2017-07-17 22:51:48 -04:00
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// MissionTypes = Siege
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// DisplayName = Respite
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//--- MISSION QUOTE BEGIN ---
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2017-07-17 22:55:25 -04:00
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//Let all the Tribes of Man bear witness: the Phoenix rises at last to claim its own.
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2017-07-17 22:51:48 -04:00
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// -- Anton Malderi yl-Harabec, first anointed Phoenix Prime of the Harbingers, 3941 CE
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//--- MISSION QUOTE END ---
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//--- MISSION STRING BEGIN ---
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//Inventory stations available to both teams
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//Attacking team must kill north and south generators to reach control switch
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//Placing turrets critical for defenders
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//--- MISSION STRING END ---
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//--- OBJECT WRITE BEGIN ---
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new SimGroup(MissionGroup) {
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Siege_timeLimit = "20";
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v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
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musicTrack = "desert";
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powerCount = "0";
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cdTrack = "6";
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2017-07-17 22:51:48 -04:00
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new MissionArea(MissionArea) {
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area = "-608 -440 1040 1040";
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flightCeiling = "2000";
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flightCeilingRange = "50";
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locked = "true";
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};
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new Sun() {
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direction = "0.57735 0.57735 -0.57735";
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color = "0.600000 0.600000 0.600000 1.000000";
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ambient = "0.200000 0.200000 0.200000 1.000000";
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position = "-1680 -1880 0";
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rotation = "1 0 0 0";
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v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
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scale = "1 1 1";
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2017-07-17 22:51:48 -04:00
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locked = "true";
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};
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new TerrainBlock(Terrain) {
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rotation = "1 0 0 0";
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scale = "1 1 1";
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detailTexture = "details/desertdet1";
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terrainFile = "Respite.ter";
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squareSize = "8";
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emptySquares = "359010";
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position = "-1024 -1024 0";
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locked = "true";
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};
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new NavigationGraph(NavGraph) {
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conjoinAngleDev = "45";
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cullDensity = "0.3";
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customArea = "0 0 0 0";
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position = "0 0 0 1";
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YDimOverSize = "0";
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v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
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rotation = "0 0 0 0";
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GraphFile = "Respite.nav";
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conjoinBowlDev = "20";
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coverage = "0";
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scale = "1 1 1";
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2017-07-17 22:51:48 -04:00
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locked = "true";
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v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
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XDimOverSize = "0";
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2017-07-17 22:51:48 -04:00
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};
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new SimGroup(Teams) {
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new SimGroup(Team1) {
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new SimGroup(spawnspheres) {
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new SpawnSphere() {
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position = "-428.893 446.853 123.677";
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rotation = "1 0 0 0";
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scale = "1 1 1";
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dataBlock = "SpawnSphereMarker";
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lockCount = "0";
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homingCount = "0";
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radius = "60";
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sphereWeight = "100";
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indoorWeight = "90";
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outdoorWeight = "10";
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locked = "true";
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};
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};
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new SimGroup(Base1) {
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providesPower = "1";
