2017-07-18 02:51:48 +00:00
// DisplayName = Capture the Flag
//--- GAME RULES BEGIN ---
//Prevent enemy from capturing your flag
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//Score one point for grabbing the enemy's flag
//To capture, your flag must be at its stand
//Score 100 points each time enemy flag is captured
2017-07-18 02:51:48 +00:00
//--- GAME RULES END ---
//exec the AI scripts
exec ( "scripts/aiCTF.cs" ) ;
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.
2017-07-18 03:27:34 +00:00
//-- tracking ---
function CTFGame : : initGameVars ( % game )
{
if ( isDemo ( ) )
{
% game . SCORE_PER_SUICIDE = - 1 ;
% game . SCORE_PER_TEAMKILL = - 1 ;
% game . SCORE_PER_DEATH = - 1 ;
% game . SCORE_PER_KILL = 1 ;
% game . SCORE_PER_PLYR_FLAG_CAP = 3 ;
% game . SCORE_PER_TEAM_FLAG_CAP = 100 ;
% game . SCORE_PER_TEAM_FLAG_TOUCH = 1 ;
% game . SCORE_PER_GEN_DESTROY = 2 ;
% game . SCORE_PER_ESCORT_ASSIST = 1 ;
% game . SCORE_PER_TURRET_KILL = 1 ;
% game . SCORE_PER_FLAG_DEFEND = 1 ;
% game . SCORE_PER_CARRIER_KILL = 1 ;
% game . SCORE_PER_FLAG_RETURN = 1 ;
% game . SCORE_PER_GEN_DEFEND = 1 ;
% game . SCORE_PER_GEN_REPAIR = 1 ;
% game . FLAG_RETURN_DELAY = 45 * 1000 ; //45 seconds
% game . TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000 ; //after damaging enemy flag carrier
% game . RADIUS_GEN_DEFENSE = 20 ; //meters
% game . RADIUS_FLAG_DEFENSE = 20 ; //meters
% game . TOUCH_DELAY_MS = 20000 ; //20 secs
% game . fadeTimeMS = 2000 ;
% game . notifyMineDist = 7.5 ;
% game . stalemate = false ;
% game . stalemateObjsVisible = false ;
% game . stalemateTimeMS = 60000 ;
% game . stalemateFreqMS = 15000 ;
% game . stalemateDurationMS = 6000 ;
}
if ( ! isDemo ( ) )
{
% game . SCORE_PER_SUICIDE = - 10 ;
% game . SCORE_PER_TEAMKILL = - 10 ;
% game . SCORE_PER_DEATH = 0 ;
% game . SCORE_PER_KILL = 10 ;
% game . SCORE_PER_PLYR_FLAG_CAP = 30 ;
% game . SCORE_PER_PLYR_FLAG_TOUCH = 20 ;
% game . SCORE_PER_TEAM_FLAG_CAP = 100 ;
% game . SCORE_PER_TEAM_FLAG_TOUCH = 1 ;
% game . SCORE_PER_ESCORT_ASSIST = 5 ;
% game . SCORE_PER_HEADSHOT = 1 ;
% game . SCORE_PER_TURRET_KILL = 10 ; // controlled
% game . SCORE_PER_TURRET_KILL_AUTO = 3 ; // uncontrolled
% game . SCORE_PER_FLAG_DEFEND = 5 ;
% game . SCORE_PER_CARRIER_KILL = 5 ;
% game . SCORE_PER_FLAG_RETURN = 10 ;
% game . SCORE_PER_STALEMATE_RETURN = 15 ;
% game . SCORE_PER_GEN_DEFEND = 5 ;
% game . SCORE_PER_DESTROY_GEN = 10 ;
% game . SCORE_PER_DESTROY_SENSOR = 4 ;
% game . SCORE_PER_DESTROY_TURRET = 5 ;
% game . SCORE_PER_DESTROY_ISTATION = 2 ;
% game . SCORE_PER_DESTROY_VSTATION = 5 ;
% game . SCORE_PER_DESTROY_SOLAR = 5 ;
% game . SCORE_PER_DESTROY_SENTRY = 4 ;
% game . SCORE_PER_DESTROY_DEP_SENSOR = 1 ;
% game . SCORE_PER_DESTROY_DEP_INV = 2 ;
% game . SCORE_PER_DESTROY_DEP_TUR = 3 ;
% game . SCORE_PER_DESTROY_SHRIKE = 5 ;
% game . SCORE_PER_DESTROY_BOMBER = 8 ;
% game . SCORE_PER_DESTROY_TRANSPORT = 5 ;
% game . SCORE_PER_DESTROY_WILDCAT = 5 ;
% game . SCORE_PER_DESTROY_TANK = 8 ;
% game . SCORE_PER_DESTROY_MPB = 12 ;
% game . SCORE_PER_PASSENGER = 2 ;
% game . SCORE_PER_REPAIR_GEN = 8 ;
% game . SCORE_PER_REPAIR_SENSOR = 1 ;
% game . SCORE_PER_REPAIR_TURRET = 4 ;
% game . SCORE_PER_REPAIR_ISTATION = 2 ;
% game . SCORE_PER_REPAIR_VSTATION = 4 ;
% game . SCORE_PER_REPAIR_SOLAR = 4 ;
% game . SCORE_PER_REPAIR_SENTRY = 2 ;
% game . SCORE_PER_REPAIR_DEP_TUR = 3 ;
