Nexuiz 2.1 - here is a real release candidate

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Nexuiz 2.1 - here is a real release candidate

Postby SavageX » Wed Sep 06, 2006 12:18 pm

Hello,

we're about to release Nexuiz 2.1.

At http://141.2.16.3:7780/nex/ you'll find the full version and the patch.

"<div0> if it survives today, it should be releasable I think"

Here's a list of changes:

http://www.alientrap.org/wiki/pmwiki.php?n=Main.Patch21


Enjoy and please report back if you encounter problems.
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Postby esteel » Wed Sep 06, 2006 12:47 pm

Finaly i can kill through floors again :). I like the new version number more then the old 2.0.1 one.
I have been using the client for quite some while now and its working very well. The server part was being tested on the RBI servers so i really hope noone finds more bugs today :)
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Postby morfar » Wed Sep 06, 2006 5:47 pm

Great, I havn't notice any bugs yet.
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Postby BusterDBK » Thu Sep 07, 2006 2:08 am

Mmm was it my tired brain (uhm... what's left of it) or is the game running a little better, too? It seems fine so far, I think I'll get to really test it in the next couple of days, see you on the servers. :wink:
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Postby tZork » Thu Sep 07, 2006 8:15 am

Mmm lots of nice stuff in the change list.

Sweetness!
FEATURE: when maps/mapname.sizes exists, the map is only chosen when there are at least (first line) and at most (second line) players
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby esteel » Thu Sep 07, 2006 8:53 am

BusterDBK wrote:Mmm was it my tired brain (uhm... what's left of it) or is the game running a little better, too? It seems fine so far, I think I'll get to really test it in the next couple of days, see you on the servers. :wink:

I can't remember any changes that would make the engine faster. Actually i would expect a VERY VERY slight drop in FPS as some compiler settings had to be toned down in order to compile with gcc 4.1. LordHavoc reported a resulting drop of 0.3% in fps.. so in case you had 1000 fps you would now only have 997 :P
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Postby BusterDBK » Thu Sep 07, 2006 10:20 am

esteel wrote:
BusterDBK wrote:Mmm was it my tired brain (uhm... what's left of it) or is the game running a little better, too? It seems fine so far, I think I'll get to really test it in the next couple of days, see you on the servers. :wink:

I can't remember any changes that would make the engine faster. Actually i would expect a VERY VERY slight drop in FPS as some compiler settings had to be toned down in order to compile with gcc 4.1. LordHavoc reported a resulting drop of 0.3% in fps.. so in case you had 1000 fps you would now only have 997 :P


In that case it seems I was plain tired :lol:. I like the name display, too.
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Postby esteel » Thu Sep 07, 2006 10:32 am

Yeah now you know whom to blame. Just point your crosshair at him. Some people really do stupid things in CTF..

I read a first complain about the disconnect during mapdownload. You can no longer chat with the people already playing this way but have to wait to reconnect ;)
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Postby Ed » Thu Sep 07, 2006 12:43 pm

esteel wrote:LordHavoc reported a resulting drop of 0.3% in fps.. so in case you had 1000 fps you would now only have 997 :P

Oh noes!!! No big loss really if it's for stability.
Laters losers.
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Postby divVerent » Thu Sep 07, 2006 1:05 pm

esteel wrote:I read a first complain about the disconnect during mapdownload. You can no longer chat with the people already playing this way but have to wait to reconnect ;)


Yes, that disconnect isn't the perfect solution and LordHavoc does plan to change it to something which is more integrated in the protocol. But not in the near future. Maybe for 3.0 or whatever...

And... people complain either way. Either about the disconnect, or about the black screen... :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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