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new ForceFieldBare() {
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position = "-420.839 433.798 126.019";
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rotation = "1 0 0 0";
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scale = "0.772095 6.3679 5.62782";
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dataBlock = "defaultTeamSlowFieldBare";
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v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new ForceFieldBare() {
|
|
|
|
|
position = "-440.609 434.035 125.961";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 6.3679 5.62782";
|
|
|
|
|
dataBlock = "defaultTeamSlowFieldBare";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new ForceFieldBare() {
|
|
|
|
|
position = "-433.416 444.271 108";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "6.1382 0.587158 13.1878";
|
|
|
|
|
dataBlock = "defaultTeamSlowFieldBare";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new InteriorInstance() {
|
|
|
|
|
position = "-430.353 436.067 107.119";
|
|
|
|
|
rotation = "0 0 1 180.091";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
interiorFile = "ptowr4.dif";
|
|
|
|
|
showTerrainInside = "0";
|
|
|
|
|
AudioProfile = "Universal_Base_1";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new StaticShape(Team1StationInventory8) {
|
|
|
|
|
position = "-424.242 436.76 108.1";
|
|
|
|
|
rotation = "0 0 1 89.564";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "Assault";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new StaticShape(Team1StationInventory7) {
|
|
|
|
|
position = "-436.838 436.903 108.1";
|
|
|
|
|
rotation = "-0 0 -1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "Assault";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Item() {
|
|
|
|
|
position = "-436.606 441.699 134.933";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "RepairPack";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
collideable = "0";
|
|
|
|
|
static = "1";
|
|
|
|
|
rotate = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Turret() {
|
|
|
|
|
position = "-427.346 437.755 151.05";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "TurretBaseLarge";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
initialBarrel = "PlasmaBarrelLarge";
|
|
|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
originalBarrel = "PlasmaBarrelLarge";
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new Turret() {
|
|
|
|
|
position = "-433.407 435.186 151.05";
|
|
|
|
|
rotation = "0 0 1 179.909";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "TurretBaseLarge";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
initialBarrel = "PlasmaBarrelLarge";
|
|
|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
originalBarrel = "PlasmaBarrelLarge";
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(AIObjectives) {
|
|
|
|
|
|
|
|
|
|
new AIObjective(AIOAttackObject) {
|
|
|
|
|
position = "-61.3335 -115.982 128.367";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Attack the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory3";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4479";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-61.3335 -115.982 128.367";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "1";
|
|
|
|
|
defense = "0";
|
|
|
|
|
desiredEquipment = "ShieldPack";
|
|
|
|
|
buyEquipmentSet = "HeavyAmmoSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIOAttackObject) {
|
|
|
|
|
position = "-66.0305 -111.598 137.022";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Attack the generatorLarge";
|
|
|
|
|
targetObject = "Team2generatorLarge3";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4478";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-66.0305 -111.598 137.022";
|
|
|
|
|
weightLevel1 = "3100";
|
|
|
|
|
weightLevel2 = "1600";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "1";
|
|
|
|
|
defense = "0";
|
|
|
|
|
desiredEquipment = "ShieldPack";
|
|
|
|
|
buyEquipmentSet = "HeavyAmmoSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIOAttackObject) {
|
|
|
|
|
position = "-69.5116 -106.377 128.364";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Attack the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory4";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4481";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-69.5116 -106.377 128.364";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "1";
|
|
|
|
|
defense = "0";
|
|
|
|
|
desiredEquipment = "ShieldPack";
|
|
|
|
|
buyEquipmentSet = "HeavyAmmoSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIOTouchObject) {
|
|
|
|
|
position = "-202.729 -45.0803 99.9606";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Capture the Team2FlipFlop1";
|
|
|
|
|
mode = "TouchFlipFlop";
|
|
|
|
|
targetObject = "Team2FlipFlop1";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4466";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-202.729 -45.0803 99.9606";
|
|
|
|
|
weightLevel1 = "3850";
|
|
|
|
|
weightLevel2 = "0";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "1";
|
|
|
|
|
defense = "0";
|
|
|
|
|
desiredEquipment = "Light EnergyPack";
|
|
|
|
|
buyEquipmentSet = "LightEnergyDefault";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIOAttackObject) {
|
|
|
|
|
position = "-103.341 25.4572 144.392";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Attack the generatorLarge";
|
|
|
|
|
targetObject = "Team2generatorLarge2";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
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targetObjectId = "4469";
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2017-07-17 22:51:48 -04:00
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location = "-103.341 25.4572 144.392";
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weightLevel1 = "3100";
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weightLevel2 = "1600";
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weightLevel3 = "0";
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weightLevel4 = "0";
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offense = "1";
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defense = "0";
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desiredEquipment = "ShieldPack";
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buyEquipmentSet = "HeavyAmmoSet";
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issuedByHuman = "0";
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issuedByClientId = "-1";
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forceClientId = "-1";
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locked = "1";
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isInvalid = "0";
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};