% game . SCORE_PER_REPAIR_DEP_INV = 2 ;
% game . FLAG_RETURN_DELAY = 45 * 1000 ; //45 seconds
% game . TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000 ; //after damaging enemy flag carrier
% game . RADIUS_GEN_DEFENSE = 20 ; //meters
% game . RADIUS_FLAG_DEFENSE = 20 ; //meters
% game . TOUCH_DELAY_MS = 20000 ; //20 secs
% game . fadeTimeMS = 2000 ;
% game . notifyMineDist = 7.5 ;
% game . stalemate = false ;
% game . stalemateObjsVisible = false ;
% game . stalemateTimeMS = 60000 ;
% game . stalemateFreqMS = 15000 ;
% game . stalemateDurationMS = 6000 ;
}
}
2017-07-18 02:51:48 +00:00
package CTFGame {
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.
2017-07-18 03:27:34 +00:00
function ShapeBaseData : : onDestroyed ( % data , % obj )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
% scorer = % obj . lastDamagedBy ;
if ( ! isObject ( % scorer ) )
return ;
if ( ( % scorer . getType ( ) & $ TypeMasks : : GameBaseObjectType ) & &
% scorer . getDataBlock ( ) . catagory $ = "Vehicles" )
{
if ( % name $ = "BomberFlyer" | | % name $ = "AssaultVehicle" )
% gunnerNode = 1 ;
else
% gunnerNode = 0 ;
if ( % scorer . getMountNodeObject ( % gunnerNode ) )
{
% destroyer = % scorer . getMountNodeObject ( % gunnerNode ) . client ;
% scorer = % destroyer ;
% damagingTeam = % scorer . team ;
}
}
else if ( % scorer . getClassName ( ) $ = "Turret" )
{
if ( % scorer . getControllingClient ( ) )
{
//manned turret
% destroyer = % scorer . getControllingClient ( ) ;
% scorer = % destroyer ;
% damagingTeam = % scorer . team ;
}
else return ; //unmanned turret
}
if ( ! % damagingTeam )
% damagingTeam = % scorer . team ;
if ( % damagingTeam = = % obj . team )
{
//error("team objects dont score");
return ;
}
if ( % obj . soiledByEnemyRepair )
{
//error(%obj SPC "was once repiared by an enemy. No destruction points.");
return ;
}
% objType = % obj . getDataBlock ( ) . getName ( ) ;
if ( % objType $ = "GeneratorLarge" )
{
% score = game . awardScoreGenDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "SensorLargePulse" | | % objType $ = "SensorMediumPulse" )
{
% score = game . awardScoreSensorDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "TurretBaseLarge" )
{
% score = game . awardScoreTurretDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "StationInventory" )
{
% score = game . awardScoreInvDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "StationVehicle" )
{
% score = game . awardScoreVehicleStationDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "SolarPanel" )
{
% score = game . awardScoreSolarDestroy ( % scorer ) ;
game . shareScore ( % score , % score ) ;
}
else if ( % objType $ = "SentryTurret" )
{
% score = game . awardScoreSentryDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "DeployedMotionSensor" | | % objType $ = "DeployedPulseSensor" )
{
% score = game . awardScoreDepSensorDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "TurretDeployedWallIndoor" | | % objType $ = "TurretDeployedFloorIndoor" | |
% objType $ = "TurretDeployedCeilingIndoor" | | % objType $ = "TurretDeployedOutdoor" )
{
% score = game . awardScoreDepTurretDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
else if ( % objType $ = "DeployedStationInventory" )
{
% score = game . awardScoreDepStationDestroy ( % scorer ) ;
game . shareScore ( % scorer , % score ) ;
}
2017-07-18 02:51:48 +00:00
}
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.
