PLEASE TEST: Nexuiz 2.0.1 pre-release

Developer discussion of experimental fixes, changes, and improvements.

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PLEASE TEST: Nexuiz 2.0.1 pre-release

Postby divVerent » Sun Jul 23, 2006 10:14 pm

You can download the current state of development as a patch here:

http://www.informatik.uni-frankfurt.de/~polzer/temp/nexuizpatch20060723_forumonly.zip

How to install this patch? Basically, it depends on the operating system. Before doing anything, you should make a backup copy of your existing installation (at least of your config.cfg). There are two ways to install it:

The "copy" method (copies files from the existing installation to the patch to make it work):
  • Windows: Extract the patch zip file. Then first enter your existing Nexuiz installation, in there there's a data directory. Open it. Select the following files: all data* pk3 you have, common-spog.pk3 and config.cfg. Press Ctrl-C ("copy"). Switch to the extracted patch, open its data directory. Press Ctrl-V ("paste"). Then the patch directory contains a working 2.0.1pre installation.
  • Linux, Macintosh: same as Windows, except that you don't have the config.cfg there. Just ignore it, you don't need to copy your config.cfg for that.

The "overwrite" method (patches the existing installation):
  • Windows: just download the new zip, open it. Then select all of its files and press Ctrl-X ("cut"). Enter your Nexuiz installation directory and press Ctrl-V ("paste"). Answer yes to the overwrite questions.
  • Linux: KDE or GNOME users, see Windows. Command line users, see Macintosh.
  • Macintosh: you cannot do this graphically, as the Finder would delete the old data pk3 when you do it. If anyone knows a solution, please tell me. However, you can install the patch using the "copy" method or using the command line: open a Terminal, in there "cd" to your Nexuiz installation directory. Type "unzip " followed by the path to the patch file. Answer yes to the overwrite question.


cvs/svn users can of course just check out the nexuiz-2.0 branch.

Please test this build thoroughly - we want to release the "real" 2.0.1 soon. And... that version info in the lower left is not going to become a feature. It is just there so people don't use this version for too long once the real one is out... since exactly this has happened to the 2.0 forum prerelease. You can disable the overlay in game by typing "showbrand 0" on the console.
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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Postby divVerent » Sun Jul 23, 2006 11:22 pm

List of changes:

  • security fix for libpng
  • SDL updated
  • workaround for graphics bugs on Mac OS X
  • crash at end of download hopefully fixed (if not, please report)
  • fixed arena scoring
  • fixed bot routing (they no longer set themselves as target)
  • fixed campcheck in LMS campaign
  • fixed chat bubble
  • fixed cl_nogibs (eye gib)
  • fixed deluxemapping switch
  • fixed exit_cfg handling
  • fixed laser dots after players disconnect
  • fixed spawn point selection for arena
  • fixed sv_autoscreenshot
  • fixed weapon stay
  • fixed weapon timing (hagar firing rate for example)
  • minor map fixes (aggressor, bloodprison, farewell, runningman*, warefare)
  • added sv_spectator_speed_multiplier
  • bluesky is now in default.cfg's g_maplist
  • capturing domination points occurs when touching again, not when leaving
  • dead people can't detonate rockets any more
  • for mappers: specifying "health" "-1" for a button etc. makes it shootable by any weapon, even by the damageless MinstaGib secondary fire
  • increased maximum shooting distance (now 32768)
  • lowered weapon switch delay
  • new command: gotomap, like chmap, but it ends the game first (shows scoreboard); votes for chmap get redirected to gotomap
  • reenabled damage through floor
  • say_team now looks different from say
  • team change or disconnect transfers frags to team mates
  • timelimit and fraglimit are now displayed in the welcome message
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.
divVerent
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Postby obi_wan » Mon Jul 24, 2006 7:16 am

oh great monday morning :) so a first fast test :

divVerent wrote:- SDL updated
- workaround for graphics bugs on Mac OS X

Can you be a bit more precise about what we have to look at ?
It seems that openGL2 shaders on macOSX are always broken.

