NQ has had progress


(IRATA) #1


Hi there,
after we did start our work to create a bugfix version we couldn’t stop and find an end.
Well we had ups and downs but finally it resulted in a major version with many new features.
We are happy to announce the new NQ ‘Tool’ release !!!
Best NQ ever will be available soon …
HF

Ira for NQ dev team

ps:
Dog’s tongues, otter’s noses and occelot spleens to all involved! (IlDuca, Arkox, luborg, warren, alice & ailmanki)
Less trouble goes to crapshoot ‘one man band’ and a starship (you know what I’m talking about) goes to ‘el presidente’ core.
You guys still rock :wink:

Current changelog:

  • Bug fixes
    ** Vanilla bug fix for tank gun not cooling off if player leaves tank
    ** Vanilla bug fix for the riflenade glitch (repeating attach/detach of nade)
    ** Vanilla bug fix for bloodspurts & smokepuffs when hitting a player
    ** Vanilla bug fix for clients in intermission. No permanent requests are sent anymore
    ** Vanilla bug fix for wrong setstate called and no entity found
    ** Old NQ bug fix for spectators seeing footkicking players when switching players
    ** Fixed a very old bug concerning movements (you get a much nicer lagometer too) - see g_antiwarp
    ** Fixed a potential crash reason - now running stable
    ** Fix for vibrating vehicles blocked by corpses, dead/playdead/proned players
    ** Muting reworked - also fixed a shrubbot issue
    ** Fix for forced cvars
    ** Fix for Venom players keeping all picked up weapons
    ** Fixed players use nextspawn if lack of spawnplaces
    ** Spectator view correction when observing mg42/browning/BAR players
    ** War-mode riflenades: players using riflenades no longer keep unmounting the nade after a shot
    ** Fixed !launch behaviour when a player is proning
    ** Fixed some issues in event code
    ** NQ filter in server browser matches new mod path
    ** !give skill for engineers was not working correctly
    ** Clean up of asset pk3 - some sounds fixed
    ** Fix of init screeny for cs_method 1 not disapearing while recording demos
    ** Immune admins with shrubbot level ‘1’ can no longer be vote_kicked and/or vote_muted
    ** Fixed a bug where player didn’t lose charge when holding adrenaline and calling arty
    ** ++

  • Weapons
    ** Fixed a major issue with the weapon spread
    ** Added the footkick as real weapon - stats for kills/hits/death
    ** Fixed some weapon properties broken in 1.2.7 for thompson/mp40/mg42 and sniper guns
    ** Fixed MP34 random shaking
    ** Fix for pitchAdd of several bullet weapons
    ** Fix for poisoned players have granade automatically in hand
    ** Map landmines use same damage values as planted mines of players
    ** Usage of airstrike damage values from weap file
    ** Fixed a problem on respawn with the riflenades
    ** Weapon pick up reworked
    ** Fix for very large impact trails in some cases
    ** Fixed g_noAttacklInvul for the shotgun
    ** Shotgun bullet code changes - it’s much stronger now
    ** Fixed spread for some weapons while phroning/crouching

  • Bots
    ** Omni-Bot 0.8 support - for full update list visit omni-bot.com
    ** Added 2 new omnibot_flags for gibbing players after death and bots can use g_shove (was default in older versions)
    ** ++

  • Lua
    ** ClientBegin called only once after the 1st player connection and is ETPro compatible now
    ** et.ResetXP added
    ** pers. hitregions added
    ** Rest of session fields are available now
    ** New Lua scripts - NOQ introduced
    ** Fix for mute fields + added two functions to easily mute from Lua (with proper screen-messages)

  • Changes - new features
    ** New hitregion stats available in player stats of end game screen - check the stats puppet
    ** Added a new fast (personal) message type for easy ‘clan’ messaging
    ** Spectators following another player can see a working breathbar while that player is underwater
    ** Map voting (gametype 6) added by request - many thanks to the ETPub team!
    ** Added an icon to scoreboard for indicating muted players
    ** Shrubbot banning checks for GUID and/or IP again …
    ** !banIP shrubbot cmd added - see wiki
    ** New g_realism flags - also see wiki … like you always do!
    *** No auto weapon change if poisened and out of ammo
    *** A script_mover removes items when driving over them (instead of pushing them)
    *** Players on a rotating script_mover will rotate along with the mover
    *** Changing view (looking left/right) will not increase spread
    *** Rotating doors can be opened even while they are already closing
    *** Covertops stealing a uniform can now also inherit that players’ head
    ** Added a new cvar ‘g_unlockWeapons’ to unlock weapons per class (was jp_insanity 128 before - now splitted per class)
    ** New Killer-View-Lock to lock the view to your last killer for an adjustable duration - see g_killerLockTime
    ** New Killer-Cam to see the view of your last killer (overlay like a mortar-/missile-cam)
    ** New Riflenade-Cam (like a mortar-/missile-cam)
    ** Build-in help system introduced. Call ‘nqhelp’ console-command for description of any server-cvar (and more …)
    ** Stats do no longer count shots on dead bodies
    ** Killing sprees are no longer updated for players in limbo
    ** Rework of commandmap code
    ** Rework of weapon-restriction code
    ** Improved security
    ** Massive optimizations in client- & server-code
    ** g_defaultMute removed - kind of cvar waste - default mute is 5 min now - for longer mutes use param
    ** g_trueping code changes
    ** New g_antiwarp options - methods + settings added - we do recommend to set g_antiwarp 2
    ** Aura check changed to run once a second (was 4 x before)
    ** Rework of nq_war: New mode WARMODE_PLIERS (if pliers flag set - dynamite is available to do objectives)
    ** Rework of missile cam code (more efficient usage of entities)
    ** Ditched cpu_affinity
    ** cg_noAmmoAutoSwitch option added - see wiki
    ** Spectator icon added + proper centerprint killmessages for following spectators
    ** Less spammy “landmine spotted” voice message
    ** Class stealing message shows the class switched to, uniform stealing shows the name of uniform owner
    ** Dog tags added (jp_insanity 128 now!) - dog tags are simply added to the game - use Lua field ps.stats[STAT_DOGTAGS] for your own fun mod creations
    ** New g_logoptions flag 1024 - Logs the IP and playername in some cases if guid logging is used (vsp-stats should be able to track again)
    ** g_XPSaveFile removed - see g_XPSave flag 32
    ** g_fastres moved to g_medics flag 4096
    ** Non-campaign gametype modes will draw the (much nicer) “photograph” map-image + the long mapname in the intermission screen
    ** ETPro like spawntimer added by request - many thanks to the ETPub team!
    ** Usage of any shrubbot cheat command is reported to the main chat
    ** Aligned Info boxes of ping, fps etc
    ** Removed some useless location files
    ** New battle sense 5 skill: Boots with steel toe inside - twice foot kick damage for victims
    ** NQ requires 2.60b on the server now
    ** NQ does a better job of detecting shi t t y map scripts now - if mapscripts fail watch the log
    ** ++


