Nexuiz patch 2.0 to 2.1 2.1
Any online deathmatch fan will instantly feel at home with Nexuiz's weapons, movement style and gameplay!
Nexuiz has been in development for 3.5 years by a team of amateur developers. It is a 3d deathmatch game made entirely over the internet. The purpose of the game is to bring deathmatch back to the basics, with perfect weapon balancing and fast paced action, keeping itself away from the current trend of realistic shooters.
It uses HFX textures by Evil Lair, and currently has 17 maps to frag in. With an advanced UI, the user can select between 15 different player models to use, with an average of two skins for each, and can connect to our master server to play people from all over the world.
The game's content and source are GPL. Meaning, it is entirely free and any of it can be used in other free projects, even if modified. This is a first for any large game project of its type. We hope this will support the free game community, and encourage more GPL projects.
Nexuiz is based on the Darkplaces engine. The darkplaces engine is an advanced Quake1 engine developed mainly by Forest "LordHavoc" Hale, who has been working with the Quake1 engine for many years.
A few of Darkplaces main features are Quake3bsp support, realtime lighting and shadowing, new particle effects, advanced menu system, and Md3/Md2 model support. Because Nexuiz is based on the Quake1 engine, its source code along with its content is entirely GPL. Nexuiz will also use the Quake1 game code language, called QuakeC, which makes modding the gameplay of the game extremely easy.
This gamecode will be included with the release, and will allow anyone to mod it, and because it is entirely serverside you can use it on your servers even if the clients do not have your mod.
Nexuiz will not require a high end system. Video cards such as a Geforce1 will be able to run Nexuiz, while highend video cards will be able to take advantage of some features such as realtime lighting and bumpmapping.
This game will be released free over the internet.
What's New in This Release:
� FIXED: "did yoda show you" message when hitting dead bodies
� FEATURE: "teamstatus" shows a teamplay scoreboard on the server console
� FEATURE: CTF flag status icons
� FIXED: antilag could cause misses that would have been hits without antilag on
� FEATURE: say_team appears as centerprint message to improve team communication
� FEATURE: sound parameters are done in engine
� FIXED: crashes after map download, missing music or skybox after map download
� FEATURE: display player names when they are on the crosshair, and health of team members
� FIXED: runaway loop when g_maplist_position too large
� FEATURE: trigger_push.height (see http://t.div0.ccc-offenbach.org/jumppads.pdf or the example map necchesu)
� FIXED: three textures from another game sneaked in
� FIXED: jumppad sounds sometimes playing more than once
� FIXED: in teamplay, team scores could get lost when changing team or spectating
� FIXED: campaign also accepted draw games as "win"
� FIXED: sometimes, two weapons getting thrown on death
� FIXED: misleading text in the maplist menu
� FEATURE: spectating speed made faster
� FIXED: bots targeting themselves
� FEATURE: showinfo key shows timelimit/fraglimit
� FEATURE: when maps/mapname.sizes exists, the map is only chosen when there are at least (first line) and at most (second line) players
� FIXED: no picmip on lift button on warfare
� FIXED: maximum shooting distance was too small
� FEATURE: func_button.health == -1 means that the button has to be hit with any weapon - even damageless ones work (Minstagib laser)
� FIXED: laser target staying there when someone disconnects; bug with Uzi weapon switch
� FIXED: seethroughs on runningman*
� FIXED: no more revenge from the grave (detonating rockets in-air when dead)
� FIXED: hitsounds being played for corpses
� FIXED: domination weirdness (dompoint only getting taken when LEAVING it)
� FIXED: multiple weapon balancing/timing issues
� FIXED: menu unsetting m_pitch, causing x-only aiming
� FEATURE: gotomap: like chmap, but shows scores first. In a vote, chmap gets routed to gotomap.
� FIXED: weapon stay bugs
� FIXED: exit_cfg not being executed
� IMPROVED: spawnpoint selection for arena
� FIXED: docs/mapping.txt
� IMPROVED: nexuiz-linux.sh got replaced by two scripts, one for SDL and one for GLX
� FIXED: bluesky missing in default maplist
� FIXED: misleading map download documentation
� FIXED: overcaulk on aggressor
� IMPROVED: damage through floor enabled again due to popular request
� FIXED: chat bubbles not being displayed sometimes
� FIXED: sv_autoscreenshot
� FIXED: some engine crashes and minor bugs
� FEATURE: improved scoreboard with ping display
� FEATURE: "cd loop filename" plays sound/cdtracks/filename.ogg as background music track
� FEATURE: dedicated server console shows colors in ANSI enabled terminals, or strips color codes on Windows (sys_colortranslation)
� FEATURE: g_balance_nex_respawntime_modifier can be set to a factor for the Nex respawn time
� FEATURE: teamplay 4 mode with controls g_mirrordamage, g_friendlyfire (both are factors applied friendly fire, mirror damage is dealt to the attacker, friendly fire to the target)
� FIXED: The Carni player model was not on the same place as the hitbox. Old bug; has been there since before 1.0