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new AIObjective(AIOAttackObject) {
|
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|
position = "-115.004 27.3879 134.436";
|
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rotation = "1 0 0 0";
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scale = "1 1 1";
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dataBlock = "AIObjectiveMarker";
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lockCount = "0";
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homingCount = "0";
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description = "Attack the StationInventory";
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targetObject = "Team2StationInventory1";
|
|
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|
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targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4470";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-115.004 27.3879 134.436";
|
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weightLevel1 = "2900";
|
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weightLevel2 = "1400";
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weightLevel3 = "0";
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weightLevel4 = "0";
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offense = "1";
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defense = "0";
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desiredEquipment = "ShieldPack";
|
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buyEquipmentSet = "HeavyAmmoSet";
|
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issuedByHuman = "0";
|
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issuedByClientId = "-1";
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forceClientId = "-1";
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locked = "1";
|
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isInvalid = "0";
|
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};
|
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|
|
|
new AIObjective(AIOAttackObject) {
|
|
|
|
|
position = "-90.4107 27.457 134.412";
|
|
|
|
|
rotation = "1 0 0 0";
|
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scale = "1 1 1";
|
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dataBlock = "AIObjectiveMarker";
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lockCount = "0";
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|
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homingCount = "0";
|
|
|
|
|
description = "Attack the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory2";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4472";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-90.4107 27.457 134.412";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
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|
|
weightLevel3 = "0";
|
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|
weightLevel4 = "0";
|
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offense = "1";
|
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defense = "0";
|
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desiredEquipment = "ShieldPack";
|
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|
|
|
buyEquipmentSet = "HeavyAmmoSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
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|
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forceClientId = "-1";
|
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locked = "1";
|
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|
|
isInvalid = "0";
|
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|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(Team2) {
|
|
|
|
|
|
|
|
|
|
new SimGroup(spawnspheres) {
|
|
|
|
|
|
|
|
|
|
new SpawnSphere() {
|
|
|
|
|
position = "-114.601 -61.0651 119.369";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "SpawnSphereMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
radius = "100";
|
|
|
|
|
sphereWeight = "100";
|
|
|
|
|
indoorWeight = "100";
|
|
|
|
|
outdoorWeight = "100";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(Base0) {
|
|
|
|
|
|
|
|
|
|
new SimGroup(ObjAlpha) {
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
providesPower = "1";
|
2017-07-17 22:51:48 -04:00
|
|
|
|
|
|
|
|
new InteriorInstance() {
|
|
|
|
|
position = "-202.509 -44.8018 107.6";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
interiorFile = "pbunk1.dif";
|
|
|
|
|
showTerrainInside = "0";
|
|
|
|
|
AudioProfile = "Universal_Base_1";
|
|
|
|
|
locked = "true";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
|
|
AudioEnvironment = SmallRoom;
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new Item() {
|
|
|
|
|
position = "-209.9 -44.7356 105.823";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "RepairPack";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
collideable = "0";
|
|
|
|
|
static = "1";
|
|
|
|
|
rotate = "0";
|
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|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new StaticShape(Team2FlipFlop1) {
|
|
|
|
|
position = "-202.729 -45.0803 97.5";
|
|
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|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-17 23:07:50 -04:00
|
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|
nameTag = "Control";
|
2017-07-17 22:51:48 -04:00
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|
|
dataBlock = "FlipFlop";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
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|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
needsObjectiveWaypoint = "1";
|
2017-07-17 22:51:48 -04:00
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|
};
|
|
|
|
|
};
|
|
|
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|
new SimGroup(ObjBeta) {
|
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|
new InteriorInstance() {
|
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|
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|
position = "-102.692 20.9235 139.043";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
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|
scale = "1 1 1";
|
|
|
|
|
interiorFile = "bbunk2.dif";
|
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|
showTerrainInside = "0";
|
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|
AudioProfile = "Universal_Base_2";
|
|
|
|
|
locked = "true";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
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|
AudioEnvironment = BigRoom;
|
2017-07-17 22:51:48 -04:00
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|
|
};
|
|
|
|
|
new StaticShape(Team2generatorLarge2) {
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|
|
|
|
