r5950 - in branches/nexuiz-2.0: . data data/gfx data/maps data/models/weapons data/qcsrc/client data/qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue Feb 24 06:48:07 EST 2009
Author: div0
Date: 2009-02-24 06:48:05 -0500 (Tue, 24 Feb 2009)
New Revision: 5950
Added:
branches/nexuiz-2.0/data/gfx/aggressor_radar.tga
branches/nexuiz-2.0/data/gfx/aneurysm_radar.tga
branches/nexuiz-2.0/data/gfx/basement_radar.tga
branches/nexuiz-2.0/data/gfx/basementctf_radar.tga
branches/nexuiz-2.0/data/gfx/bleach_radar.tga
branches/nexuiz-2.0/data/gfx/bloodprison_radar.tga
branches/nexuiz-2.0/data/gfx/bloodprisonctf_radar.tga
branches/nexuiz-2.0/data/gfx/bluesky_radar.tga
branches/nexuiz-2.0/data/gfx/darkzone_radar.tga
branches/nexuiz-2.0/data/gfx/dieselpower_radar.tga
branches/nexuiz-2.0/data/gfx/dismal_radar.tga
branches/nexuiz-2.0/data/gfx/downer_radar.tga
branches/nexuiz-2.0/data/gfx/eggandbacon_radar.tga
branches/nexuiz-2.0/data/gfx/evilspace_radar.tga
branches/nexuiz-2.0/data/gfx/farewell_radar.tga
branches/nexuiz-2.0/data/gfx/final_rage_radar.tga
branches/nexuiz-2.0/data/gfx/ons-reborn_radar.tga
branches/nexuiz-2.0/data/gfx/racetrack_radar.tga
branches/nexuiz-2.0/data/gfx/reslimed_radar.tga
branches/nexuiz-2.0/data/gfx/ruiner_radar.tga
branches/nexuiz-2.0/data/gfx/runningman_1on1remix_radar.tga
branches/nexuiz-2.0/data/gfx/runningman_radar.tga
branches/nexuiz-2.0/data/gfx/runningmanctf_radar.tga
branches/nexuiz-2.0/data/gfx/silvercity_radar.tga
branches/nexuiz-2.0/data/gfx/skyway_radar.tga
branches/nexuiz-2.0/data/gfx/slimepit_radar.tga
branches/nexuiz-2.0/data/gfx/starship_radar.tga
branches/nexuiz-2.0/data/gfx/stormkeep_radar.tga
branches/nexuiz-2.0/data/gfx/strength_radar.tga
branches/nexuiz-2.0/data/gfx/toxic_radar.tga
branches/nexuiz-2.0/data/gfx/turret_test_radar.tga
branches/nexuiz-2.0/data/gfx/warfare_radar.tga
Removed:
branches/nexuiz-2.0/data/gfx/aggressor_mini.tga
branches/nexuiz-2.0/data/gfx/aneurysm_mini.tga
branches/nexuiz-2.0/data/gfx/basementctf_mini.tga
branches/nexuiz-2.0/data/gfx/bleach_mini.tga
branches/nexuiz-2.0/data/gfx/bloodprison_mini.tga
branches/nexuiz-2.0/data/gfx/bloodprisonctf_mini.tga
branches/nexuiz-2.0/data/gfx/bluesky_mini.tga
branches/nexuiz-2.0/data/gfx/dieselpower_mini.tga
branches/nexuiz-2.0/data/gfx/dismal_mini.tga
branches/nexuiz-2.0/data/gfx/final_rage_mini.tga
branches/nexuiz-2.0/data/gfx/ons-reborn_mini.tga
branches/nexuiz-2.0/data/gfx/reslimed_mini.tga
branches/nexuiz-2.0/data/gfx/runningman_1on1remix_mini.tga
branches/nexuiz-2.0/data/gfx/runningman_mini.tga
branches/nexuiz-2.0/data/gfx/runningmanctf_mini.tga
branches/nexuiz-2.0/data/gfx/silvercity_mini.tga
branches/nexuiz-2.0/data/gfx/stormkeep_mini.tga
branches/nexuiz-2.0/data/gfx/strength_mini.tga
branches/nexuiz-2.0/data/gfx/toxic_mini.tga
branches/nexuiz-2.0/data/gfx/warfare_mini.tga
Modified:
branches/nexuiz-2.0/.patchsets
branches/nexuiz-2.0/changes-since-last-release
branches/nexuiz-2.0/data/defaultNexuiz.cfg
branches/nexuiz-2.0/data/gfx/soylent_radar.tga
branches/nexuiz-2.0/data/maps/farewell.mapinfo
branches/nexuiz-2.0/data/models/weapons/w_nex.zym
branches/nexuiz-2.0/data/qcsrc/client/Main.qc
branches/nexuiz-2.0/data/qcsrc/server/gamecommand.qc
branches/nexuiz-2.0/data/qcsrc/server/w_nex.qc
branches/nexuiz-2.0/data/weapons.cfg
Log:
r5945 | div0 | 2009-02-24 10:02:05 +0100 (Tue, 24 Feb 2009) | 2 lines
updated changes list
r5946 | esteel | 2009-02-24 10:33:13 +0100 (Tue, 24 Feb 2009) | 1 line
added several new cvar explainations, changed some whitespaces, made cl_particles_oldnexbeam seta
r5947 | div0 | 2009-02-24 11:53:12 +0100 (Tue, 24 Feb 2009) | 2 lines
fix shotorg adjuster
r5948 | div0 | 2009-02-24 12:29:17 +0100 (Tue, 24 Feb 2009) | 2 lines
new radarmap images by Roffnan
