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Old 7th Aug 2009, 03:16   #1
IRATA [*]
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Talking NQ release - moonshot

We are glad to announce a new No Quarter release is available now.

http://www.wolfmap.de/details.php?file_id=3369

Here is current changelist:
(Tip: Open this link in new tab while reading: http://www.youtube.com/watch?v=xzKWge4rLfI ):


1.2.5 No Quarter - MOONSHOT

* Added sounds for field ops artillery/airstrike option
* Aura radius and sprite fix
* Bot rework
** Merged latest omnibot updates
** Bot modname and modversion fix
** Bot event chat fix
** Bots use all available landmines now
** No kick for bots if teamkill restriction is reached
** Rework of bots weapon charge
** Fixed an issue where bots connect with same name
** Bots are ingnored for potential kicks
* General cleanup
** Old bot code removal part II
** Unused cvar/cmd/code clean up (biggest cleanup ever!)
** 37! sound & message spree cvars removed
** SAVEGAME_SUPPORT removed as it was never used
** GAMERANGER code removed
** More MV code excluded
* yadas' client crash log
* Dogtags icon for upcoming versions (NEED MD3 modell if this will be real)
* Fixed !disguise bug
* Menu callvote shuffleteamsxp_norestart fix
* !dw (drop weopons) shrubbot cmd added
* CPU usage server side fix on player_die & calculateranks
* Menu callvote poll fix
* Callvote exploit security fix !!!
* Lua API implementation - thx to ETPub team !!!
** ETPro announce log behavior
* Option to use different Lua libs (f.g. Lua-SQL, Lua-Socket ...)
* Hopefully fixed an issue with script actions
* !showbans negative parameter fix from C3PEG4
* General sound rework
** Lost arty awareness sound activated
** fxSounds fixed
** Sound loading infos added
** New vote sound added
** Unused sounds removed
** New 'caching' code
** Optional sound in case of shrubbot player kick/ban
** Missed world game & item sounds added
* The campaign string is no longer filled up for nuts
* Loose of disguise if jp_insanity 128 is set for all modes
* Tweak menu fix & rework (now contained com_hunkmegs setting)
** NOTE: If you use a costum ui menu you may need to update this!
* !freeze update
** g_slashkill 128 - slash kill is blocked if player is frozen
** Frozen players are not allowed switching the team anymore. Players are frozen for real untill !unfreeze is called or map inits.
* jp_insanity 1024 - displays attacker's HP & distance
* Extended accum operations make life much easier for mapscripters
* Removed g_realism 4 - drop weapons if poisoned
* Added new medic skill 8 - improved poison needles
* Medic skill 8 - improved poison needles (poison drops weapons)
* g_medics
** Flag 16 is fixed
** New anti medic rambo options - see flags > 64
** New default value: medics don't get 12% extra HP
* New awards
** Kick Ass - most kills with the foot. Poison and kick'em :P
** Panzernoob - most self- & teamkills with panzer. Kick'em as well (from server!)
** Doctor Overdose - most poison kills
** War Hero - most objectives done
** Best Medic
** Best Engineer
* Extended personalized announcers - show who did it
* Fixed some engine and security related issues (remapShader fix)
* Added the etpro mapscript delete statement
* Rework of some events
* Rework of some math and other often called functions
* Dens' sanity checks for userinfo
* New 'caching' code for models
* Aura and InPVS is disabled per default - watch g_realism 8
* g_SBCheats removed - all affected commands require g_tyranny now
* Small fix for g_canisterKick
* Spectator rework
** Follow player bug fixed
** Holding SPRINT-key while clicking mouse will cycle through human players only (skips bots)
* !listteams reactivated
* Chargebar feedback changed - two separate icons show the status of arty & airstrike now
* FX TYPE FABRIC implemented
* Weapons
** Overwork of weapon code and *.weap files
** Fixed an issue of weapon cooling
** Added some alt weap sounds
** Dropped weapon ammo fix - in some cases there was no ammo given
** Damage of some explosive weapons (landmines etc) slightly increased to kill full skilled medics
** Stats fix for some weapons - acc & kill count f.g. shotgun and satchel
** Skill fix for the shotgun - lower light weapon skills have less spread again
** Browning 3rd person model fix
** Code optimization for special weapons like landmines, satchel etc.
* Count selfkill as death
* Rework of some menu files and new credits menu added
* Fixed an issue with team_maxriflegrenades if jp_insanity 128 is set
* Display
** Playernames are colored in follow/deploy text now
** Added cg_smallFont to set client text font size (0 is common size)
** Character head animation fix
* Fixed some shrubbot mute/ban issues
* New shrubbot cmd !banguid to ban players offline added
* Fixed airstrike can kicking and owner swapping causing wrong kills
* Increased some limits for menus (some huge soundpacks did not work)
* Added some "new" animations (in code but never used before)
* cg_spectator introduced
* g_adrenaline 32 has new effect
* Locations
** Rework of location code
** Latest location files added - tu Antman !!!
* Optimization of G_Spawn() & G_FreeEntity()
* Allies gloves color fix
* Scoreboard
** Removed background 2D on ingame scoreboard view
** Intermission scoreboard changed - it displays more names
* Personal messages added to the send message window - use personal and target to send a pm
* Introduced client & server cvar cpu_Affinity - option to set affinity on SMP systems
* Changed NQ licence + NQ won't start on 2.55 based installations anymore - it's about getting them to move forward a bit & was never supported anyway

