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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Copied: branches/nexuiz-2.0/data/gfx/toxic_radar.tga (from rev 5949, trunk/data/gfx/toxic_radar.tga)
===================================================================
(Binary files differ)

Copied: branches/nexuiz-2.0/data/gfx/turret_test_radar.tga (from rev 5949, trunk/data/gfx/turret_test_radar.tga)
===================================================================
(Binary files differ)

Deleted: branches/nexuiz-2.0/data/gfx/warfare_mini.tga
===================================================================
(Binary files differ)

Copied: branches/nexuiz-2.0/data/gfx/warfare_radar.tga (from rev 5949, trunk/data/gfx/warfare_radar.tga)
===================================================================
(Binary files differ)

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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