r5949 | div0 | 2009-02-24 12:39:58 +0100 (Tue, 24 Feb 2009) | 2 lines
back to previous nex zym
Modified: branches/nexuiz-2.0/.patchsets
===================================================================
--- branches/nexuiz-2.0/.patchsets 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/.patchsets 2009-02-24 11:48:05 UTC (rev 5950)
@@ -1,2 +1,2 @@
master = svn://svn.icculus.org/nexuiz/trunk
-revisions_applied = 1-5943
+revisions_applied = 1-5949
Modified: branches/nexuiz-2.0/changes-since-last-release
===================================================================
--- branches/nexuiz-2.0/changes-since-last-release 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/changes-since-last-release 2009-02-24 11:48:05 UTC (rev 5950)
@@ -1,12 +1,51 @@
CHANGES since 2.4.2 to r5904:
compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
+engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
+engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
+engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
+engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
+engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
+engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
+engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
+engine: cl_demo_mousegrab
+engine: csqc can get bone infos
+engine: cvarlist now accepts wildcards
+engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
+engine: disable DGA mouse by default
+engine: effectinfo: add "stretchfactor"
+engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
+engine: fix bugs with q1bsp/hlbsp rotating submodels
+engine: fixed crash with ATI drivers on shutdown or vid_restart
+engine: fixed pointsound in csqc
+engine: fixed several collision bug regarding non solid players
+engine: fix memory corruption when using trailparticles with an effect that has a dlight
+engine: get rid of skinframe loading spam on dedicated servers
+engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
+engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
+engine: implemented zpass shadowing, not used yet
+engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
+engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
+engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
+engine: new tcmod: "tcmod page <width> <height> <time>", as poor man's animmap alternative (stores all frames in ONE image in a <width>x<height> grid, and switches to the next frame every <time> seconds)
+engine: open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
+engine: Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
+engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
+engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
+engine: r_showsurfaces 3 "eeepc mode"
+engine: showtopspeed variable added
+engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
+engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
+engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
game: airshot announcer for midair hits with the mortar
game: all projectiles and their effects are clientside now, massive bandwidth reduction
game: alternate HUD is now default
game: antilag improved
game: assault bugfixed
game: ballistics for bullets (but antilagged by default), that is all bullet guns (shotgun, machinegun, campingrifle) are affected by gravity and can pierce walls and players up to a certain thickness depending on gun)
+game: better visual hint for unbalanced teams
+game: bots can now bunnyhop
game: bots try to not take items near team mates
+game: carrying strength and shield has less of a performance impact now
game: cl_gentle, clientside gib replacement for general audiences
game: cmd maplist improved
game: colors improved (TODO credit sev in nexuiz-credits.txt!)
