N!tmod 2.2.1 rev. 752 is now available for BETA Testers team ONLY.Changelog:Fixed: G_LuaHook_ConsoleCommandFixed: g_realbody issue with objective pickupsFixed: sample commands.db syntax errorFixed: problems with high levels in commands.dbFixed: LUA et_ClientBegin is now called only once per map (ETPro style)Added: "lua_status" console server commandFixed: Ammo bar bug (http://www.etmods.net/tracker/index.php … task_id=44)Fixed: wm_announce and wm_annonce_icon were not logged and could break compatibility with some LUA modules (http://www.etmods.net/tracker/index.php … task_id=53)Fixed: Custom votes were not freed when using !readconfigFixed: Major memory leak in the Admin SystemFixed: If an user has an unknown level in database, set his level to 0 and save in databaseFixed: Check if level 0 exists before loading users to avoid potential crash problemsFixed: potential crash issues inside admin system codeFixed: potential crash when using !levdeleteOptimized: !levdelete is now safer and way faster than before when migrating large amount of users to another levelFixed: Don't try to send data to master if connection failedAdded: Global stats for the current player can now be displayed in game using "globalstats" command.Added: LUA et.n_GetStatsGUID( guid ) - Server admins will now be able to retrieve player stats from ETMods.net master server through LUA.Fixed: Try to reload XP and Admin info if the server receives client's NGUID too lateFixed: server crash when client's Admin info was not initialized (happens mostly when ClientUserinfoChanged/ClientBegin is called before the client has finished connecting)Fixed: Players used to earn XP when selfkilling with Trimines or Poison Gas LandminesAdded: Global stats are now stored on server side for every connected client (for use with future "Real Time Global Awards" system)Fixed: make sure bots get no global statsFixed: Missing obituary message for MOD_POISONGASMINEFixed: !delrecords DELETEALL SQLite query syntax errorFixed: Admin system bug causing potential server crash when changing mapAdded: Flag 65536 to omnibot_flags - Bots will use Poison Gas Landmines (if enabled) rather than normal LandminesFixed: Aim error after revive for bots (it seems this already happend to me aswell, randomly, hopefully it will fix it too)Fixed: MASTER_STATS_SCOPEDHS were increased when shooting on bots or shooting on teammatesFixed: Max ammo was wrong for some weapons, which could result in players having 14 or 16 revive syringes, for exampleFixed: Some weapon scripts had no effects because of hardcoded valuesFixed: Prone bbox height (http://etmods.net/forums/viewtopic.php?id=767)Fixed: Some constructibles couldn't be built (http://etmods.net/forums/viewtopic.php?id=765)Modified: Rewrote the admin permissions code, it is now faster than before and should reduce server load on large servers.Added: Backstabs & UniformSteal stats are now sent to the master serverAdded: LUA: ReadOnly access to sess.aWeaponStats (ETPub rev 521)Removed: some unused/useless codeReworked/Optimized: Inactivity code - Old one was heavy and used to add some useless delaysAdded: Client notification popups (First hs/blood, incoming PM/Adminchat, warnings...)Added: cg_notificationFadeTime & cg_notificationTime cvars to customize notification popupsFixed: Global stats were incremented during warmupOptimized: Artillery (Firing for effect) now uses less entitiesReworked tripmine code: Tripmines now need to be armed Once a tripmine is armed, it takes 1 second to become active (the beam is a little transparent when it's not active) If it's not armed, a tripmine will disappear after 15 seconds It is impossible to arm an enemy tripmine Tripmines can be disarmed (they always did) Tripmines can be damaged (2 SMG shots = BOOM) if g_damageweapons flag 32 is set (no big change here) Fixed: team tripmine counter was not adjusted if a player disconnected/changed team and n_tripmineTimeout was enabled Once a tripmine is placed, player will automatically switch to pliers to arm it Tripmine explosions sfx is now the same as landmines sfx (used to be dynamite sfx, too much...)Optimized: Entities code (Should considerably reduce server CPU usage on maps with a lot of entities or servers with a lot of players)Fixed: Landmines ammo count could be wrong when too many map mines were planted (on baserace for example)Fixed: Don't draw crosshair mine ID for map minesFixed: Spree/Multikill announce position now changes when client receives a notification popupFixed: bug in the SQLite code that could cause some potential data loss/corruptionAdded: "globalstats" command will be bound to the "n" key by default if it's not already boundFixed: Sten damage did not match ETMain value (was 18, is now 14)Fixed: Engineer's bomb damage and splash radius were too highAdded: It is now possible to see the Global stats of the player you're followingFixed: Weapon damage/splashdamage/splashradius values are no longer hardcoded (except for some special weapons that require hardcoded damage values)Fixed: Crash during intermission if cg_lagometer flag 2 was set (draw snapshots per second)Fixed: Clients without NGUID should no longer happenAdded: g_hitboxes flag 16 - Players can avoid bullet impacts when they are behind a player who has just been revived (Default ET behavior)Fixed: Missing weaponstats for Pgas landmine (reported by WoL)Added: cg_noGreetingSounds client cvar - Allow clients to disable greeting soundsFixed: Don't play poison syringe hit sound on clients that we can't poisonAdded: g_poison flag 8 - Can't cure poison with medpacks dropped by our poisoner (Required g_poison flag 2 to be enabled)Added: ETPub style scoreboard double tap to sort players by XP or K/DFixed: crosshair names and class icon overlapping for disguised enemiesAdded: cg_pmColor client cvar. Ex: cg_pmColor "1" will display red pm'sFixed: PMSpec was sent as many times as a pm was sent.Fixed: use non blocking socket to get data from masterModified: Shuffle is now based on player's Global + local KD Ratio (local KD ratio only if global stats were not retrieved from the master)Fixed: "globalstats" will be automaticly bound to "N" if no bind is found (it seems that lot of players use "enter" key for "+activate", that's why i changed it to "N")Fixed: potential crash when closing SQLite databaseNxAC BETA:Added: Client binary checksum verification (SHA1)Added: Client Cvars ScannerAdded: n_NxAC_CheckClientBinary cvar - Toggle NxAC Client Binaries SHA1 checksum verificationAdded: n_NxAC_CvarScancvar cvar - Toggle NxAC Cvar ScannerAdded: n_NxAC_CvarScanWait cvar - How long NxAC must wait before performing the 1st Cvar scanAdded: n_NxAC_CvarScanDelay cvar - How long NxAC must wait between cvar queriesAdded: n_NxAC_CvarScanInterval cvar - How long NxAC must wait before performing a new Cvar ScanUse this build ONLY on IP's you mentionned in the BETA Testers application email.DO NOT SHARE the qagame_mp_x86.dll and qagame.mp.i386.so files with anyone.DO NOT SHARE the zip package with anyone.