divVerent wrote:- added sv_spectator_speed_multiplier

You rock guys ! :)

divVerent wrote:- dead people can't detonate rockets any more
- lowered weapon switch delay
- reenabled damage through floor

Great, really :)

divVerent wrote:- new command: gotomap, like chmap, but it ends the game first (shows scoreboard); votes for chmap get redirected to gotomap

That was a great idea too :)

divVerent wrote:- say_team now looks different from say

I didn't notice where the difference is at the moment.

The score board looks a bit harder to read with those new informations. I wait to test it with many players in LAN so that i'll see better.

A last thing : on the non-SDL version, the F10 key gives me a charcode error. Perfectly works in the SDL version (i use it to exit the game).
[NSB] ppwer !
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Postby divVerent » Mon Jul 24, 2006 7:26 am

obi_wan wrote:oh great monday morning :) so a first fast test :

divVerent wrote:- SDL updated
- workaround for graphics bugs on Mac OS X

Can you be a bit more precise about what we have to look at ?
It seems that openGL2 shaders on macOSX are always broken.


The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

divVerent wrote:- say_team now looks different from say

I didn't notice where the difference is at the moment.


It only looks different in team games. Spectators BTW cannot send or receive say_team messages, and neither does the server console.

A last thing : on the non-SDL version, the F10 key gives me a charcode error. Perfectly works in the SDL version (i use it to exit the game).


On OS X? Will try.
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.
divVerent
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Posts: 3809
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Location: BRLOGENSHFEGLE

Postby obi_wan » Mon Jul 24, 2006 8:34 am

Sorry i didn't precise what hardware i used for tests : powermac G5 biCPU @ 2x2,7GHz, ATI radeon 9650 pro 256 Mo, osX 10.4.7

divVerent wrote:The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

Is it something new ? in the 2.0 i had to manually disable gl_lockarrays on Skyway, but it worked with the other maps.

Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.
[NSB] ppwer !
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Postby KadaverJack » Mon Jul 24, 2006 9:41 am

obi_wan wrote:Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.

Slap Apple until they fix their drivers...
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Postby divVerent » Mon Jul 24, 2006 9:41 am

obi_wan wrote:Sorry i didn't precise what hardware i used for tests : powermac G5 biCPU @ 2x2,7GHz, ATI radeon 9650 pro 256 Mo, osX 10.4.7

divVerent wrote:The workaround basically is disabling the broken features (r_glsl, gl_lockarrays) by default, so the game at least runs without problems.

Is it something new ? in the 2.0 i had to manually disable gl_lockarrays on Skyway, but it worked with the other maps.


No, gl_lockarray also goes wrong on other maps, especially bleach and aneurysm. But for me it only happens after some time of playing.

Is there a way to try getting openGL2 working ? even if it's not 'playable' i could render my videos on my mac instead of using a PC and transfer images to my mac, which on i do editing stuff.


Apparently Apple "modified" the GL shader language a bit, so the "normal" shader doesn't compile. If anyone here has an idea how to make it work on OS X and other systems, go ahead.

My own Mac has a Radeon 9200 and can't do GL 2.0 shaders at all, so I can't test that and try to make it work.
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.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby bmaker {ger} » Mon Jul 24, 2006 10:56 am

reenabled damage through floor

Through walls, too?

Simple question, isnt it? :lol:
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Postby KadaverJack » Mon Jul 24, 2006 11:13 am

bmaker {ger} wrote:Through walls, too?

Yes. (simple answer, isn't it? :mrgreen:)
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Postby esteel » Mon Jul 24, 2006 11:14 am

Through everything.. I think the nickname through-floor goes back to quake3 and also because most walls are too think so that the explosion on one side will not affect someone on the other side. Thin floors however are very good ;)
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