2017-07-18 03:27:34 +00:00
function ShapeBaseData : : onDisabled ( % data , % obj )
{
% obj . wasDisabled = true ;
Parent : : onDisabled ( % data , % obj ) ;
}
function RepairGunImage : : onRepair ( % this , % obj , % slot )
{
Parent : : onRepair ( % this , % obj , % slot ) ;
% target = % obj . repairing ;
if ( % target & & % target . team ! = % obj . team )
{
//error("Enemy stuff("@%obj@") is being repaired (by "@%target@")");
% target . soiledByEnemyRepair = true ;
}
}
2017-07-18 02:51:48 +00:00
function Flag : : objectiveInit ( % data , % flag )
{
if ( ! % flag . isTeamSkinned )
{
% pos = % flag . getTransform ( ) ;
% group = % flag . getGroup ( ) ;
}
% flag . originalPosition = % flag . getTransform ( ) ;
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.
2017-07-18 03:27:34 +00:00
$ flagPos [ % flag . team ] = % flag . originalPosition ;
2017-07-18 02:51:48 +00:00
% flag . isHome = true ;
% flag . carrier = "" ;
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.
2017-07-18 03:27:34 +00:00
% flag . grabber = "" ;
setTargetSkin ( % flag . getTarget ( ) , CTFGame : : getTeamSkin ( CTFGame , % flag . team ) ) ;
2017-07-18 02:51:48 +00:00
setTargetSensorGroup ( % flag . getTarget ( ) , % flag . team ) ;
setTargetAlwaysVisMask ( % flag . getTarget ( ) , 0x7 ) ;
setTargetRenderMask ( % flag . getTarget ( ) , getTargetRenderMask ( % flag . getTarget ( ) ) | 0x2 ) ;
% flag . scopeWhenSensorVisible ( true ) ;
$ flagStatus [ % flag . team ] = "<At Base>" ;
//Point the flag and stand at each other
% group = % flag . getGroup ( ) ;
% count = % group . getCount ( ) ;
% flag . stand = "" ;
for ( % i = 0 ; % i < % count ; % i + + )
{
% this = % group . getObject ( % i ) ;
if ( ( % this . getClassName ( ) ! $ = "InteriorInstance" ) & & ( % this . getClassName ( ) ! $ = "SimGroup" ) )
{
if ( % this . getDataBlock ( ) . getName ( ) $ = "ExteriorFlagStand" )
{
% flag . stand = % this ;
% this . flag = % flag ;
}
}
}
// set the nametag on the target
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.
2017-07-18 03:27:34 +00:00
setTargetName ( % flag . getTarget ( ) , CTFGame : : getTeamName ( CTFGame , % flag . team ) ) ;
2017-07-18 02:51:48 +00:00
// create a marker on this guy
% flag . waypoint = new MissionMarker ( ) {
position = % flag . getTransform ( ) ;
dataBlock = "FlagMarker" ;
} ;
MissionCleanup . add ( % flag . waypoint ) ;
// create a target for this (there is no MissionMarker::onAdd script call)
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.