@@ -18,7 +57,6 @@
game: command records
game: command vlogin must be used instead of vdo login now
game: command weapbest
-game: more crosshairs added
game: crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
game: ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
game: ctf flag touching when dead bug fixed
@@ -30,12 +68,12 @@
game: cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
game: cvar g_balance_ctf_damageforcescale
game: cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
-game: better visual hint for unbalanced teams
game: cvar g_bloodloss - a new pointless mutator ;)
game: cvar g_bugrigs*
game: cvar g_ctf_allow_drop
game: cvar g_ctf_fullbrightflags
game: cvar g_ctf_ignore_frags
+game: cvar g_domination_point_fullbright
game: cvar g_instagib REMOVED (use arena mutator with minstanex)
game: cvar g_jump_grunt
game: cvar g_maxplayers (allows to create spectator slots)
@@ -55,6 +93,7 @@
game: cvar sv_ready_restart_after_countdown
game: cvar sv_ready_restart_nag
game: cvar sv_ready_restart_repeatable
+game: cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
game: cvar teamplay_lockonrestart
game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
game: fix flag falling through bunker
@@ -63,6 +102,7 @@
game: free camera for demo playback
game: friendly fire slightly added now
game: handle sv_foginterval on the client now
+game: headshot announcer for the camping rifle
game: hook attaches to moving objects
game: hook can pull players (but detaches when that player shoots you)
game: hook detaches when teleporting
@@ -72,15 +112,17 @@
game: hook weapon consumes cell ammo
game: improved bot ai: teamworking, items rating and weapon combos
game: improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
-game: headshot announcer for the camping rifle
game: IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
game: item respawn: 20s for 50health and 25armor
game: kick banned players also when they try to talk
game: lemmings countdown ('kill' and switching teams is no longer instant)
game: log can get :time: events
+game: lots of weapon content changes, new models, new animations etc.. (shot origins)
+game: map voting: map preview images to help identify the maps
game: map voting: nodetail 1 as default (does not show what others voted for)
-game: map voting: map preview images to help identify the maps
+game: more crosshairs added
game: more different death types
+game: new dom points by ai
game: new music track by meoblast001 (TODO nexuiz-credits.txt)
game: new particle effects
game: new tokenizer fixing weirdly split kick reasons/vote commands
@@ -92,8 +134,8 @@
game: scoreboard much improved
game: scores per-team
game: show the WelcomeMessage only on join for welcome_message_time seconds or when +show_info is pressed because many people did not know you can make this msg disappear with +zoom. add a line telling specs and observers about +show_info in the upper right
+game: some voice command samples are used along with team messages
game: sounds: model specific player sounds
-game: carrying strength and shield has less of a performance impact now
game: sv_foginterval
game: teamkill and typekill complaints and sounds
game: team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
@@ -103,12 +145,12 @@
game: vote call is now possible for server admins too
game: weapons rebalanced according to frag statistics
game: zoom unlagged, detect zoom scripts (for spectating/demos)
-game: some voice command samples are used along with team messages
map: aggressor supports keyhunt
map: all maps recompiled, now with external lightmaps which look way better
map: new maps accident, desertfactory, racetrack
mapping: added egyptsoc textures
mapping: allow mins/maxs specification for brush entities instead of models (as alternative)
+mapping: armor_big (50 armor)
mapping: automatic shader generator script
mapping: entities.def updated
mapping: entity func_breakable
@@ -138,6 +180,7 @@
map: reslimed: less distracting fog
map: some more TDM map settings
map: starship and silvercity: no CTF
+menu: blueplastic skin
menu: channel mixer
menu: cvar list editor
menu: demo browser
@@ -156,47 +199,9 @@
menuskins: HEIGHT_DIALOGBORDER
menu: weapon priority dialog
menu: wicked skins (7 different)
-menu: blueplastic skin
misc: +exec benchmark.cfg
misc: new color codes ^xRGB
models: new flag model
models: specop now knows that she is female
rcon2irc: disconnect fix
rcon2irc: irc_trigger
-
-engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
-engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
-engine: Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
-engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
-engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
-engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
-engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
-engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
-engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
-engine: cl_demo_mousegrab
-engine: csqc can get bone infos
-engine: cvarlist now accepts wildcards
-engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
-engine: disable DGA mouse by default
-engine: effectinfo: add "stretchfactor"
-engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
-engine: fix bugs with q1bsp/hlbsp rotating submodels
-engine: fix memory corruption when using trailparticles with an effect that has a dlight
-engine: fixed crash with ATI drivers on shutdown or vid_restart
-engine: fixed pointsound in csqc
-engine: fixed several collision bug regarding non solid players
-engine: get rid of skinframe loading spam on dedicated servers
-engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
-engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
-engine: implemented zpass shadowing, not used yet
-engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
-engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
-engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
-engine: new tcmod: "tcmod page <width> <height> <time>", as poor man's animmap alternative (stores all frames in ONE image in a <width>x<height> grid, and switches to the next frame every <time> seconds)
-engine: open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
-engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
-engine: r_showsurfaces 3 "eeepc mode"
-engine: showtopspeed variable added
-engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
-engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
-engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
Modified: branches/nexuiz-2.0/data/defaultNexuiz.cfg
===================================================================
--- branches/nexuiz-2.0/data/defaultNexuiz.cfg 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/defaultNexuiz.cfg 2009-02-24 11:48:05 UTC (rev 5950)
@@ -21,10 +21,7 @@
alias "_detect_dedicated_0" ""
alias if_dedicated "_detect_dedicated_$qport $*"
-// Configuration file version (used to upgrade settings)
-// 0: first run, or previous start was <2.4.1
-// later, it's overridden by config.cfg, version ranges are defined in config_update.cfg
-seta g_configversion 0
+seta g_configversion 0 "Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg"
// default.cfg versioning (update using update-cvarcount.sh, run that every time after adding a new cvar)
set cvar_check_default b47ac645ad97cf25d5d95b2b8be26e15
@@ -99,95 +96,95 @@
seta crosshair_per_weapon 0 "when 1, each gun will display a different crosshair"
seta crosshair_color_override 0 "when 1, crosshair_color_* overrides the per-weapon color"
seta crosshair_laser "" "crosshair to display when wielding the laser"
-seta crosshair_laser_color_red 1
-seta crosshair_laser_color_green 0.35
-seta crosshair_laser_color_blue 0.2
-seta crosshair_laser_color_alpha 0.75
-seta crosshair_laser_size 0.55
+seta crosshair_laser_color_red 1 "crosshair color red component to display when wielding the laser"
+seta crosshair_laser_color_green 0.35 "crosshair color green component to display when wielding the laser"
+seta crosshair_laser_color_blue 0.2 "crosshair color blue component to display when wielding the laser"
+seta crosshair_laser_color_alpha 0.75 "crosshair alpha value to display when wielding the laser"
+seta crosshair_laser_size 0.55 "crosshair size when wielding the laser"
seta crosshair_shotgun "" "crosshair to display when wielding the shotgun"
-seta crosshair_shotgun_color_red 0.7
-seta crosshair_shotgun_color_green 0.7
-seta crosshair_shotgun_color_blue 0.7
-seta crosshair_shotgun_color_alpha 1.1
-seta crosshair_shotgun_size 1.25
+seta crosshair_shotgun_color_red 0.7 "crosshair color red component to display when wielding the shotgun"
+seta crosshair_shotgun_color_green 0.7 "crosshair color green component to display when wielding the shotgun"
+seta crosshair_shotgun_color_blue 0.7 "crosshair color blue component to display when wielding the shotgun"
+seta crosshair_shotgun_color_alpha 1.1 "crosshair alpha value to display when wielding the shotgun"
+seta crosshair_shotgun_size 1.25 "crosshair size when wielding the shotgun"
seta crosshair_uzi "" "crosshair to display when wielding the machinegun"
-seta crosshair_uzi_color_red 0.4
-seta crosshair_uzi_color_green 0.9
-seta crosshair_uzi_color_blue 0.35
-seta crosshair_uzi_color_alpha 0.9
-seta crosshair_uzi_size 1.125
+seta crosshair_uzi_color_red 0.4 "crosshair color red component to display when wielding the machinegun"
+seta crosshair_uzi_color_green 0.9 "crosshair color green component to display when wielding the machinegun"
+seta crosshair_uzi_color_blue 0.35 "crosshair color blue component to display when wielding the machinegun"
+seta crosshair_uzi_color_alpha 0.9 "crosshair alpha value to display when wielding the machinegun"
+seta crosshair_uzi_size 1.125 "crosshair size when wielding the machinegun"
seta crosshair_grenadelauncher "" "crosshair to display when wielding the mortar"
-seta crosshair_grenadelauncher_color_red 1
-seta crosshair_grenadelauncher_color_green 0.15
-seta crosshair_grenadelauncher_color_blue 0
-seta crosshair_grenadelauncher_color_alpha 1.15
-seta crosshair_grenadelauncher_size 1.35
+seta crosshair_grenadelauncher_color_red 1 "crosshair color red component to display when wielding the mortar"
+seta crosshair_grenadelauncher_color_green 0.15 "crosshair color green component to display when wielding the mortar"
+seta crosshair_grenadelauncher_color_blue 0 "crosshair color blue component to display when wielding the mortar"
+seta crosshair_grenadelauncher_color_alpha 1.15 "crosshair alpha value to display when wielding the mortar"
+seta crosshair_grenadelauncher_size 1.35 "crosshair size when wielding the mortar"
seta crosshair_electro "" "crosshair to display when wielding the electro"
-seta crosshair_electro_color_red 0.35
-seta crosshair_electro_color_green 0.5
-seta crosshair_electro_color_blue 1
-seta crosshair_electro_color_alpha 1
-seta crosshair_electro_size 0.95
+seta crosshair_electro_color_red 0.35 "crosshair color red component to display when wielding the electro"
+seta crosshair_electro_color_green 0.5 "crosshair color green component to display when wielding the electro"
+seta crosshair_electro_color_blue 1 "crosshair color blue component to display when wielding the electro"
+seta crosshair_electro_color_alpha 1 "crosshair alpha value to display when wielding the electro"
+seta crosshair_electro_size 0.95 "crosshair size when wielding the electro"