position = "-101.402 26.1234 142.949";
|
|
|
|
|
rotation = "0 0 1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "South Stronghold";
|
|
|
|
|
dataBlock = "GeneratorLarge";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
name = "South Bunker Generator";
|
|
|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
needsObjectiveWaypoint = "1";
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new StaticShape(Team2StationInventory1) {
|
|
|
|
|
position = "-115.004 27.3879 132.533";
|
|
|
|
|
rotation = "0 0 -1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "South Stronghold";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new StaticShape(Team2StationInventory2) {
|
|
|
|
|
position = "-90.2866 27.4388 132.533";
|
|
|
|
|
rotation = "0 0 1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "South Stronghold";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
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|
|
|
};
|
|
|
|
|
new ForceFieldBare() {
|
|
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|
position = "-211.684 -46.9191 97.4984";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 4.49667 6.22947";
|
|
|
|
|
dataBlock = "defaultTeamSlowFieldBare";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(ObjLambda) {
|
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|
|
|
|
|
|
|
|
new InteriorInstance() {
|
|
|
|
|
position = "-58.1054 -111.149 132.645";
|
|
|
|
|
rotation = "0 0 1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
interiorFile = "bbunk1.dif";
|
|
|
|
|
showTerrainInside = "0";
|
|
|
|
|
AudioProfile = "Universal_Base_2";
|
|
|
|
|
locked = "true";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
|
|
AudioEnvironment = BigRoom;
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new StaticShape(Team2generatorLarge3) {
|
|
|
|
|
position = "-63.8819 -111.35 135.4";
|
|
|
|
|
rotation = "0 0 1 89.9544";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "North Stronghold";
|
|
|
|
|
dataBlock = "GeneratorLarge";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
name = "North Bunker Generator";
|
|
|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
needsObjectiveWaypoint = "1";
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new StaticShape(Team2StationInventory3) {
|
|
|
|
|
position = "-61.3169 -115.977 126.67";
|
|
|
|
|
rotation = "0 0 1 180.091";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "North Stronghold";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new StaticShape(Team2StationInventory4) {
|
|
|
|
|
position = "-69.6014 -106.278 126.67";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
nameTag = "North Stronghold";
|
|
|
|
|
dataBlock = "StationInventory";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new ForceFieldBare() {
|
|
|
|
|
position = "-216.511 -47.0479 97.4596";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "0.985513 4.37129 6.19709";
|
|
|
|
|
dataBlock = "defaultTeamSlowFieldBare";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(AIObjectives) {
|
|
|
|
|
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-66.0305 -111.598 137.022";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the generatorLarge";
|
|
|
|
|
targetObject = "Team2generatorLarge3";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4478";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-66.0305 -111.598 137.022";
|
|
|
|
|
weightLevel1 = "3200";
|
|
|
|
|
weightLevel2 = "1600";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
equipment = "RepairPack";
|
|
|
|
|
buyEquipmentSet = "MediumRepairSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-61.3335 -115.982 128.367";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory3";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4479";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-61.3335 -115.982 128.367";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
equipment = "RepairPack";
|
|
|
|
|
buyEquipmentSet = "MediumRepairSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-69.5116 -106.377 128.364";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory4";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4481";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-69.5116 -106.377 128.364";
|
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weightLevel1 = "2900";
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weightLevel2 = "1400";
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weightLevel3 = "0";
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weightLevel4 = "0";
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offense = "0";
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defense = "1";
|
|
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|
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equipment = "RepairPack";
|
|
|
|
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buyEquipmentSet = "MediumRepairSet";
|
|
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issuedByHuman = "0";
|
|
|
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issuedByClientId = "-1";
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forceClientId = "-1";
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locked = "1";
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isInvalid = "0";
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};
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new AIObjective(AIODefendLocation) {
|
|
|
|
|
position = "-202.729 -45.0803 99.9606";
|
|
|
|
|
rotation = "1 0 0 0";
|
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scale = "1 1 1";
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dataBlock = "AIObjectiveMarker";
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|
lockCount = "0";
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|
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|
homingCount = "0";
|
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|
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description = "Defend the FlipFlop";
|
|
|
|
|
targetObject = "Team2FlipFlop1";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4466";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-202.729 -45.0803 99.9606";
|
|
|
|
|
weightLevel1 = "3900";
|
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|
weightLevel2 = "2000";
|
|
|
|
|
weightLevel3 = "0";
|
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|
|
weightLevel4 = "0";
|
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|
|
offense = "0";
|
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|
|
defense = "1";
|
|
|
|
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desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
|
|
|
|
|
buyEquipmentSet = "HeavyShieldSet";
|
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|
issuedByHuman = "0";
|