2017-07-18 03:27:34 +00:00
% target = createTarget ( % flag . waypoint , CTFGame : : getTeamName ( CTFGame , % flag . team ) , "" , "" , ' Base ' , % flag . team , 0 ) ;
2017-07-18 02:51:48 +00:00
setTargetAlwaysVisMask ( % target , 0xffffffff ) ;
//store the flag in an array
$ TeamFlag [ % flag . team ] = % flag ;
}
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.
2017-07-18 03:27:34 +00:00
function Flag : : onEnterLiquid ( % data , % obj , % coverage , % type )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
if ( % type > 3 ) // 1-3 are water, 4+ is lava and quicksand(?)
{
//error("flag("@%obj@") is in liquid type" SPC %type);
game . schedule ( 3000 , flagReturn , % obj ) ;
}
2017-07-18 02:51:48 +00:00
}
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.
2017-07-18 03:27:34 +00:00
} ;
2017-07-18 02:51:48 +00:00
//--------------------------------------------------------------------------
// need to have this for the corporate maps which could not be fixed
function SimObject : : clearFlagWaypoints ( % this )
{
}
function WayPoint : : clearFlagWaypoints ( % this )
{
logEcho ( "Removing flag waypoint: " @ % this ) ;
if ( % this . nameTag $ = "Flag" )
% this . delete ( ) ;
}
function SimGroup : : clearFlagWaypoints ( % this )
{
for ( % i = % this . getCount ( ) - 1 ; % i > = 0 ; % i - - )
% this . getObject ( % i ) . clearFlagWaypoints ( ) ;
}
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.
2017-07-18 03:27:34 +00:00
function CTFGame : : getTeamSkin ( % game , % team )
{
if ( isDemo ( ) | | $ host : : tournamentMode )
{
return $ teamSkin [ % team ] ;
}
else
{
//error("CTFGame::getTeamSkin");
if ( ! $ host : : useCustomSkins )
{
% terrain = MissionGroup . musicTrack ;
//error("Terrain type is: " SPC %terrain);
switch $ ( % terrain )
{
case "lush" :
if ( % team = = 1 )
% skin = ' beagle ' ;
else if ( % team = = 2 )
% skin = ' dsword ' ;
else % skin = ' base ' ;
case "badlands" :
if ( % team = = 1 )
% skin = ' swolf ' ;
else if ( % team = = 2 )
% skin = ' dsword ' ;
else % skin = ' base ' ;
case "ice" :
if ( % team = = 1 )
% skin = ' swolf ' ;
else if ( % team = = 2 )
% skin = ' beagle ' ;
else % skin = ' base ' ;
case "desert" :
if ( % team = = 1 )
% skin = ' cotp ' ;
else if ( % team = = 2 )
% skin = ' beagle ' ;
else % skin = ' base ' ;
case "Volcanic" :
if ( % team = = 1 )
% skin = ' dsword ' ;
else if ( % team = = 2 )
% skin = ' cotp ' ;
else % skin = ' base ' ;
default :
if ( % team = = 2 )
% skin = ' baseb ' ;
else % skin = ' base ' ;
}
}
else % skin = $ teamSkin [ % team ] ;
//error("%skin = " SPC getTaggedString(%skin));
return % skin ;
}
}
function CTFGame : : getTeamName ( % game , % team )
{
if ( isDemo ( ) | | $ host : : tournamentMode )
return $ TeamName [ % team ] ;
//error("CTFGame::getTeamName");
if ( ! $ host : : useCustomSkins )
{
% terrain = MissionGroup . musicTrack ;
//error("Terrain type is: " SPC %terrain);
switch $ ( % terrain )
{
case "lush" :
if ( % team = = 1 )
% name = ' Blood Eagle ' ;
else if ( % team = = 2 )
% name = ' Diamond Sword ' ;
case "badlands" :
if ( % team = = 1 )
% name = ' Starwolf ' ;
else if ( % team = = 2 )
% name = ' Diamond Sword ' ;
case "ice" :
if ( % team = = 1 )
% name = ' Starwolf ' ;
else if ( % team = = 2 )
% name = ' Blood Eagle ' ;
case "desert" :
if ( % team = = 1 )
% name = ' Phoenix ' ;
else if ( % team = = 2 )
% name = ' Blood Eagle ' ;
case "Volcanic" :