Many thanks to all involved - you guys rock!


HF!

Last edited by IRATA [*]; 25th Aug 2009 at 03:14. Reason: changelog update
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Old 7th Aug 2009, 09:57   #2
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Default Re: Upcoming NQ release - moonshot

thanks, now maybe people will update to 2.60, it's not difficult
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Old 7th Aug 2009, 10:57   #3
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Default New mapscript commands.. (NQ 1.2.5 moonshot)

This new NQ has several new mapscript commands for accum/globalaccum.
You can now copy accums, compare accums, increase/decrease/divide/multiply accums by other accums.
This is the list of all new accum-commands; There is a similar list for all the globalaccum-commands:
Code:
// accum, accum
	accum <n> inc_accum <a>
	accum <n> abort_if_less_than_accum <a>
	accum <n> abort_if_greater_than_accum <a>
	accum <n> abort_if_not_equal_accum <a>
	accum <n> abort_if_equal_accum <a>
	accum <n> set_accum <a>
	accum <n> random_accum <a>
	accum <n> set_to_playingclients
// accum, globalaccum
	accum <n> inc_globalaccum <g>
	accum <n> abort_if_less_than_globalaccum <g>
	accum <n> abort_if_greater_than_globalaccum <g>
	accum <n> abort_if_not_equal_globalaccum <g>
	accum <n> abort_if_equal_globalaccum <g>
	accum <n> set_globalaccum <g>
	accum <n> random_globalaccum <g>
// dec/mul/div
	accum <n> dec <m>
	accum <n> mul <m>
	accum <n> div <m>
	accum <n> dec_accum <a>
	accum <n> mul_accum <a>
	accum <n> div_accum <a>
	accum <n> dec_globalaccum <g>
	accum <n> mul_globalaccum <g>
	accum <n> div_globalaccum <g>
Some explanation:
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* set_to_playingclients is used to set the total number of playing clients in both axis & allied team.
So if there are 14 people on the server, 5 allies + 6 axis + 3 spec, then accum 0 set_to_playingclients will return 11 in accum 0..
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* random_accum will generate a random number in the range 0 to accum <g> - 1.
Code:
	accum 3 set 6
	accum 0 random_accum 3
This example will return a value in accum 0 that can be 0,1,2,3,4 or 5
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* set_accum is used to copy an accum value to another accum:
Code:
	accum 2 set 314
	accum 6 set_accum 2
This example makes accum 6 have the same value as accum 2; accum 6 = 314 afterwards..
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* dec is used to decrease a value in an accum.
Code:
	accum 0 set 137
	accum 0 dec 12
Afterwards accum 0 has the value of 137 - 12 = 125
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* mul & div use a constant value:
Code:
	accum 5 set 5
	accum 5 mul 17
This example multiplies the value in accum 5 by 17; accum 5 = 85 afterwards..
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]
* mul_accum mutiplies one accum by another accum, the result is stored in the first accum:
Code:
	accum 5 set 5
	accum 3 set 100
	accum 5 mul_accum 3
Afterwards the value of accum 5 = 500, the value of accum 3 is unchanged

The div command returns only whole numbers (of course):
Code:
	accum 0 set 15
	accum 1 set 6
	accum 0 div_accum 1
Afterwards accum 0 has the value of 15/6 = 2
If You would like to know the remainder (in accum 2), You could do this:
Code:
	accum 0 set 15
	accum 1 set 6
	accum 0 div_accum 1
	accum 0 mul_accum 1
	accum 2 set 15
	accum 2 dec_accum 0
[COLOR="Silver"]--------------------------------------------------------------------------------[/COLOR]


Beware these mapscript-commands only work in this version of NoQuarter


update to 2.60, it's not difficult..

C..

Last edited by C; 7th Aug 2009 at 10:59. Reason: update to 2.60, it's not difficult
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Old 7th Aug 2009, 11:02   #4
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Question Re: Upcoming NQ release - moonshot

Does this mean a map for a new no quarter cant be played on a other server?
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Old 7th Aug 2009, 11:25   #5
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Default mapscript..

hi Rebel!..