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issuedByClientId = "-1";
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forceClientId = "-1";
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locked = "1";
|
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isInvalid = "0";
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|
|
};
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-103.341 25.4572 144.392";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
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|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the generatorLarge";
|
|
|
|
|
targetObject = "Team2generatorLarge2";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4469";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-103.341 25.4572 144.392";
|
|
|
|
|
weightLevel1 = "3200";
|
|
|
|
|
weightLevel2 = "1600";
|
|
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|
weightLevel3 = "0";
|
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|
|
weightLevel4 = "0";
|
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|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
equipment = "RepairPack";
|
|
|
|
|
buyEquipmentSet = "MediumRepairSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIODefendLocation) {
|
|
|
|
|
position = "-103.341 25.4572 144.392";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Defend the generatorLarge";
|
|
|
|
|
targetObject = "Team2generatorLarge2";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4469";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-103.341 25.4572 144.392";
|
|
|
|
|
weightLevel1 = "3100";
|
|
|
|
|
weightLevel2 = "1500";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
|
|
|
|
|
buyEquipmentSet = "HeavyShieldSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-115.004 27.3879 134.436";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory1";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4470";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-115.004 27.3879 134.436";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
equipment = "RepairPack";
|
|
|
|
|
buyEquipmentSet = "MediumRepairSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
new AIObjective(AIORepairObject) {
|
|
|
|
|
position = "-90.4107 27.457 134.412";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "AIObjectiveMarker";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
description = "Repair the StationInventory";
|
|
|
|
|
targetObject = "Team2StationInventory2";
|
|
|
|
|
targetClientId = "-1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
targetObjectId = "4472";
|
2017-07-17 22:51:48 -04:00
|
|
|
location = "-90.4107 27.457 134.412";
|
|
|
|
|
weightLevel1 = "2900";
|
|
|
|
|
weightLevel2 = "1400";
|
|
|
|
|
weightLevel3 = "0";
|
|
|
|
|
weightLevel4 = "0";
|
|
|
|
|
offense = "0";
|
|
|
|
|
defense = "1";
|
|
|
|
|
equipment = "RepairPack";
|
|
|
|
|
buyEquipmentSet = "MediumRepairSet";
|
|
|
|
|
issuedByHuman = "0";
|
|
|
|
|
issuedByClientId = "-1";
|
|
|
|
|
forceClientId = "-1";
|
|
|
|
|
locked = "1";
|
|
|
|
|
isInvalid = "0";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(team0) {
|
|
|
|
|
|
|
|
|
|
new SimGroup(AIObjectives) {
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new Sky(Sky) {
|
|
|
|
|
position = "-1680 -1880 0";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
cloudHeightPer[0] = "0.349971";
|
|
|
|
|
cloudHeightPer[1] = "0.25";
|
|
|
|
|
cloudHeightPer[2] = "0.199973";
|
|
|
|
|
cloudSpeed1 = "0.0001";
|
|
|
|
|
cloudSpeed2 = "0.0002";
|
|
|
|
|
cloudSpeed3 = "0.0003";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
visibleDistance = "500";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
|
|
high_visibleDistance = "900";
|
2017-07-17 22:51:48 -04:00
|
|
|
useSkyTextures = "1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
renderBottomTexture = "0";
|
2017-07-17 22:51:48 -04:00
|
|
|
SkySolidColor = "0.390000 0.390000 0.390000 0.000000";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
fogDistance = "275";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
|
|
high_fogDistance = "600";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
fogColor = "0.400000 0.400000 0.400000 1.000000";
|
|
|
|
|
fogVolume1 = "0 0 0";
|
2017-07-17 22:51:48 -04:00
|
|
|
fogVolume2 = "0 0 0";
|
|
|
|
|
fogVolume3 = "0 0 0";
|
v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.
VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.
Other controls can be used while playing back a recording. They include:
-- ESCAPE will stop the playback
-- TAB will pop up the playback controls window in the upper part of the screen
-- SPACEBAR will pause/unpause the playback
-- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
-- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)
***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.
Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.
"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".
NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".
World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.
Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix
If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs
if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.
NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.
Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)
Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".
CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 0
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle
Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.
Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.
Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.
EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)
IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.
Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.
Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.
Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.
Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.
Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.
Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.
Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.
Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).
Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.
Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).
Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.
Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.
OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").
Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.
Air Drag
===================================
Air Drag has been reduced making the game feel "faster".
Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.
Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.
"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.
