Changelog 2.0
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- items were falling out of the map sometimes (this bug dates back to nexuiz 1.0), added a function in engine physics to put them back in the level if they begin to fall out (cause of this problem remains somewhat of a mystery, it is very inconsistent)
- nexdm07 could use a skybox and has some kind of water or fog on the floor around the RL, which is showing up as opaque grey
- misspelled and wrong map names (for example Bleach is being called Down With The Sickness, the menu has the correct names for all maps, the maps need to be corrected) - fixed as far as I was aware of wrong names. Someone may perhaps want to check (SavageX)
- add electro secondary lifetime cvar and separate radius cvars for primary, secondary, and combo explosions
- using the nex underwater triggers yoda message, it should not
- firstblood message was not playing except in minstagib mode due to a typo by someone
- add a last weapon key (toggles between two weapons) rather than having this only on laser (added this as impulse 11 and weaplast alias, and added to default.cfg on the left side button of many-buttoned mice)
- +hook should not use impulses (they can be lost in packet loss, buttons are much more reliable)
- fixed a severe bug with packet loss handling in server, this cures the 'tracers stuck in midair' bug
- return flag if fallen into trigger_hurt (void)
- cvars for lms starting armor/health and to enable/disable regeneration in lms
- allow spectators to join by pressing jump (just as observers)
- there used to be a mortar on nexdm11 - please add it again (in *.ent and *.txt files)
- crouching and then getting up in a space you can't stand in lets you move at full speed (only applies to ruins of slaughter map)
- spectator mode is jumpy with cl_movement 1 mode (cl_movement does not know you are flying, so it breaks completely)
- midair mode now grants temporary invulnerability after leaving the ground, fixing issues with multishot weapons doing damage with multiple shots simultaneously (some of which were successfully doing damage to the target)
- added a setting for temporary invulnerability after spawning
- splash damage to yourself spawns blood where the shot exploded which may be on a wall 5 feet away
- Simple text-only based fallback menu added so a user can easily see something is wrong and easily find a way to quit or check the console, with a disclaimer message with a possible remedy.
- suicides should count as kills in rocket arena (when your own rocket blows up in your face because of an enemy rocket detonating it, they should get the kill credit)
- camper protection for LMS
- qw compatible rcon support
- The Electro balls no longer collides with eachother, same for grenades.
- fixed vote chmap to not mess up the map cycle
- When you run out of ammo with the machinegun, it won't switch until you let go of the fire button. [kozak6]
- new gamemode: arena
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