if ( % team = = 1 )
% name = ' Diamond Sword ' ;
else if ( % team = = 2 )
% name = ' Phoenix ' ;
default :
if ( % team = = 2 )
% name = ' Inferno ' ;
else
% name = ' Storm ' ;
}
if ( % name $ = "" )
{
//error("No team Name =============================");
% name = $ teamName [ % team ] ;
}
}
else
% name = $ TeamName [ % team ] ;
//error("%name = " SPC getTaggedString(%name));
return % name ;
}
2017-07-18 02:51:48 +00:00
//--------------------------------------------------------------------------
function CTFGame : : missionLoadDone ( % game )
{
//default version sets up teams - must be called first...
DefaultGame : : missionLoadDone ( % game ) ;
for ( % i = 1 ; % i < ( % game . numTeams + 1 ) ; % i + + )
$ teamScore [ % i ] = 0 ;
// remove
MissionGroup . clearFlagWaypoints ( ) ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
//reset some globals, just in case...
$ dontScoreTimer [ 1 ] = false ;
$ dontScoreTimer [ 2 ] = false ;
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.
2017-07-18 03:27:34 +00:00
echo ( "starting camp thread..." ) ;
% game . campThread_1 = schedule ( 1000 , 0 , "checkVehicleCamping" , 1 ) ;
% game . campThread_2 = schedule ( 1000 , 0 , "checkVehicleCamping" , 2 ) ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : playerTouchFlag ( % game , % player , % flag )
{
% client = % player . client ;
if ( ( % flag . carrier $ = "" ) & & ( % player . getState ( ) ! $ = "Dead" ) )
{
//flag isn't held and has been touched by a live player
if ( % client . team = = % flag . team )
% game . playerTouchOwnFlag ( % player , % flag ) ;
else
% game . playerTouchEnemyFlag ( % player , % flag ) ;
}
// toggle visibility of the flag
setTargetRenderMask ( % flag . waypoint . getTarget ( ) , % flag . isHome ? 0 : 1 ) ;
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.
2017-07-18 03:27:34 +00:00
2017-07-18 02:51:48 +00:00
}
function CTFGame : : playerTouchOwnFlag ( % game , % player , % flag )
{
if ( % flag . isHome )
{
if ( % player . holdingFlag ! $ = "" )
% game . flagCap ( % player ) ;
}
else
% game . flagReturn ( % flag , % player ) ;
//call the AI function
% game . AIplayerTouchOwnFlag ( % player , % flag ) ;
}
function CTFGame : : playerTouchEnemyFlag ( % game , % player , % flag )
{
% client = % player . client ;
% player . holdingFlag = % flag ; //%player has this flag
% flag . carrier = % player ; //this %flag is carried by %player
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.
2017-07-18 03:27:34 +00:00
% player . mountImage ( FlagImage , $ FlagSlot , true , % game . getTeamSkin ( % flag . team ) ) ;
2017-07-18 02:51:48 +00:00
% game . playerGotFlagTarget ( % player ) ;
//only cancel the return timer if the player is in bounds...
if ( ! % client . outOfBounds )
{
cancel ( $ FlagReturnTimer [ % flag ] ) ;
$ FlagReturnTimer [ % flag ] = "" ;
}
//if this flag was "at home", see if both flags have now been taken
if ( % flag . isHome )
{
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// tiebreaker score
game . awardScoreFlagTouch ( % client , % flag ) ;
2017-07-18 02:51:48 +00:00
% startStalemate = false ;
if ( $ TeamFlag [ 1 ] = = % flag )
% startStalemate = ! $ TeamFlag [ 2 ] . isHome ;
else
% startStalemate = ! $ TeamFlag [ 1 ] . isHome ;
if ( % startStalemate )
% game . stalemateSchedule = % game . schedule ( % game . stalemateTimeMS , beginStalemate ) ;
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.