<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
|
|
|
high_fogVolume1 = "120 0 100";
|
2017-07-17 22:51:48 -04:00
|
|
|
materialList = "Lush_l4.dml";
|
|
|
|
|
windVelocity = "1 0 0";
|
|
|
|
|
windEffectPrecipitation = "0";
|
|
|
|
|
fogVolumeColor1 = "128.000000 128.000000 128.000000 0.000000";
|
|
|
|
|
fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
|
|
|
|
|
fogVolumeColor3 = "128.000000 128.000000 128.000000 0.000000";
|
|
|
|
|
locked = "true";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
cloudSpeed0 = "0.000001 0.000001";
|
2017-07-17 22:51:48 -04:00
|
|
|
};
|
|
|
|
|
new WaterBlock() {
|
|
|
|
|
position = "-128 -96 90";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "128 96 12";
|
|
|
|
|
liquidType = "Water";
|
|
|
|
|
density = "1";
|
|
|
|
|
viscosity = "5";
|
|
|
|
|
waveMagnitude = "0.2";
|
|
|
|
|
surfaceTexture = "LiquidTiles/GreenWater";
|
|
|
|
|
surfaceOpacity = "0.8";
|
|
|
|
|
envMapTexture = "lush/skies/lushcloud1";
|
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|
|
|
envMapIntensity = "0.7";
|
|
|
|
|
removeWetEdges = "1";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
new SimGroup(environment) {
|
2017-07-17 22:51:48 -04:00
|
|
|
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-46.068 -90.5109 114.357";
|
|
|
|
|
rotation = "0 0 -1 32.0856";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "borg17.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-97.287 -33.6868 104.639";
|
|
|
|
|
rotation = "1 0 0 10.8863";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "borg33.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
position = "-122.789 -30.4939 104.096";
|
|
|
|
|
rotation = "0 0 1 63.5983";
|
2017-07-17 22:51:48 -04:00
|
|
|
scale = "1 1 1";
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
|
|
|
shapeName = "borg17.dts";
|
2017-07-17 22:51:48 -04:00
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(ObserverDropPoints) {
|
|
|
|
|
|
|
|
|
|
new Camera() {
|
|
|
|
|
position = "-31.5635 30.7804 157.928";
|
|
|
|
|
rotation = "0 0 1 135.218";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "Observer";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Camera() {
|
|
|
|
|
position = "-216.173 -87.9387 163.853";
|
|
|
|
|
rotation = "0 0 1 77.9223";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "Observer";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Camera() {
|
|
|
|
|
position = "-439.903 452.289 162.532";
|
|
|
|
|
rotation = "0.0166045 -0.0499723 0.998613 143.287";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "Observer";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Camera() {
|
|
|
|
|
position = "-23.3748 -88.6262 138.51";
|
|
|
|
|
rotation = "0 0 -1 111.154";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "Observer";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new Camera() {
|
|
|
|
|
position = "-219.645 -61.8336 143.463";
|
|
|
|
|
rotation = "0 0 1 59.5876";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "Observer";
|
|
|
|
|
lockCount = "0";
|
|
|
|
|
homingCount = "0";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(RandomOrganics) {
|
|
|
|
|
|
|
|
|
|
new SimGroup(Addition4BEPlant1) {
|
|
|
|
|
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-105 -82 103.342";
|
|
|
|
|
rotation = "0.462131 -0.253345 0.849854 46.3684";
|
|
|
|
|
scale = "1.1 1.1 1.1";
|
|
|
|
|
shapeName = "borg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-25 -2 121.987";
|
|
|
|
|
rotation = "-0.0144114 0.0336269 0.999331 141.024";
|
|
|
|
|
scale = "0.5 0.5 0.5";
|
|
|
|
|
shapeName = "borg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-105 -106 123.459";
|
|
|
|
|
rotation = "-0.108457 0.315024 0.942866 200.771";
|
|
|
|
|
scale = "1.4 1.4 1.4";
|
|
|
|
|
shapeName = "borg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-140.51 16.8311 131.494";
|
|
|
|
|
rotation = "0 0 1 23.4913";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "borg16.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-49.5967 -116.738 125.795";
|
|
|
|
|
rotation = "0 1 0 7.44841";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "borg5.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-94.8663 35.5787 131.797";
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "borg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(Addition5PhoenixPlant1) {
|
|
|
|
|
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-113 46 132.148";
|
|
|
|
|
rotation = "0 0 1 129";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-265 134 115.195";
|
|
|
|
|
rotation = "0 0 1 149";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "63 118 180.078";
