CHANGES since 2.4.2 to r5904: compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun 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: bots try to not take items near team mates 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: more crosshairs added 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: better visual hint for unbalanced teams 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_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 teamplay_lockonrestart game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed) 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: 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 and weapon combos 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: headshot announcer for the camping rifle 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: 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: map voting: nodetail 1 as default (does not show what others voted for) game: map voting: map preview images to help identify the maps game: more different death types 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: performance improved (fteqcc -O3) game: race game type (see Docs/basics.html for more details) game: ready now toggles the ready state 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: sounds: model specific player sounds game: carrying strength and shield has less of a performance impact now 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) game: some voice command samples are used along with team messages 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: 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: LOD for misc_models and similar entities mapping: mapname.cfg is deprecated. Use clientsettemp_for_type and cdtrack in mapname.mapinfo mapping: target2, target3, target4 as extra target fields 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 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) menu: blueplastic skin 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 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: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame 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: 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: 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: fix memory corruption when using trailparticles with an effect that has a dlight 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: 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: 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: 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: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged. engine: new tcmod: "tcmod page