Nexuiz 2.0.1 RC1

Developer discussion of experimental fixes, changes, and improvements.

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Nexuiz 2.0.1 RC1

Postby divVerent » Thu Aug 10, 2006 12:43 pm

The RC1 build is available at http://mensa.ath.cx/~polzer/temp/nexuizpatch20060810_forumonly.zip and http://141.2.16.3:7780/nex/. Please test.

Changed from the prerelease:

some bug fixes (sound),
changed content download system (now disconnects while downloading, so downloaded sounds and modelswork too and the crash is prevented),
added a small feature for mappers (trigger_push.height),
fixed jumppad sound floods,
campaign matches are now "won" under the right condition,
say_team is displayed as centerprint too,
menu item name for map list got changed to be less confusing,
bots won't set themselves as target any more.

Test focuses: please someone test sound and input on Windows, on one of my test systems input is broken (but okay with the SDL build), however 2.0 was also broken - maybe it was caused by me updating the ATI driver to 6.7
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 GreEn`mArine » Thu Aug 10, 2006 2:17 pm

a question about the download thing: you said it would disconnect once it starts a download .. but will it reconnect automatically again ? It wouldn't be good if you had to reconnect again manually!
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Postby divVerent » Thu Aug 10, 2006 2:25 pm

GreEn`mArine wrote:a question about the download thing: you said it would disconnect once it starts a download .. but will it reconnect automatically again ? It wouldn't be good if you had to reconnect again manually!


It will reconnect automatically of course... and show so in the download status display.

If you, while the download is running, connect to another server, the reconnect is cancelled, but the download still continues.
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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Re: Nexuiz 2.0.1 RC1

Postby divVerent » Thu Aug 10, 2006 2:28 pm

Oh, I forgot to mention a feature, however, it is broken due to a typo (but in 2.0.1 it will work): the "cd loop" command can also take a name, in which case it will play sound/cdtracks/name.ogg. Mappers might like this...
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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Posts: 3809
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Location: BRLOGENSHFEGLE

Postby Willis » Sun Aug 13, 2006 4:03 am

Has anything been changed in spawn location determination since 2.0?
I was playing 1 on 1 in various different modes (deathmatch, m/instagib, rocket arena (ffa), etc...) and it was very common to spawn incredibly near or even right behind the only other player on the map.
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Postby KadaverJack » Sun Aug 13, 2006 4:25 am

Willis wrote:Has anything been changed in spawn location determination since 2.0?
I was playing 1 on 1 in various different modes (deathmatch, m/instagib, rocket arena (ffa), etc...) and it was very common to spawn incredibly near or even right behind the only other player on the map.

No, it's still like in 2.0 (50% chance to get either the spawn point farthest way from other players or to get a random point (at least 100qu away from other players)), only the spawn point selection in arena gamemode has been changed.
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Postby tChr » Sun Aug 13, 2006 10:25 am

KadaverJack wrote:
Willis wrote:Has anything been changed in spawn location determination since 2.0?
I was playing 1 on 1 in various different modes (deathmatch, m/instagib, rocket arena (ffa), etc...) and it was very common to spawn incredibly near or even right behind the only other player on the map.

No, it's still like in 2.0 (50% chance to get either the spawn point farthest way from other players or to get a random point (at least 100qu away from other players)), only the spawn point selection in arena gamemode has been changed.

how has it been changed? Like earlier suggested that each spawn point is a part of at least two pairs?
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Postby KadaverJack » Sun Aug 13, 2006 10:41 pm

tChr wrote:how has it been changed? Like earlier suggested that each spawn point is a part of at least two pairs?

No. Just a random point, at least 800qu away from any other player. For your suggestion, all existing maps would have to be edited, especially since arena is not limited to spawning only 2 players at once.
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