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#1 17-Jul-14 01:54:36

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

N!tmod 2.2.1 Changelog

Hello there!

It's been a while since 2.2 Final has been released (June 1st 2012)...
Since then, we've been working on 2.2.1, with lots of lonnnnng development pauses because both 7Killer and I went through lots of life changes and/or problems, that have been taking most of our free time.

Today, I decided to group all the svn logs, to create a complete changelog of what has been done during these 2 years.

We are unfortunately not ready to release 2.2.1 now, but i sincerely hope it's only a matter of weeks before we can offer it to all of you who are waiting for it.

So there you go, here's the "complete" (some useless/developments changes have been removed) changelog since N!tmod 2.2.

+ = Added
* = Fixed
~ = Modified
- = Removed

* Major memory leak in the Admin System
* All the known crash/data loss issues in the SQLite/Admin System code
* Prone bbox height
* Some constructibles couldn't be built
* Console prints if a dynamite is disarmed by owner or teammate
* ETPro "delete" mapscript can now find entities by any key, not only by "origin"
* "cvar" script action was not working correctly
* wm_announce and wm_annonce_icon were not logged and could break compatibility with some LUA modules
* "Modern Ammo Bar" bug
* !shuffle was sometimes moving spectators into team
* Sten damage did not match ETMain value (was 18, is now 14)
* damage/splashdamage/splashradius values were hardcoded for some weapons, causing weapon scripts to have no effect
* Some objectives couldn't be picked up if g_realbody was enabled
* Slot number was sometimes invalid in !finger output
* "Highest fragger" award is now given to the player with the least deaths if more than one players have the most kills
* Some global stats were incremented when killing bots, or during warmup
* Engineer's bomb damage and splash radius were too high
* Max ammo was wrong for some weapons, which could result in players having 14 or 16 revive syringes, for example
* g_landminetimeout and g_tripminetimeout were not working correctly (some mines were not removed)
* Bots aim error after being revived
* Players could sometimes respawn in tanks if they were killed while mounting it
* "Dynamite planted" objective announces were sometimes awarded to the player who set the dynamite instead of the player who armed it
* Sometimes censor would mute the wrong player, or mutes would disappear on client reconnect
* level 5 medics always had 10 extra HP when picking a medpack. Now the 10 extra HP are only given if the medpack was dropped by a level 5 medic
* Players who kill themselves with their own bomb used to get a new one after being revived
* !nextmap now starts intermission and let players vote for next map (just like a "nextmap" vote) if g_mapVoteFlags flag 16 is set and gametype is Map Voting.
* default "commands.db" file was corrupted
* Don't !nade spectators
* !delrecords DELETEALL was not working because of a SQLite syntax error
* problems with high levels in commands.db
* When dead and following another player, v6 (vsay player class) was wrong. Now, it will announce their latched class
* crosshair names and class icon overlapping for disguised enemies
* Missing crosshair hint value when arming/disarming landmine/dynamite
* Do not play poison syringe hit sound on clients that we can't poison
* Missing weaponstats for Poison gas landmine
* Missing obituary message for MOD_POISONGASMINE
* Landmines ammo count could be wrong when too many map mines were planted (on baserace for example)
* Don't draw crosshair mine ID for map mines
* Spree/Multikill announce position now changes when client receives a notification popup

