Author Topic: new nitmod version  (Read 6921 times)

Gauki

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new nitmod version
« on: 13.12.2012, 01:06:20 »
now new nitmod version for beta testers (like me and xxxx) is available ;)
what do u think ? mainly couze of the memory leak ^^ congraz gauki

here the changes !

Quote
N!tmod 2.2.1 rev. 752 is now available for BETA Testers team ONLY.

Changelog:
Fixed: G_LuaHook_ConsoleCommand
Fixed: g_realbody issue with objective pickups
Fixed: sample commands.db syntax error
Fixed: problems with high levels in commands.db
Fixed: LUA et_ClientBegin is now called only once per map (ETPro style)
Added: "lua_status" console server command
Fixed: 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 !readconfig
Fixed: Major memory leak in the Admin System
Fixed: If an user has an unknown level in database, set his level to 0 and save in database
Fixed: Check if level 0 exists before loading users to avoid potential crash problems
Fixed: potential crash issues inside admin system code
Fixed: potential crash when using !levdelete
Optimized: !levdelete is now safer and way faster than before when migrating large amount of users to another level
Fixed: Don't try to send data to master if connection failed
Added: 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 late
Fixed: 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 Landmines
Added: 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 stats
Fixed: Missing obituary message for MOD_POISONGASMINE
Fixed: !delrecords DELETEALL SQLite query syntax error
Fixed: Admin system bug causing potential server crash when changing map
Added: Flag 65536 to omnibot_flags - Bots will use Poison Gas Landmines (if enabled) rather than normal Landmines
Fixed: 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 teammates
Fixed: Max ammo was wrong for some weapons, which could result in players having 14 or 16 revive syringes, for example
Fixed: Some weapon scripts had no effects because of hardcoded values
Fixed: 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 server
Added: LUA: ReadOnly access to sess.aWeaponStats (ETPub rev 521)
Removed: some unused/useless code
Reworked/Optimized: Inactivity code - Old one was heavy and used to add some useless delays
Added: Client notification popups (First hs/blood, incoming PM/Adminchat, warnings...)
Added: cg_notificationFadeTime & cg_notificationTime cvars to customize notification popups
Fixed: Global stats were incremented during warmup
Optimized: Artillery (Firing for effect) now uses less entities
Reworked 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 mines
Fixed: Spree/Multikill announce position now changes when client receives a notification popup
Fixed: bug in the SQLite code that could cause some potential data loss/corruption
Added: "globalstats" command will be bound to the "n" key by default if it's not already bound
Fixed: Sten damage did not match ETMain value (was 18, is now 14)
Fixed: Engineer's bomb damage and splash radius were too high
Added: It is now possible to see the Global stats of the player you're following
Fixed: 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 happen
Added: 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 sounds
Fixed: Don't play poison syringe hit sound on clients that we can't poison
Added: 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/D
Fixed: crosshair names and class icon overlapping for disguised enemies
Added: cg_pmColor client cvar. Ex: cg_pmColor "1" will display red pm's
Fixed: PMSpec was sent as many times as a pm was sent.
Fixed: use non blocking socket to get data from master
Modified: 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 database

NxAC BETA:
Added: Client binary checksum verification (SHA1)
Added: Client Cvars Scanner
Added: n_NxAC_CheckClientBinary cvar - Toggle NxAC Client Binaries SHA1 checksum verification
Added: n_NxAC_CvarScancvar cvar - Toggle NxAC Cvar Scanner
Added: n_NxAC_CvarScanWait cvar - How long NxAC must wait before performing the 1st Cvar scan
Added: n_NxAC_CvarScanDelay cvar - How long NxAC must wait between cvar queries
Added: n_NxAC_CvarScanInterval cvar - How long NxAC must wait before performing a new Cvar Scan

Use 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.


Gauki

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Re: new nitmod version
« Reply #1 on: 16.12.2012, 18:30:32 »
new beta testers only version is setted up on server ;)
 nitmod 2.2.1  :tongue: :middlefinger: :middlefinger: :middlefinger:


Absolute

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Re: new nitmod version
« Reply #2 on: 27.12.2012, 08:27:00 »
:) i like this mod :)
Sex ist ein kampf, liebe ist krieg

Gauki

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Re: new nitmod version
« Reply #3 on: 27.12.2012, 19:42:11 »
N!tmod 2.2.1 rev 756 available


edit1: Added new version 756 to our server !
« Last Edit: 29.12.2012, 00:31:14 by Gauki »