seta crosshair_crylink "" "crosshair to display when wielding the crylink"
-seta crosshair_crylink_color_red 0.85
-seta crosshair_crylink_color_green 0.25
-seta crosshair_crylink_color_blue 1
-seta crosshair_crylink_color_alpha 0.85
-seta crosshair_crylink_size 0.725
+seta crosshair_crylink_color_red 0.85 "crosshair color red component to display when wielding the crylink"
+seta crosshair_crylink_color_green 0.25 "crosshair color green component to display when wielding the crylink"
+seta crosshair_crylink_color_blue 1 "crosshair color blue component to display when wielding the crylink"
+seta crosshair_crylink_color_alpha 0.85 "crosshair alpha value to display when wielding the crylink"
+seta crosshair_crylink_size 0.725 "crosshair size when wielding the crylink"
seta crosshair_nex "" "crosshair to display when wielding the nex gun"
-seta crosshair_nex_color_red 0
-seta crosshair_nex_color_green 0.9
-seta crosshair_nex_color_blue 1
-seta crosshair_nex_color_alpha 0.85
-seta crosshair_nex_size 0.65
+seta crosshair_nex_color_red 0 "crosshair color red component to display when wielding the nex gun"
+seta crosshair_nex_color_green 0.9 "crosshair color green component to display when wielding the nex gun"
+seta crosshair_nex_color_blue 1 "crosshair color blue component to display when wielding the nex gun"
+seta crosshair_nex_color_alpha 0.85 "crosshair alpha value to display when wielding the nex gun"
+seta crosshair_nex_size 0.65 "crosshair size when wielding the nex gun"
seta crosshair_hagar "" "crosshair to display when wielding the hagar"
-seta crosshair_hagar_color_red 0.85
-seta crosshair_hagar_color_green 0.5
-seta crosshair_hagar_color_blue 0.35
-seta crosshair_hagar_color_alpha 1
-seta crosshair_hagar_size 1.4
+seta crosshair_hagar_color_red 0.85 "crosshair color red component to display when wielding the hagar"
+seta crosshair_hagar_color_green 0.5 "crosshair color green component to display when wielding the hagar"
+seta crosshair_hagar_color_blue 0.35 "crosshair color blue component to display when wielding the hagar"
+seta crosshair_hagar_color_alpha 1 "crosshair alpha value to display when wielding the hagar"
+seta crosshair_hagar_size 1.4 "crosshair size when wielding the hagar"
seta crosshair_rocketlauncher "" "crosshair to display when wielding the rocketlauncher"
-seta crosshair_rocketlauncher_color_red 1
-seta crosshair_rocketlauncher_color_green 0.75
-seta crosshair_rocketlauncher_color_blue 0.2
-seta crosshair_rocketlauncher_color_alpha 1
-seta crosshair_rocketlauncher_size 1.175
+seta crosshair_rocketlauncher_color_red 1 "crosshair color red component to display when wielding the rocketlauncher"
+seta crosshair_rocketlauncher_color_green 0.75 "crosshair color green component to display when wielding the rocketlauncher"
+seta crosshair_rocketlauncher_color_blue 0.2 "crosshair color blue component to display when wielding the rocketlauncher"
+seta crosshair_rocketlauncher_color_alpha 1 "crosshair alpha value to display when wielding the rocketlauncher"
+seta crosshair_rocketlauncher_size 1.175 "crosshair size when wielding the rocketlauncher"
seta crosshair_porto "" "crosshair to display when wielding the porto"
-seta crosshair_porto_color_red 0.5
-seta crosshair_porto_color_green 1
-seta crosshair_porto_color_blue 0.5
-seta crosshair_porto_color_alpha 0.85
-seta crosshair_porto_size 1.35
+seta crosshair_porto_color_red 0.5 "crosshair color red component to display when wielding the porto"
+seta crosshair_porto_color_green 1 "crosshair color green component to display when wielding the porto"
+seta crosshair_porto_color_blue 0.5 "crosshair color blue component to display when wielding the porto"
+seta crosshair_porto_color_alpha 0.85 "crosshair alpha value to display when wielding the porto"
+seta crosshair_porto_size 1.35 "crosshair size when wielding the porto"
seta crosshair_minstanex "" "crosshair to display when wielding the minstanex gun"
-seta crosshair_minstanex_color_red 0.65
-seta crosshair_minstanex_color_green 0.65
-seta crosshair_minstanex_color_blue 1
-seta crosshair_minstanex_color_alpha 1
-seta crosshair_minstanex_size 0.65
+seta crosshair_minstanex_color_red 0.65 "crosshair color red component to display when wielding the minstanex gun"
+seta crosshair_minstanex_color_green 0.65 "crosshair color green component to display when wielding the minstanex gun"
+seta crosshair_minstanex_color_blue 1 "crosshair color blue component to display when wielding the minstanex gun"
+seta crosshair_minstanex_color_alpha 1 "crosshair alpha value to display when wielding the minstanex gun"
+seta crosshair_minstanex_size 0.65 "crosshair size when wielding the minstanex gun"
seta crosshair_hook "" "crosshair to display when wielding the hook"
-seta crosshair_hook_color_red 0.65
-seta crosshair_hook_color_green 1
-seta crosshair_hook_color_blue 0.85
-seta crosshair_hook_color_alpha 0.85
-seta crosshair_hook_size 1.1
+seta crosshair_hook_color_red 0.65 "crosshair color red component to display when wielding the hook"
+seta crosshair_hook_color_green 1 "crosshair color green component to display when wielding the hook"
+seta crosshair_hook_color_blue 0.85 "crosshair color blue component to display when wielding the hook"
+seta crosshair_hook_color_alpha 0.85 "crosshair alpha value to display when wielding the hook"
+seta crosshair_hook_size 1.1 "crosshair size when wielding the hook"
seta crosshair_hlac "" "crosshair to display when wielding the H.L.A.C"
-seta crosshair_hlac_color_red 1
-seta crosshair_hlac_color_green 0.65
-seta crosshair_hlac_color_blue 0.2
-seta crosshair_hlac_color_alpha 1
-seta crosshair_hlac_size 2
+seta crosshair_hlac_color_red 1 "crosshair color red component to display when wielding the H.L.A.C."
