savagex [Sat, 24 May 2008 16:46:57 +0000 (16:46 +0000)]
split terrain blocks either north-west to south-east *or* north-east to south-west depending on where the gradient is steeper. This mostly fixes jaggy "mountain-edges" seen when only splitting one way disregarding the gradient.
Also minor UI tweaks.
greenmarine [Sat, 24 May 2008 16:22:19 +0000 (16:22 +0000)]
new feature: g_tourney
- splits the game into warmup and match stage
- After a new map is loaded the game is automatically in warmup-stage. Players are able to get from warmup- to match-stage by reading up. During warmup-stage the players automatically have all weapons (with appropriate ammo) and much health and armor. The amount of health, armor and ammunition is defined in the g_tourney_start_xxxx variables. However, the map also has all the items like health, ammo and weapons that can be picked up.
- spectator chat can be limited so that only specs can talk to each other, so players won't be disturbed during the match
- admin can forbid spectators to call a vote
div0 [Fri, 23 May 2008 19:25:41 +0000 (19:25 +0000)]
change the version nag message to one of:
"NOTE: the server is running Nexuiz 2.4svn (beta), you have Nexuiz 2.4.2"
"NOTE: Nexuiz 2.4.3 is out, and you still have Nexuiz 2.4.2 - get the update from http://www.nexuiz.com/!"
"NOTE: the server is running Nexuiz 2.3, you have Nexuiz 2.4.2"
div0 [Fri, 23 May 2008 08:04:29 +0000 (08:04 +0000)]
fix pro's default.cfg again... I hate this, there should REALLY be a defaultPro.cfg with just the changed settings, and a quake.rc execing both default.cfg and that
savagex [Thu, 22 May 2008 17:08:49 +0000 (17:08 +0000)]
create skyfills in the same way as visblockers are generated - saves tons of brushes.
Also mess with jnlp stuff I don't understand. This is mostly to make div0 happy, who loves Java and is especially keen to see Java WebStart(tm) everywhere.
div0 [Wed, 21 May 2008 13:23:41 +0000 (13:23 +0000)]
set "cull none" in water.shaders. Mappers who want to use the water* shaders are recommended to rename the shaders to their own namespace (e.g. water/water1 to stralenex42/water1) and include the shaders from here into their map so the bug fix helps their map in 2.4.2 too.
savagex [Mon, 19 May 2008 13:23:45 +0000 (13:23 +0000)]
Directly output to a PrintWriter, don't keep the whole map in a BufferedString and then flush it to disk once finished. Should get rid of the out-of-memory thingie.
savagex [Sun, 18 May 2008 13:45:55 +0000 (13:45 +0000)]
only generate sky-visblockers at the edge of "actual" geometry. If large parts of the input image are invisible due to the alpha mask this saves tons of nonsense-brushes.
savagex [Sun, 18 May 2008 10:08:14 +0000 (10:08 +0000)]
evaluate alpha channels (can be used to punch "holes" into the generated terrain for maps with "organic" shape)
use platform Look&Feel (nobody likes Swing's Metal theme)
greenmarine [Sun, 18 May 2008 09:43:40 +0000 (09:43 +0000)]
new feature: g_maxplayers (set to 0 to disable)
allows to define the number of players allowed to join the game. Has to be smaller or equal to "maxplayers".
New server-side command "nospectators" which players can vote for. Will kick all spectators after a defined number of seconds, unless these spectators manage to join the game in time.
greenmarine [Sun, 18 May 2008 09:11:59 +0000 (09:11 +0000)]
Nifreks lockonrestart feature. Used in team-based game modes. Once all players are ready and teamplay_lockonrestart is set to 1, new spectators/observers cannot join the game anymore.
Other than that, the aliases lockteams and unlockteams can be used (e.g. as votable commands) to manually override the locks.
greenmarine [Sat, 17 May 2008 20:21:36 +0000 (20:21 +0000)]
extension of the ready-restart feature:
- bugfix: extend the pause for rotting health when map is being reset, otherwise health will start to rot after the 10 second countdown is over, because the rot is set to 10 seconds
- new feature: sv_ready_restart_after_countdown: allows player to walk around during countdown (and prevents that a player knows where he spawns as he gets spawned after the countdown is over)
- new feature: sv_ready_restart_repeatable: players can restart the map more often (more than once)
- new feature: sv_ready_restart_nag: nags other real players who haven't readied up yet to do so, interval and duration can also be setup
div0 [Thu, 8 May 2008 19:52:27 +0000 (19:52 +0000)]
new cvar: menu_mouse_absolute (alternate mouse mode in recent DP builds)
new cvar: menu_mouse_speed (for the "old" mode)
mapinfo: no longer read/write diameter and spawnpoints; instead dprint them
mapinfo: support #, // and _ comments, and don't warn when encountering an empty line
div0 [Thu, 1 May 2008 18:26:51 +0000 (18:26 +0000)]
fix code bug that may cause Yoda to "remove" the Nex beam, and that may cause the Nex beam end explosion to randomly not appear. May or may not fix the issue Green reported.
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).
fix CTF and Domination leaving bogus entities around when the mode is not used
(game type specific entities should always remove(self) when that game type is not played)
it seems its a bad idea to insert effects in the middle of effectinfo.txt now that we use pointparticles.. lets see if this help when playing with svn clients on 2.4 servers
having a ; in comments is bad, turn them into , as they end the comment and usually generates warnings for unknown commands but could yield undesired sideeffects
redesigned crylink primary, may need additional balancing
crylink primary now bounces once, and has a splash radius of 80 on each
bounce, it does not bounce if it hits a soft target, this means that
bouncing shots off the floor directly infront of a player can do about
50% more damage, and if you hit the floor to the side of a player you
can still do a little (about 50%) damage
overhauled crylink primary, now the first 4 pellets conform to a pattern
implemented bouncing crylink shots (not used if the cvar is 0, so this
works even if it's not defined)
added morphed's ons-reborn map, added some ons sound dummies that REALLY need to be replaced and enabled ons in the create menu.
If we can't get proper sounds maybe revert this revision or atleast remove the create menu item. Commiting now anyway..