for the “Capture The Flag” game mode. Catharsis, by Justin, is an indoor map with a central, violent focal point. Plus, it has crystals! Implosion, by MintOX, is a space floater with fantastic jump pads for a lot of midair fun. It also has a perilous lower infrastructure for you risky cappers out there. Vorix, by packer, is an open-air indoor arena with beautifully designed corridors. Watch out for its lava pits though.
  • Archer has been hard at work making immersive sounds for the game. His latest track is called X-Force, which can be found on Implosion. Nice!
  • Melanosuchus created a wonderful way to add variety to your server: a game type vote screen! This feature allows server administrators to allow their players to choose the game mode used in the next map. It is shown before the map vote screen.
  • The menu system went through some major updates. It now sports a tiered server browser that categorizes the available servers so you can choose the right one for you. Player statistics are also integrated. Accessible via the “profile” tab, you can now view your most vital statistics from XonStat without having to open a web browser. Lots of other menu options have moved to the forefront as well. All of these changes are to help you configure Xonotic to your taste easily.
  • All of our builds have switched to using the latest-and-greatest major version of the SDL: version 2.0. This version brings with it several performance improvements and a ton of new capabilities.
  • A brand new weapon concept: the Arc! Similar to lightning guns in other games, the Arc is a hitscan weapon with medium range. It shoots a bendable beam of electricity as its primary fire and has a burst mode as its secondary fire. It has a limited capacity and thus overheats after too much constant use, so administer your damage with care! The Arc is available to server administrators who choose to enable it. It will take its place as a Xonotic core weapon in the next release.
  • The physics and weapon balance have both been tweaked after a long round of feedback from the community. Many settings were taken from sessions on the “Reversion cup” servers, and a great many of games were had in the process! The weapon balance is the first step in a large re-tooling of the weapon system. Look for more updates coming soon.
  • This release introduces monsters! We have five different types of monsters for you to frag: Zombie, Wyvern, Mage, Spider and Shambler. Mario created a new game mode called “Invasion” that uses these monsters. In this mode the player must fight off a swarm of the aforementioned monsters within a small arena to win.
  • New powerup-like items called buffs can now spawn on maps if enabled. They can replace the existing powerups or spawn in random locations. Buffs give players special powers when picked up, and they last until the player is fragged. Adding these to servers is sure to turn up thier craziness level to 11.

New in Xonotic 0.6.0 (Apr 26, 2012)

  • ADDED:
  • Client side networked players
  • Xonotic player statistics
  • sRGB lightmap rendering
  • 4 new maps to frag on
  • New weapon models
  • Menu redesign and translation updates
  • New game mode: Sandbox
  • FEATURES:
  • Implemented Client Side QuakeC networked models and players (model code under MIT licence).
  • Implemented forced enemy models and forced colors (cl_force* cvars).
  • Implemented sending of extensive player statistics to a global server, also allow anonymous tracking.
  • Introduced sRGB lightmap rendering for maps (Courtfun, Darkzone, Lightspeed, G-23, Solarium).
  • Added 4 new maps: Darkzone, Drain, Lightspeed and Solarium.
  • Client side movement prediction and error compensation with in conjunction with data sent from the server.
  • New blood for humans, aliens and robots, new machinegun trail and muzzle flash effects.
  • Body part based weapon damage effects.
  • New Minstanex and Laser models.
  • New underwater effects and exploding projectiles in lava/slime.
  • Reworked and simplified the menu, brought most of the translations up to date.
  • Reworked and simplified the ingame commands.
  • Icon indications in the server browser to inform the player about the mod played (Overkill, Minstagib, Sandbox), and various properties of the servers like encriptions and statistics forwarding.
  • Introduced an un-ignorable server notice system of MOTD upon connection to a server.
  • Limit medium health pickups to only work if below 100 health in XPM config geared towards competitive players.
  • Further improved weapon and gameplay design.
  • Added high quality frame buffer (hqFBO) support.