+ n_greetingPos
+ n_killAssistances
+ n_noSkillUpgrades
+ n_tankMountDelay
+ n_standCrouchDelay
+ n_crouchStandDelay
+ n_reviveSpreeOptions
+ n_minNameLength
+ n_crazyGravity
+ n_crazyGravityMin
+ n_crazyGravityMax
+ n_crazyGravityInterval
+ n_multiReviveTime
+ n_LogCurrentTime
+ g_DMOptions flag 16384: Enable intermission map voting
+ g_dualSMG flag 2: Drop both primary weapons when players go into limbo mode
+ g_poison flag 8: Can't cure poison with medpacks dropped by our poisoner (Requires g_poison flag 2 to be enabled)
+ omnibot_flags flag 65536: Bots will use Poison Gas Landmines (if enabled) rather than normal Landmines
+ g_hitboxes flag 16: Players can avoid bullet impacts when they are behind a player who has just been revived (Default ET behavior)
+ g_realbody flag 2: body hitbox height lowered to shoulders
+ g_realbody flag 4: Dead/Prone/Playdead hitboxes height lowered
+ g_realbody flag 8: Crouch hitbox lowered to shoulders (more than original ones)
+ cg_pmColor client cvar: Private messages color (Ex: cg_pmColor "1" will display red pm)
+ cg_noGreetingSounds cvar: Let clients disable greeting sounds if they don't want to hear them
+ ETPub style scoreboard double tap to sort players by XP or K/D
+ demo_wallHack client cvar, allow using "real" wallhack during demo playback
+ Global stats can be displayed in game using "globalstats" command (automaticly bound to "N" key if not bound to another key)
+ Client notification popups (First blood, incoming PM/Adminchat, warnings...)
+ cg_notificationFadeTime & cg_notificationTime cvars to customize notification popups
+ "minimize" command (windows only)
+ ETPro crosshairs (up to cg_drawCrosshair 15)
+ ETPro style Extended ASCII characters support
+ Player's hit regions stats during intermission
+ "n_cgSocket" client cvar ( 1 Use NSocket to receive commands from the server | 0 Use ET socket )
+ "Best Revive Spree" Award
+ "Best Engineer" Award: Most objectives planted/defused/destroyed/constructed
+ "Best CovertOps" Award: Most uniform steal, satchel kills, satchel destructions, landmines spotted
+ "Best FieldOps" Award: Most ammo given, most tank/trucks destroyed with arty/airstrike
+ True player count in the server browser (requires original .menu file, don't forget to update your custom pk3s with this new file if needed)
+ Adminchat window (similar to the normal chat box)
+ globalstats in N!tmod>Controls menu
+ adminchat window N!tmod>Controls menu
+ Backstabs & UniformSteal stats are now sent to the master server
+ (EXPERIMENTAL) N!tmod Socket: An extra socket to reduce engine's socket traffic
+ Client game version is now displayed in !finger output
+ Custom commands [i] tag will now be replaced by the player's slot number
+ Revive spree records are now stored in the SQLite database (inside "records" table, like other map records)
+ New map records are now announced during intermission, previous records are also announced for comparison
+ !crazygravity command: Toggle Crazy Gravity

~ Shuffle is now based on player's Global + local KD Ratio (local KD ratio only if global stats were not retrieved from the master)
~ Increased database max users from 32768 to 65536
~ g_revenge: Revenges give +1xp
~ Updated SQLite to version 3.8.5 (previous version: 3.7.6.2)
~ Improved SQLite code to process queries faster
~ Improved entities code (Should considerably reduce server CPU usage on maps with a lot of entities or servers with a lot of players)
~ Artillery code now uses less entities
~ New Inactivity code: Old one was buggy and used to add some useless delays
~ Improved hit detection code for default hitboxes ( g_hitboxes 0)
~ New "votes.db" syntax:

********** //Delimiter
name = // max 20 chars vote name (to use with /callvote)
message = // max 256 chars message displayed on clients when vote is called
help = // max 256 chars vote description (ex: /callvote *name* ?)
exec = // max 1024 chars command to execute on server side when vote passes
passtext = // max 256 chars message displayed on clients if vote passes
levels = // max 64 levels allowed to call this vote (if empty, vote is available for all levels)

- n_SQLiteLogs cvar

LUA API:
+ et_ReceivedGlobalStats(clientNum, statsBuffer) callback function
    It is called whenever server receives global stats for a player.
    'clientNum' is the clientNum of the client whose stats have been received
    'statsBuffer' contains space separated values:
    KILLS DEATHS TEAMKILLS TIME_PLAYED REVIVES TRIPMINE_KILLS GOOMBAS SCOPED_HEADSHOTS FLAMETHROWER_KILLS CONSTRUCTED_OBJS DESTROYED_OBJS ROUNDS_PLAYED SATCHEL_KILLS BACKSTABS STATS_UNIFORMSTEAL
+ LUA: ReadOnly access to sess.aWeaponStats
* G_LuaHook_ConsoleCommand was missing
* et_ClientBegin( clientNum ) callback is now only called once per map (ETPro behavior)
+ et.G_PlayerCount(type) function :

et.G_PlayerCount(0) = Total number of connected players
et.G_PlayerCount(et.TEAM_AXIS) = Total number of axis players
et.G_PlayerCount(et.TEAM_ALLIES) = Total number of allied players
et.G_PlayerCount(et.TEAM_SPECTATOR) = Total number of spectators

