Excessive Plus v2.0a
so non hitscan weapons are now also behaving like ping 0?
aww
hmm
at least movement in ctf will be near local (or feel just like local judging if it's well coded[right word?] )
awwwwww
The great advantage of 1.03 version (for me) is the shortest way from an idea to launch, since i can quickly rebuild and hot-plug the game module. It worths to not update servers for any long time until the update enables me to do the same.
Since you moved game code into native code modules, you could make the game modular, i.e. put just the basic excessiveplus support in the main module (without enhancemets which can potentially slow down the server or make compat. troubles while further development) and create an interface for loading custom modules, so the custom module could intercept and process game events. This will make the game really all-ways customizable and definitely kill all previous versions. Please think it out before you make version 3.0
To keep server owners busy, here is a server-side update. Changes (taken from changelog.txt):
[code:1]Excessive Plus v2.0a - Server Update (Dec 6 2009)
=================================================
fix: CX flag
chg: updated ipdb
fix: leader suicide on PTL
add: xp_furtherUnlagged
depends on xp_unlagged. delags all projectiles (including hook)
add: xp_date
server info cvar that holds build date
fix: bots in maps without items could segfault[/code:1]
Enjoy (Q3A only, for OA updated main package)!
xp-2.0a-server-update.zip
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