  • Added Sandbox game mode: spawn, pose by frame, recolor, rotate etc. models in the engine.
  • Added nine new crosshairs.
  • Introduced maximum, minimum, and desired FPS settings, to save CPU time for other applications or prevent overheating, or automatically reduce graphical quality in case the computer can't handle the rendering well.
  • Fixed and improved "Nexball" game mode, it now supports correct weaponless football and basketball modes, and Ut2k4 like "Bombing run" with weapons and safe passing.
  • Allow client to turn off sv_pogostick for itself (cvar cl_movement_track_canjump, can be set from the menu too).
  • Added a function to show the radar panel centered (customizable scale and size); toggleable by the default key m.
  • Add a campaign levelwarp command "warp". The warp'd progress is NOT saved!.
  • Make "weaplast" and laser secondary use the best other weapon if previous is unusable. This also makes "weaplast" use the second best weapon on spawn.
  • Added new fun "weapon": the @!#%'n Accordeon.
  • Added various features for bot spawning and weapon handling.
  • Re-worked shotgun secondary tracing, added new features like multi-hit and non-player hit detection.
  • Gave the tuba its own audio channel.
  • Added warning sound to hagar secondary load.
  • Physics panel updates: acceleration progressbar can now be scaled to display better acceleration values.
  • Change damagerate to be like ticrate.
  • More work on centerprint rendering, plus new feature with sv_fraginfo which allows it to only show health/armor of attacker when in warmup (normal matches then don't show this information).
  • Added support for trigger_secret entity.
  • Lots of improvements on the HUD, like smoother animations, names of players only showing up if near crosshair, etc..
  • Antilagged vehicles.
  • Added endgame autoscreenshot function to client too.
  • Added "shuffleteams" command: it randomly builds a set of new teams from the connected players.
  • Magicear entity supports tuba notes.
  • Show the "no map preview" image when a map preview isn't found.
  • Added waypointsprites and healthbars for turrets.
  • Added Greek and Ukranian translations.
  • New animations for Ignis, Nyx , Seraphina and Erebus models and variants.
  • Update default weaponpriority list from latest real world stats.
  • Added more demo files for better benchmarking.
  • Modified "weaponstay" cvar logics.
  • Added support to bind F10 as "show quit dialog" instead of instantly quitting.
  • If the vote caller votes no, then that stops their vote without making them type vote stop in the console.
  • Two new aliases for fullbright skins: "sv_fbskin_unique" and "sv_fbskin_rainbow".
  • Added new entities func_conveyor and trigger_conveyor.
  • Func_plat emtity now supports a "lip" property.
  • Allow master to actually do normal vote commands too.
  • Fireball, Port-O-Launch and Minstanex are now SUPER WEAPONS.
  • Port-O-Launch works similar now as the Portal gun.
  • Added "fireflies" effect.
  • BUG FIXES:
  • Gibs: avoid splatting decals on them: this fixes the slowing down issue of decals on models introduced in 0.5.
  • sv_doublejump: clip velocity when landing (fixes sticking-to-floor bug).
  • selectteam: refuse changing to the team you're already on.
  • Fix name description alignment in scoreboard_columns_set help.
  • Fixed a hook related crash.
  • Fix name description alignment in scoreboard_columns_set help.
  • ClientKill: prevent multiple suicides in same frame.
  • Fixed a NIX issue.
  • Added checks to make sure you can't fire hook while inside a vehicle, and also removed any current hooks you have when you enter a vehicle.
  • Seeker: fix missing handling of hitting skybox.
  • Fixes for the pitch shifting code path.
  • Some major cleanup/organization of HUD weapons panel code.
  • Changed around some of the death messages for weapons - Some were outdated, others were just using bad naming schemes (shotgun for example).
  • Fix antilag for shotgun secondary (should now work better with high ping).
  • Only play strength sound if snd argument for W_SetupShot wasn't empty.
  • Add simple fix for electro combo exception (ONLY apply the exception if it's true, otherwise do -1 so that it doesn't override at the wrong times).