2017-07-18 03:27:34 +00:00
2017-07-18 02:51:48 +00:00
}
% flag . hide ( true ) ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
% flag . startFade ( 0 , 0 , false ) ;
2017-07-18 02:51:48 +00:00
% flag . isHome = false ;
if ( % flag . stand )
% flag . stand . getDataBlock ( ) . onFlagTaken ( % flag . stand ) ; //animate, if exterior stand
$ flagStatus [ % flag . team ] = % client . nameBase ;
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.
2017-07-18 03:27:34 +00:00
% teamName = % game . getTeamName ( % flag . team ) ;
messageTeamExcept ( % client , ' MsgCTFFlagTaken ' , ' \ c2Teammate % 1 took the % 2 flag . ~ wfx / misc / flag_snatch . wav ' , % client . name , % teamName , % flag . team , % client . nameBase ) ;
2017-07-18 02:51:48 +00:00
messageTeam ( % flag . team , ' MsgCTFFlagTaken ' , ' \ c2Your flag has been taken by % 1 ! ~ wfx / misc / flag_taken . wav ' , % client . name , 0 , % flag . team , % client . nameBase ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( 0 , ' MsgCTFFlagTaken ' , ' \ c2 % 1 took the % 2 flag . ~ wfx / misc / flag_snatch . wav ' , % client . name , % teamName , % flag . team , % client . nameBase ) ;
messageClient ( % client , ' MsgCTFFlagTaken ' , ' \ c2You took the % 2 flag . ~ wfx / misc / flag_snatch . wav ' , % client . name , % teamName , % flag . team , % client . nameBase ) ;
2017-07-18 02:51:48 +00:00
logEcho ( % client . nameBase @" (pl " @ % player @"/cl " @ % client @") took team " @ % flag . team @" flag" ) ;
//call the AI function
% game . AIplayerTouchEnemyFlag ( % player , % flag ) ;
//if the player is out of bounds, then in 3 seconds, it should be thrown back towards the in bounds area...
if ( % client . outOfBounds )
% game . schedule ( 3000 , "boundaryLoseFlag" , % player ) ;
}
function CTFGame : : playerGotFlagTarget ( % game , % player )
{
% player . scopeWhenSensorVisible ( true ) ;
% target = % player . getTarget ( ) ;
setTargetRenderMask ( % target , getTargetRenderMask ( % target ) | 0x2 ) ;
if ( % game . stalemateObjsVisible )
setTargetAlwaysVisMask ( % target , 0x7 ) ;
}
function CTFGame : : playerLostFlagTarget ( % game , % player )
{
% player . scopeWhenSensorVisible ( false ) ;
% target = % player . getTarget ( ) ;
setTargetRenderMask ( % target , getTargetRenderMask ( % target ) & ~ 0x2 ) ;
// clear his always vis target mask
setTargetAlwaysVisMask ( % target , ( 1 < < getTargetSensorGroup ( % target ) ) ) ;
}
function CTFGame : : playerDroppedFlag ( % game , % player )
{
% client = % player . client ;
% flag = % player . holdingFlag ;
% game . playerLostFlagTarget ( % player ) ;
% player . holdingFlag = "" ; //player isn't holding a flag anymore
% flag . carrier = "" ; //flag isn't held anymore
$ flagStatus [ % flag . team ] = "<In the Field>" ;
% player . unMountImage ( $ FlagSlot ) ;
% flag . hide ( false ) ; //Does the throwItem function handle this?
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.
