Hello.
I’ve noticed a couple of slight issues (more niggles than anything

) with v2.0.1 although a number of them are minor and/or trivial and are probably best ignored. I also noted a couple of suggestions, for future versions, but I think several of these have already been mentioned before and are on the DarkPlaces TODO list.
Nexuiz binary: WGL
OS: Windows NT5.1 (XP) - Service Pack 1b
GFX: Nvidia GeForceFX 5950 Ultra – 256MB (ForceWare v91.31)
SFX: Creative SB Audigy 2 ZS Platinum Pro (v2.08.0002 Beta)
Bugs:
1) Crash when downloading map at 0% progress - RBI custom map server with tznex03. Re-launching the game and connecting again worked fine – no crash at the end of map download (only happened once, I played several severs prior to this and downloaded other maps in-game with no problem).
2) Last weapon switch (laser 2nd or 'weaplast' bind) infrequently forgets last weapon. When this occurs the 'weaplast' command displays invalid weapon error (I do use the new 'bestweapon 98765432' command, although I don't think it's the cause).
3) Dropping a weapon and then dieing before weapon switch completes causes another identical weapon to drop (v2.0.1 has faster weapon switch so this is unlikely now). One weapon has the default ammo count, i.e. Electro = 25, while the other weapon has the remaining ammo when dropped by the dead player up to the max. default for the weapon, i.e. Electro <= 25. This is potentially exploitable to gain more ammo for a weapon at the cost of a life, heavy price indeed.
To artificially test, try the following:
- Code: Select all
alias "+test" "dropweapon"
alias "-test" "kill"
bind "ENTER" "+test"
...then press ENTER
4) Changing most r_* variables/commands for example, in the console, forces suicide (v2.0.1 only). This happened repeatedly the other day when I was constantly adjusting graphics-related variables. Restarting the client fixed the problem and has not occurred again despite attempts to reproduce the error (somewhat strange).
Minor Issues:
- Runningman 'plane mismatches dist' error on level load.
- Warfare invisible blocking volume on approaching left-side of lift (bottom-platform) (walk into the left corner wall, before the lift, at about 30 degrees facing towards the lift and it will slide past until it hits an invisible wall/notch, does this from other side of same corner - newbies & drunk people might suffer slight annoyance

).
Suggestions (future versions):
- Warfare lift button could be tiggered by weapon fire as well (enemy can shoot the button to stop a fleeing opponent from using the lift).
Engine-related:
- Max. particles hard-limit; useful for lower-end cards when rendering large amounts of blood/weapon fire, i.e. the Electro secondary detonation with large numbers of cells. When approaching user-specified limit, i.e. 500, use less particles for effects - dynamically adjust particle number/quality downwards on-the-fly.
- Dynamic lighting unusable on lower-end cards due to the per-pixel lighting introduced in v2.0 (appears to show bump-map type effect on surfaces when shells explode). Using ‘r_shadow_bumpscale_basetexture "0"’ & ‘r_shadow_bumpscale_bumpmap "0"’ shows v1.5 style, no bump-map effect, but no better FPS. Electro performance is by far the worst when detonating many secondary cells (by default I set ‘r_glsl_deluxemapping 0’ for better performance yet a similar effect still persists with dynamic lighting at a very high cost to performance).
- Render-to-texture support and motion blur effects.
- Better q3map support, i.e. shaders - texture bending and localised fog.
- Player-name indicator when acquiring target with crosshair.
Some of these errors might be specific to my machine/setup, although it does seem somewhat strange. Sorry if this is not the right place to post such suggestions you’ve probably heard many times before and if the list seems a little demanding it was not my intention.
If there’s any additional information or testing you need I’d be happy to help in anyway I can. BTW, thanks for letting us test the new pre-release version of Nexuiz.
EDIT 1:
Vociferous wrote:also while testing i joined a random server and the scoreboard said next to my name time 12 ? isn't this supose to be the time i've spent on the server?
I've noticed this as well, happens both on-line and locally. Seems to be showing the time the map has been running on the server and is the same for everyone.
EDIT 2:
Minor Bugs:
- Hit sound sometimes plays when shooting corpses (presumably your weapon fire was in transit before the player died).
- F5 team selection menu available when playing demos (F1-F4 are correctly disabled).
- Screenshots are created locally on clients machine while viewing demos that were created with the 'sv_autoscreenshot' server option set.
Suggestions:
- Ability to switch players while viewing demos.
- Make decals appear correctly on curved surfaces and adjacent brushes.
- Prevent screensaver activating when watching/spectating for long periods (could send key-codes periodically to fool the screensaver user-idle timeout).
Sorry again, for the never-ending list of issues. Maybe I should just put a "Detrimental to your health" warning message at the beginning of my posts in future.