+seta crosshair_hlac_color_green 0.65 "crosshair color green component to display when wielding the H.L.A.C."
+seta crosshair_hlac_color_blue 0.2 "crosshair color blue component to display when wielding the H.L.A.C."
+seta crosshair_hlac_color_alpha 1 "crosshair alpha value to display when wielding the H.L.A.C."
+seta crosshair_hlac_size 2 "crosshair size when wielding the H.L.A.C."
seta crosshair_seeker "" "crosshair to display when wielding the TAG Seeker"
-seta crosshair_seeker_color_red 1
-seta crosshair_seeker_color_green 0.35
-seta crosshair_seeker_color_blue 0.35
-seta crosshair_seeker_color_alpha 0.9
-seta crosshair_seeker_size 1.15
+seta crosshair_seeker_color_red 1 "crosshair color red component to display when wielding the TAG seeker"
+seta crosshair_seeker_color_green 0.35 "crosshair color green component to display when wielding the TAG seeker"
+seta crosshair_seeker_color_blue 0.35 "crosshair color blue component to display when wielding the TAG seeker"
+seta crosshair_seeker_color_alpha 0.9 "crosshair alpha value to display when wielding the TAG seeker"
+seta crosshair_seeker_size 1.15 "crosshair size when wielding the TAG seeker"
seta crosshair_campingrifle "" "crosshair to display when wielding the campingrifle"
-seta crosshair_campingrifle_color_red 0.85
-seta crosshair_campingrifle_color_green 0.5
-seta crosshair_campingrifle_color_blue 0.25
-seta crosshair_campingrifle_color_alpha 1
-seta crosshair_campingrifle_size 0.85
+seta crosshair_campingrifle_color_red 0.85 "crosshair color red component to display when wielding the campingrifle"
+seta crosshair_campingrifle_color_green 0.5 "crosshair color green component to display when wielding the campingrifle"
+seta crosshair_campingrifle_color_blue 0.25 "crosshair color blue component to display when wielding the campingrifle"
+seta crosshair_campingrifle_color_alpha 1 "crosshair alpha value to display when wielding the campingrifle"
+seta crosshair_campingrifle_size 0.85 "crosshair size when wielding the campingrifle"
fov 90
seta cl_zoomfactor 5 "how much +zoom will zoom (1-16)"
seta cl_zoomspeed 3.5 "how fast it will zoom (0.5-16), negative values mean instant zoom"
@@ -274,7 +271,7 @@
set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the resumegame command"
set g_allow_oldnexbeam 0 "If enabled, clients are allowed to use old v2.3 Nexgun beam"
-set cl_particles_oldnexbeam 0 "Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam = 1)"
+seta cl_particles_oldnexbeam 0 "Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam 1)"
// use default physics
exec physics25.cfg
@@ -404,7 +401,7 @@
set g_powerup_shield 1
set g_use_ammunition 1
set g_pickup_items 1
-set g_minstagib 0 "enable minstagib"
+set g_minstagib 0 "enable minstagib"
set g_minstagib_extralives 2 "how many extra lives you will get per powerup"
set g_minstagib_ammo_start 10 "starting ammo"
set g_minstagib_ammo_drop 5 "how much ammo you'll get for weapons or cells"
@@ -432,7 +429,7 @@
seta g_maplist "aggressor aneurysm basement basementctf bleach bloodprison bloodprisonctf bluesky darkzone dieselpower dismal downer evilspace farewell final_rage reslimed ruiner runningman_1on1remix runningman runningmanctf silvercity skyway slimepit soylent starship stormkeep strength toxic warfare"
seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"
seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"
-seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list."
+seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"
// timeout for kill credit when your damage knocks someone into a death trap
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
set g_maxpushtime 8.0
@@ -499,13 +496,13 @@
seta g_teamdamage_threshold 50 "for teamplay 4: threshold over which to apply mirror damage"
seta g_teamdamage_resetspeed 30 "for teamplay 4: how fast player's teamdamage count decreases"
-set deathmatch_force_teamplay 0 "Always play TDM instead of DM"
-seta g_balance_teams 0 "automatically balance out players entering instead of asking them for their preferred team"
-seta g_balance_teams_force 0 "automatically balance out teams when players move or disconnect"
+set deathmatch_force_teamplay 0 "Always play TDM instead of DM"
+seta g_balance_teams 0 "automatically balance out players entering instead of asking them for their preferred team"
+seta g_balance_teams_force 0 "automatically balance out teams when players move or disconnect"
seta g_balance_teams_prevent_imbalance 0 "prevent players from changing to larger teams"
-seta g_tdm_teams 2 "how many teams are in team deathmatch"
-set g_changeteam_banned 0 "not allowed to change team"
-set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)"
+seta g_tdm_teams 2 "how many teams are in team deathmatch"
+set g_changeteam_banned 0 "not allowed to change team"
+set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)"
// dm
set g_dm 1
@@ -618,15 +615,15 @@
set g_lms_campcheck_message "^1Don't camp!"
set g_lms_campcheck_damage 100
set g_lms_campcheck_distance 1800
-set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
-set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
+set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
+set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
// arena
set g_arena 0
set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)"
set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies"
-set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
-set g_arena_powerups 0 "enables powerups (superhealth, strength and shield), which are removed by default"
+set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
+set g_arena_powerups 0 "enables powerups (superhealth, strength and shield), which are removed by default"
// onslaught
set g_onslaught 0
@@ -930,10 +927,10 @@
set g_balance_nixnex_ammoincr_cells 2
// score log
-set sv_logscores_console 0 "print scores to server console"
-set sv_logscores_file 0 "print scores to file"
+set sv_logscores_console 0 "print scores to server console"
+set sv_logscores_file 0 "print scores to file"
set sv_logscores_filename scores.log "filename"
-set sv_logscores_bots 0 "exclude bots by default"
+set sv_logscores_bots 0 "exclude bots by default"
// spam (frag/capture) log
set sv_eventlog 0 "the master switch for efficiency reasons"
@@ -1078,7 +1075,7 @@
set g_ban_default_bantime 5400 "90 minutes"
set g_ban_default_masksize 3 "whole 255.255.255.0 networks (set to 4 for single IPs)"
-set g_banned_list "" "format: 1 ip remainingtime ip remainingtime ..."
+set g_banned_list "" "format: IP remainingtime IP remainingtime ..."
alias bans "sv_cmd bans"
alias ban "sv_cmd ban $*" // usage: ban address(maybe incomplete, like 1.2.3) bantime(seconds)
alias kickban "sv_cmd kickban $*" // usage: kickban # playerno bantime(seconds) masksize(bytes)
@@ -1275,10 +1272,10 @@
seta cl_weaponpriority3 "15 11 7 3 2" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all (Nex MG Shotgun)"
seta cl_weaponpriority4 "13 8 6 5 2" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam (Hagar Crylink Electro Shotgun)"
seta cl_weaponpriority5 "1 12 10" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: for moving (Laser Hook Port-O-Launch)"
-seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun."
-seta cl_weaponpriority7 "" "use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun."
-seta cl_weaponpriority8 "" "use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun."
-seta cl_weaponpriority9 "" "use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun."
+seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
+seta cl_weaponpriority7 "" "use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun"
+seta cl_weaponpriority8 "" "use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun"
+seta cl_weaponpriority9 "" "use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun"
// NOTE: this only replaces weapons on the map
// use g_start_weapon_* to also replace the on-startup weapons!
@@ -1302,7 +1299,7 @@
seta sv_status_privacy 1 "hide IP addresses from \"status\" replies shown to clients"
-seta cl_teamradar 1
+seta cl_teamradar 1 "show radar in teammatches when available"
seta cl_teamradar_background_alpha 0.4 "set to -1 to disable"
seta cl_teamradar_foreground_alpha 0.8 "alpha of the map"
seta cl_teamradar_scale 4096
@@ -1405,7 +1402,7 @@
set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)"
-sv_status_show_qcstatus 1 // Nexuiz uses this field instead of frags
+sv_status_show_qcstatus 1 "Nexuiz uses this field instead of frags"
set g_full_getstatus_responses 0 "this currently breaks qstat"
// Demo camera
@@ -1415,18 +1412,18 @@
set camera_speed_roll 0.9 "Camera rotation speed"
set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player"
set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode"
-set camera_speed_attenuation 30 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements."
+set camera_speed_attenuation 30 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements"
set camera_mouse_treshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control"
set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)"
-set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode."