(stealth6) #2

I think the only appropriate response to this is:

EDIT: finished reading the other half, seriously AMAZING WORK!!!
Will try it as soon as it comes out for sure!


(ischbinz) #3

i like the new features -
for bugs - i didn t rly expected them :slight_smile:


(IndyJones) #4

*** Changing view (looking left/right) will not increase spread
no more trickjumping/circlejumping? make it cvar.

** Stats do no longer count shots on dead bodies
why? so now i’m loosing accuracy, when i was shooting dead body on purpose? by dead body i mean player that can still be revived

i wonder how some one the new features works. any chance for a video?
killcam sounds cod-ish… it’s a good thing :wink:


(stealth6) #5

[QUOTE=IndyJones;228950]*** Changing view (looking left/right) will not increase spread
no more trickjumping/circlejumping? make it cvar.[/QUOTE]

spread != speed


(IndyJones) #6

oh, my eyes, wtf.


(stealth6) #7

3 am here, I had to look twice myself :smiley:


(crapshoot) #8

[QUOTE=IndyJones;228950]*** Changing view (looking left/right) will not increase spread
[/QUOTE]

to clarify, this is an optional setting via the g_realism cvar. default behavior is the same as it has always been.


(reaply) #9

Killcam :eek:


(macbeth) #10

still this one ? or noquarter folder like for 123
Make a subdirectory in your Enemy Territory installation folder named “nq”.


(macbeth) #11

[QUOTE=IndyJones;228950]*** Changing view (looking left/right) will not increase spread
no more trickjumping/circlejumping? make it cvar.

** Stats do no longer count shots on dead bodies
why? so now i’m loosing accuracy, when i was shooting dead body on purpose? by dead body i mean player that can still be revived
QUOTE]

lol stop to cry
their release is the best we could have


(Undead_fly) #12

[QUOTE=IndyJones;228950]** Stats do no longer count shots on dead bodies
why? so now i’m loosing accuracy, when i was shooting dead body on purpose? by dead body i mean player that can still be revived
[/QUOTE]
It’s always been like that… Perhaps they’ve changed it the other way around, so that the stats ignore shots made towards half-dead bodies altogether.


(IRATA) #13

In the past you were able to pimp your acc/head hit stats by gibbing corpses. In other words the hit counter increased if you shoot dead bodies. We do think this is wrong because a corpse is not moving target and aiming to a head of a dead body isn’t sportsmen like to get a better stats. Dead is dead … the player has to decide if it’s worth to gib a player now.


(IndyJones) #14

i had no intention on pimping my stats. i shot dead body to make enemy weaker. maybe just disable headshots for deadbodies?

what about hitsound for dead body? does it exist?

perhaps there could be a cvar to disable hitsound on playdead.


(IRATA) #15

Of course you personally don’t have this intention. But it’s a fact. I mean what’s the point to get the hit counter increased if you gib bodies? We just turn it arround: You just move through the map and only gib players into limbo. You’ll have an excellent accuracy value … ehhh? There was a time where players did not waste their bullets for corpses and used the knife or nade instead (goomba is an option too). The stats have more focus on the bullet weapons now which is a big bonus in my eyes.

As far as I know we did not change the sound here.


(IndyJones) #16

well, i can join a game, shoot once and for rest of the match don’t shoot at all… u will have 100% acc. probably the highest accuracy of all the players!

if u removed hit for dead body, then at least don’t let it lower my acc.


(IRATA) #17

Indy, if you don’t use your prefered bullet weapon to gib your accuracy will be fine and more precise than ever.
We do also think this affects the gameplay in a positive way and shows the real skilled ET players.


(IndyJones) #18

it doesn’t matter if i use my preferred bullet weapon or not. i loose acc anyway… i rarely use kick to kill bodies as it’s time consuming and make me a easy target.

it has no affect on gameplay at all - after all it’s just a statistic. i nearly always feel like a winner. :stuck_out_tongue:


(IRATA) #19

That’s our small influence in gameplay. Accuracy focused players think twice before they gib the fast way…yeah … it’s an easy target :wink:


(C) #20

Woot, i finally got my own starship :slight_smile: Thanks man…
Now all i have to do is adjust the Heisenberg compensator to a rotating modulation, and inject the flux inducer with chronoton particles from the antimatter stream, and i am on my way…

but serious, i must say this, because You did not thank Yourself:
Special thanks go out to IRATA
Thanks toYou NoQuarter is still alive and kickin’ (y)

We did much more than can be mentioned in a changelog, but it was worth all the effort; It rocks…

C…