  • Player stats: include accuracy for ALL players, not just those playing at the end.
  • Fixed minor bug with centerprint fading.
  • Fixed the exception for hagar W_CheckProjectileDamage function.
  • item_key1/item_key2 work now with func_door, new entity: trigger_keylock.
  • New style (dB based, realistic) sound attenuation, also made menu option for that.
  • Fixed teleporter randomization.
  • Got rid of all monster related code. It was either unused or defunct. (Code files are in server/attic).
  • Reworked turrets to most use the same projectile code (reduced duplication), and gave each turret a separate death message on client.
  • Gave turrets _shirt & glowmod insted of colormod. Fixed .team check.
  • Cleaned up turrets csqc.
  • Improved sounds for the @!#%'n Accordeon and the @!#%'n Tuba.
  • "slowmo" is no longer saved to config.cfg file.
  • Fixed hud_panel_radar_maximized to always have the default background image.
  • urllib: allow "-" as file name to write to console (stdout).
  • Fixed damage blur sticking on when switching to chase_active 1 while damaged, even after getting more health.
  • Fix for: Arena, LMS, CA: decide scoreboard validity by alivetime, not by spectator state.
  • Simplified trace owner logic for ballistic bullets, and made it more consistent with projectiles.
  • Fixed Show names of players slider (hud_shownames) in the menu.
  • Fixed killing bug of player when they tired to change teams when that is forbidden.
  • Fixed tesla coil turret.
  • Fixed g_ghost_items being saved to config.cfg.
  • Turned nexball into a gamemode mutator.
  • Fixed color bug of clones.
  • Fix for warpzones: always make sure origin is changed.
  • Many fixes for announcer code.
  • Various playermodel related fixes in framegroups and bones.
  • Fixed "die-after-spawn" bug in CTF.
  • Fix an issue with shotgun multihit allowing for double the damage to be inflicted accidentally.
  • Various vehicle related fixes (fix raptor spawn-enter-crashdown, fix incorrect sending of health/shield on vehicle enter, make alarm sound/s stop right away when exiting a vehicle etc.).
  • Fixed CTS spawns on courtfun.
  • Fix two bugs of crosshair button.
  • Gave Hagar it's own trail effect instead of sharing it with Mortar.
  • Fixed bug in "omg" config.
  • Fixed weird projectile angles on impact.
  • Removed MinstaNex from keybinds list.
  • Fixed bug "Damage dealt to a player's dead body is reflected upon the spawning player".
  • Fixed an issue death camera in Minstagib when the player gets killed by running out of ammo.
  • Fixed missing waypoint for Invisibility in Minstagib.
  • Fixed powerup rules for LMS and CA.
  • Fixes for "Who" command.
  • Use q3map2 style OBJ orientation.
  • Fixed misc_gamemodel bbox when using modelscale.
  • Fixed a bug with serverflags clearing items.
  • Fixed crosshair selection to show real size.
  • Don't allow sending tell messages to yourself anymore.
  • Fixed a warning while playing on vehicle server.
  • Fixed player color palette (no more camouflage colors).
  • Fix bug with minstagib not using prepare attack.
  • CA: stop the countdown immediately if one team is empty.
  • If intermission is active, spectators are now able to talk.
  • Fixed bots added after round start will never join the game.
  • Gun position in hand is now saved.
  • Fix mutator hook system for client commands.
  • Forbid enabling hud setup mode while playing back a demo.
  • Fixed damage applied later when falling from high into a vehicle.
  • Fix of dead bodies playing jump animation in case fallen on a jumppad.
  • Fixed scroll vs drag detection in the weapons list.
  • Reinit renderer if at initial startup texture compression state changed. Fixes lots of bugs.
  • Fixed accelerometer with csqcmodels.
  • Fixed menu startup when a demo is played back.
  • Fixed sv_precacheplayermodels console spam.
  • Fixed loosing score when observing during qualifying in Race and CTS.