-set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother."
-set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking."
+set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode"
+set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother"
+set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking"
// "Gentle mode": show no blood
seta sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages"
seta cl_gentle 0 "client side gentle mode (only replaces gibs)"
-seta sbar_increment_maptime 0 // set to 1 if you prefer an increasing timer
+seta sbar_increment_maptime 0 "set to 1 if you prefer an increasing hud timer"
seta cl_showpressedkeys 0 "Show which movement keys someone is pressing: 1 for spectating, 2 for always"
set cl_showpressedkeys_position "1 0.8" "1 0 would be upper right corner, 0.5 0.5 the center"
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Deleted: branches/nexuiz-2.0/data/gfx/warfare_mini.tga
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Copied: branches/nexuiz-2.0/data/gfx/warfare_radar.tga (from rev 5949, trunk/data/gfx/warfare_radar.tga)
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Modified: branches/nexuiz-2.0/data/maps/farewell.mapinfo
===================================================================
--- branches/nexuiz-2.0/data/maps/farewell.mapinfo 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/maps/farewell.mapinfo 2009-02-24 11:48:05 UTC (rev 5950)
@@ -10,3 +10,4 @@
type lms 9 20
type arena 10 20
cdtrack 5
+size -1536 -832 -576 896 1152 768
Modified: branches/nexuiz-2.0/data/models/weapons/w_nex.zym
===================================================================
(Binary files differ)
Modified: branches/nexuiz-2.0/data/qcsrc/client/Main.qc
===================================================================
--- branches/nexuiz-2.0/data/qcsrc/client/Main.qc 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/qcsrc/client/Main.qc 2009-02-24 11:48:05 UTC (rev 5950)
@@ -384,7 +384,13 @@
fs = '1 1 0' * ((coord2d_topright_x - coord2d_topleft_x) / stringwidth(s, FALSE));
- coord2d = coord2d_topleft - '0 1 0' * fs_y;
+ coord2d = coord2d_topleft;
+ if(fs_x < 8)
+ {
+ coord2d_x += (coord2d_topright_x - coord2d_topleft_x) * (1 - 8 / fs_x) * 0.5;
+ fs = '8 8 0';
+ }
+ coord2d_y -= fs_y;
coord2d_z = 0;
drawstring(coord2d, s, fs, '1 1 1', 1, 0);
}
Modified: branches/nexuiz-2.0/data/qcsrc/server/gamecommand.qc
===================================================================
--- branches/nexuiz-2.0/data/qcsrc/server/gamecommand.qc 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/qcsrc/server/gamecommand.qc 2009-02-24 11:48:05 UTC (rev 5950)
@@ -578,6 +578,7 @@
{
float argc;
entity client, e;
+ vector v;
float entno, i;
argc = tokenize_sane(command);
@@ -842,11 +843,15 @@
i = gettagindex(e, argv(3));
if(i)
{
+ v = gettaginfo(e, i);
print("model ", e.model, " frame ", ftos(e.frame), " tag ", argv(3));
print(" index = ", ftos(i));
- print(" vector = ", vtos(gettaginfo(e, i)), "\n");
+ print(" vector = ", vtos(v), "\n");
if(argc >= 6)
- localcmd(strcat(argv(4), vtos(gettaginfo(e, i)), argv(5), "\n"));
+ {
+ v_y = -v_y;
+ localcmd(strcat(argv(4), vtos(v), argv(5), "\n"));
+ }
}
else
print("bone not found\n");
Modified: branches/nexuiz-2.0/data/qcsrc/server/w_nex.qc
===================================================================
--- branches/nexuiz-2.0/data/qcsrc/server/w_nex.qc 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/qcsrc/server/w_nex.qc 2009-02-24 11:48:05 UTC (rev 5950)
@@ -15,7 +15,7 @@
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, '30 8 -10', TRUE, 5, "weapons/nexfire.wav");
+ W_SetupShot (self, '52 9 -9', TRUE, 5, "weapons/nexfire.wav");
yoda = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, cvar("g_balance_nex_damage"), cvar("g_balance_nex_force"), WEP_NEX);
Modified: branches/nexuiz-2.0/data/weapons.cfg
===================================================================
--- branches/nexuiz-2.0/data/weapons.cfg 2009-02-24 11:39:58 UTC (rev 5949)
+++ branches/nexuiz-2.0/data/weapons.cfg 2009-02-24 11:48:05 UTC (rev 5950)
@@ -195,7 +195,7 @@
set g_balance_nex_damage 130
set g_balance_nex_force 600
set g_balance_nex_refire 1.5
-set g_balance_nex_animtime 1.0 // almost no combos!
+set g_balance_nex_animtime 0.3
set g_balance_nex_ammo 5
set g_balance_minstanex_refire 1
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