Tripmine code has been completely reworked since 2.2:
    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 fade 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) 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
   
NxAC:
+ Client Cvars Scanner
+ Client binary checksum verification
+ Cvar violations are now reported to ETMods.net master server
+ Cvar Scanner warnings (n_NxAC_CvarScanMaxWarnings) before kick
+ server side "getss" command: /getss [name|slot#] (JPEG Quality: min 10 max 100 default 70)
    Remote screenshots are now saved inside "nitmod/NxAC/screenshots" on server, player informations are saved in a .txt file near the screenshot file (names are the same, only the extension changes)
    If remote screenshot fails, a violation is triggered, logged, and reported to adminchat


iluvnitmod.png

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#2 18-Jul-14 23:46:40

C!es..
BETA Tester
From: Poland
Registered: 10-Jan-13
Posts: 84
Website

Re: N!tmod 2.2.1 Changelog

Respect for hard work

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#3 19-Jul-14 17:55:57

m@sh
Member
Registered: 15-Jun-14
Posts: 11
Website

Re: N!tmod 2.2.1 Changelog

Big thx big_smile

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#4 21-Jul-14 13:37:45

MostWanted
BETA Tester
Registered: 25-Jul-13
Posts: 9
Website

Re: N!tmod 2.2.1 Changelog

Really great work bro. ! thanks for all your hard work for us! smile


trackbase.jpg

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#5 26-Nov-14 20:12:15

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

For the Windows part: Everything is almost done.
For the Linux part: Last night i've installed Debian on my previous PC, and i'm about to start making some tests to see how Linux servers behave with the new threaded screenshot transfer and some other stuff smile
For the OSX part: I have no clue, i'm building OSX binaries on a laggy virtual machine, can't run ET on it, don't know how i'm going to make NxAC work on this OS...


iluvnitmod.png

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#6 26-Nov-14 20:31:34

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

What can we say,....... 2 out of 3 is better than 0
Keep up the good work smile

or,....
how can we help ?

Last edited by Grandad (26-Nov-14 20:46:42)

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#7 26-Nov-14 22:54:14

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

Pretty good news for linux servers: New screenshot file transfer code works big_smile

In both screenshots, the client was running on Windows 8.1 64 bits (my everyday PC), and connected to a Linux server.

Debian 4.0 (virtual machine used to compile the mod, for compatibility with hosts using old linux distributions)
In this one you can see the Windows N!tmod client on the left smile

nxac_ss_linuxvm.png


And on Debian 7.4.0 (My old PC converted to linux tongue)

nxac_ss_linuxpc.png


iluvnitmod.png

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#8 26-Nov-14 22:58:50

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

Grandad wrote:

What can we say,....... 2 out of 3 is better than 0
Keep up the good work smile

or,....
how can we help ?

Well I don't know, do cheats even exist on MacOSX ? I'm not even sure about it ^^
Maybe people running ET on a Mac will be able to help me out testing this, but it's gonna take some time I guess... hmm


iluvnitmod.png

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#9 02-Dec-14 04:38:53

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

Linux development is doing good, I've had some thread problems with the NxAC Server, but i've finally fixed them smile
I've also managed to launch the N!tmod client on Linux, with some parts of the NxAC code enabled!
I'm going to perform some other tests soon, and I hope I'll be able to release a BETA version before christmas tongue


iluvnitmod.png

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#10 02-Dec-14 19:36:53

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

.
YEHOOOOO smile

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#11 04-Dec-14 01:10:12

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

Lot of progress today for Linux NxAC:
Added: NxAC Client binary MD5 checks for Linux clients
Added: NxAC Modules MD5 checks for Linux clients
Added: NxAC FileScan for Linux clients
Added: NxAC Global Cheat reports for Linux clients

Just need to rework the screenshot code a bit, deal with violations on server side (a cvar to decide if clients must be permanently banned or just kicked), and notify game trackers that the server is protected by NxAC.


iluvnitmod.png

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#12 04-Dec-14 21:42:31

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

N!trox* wrote:

.........., deal with violations on server side (a cvar to decide if clients must be permanently banned or just kicked),

Maybe you should add the option, nothing happens too.
A public notice on server, player XXX has this violation, for all to read.
I belive this will be a fair, to warn, before we kick/ban.
We don´t wanna loose the players, only convert them smile

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#13 04-Dec-14 23:11:29

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

I don't really feel like adding a warning/max warnings system for cheat violations... It sounds useless to me becaue if a cheat is loaded, players need to quit the game to unload it, so they should be dropped instantly.