Sure a map can be played on other servers too..
But if people use the new mapscript-commands in a map, they must use the new NQ too..
It would not work otherwise, because other mods (or plain ET) does not have these new commands..
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Old 7th Aug 2009, 11:26   #6
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Default Re: Upcoming NQ release - moonshot

Looking forward to it
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Old 7th Aug 2009, 12:17   #7
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Default Re: Upcoming NQ release - moonshot

Small test server (PIII 733 mghz) with latest trunk is set up and running praetoria m2 only for today

IP 77.37.6.84:27960
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Old 7th Aug 2009, 12:17   #8
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Hi C!

Ok, i get it, i hope that other mods will add these commands to ( if allowed by nq) so you can make maps wich work on every server ( exept plain et )

Thanks for quick response

Looking forward to the public relaese

Grtz

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Old 10th Aug 2009, 06:45   #9
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Default More more more..

Good for creaters of soundpacks+menus:

The total number of menus that can be made has increased by 128..
So, lots of new space for custom menus.

C..
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Old 10th Aug 2009, 14:32   #10
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Default Re: Upcoming NQ release - moonshot

I'm also looking forward to the release, and I'm very interested in what will happen because NQ124 only runs with 2.60b. I bet the only thing that will happen is that Server Admins will still use 123 and wont upgrade.
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Old 10th Aug 2009, 14:47   #11
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Default Re: Upcoming NQ release - moonshot

I'm 90% sure of that, but let's hope PEOPLE are go upgrading because of it. Then it's also solved.
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Old 10th Aug 2009, 21:39   #12
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Default Re: Upcoming NQ release - moonshot

Quote:
Originally Posted by Phishermans Phriend View Post
I bet the only thing that will happen is that Server Admins will still use 123 and wont upgrade.
the smart ones will upgrade.
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Old 10th Aug 2009, 22:08   #13
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Quote:
Originally Posted by crapshoot
the smart ones will upgrade.
This means 2% of all Servers... :D
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Old 10th Aug 2009, 22:10   #14
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Default Re: Upcoming NQ release - moonshot

It's not about smartk server admins, it's about players.
As long as players play 2.55 server admin's won't upgrade. So PEOPLE UPDATE xD
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Old 11th Aug 2009, 00:36   #15
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Default Re: Upcoming NQ release - moonshot

you say just 2% will upgrade, and it's probably like that, but even if just 2% change to 2.60 its good that it has had some effect!
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Old 11th Aug 2009, 10:07   #16
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Default Re: Upcoming NQ release - moonshot

Quote:
Originally Posted by stealth6
but even if just 2% change to 2.60 its good that it has had some effect!
Uaaah, you do really think NOBODY could upgrade? Hmm, frightening thought.
There's been a 2.60b-Patch on Wolfmap a few weeks ago, which has backward compatibility, that means that also players with 255 can connect on the Server running the Patch. Berzerkr said the Patch wouldnt work, do you know anything about it?
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Old 11th Aug 2009, 11:03   #17
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Default Re: Upcoming NQ release - moonshot

We should tell ID to stop listing servers in their master list for 2.55 XD Fix to everything. No server list on 2.55, no players and hence all server admins on 2.6b and then all will be on 2.6b.

Quote:
Originally Posted by Phishermans Phriend View Post
Uaaah, you do really think NOBODY could upgrade? Hmm, frightening thought.
There's been a 2.60b-Patch on Wolfmap a few weeks ago, which has backward compatibility, that means that also players with 255 can connect on the Server running the Patch. Berzerkr said the Patch wouldnt work, do you know anything about it?

That patch doesn't work on server which runs PB.
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Old 11th Aug 2009, 11:05   #18
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Default Re: Upcoming NQ release - moonshot

ID Will never do - They should make a auto-update message ;d
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Old 11th Aug 2009, 11:45   #19
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Default Re: Upcoming NQ release - moonshot

Quote:
Originally Posted by hellreturn
That patch doesn't work on server which runs PB.
Thats no problem, PB isnt working either. I cant tell how many times I have been kicked for unknown GUID and stuff, I hate PB.
If thats the only problem with the patch, its no problem. :)
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Old 11th Aug 2009, 21:04   #20
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Default Re: Upcoming NQ release - moonshot

I don't really understand (and thus trust) that 2.60+ version, how can you server be up to date (bug fixes that 2.60 provides) and still allow buggy 2.55 players to join? Don't understand how its possible, it would be better if somebody applied some kind of trick that allowed players to play on a 2.60 server and it automatically patches their ET, so then they can't play on 2.55 anymore, evil but effective I think.
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