|
|
|
|
|
rotation = "0 0 -1 109";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "87 70 167.875";
|
|
|
|
|
rotation = "0 0 -1 69.0002";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-201 -98 127.793";
|
|
|
|
|
rotation = "0 0 1 192";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-145 -34 106.539";
|
|
|
|
|
rotation = "0 0 1 7.00001";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-137 150 168.086";
|
|
|
|
|
rotation = "0 0 -1 82";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-185 -34 104.965";
|
|
|
|
|
rotation = "0 0 1 236";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "47 110 181.051";
|
|
|
|
|
rotation = "0 0 1 110";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-129 126 170.215";
|
|
|
|
|
rotation = "0 0 1 39";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "95 214 146.312";
|
|
|
|
|
rotation = "0 0 -1 105";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-57 118 163.344";
|
|
|
|
|
rotation = "0 0 1 129";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-201 -26 110.246";
|
|
|
|
|
rotation = "0 0 1 36";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-241 6 113.391";
|
|
|
|
|
rotation = "0 0 1 99.0002";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "95 110 169.32";
|
|
|
|
|
rotation = "0 0 -1 96.0002";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-105 174 174.695";
|
|
|
|
|
rotation = "0 0 -1 20.9998";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-169 -130 120.356";
|
|
|
|
|
rotation = "0 0 -1 118";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-113 54 132.18";
|
|
|
|
|
rotation = "0 0 -1 59.0003";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-41 206 179.164";
|
|
|
|
|
rotation = "0 0 1 6.00005";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg1.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(Addition6PhoenixPlant2) {
|
|
|
|
|
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-137 102 168.824";
|
|
|
|
|
rotation = "0 0 1 50";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-185 206 150.68";
|
|
|
|
|
rotation = "0 0 -1 86.0004";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-257 -2 108.727";
|
|
|
|
|
rotation = "0 0 1 236";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-265 38 137.941";
|
|
|
|
|
rotation = "0 0 -1 104";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-1 94 165.027";
|
|
|
|
|
rotation = "0 0 -1 60.0001";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "23 -58 130.398";
|
|
|
|
|
rotation = "0 0 1 32";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-169 -138 122.379";
|
|
|
|
|
rotation = "0 0 1 120";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "23 214 155.297";
|
|
|
|
|
rotation = "0 0 1 7.00001";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-97 102 151.262";
|
|
|
|
|
rotation = "0 0 1 34";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-41 -178 177.32";
|
|
|
|
|
rotation = "0 0 1 139";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-25 134 158.785";
|
|
|
|
|
rotation = "0 0 1 79";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-257 -186 180.27";
|
|
|
|
|
rotation = "0 0 1 96.0002";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "103 -186 196.887";
|
|
|
|
|
rotation = "0 0 1 70.9998";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "71 174 182.895";
|
|
|
|
|
rotation = "0 0 1 192";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-17 166 166.719";
|
|
|
|
|
rotation = "0 0 -1 120";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "71 102 175.273";
|
|
|
|
|
rotation = "0 0 -1 50";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "95 -170 187.805";
|
|
|
|
|
rotation = "0 0 1 113";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-121 30 131.816";
|
|
|
|
|
rotation = "0 0 1 196";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-25 70 142";
|
|
|
|
|
rotation = "0 0 1 239";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
shapeName = "porg2.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
new SimGroup(Addition1BELgTree18) {
|
|
|
|
|
|
|
|
|
|
new TSStatic() {
|
|
|
|
|
position = "-97.206 -50.249 101.355";
|
|
|
|
|
rotation = "0 0 1 58.9997";
|
|
|
|
|
scale = "1.2 1.2 1.2";
|
|
|
|
|
shapeName = "borg18.dts";
|
|
|
|
|
locked = "true";
|
|
|
|
|
};
|
|
|
|
|
new TSStatic() {
|
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
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2017-07-17 22:51:48 -04:00
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//--- OBJECT WRITE END ---
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