So I think it will either be :
- no kick/ban, just a notice in adminchat, or in public chat (servers using this setting will most likely be reported as "unprotected" to game trackers)
- kick the player, and let him reconnect
- permanently ban the player

Beside that, today I improved the NxAC server security/stability, reworked the screenshot code, and it works fine on both Linux and Windows.


iluvnitmod.png

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#14 04-Dec-14 23:31:10

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

okay fair enough, then I would vote for: - kick the player, and let him reconnect.
How long is he allowed on server ?
Would it be possible for the cheater to have a private meassage when he is kicked, something like: Server auto kicked you for violation xxxxxx

- permanently ban the player
If this ban is the same as !ban # there is no need for it.
He can not play anyway. But we like him to come back, when he has disabled his cheat.

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#15 06-Dec-14 12:11:56

C!es..
BETA Tester
From: Poland
Registered: 10-Jan-13
Posts: 84
Website

Re: N!tmod 2.2.1 Changelog

So I think it will either be :
- no kick/ban,
- kick player, and let him reconnect
- permanently ban the player

I think this is ok

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#16 12-Dec-14 21:24:30

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

I'm done with NxAC Violation handling code smile
I added the "n_NxAC" cvar:
0 - Report and log cheaters, don't take any action. (Server will be reported as unprotected to game trackers)
1 - Report, log, and automatically kick (for minor violations), or permanently ban (for major violations) cheaters. Server will be reported as protected to game trackers.

Server's anticheat status can be tracked through serverinfo's "sv_NxAC" cvar (0 - Unprotected, 1 - Protected). This cvar is automatically set at every map start and can't be set manually.

I need to contact game trackers such as Trackbase and SplatterLadder, to tell them to scan the "sv_NxAC" serverinfo cvar, to track N!tmod servers' anticheat status.


iluvnitmod.png

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#17 25-Dec-14 03:49:40

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

Merry Christmas all.

I see, update was not ready yet, before Christmas, maybe we are lucky before new year smile

Anyway, I guess, you do your best Nitrox.

Best Regards

Grandad

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#18 25-Dec-14 20:07:51

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

Unfortunately, I broke my MacOSX virtual machine, and I can no longer build the mod for OSX sad
I've tried installing a "hackintosh" on my PC, just for development purposes, and I didn't manage to sucessfully build the mod either.
I don't really feel like abandonning MacOSX support for the mod, that's why it's taking time.
However, I'd like to wish all of you a merry christmas, I hope you're having good times with your families and the ones you love smile


iluvnitmod.png

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#19 21-Jan-15 01:41:38

Grandad
BETA Tester
Registered: 29-Dec-11
Posts: 168

Re: N!tmod 2.2.1 Changelog

N!trox* wrote:

I'm done with NxAC Violation handling code smile
I added the "n_NxAC" cvar:
0 - Report and log cheaters, don't take any action. (Server will be reported as unprotected to game trackers)
1 - Report, log, and automatically kick (for minor violations), or permanently ban (for major violations) cheaters. Server will be reported as protected to game trackers.

Server's anticheat status can be tracked through serverinfo's "sv_NxAC" cvar (0 - Unprotected, 1 - Protected). This cvar is automatically set at every map start and can't be set manually.

I need to contact game trackers such as Trackbase and SplatterLadder, to tell them to scan the "sv_NxAC" serverinfo cvar, to track N!tmod servers' anticheat status.


Hi,
I tried this new cvar: set n_NxAC "1"  - and after a while I went to trackbace, but server didden´t show up as protected.
Did I set it incorrect, or maybe trackbace are not ready with update ?

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#20 21-Jan-15 02:07:09

N!trox*
Administrator
Registered: 30-Mar-10
Posts: 1,098

Re: N!tmod 2.2.1 Changelog

This is for N!tmod 2.4, not 2.3...


iluvnitmod.png

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#21 14-Jan-21 17:22:58

YCN'Adrian
Member
Registered: 31-Mar-10
Posts: 11

Re: N!tmod 2.2.1 Changelog

sup nmitrox long time evertything looking good man big_smile hope to  see you in game big_smile

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