Nexuiz 2.2.2

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Nexuiz 2.2.2

Postby SavageX » Sun Dec 31, 2006 12:35 pm

Hi,

sorta silently 2.2.2 slipped into being. So just to keep you guys excited, here's the changelog:

Nexuiz 2.2.2

bug fixes:
- fixed graphics corruption on graphics cards with more than 16 texture units (like NVIDIA's Geforce 8 series). We'd like to thank the NVIDIA engineers that tracked down the problem and provided hints to solve this issue.
- no more disappearing flags in CTF
- doors can now be crushers ("spawnflags" "4")
- campaign LMS level wasn't winnable - fixed
- division by zero in bot code fixed (caused some annoying console spam when
developer was set, no further problems)
- fixed reading of .cfg files in DOS format (CRLF and no newline at end)
- fixed sv_maxrate (didn't do anything at all before)

new features:
- cvar quit_when_empty: when 1, the server will quit once it is empty and the
time limit is reached
- cvar spawn_debug 2: checks for duplicated items, and throws an error if any
are found
- version info: if a client connects and has another Nexuiz version than
the server, he will get notified about the version number of the server
- server ping info is now colored for to indicate fast, medium, slow response
times
- added support for textures with non-power-of-two sizes, fixes some blurry
images
- new snd_reload command to reload all sounds
- new cvar sv_adminnick that is used instead of the host name in chat from the server console



Game on!

SavageX
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Re: Nexuiz 2.2.2

Postby Urmel » Sun Dec 31, 2006 6:10 pm

SavageX wrote:- fixed sv_maxrate (didn't do anything at all before)


What does it do anyway (more precise: what is it expected to do)?

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Postby divVerent » Mon Jan 01, 2007 7:15 pm

It is supposed to limit "rate" on the clients, which is the bytes per second the client receives from the server. Previously, you could set a high rate on a client and cause a server to send up to 28k/sec to a client (usual limit: 10k/sec) at the default sys_ticrate.
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 Xeno » Sun Jan 21, 2007 6:57 pm

I just wanted to say that I don't like that doors can now crush... it was actually fun to be able to stand behind a door and prevent people from coming after you.
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Postby tZork » Sun Jan 21, 2007 7:06 pm

Xeno The Blind wrote:I just wanted to say that I don't like that doors can now crush... it was actually fun to be able to stand behind a door and prevent people from coming after you.


they dont unless the mapper wants them to. so its a option, not all doors crush.
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<Diablo> quake1 never had a weapon like that.
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Postby TVR » Tue Jan 15, 2008 3:28 am

Resequencing...
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