2017-07-18 03:27:34 +00:00
% teamName = % game . getTeamName ( % flag . team ) ;
messageTeamExcept ( % client , ' MsgCTFFlagDropped ' , ' \ c2Teammate % 1 dropped the % 2 flag . ~ wfx / misc / flag_drop . wav ' , % client . name , % teamName , % flag . team ) ;
2017-07-18 02:51:48 +00:00
messageTeam ( % flag . team , ' MsgCTFFlagDropped ' , ' \ c2Your flag has been dropped by % 1 ! ~ wfx / misc / flag_drop . wav ' , % client . name , 0 , % flag . team ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( 0 , ' MsgCTFFlagDropped ' , ' \ c2 % 1 dropped the % 2 flag . ~ wfx / misc / flag_drop . wav ' , % client . name , % teamName , % flag . team ) ;
2017-07-18 02:51:48 +00:00
if ( ! % player . client . outOfBounds )
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.
2017-07-18 03:27:34 +00:00
messageClient ( % client , ' MsgCTFFlagDropped ' , ' \ c2You dropped the % 2 flag . ~ wfx / misc / flag_drop . wav ' , 0 , % teamName , % flag . team ) ;
2017-07-18 02:51:48 +00:00
logEcho ( % client . nameBase @" (pl " @ % player @"/cl " @ % client @") dropped team " @ % flag . team @" flag" ) ;
//don't duplicate the schedule if there's already one in progress...
if ( $ FlagReturnTimer [ % flag ] < = 0 )
$ FlagReturnTimer [ % flag ] = % game . schedule ( % game . FLAG_RETURN_DELAY - % game . fadeTimeMS , "flagReturnFade" , % flag ) ;
//call the AI function
% game . AIplayerDroppedFlag ( % player , % flag ) ;
}
function CTFGame : : flagCap ( % game , % player )
{
% client = % player . client ;
% flag = % player . holdingFlag ;
% flag . carrier = "" ;
% game . playerLostFlagTarget ( % player ) ;
//award points to player and team
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.
2017-07-18 03:27:34 +00:00
% teamName = % game . getTeamName ( % flag . team ) ;
messageTeamExcept ( % client , ' MsgCTFFlagCapped ' , ' \ c2 % 1 captured the % 2 flag ! ~ wfx / misc / flag_capture . wav ' , % client . name , % teamName , % flag . team , % client . team ) ;
2017-07-18 02:51:48 +00:00
messageTeam ( % flag . team , ' MsgCTFFlagCapped ' , ' \ c2Your flag was captured by % 1. ~ wfx / misc / flag_lost . wav ' , % client . name , 0 , % flag . team , % client . team ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( 0 , ' MsgCTFFlagCapped ' , ' \ c2 % 1 captured the % 2 flag ! ~ wfx / misc / flag_capture . wav ' , % client . name , % teamName , % flag . team , % client . team ) ;
messageClient ( % client , ' MsgCTFFlagCapped ' , ' \ c2You captured the % 2 flag ! ~ wfx / misc / flag_capture . wav ' , 0 , % teamName , % flag . team , % client . team ) ;
2017-07-18 02:51:48 +00:00
logEcho ( % client . nameBase @" (pl " @ % player @"/cl " @ % client @") capped team " @ % client . team @" flag" ) ;
% player . holdingFlag = "" ; //no longer holding it.
% player . unMountImage ( $ FlagSlot ) ;
% game . awardScoreFlagCap ( % client , % flag ) ;
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.
2017-07-18 03:27:34 +00:00
% game . flagReset ( % flag ) ;
2017-07-18 02:51:48 +00:00
//call the AI function
% game . AIflagCap ( % player , % flag ) ;
//if this cap didn't end the game, play the announcer...
if ( $ missionRunning )
{
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.
2017-07-18 03:27:34 +00:00
if ( % game . getTeamName ( % client . team ) $ = ' Inferno ' )
2017-07-18 02:51:48 +00:00
messageAll ( "" , ' ~ wvoice / announcer / ann . infscores . wav ' ) ;
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.
2017-07-18 03:27:34 +00:00
else if ( % game . getTeamName ( % client . team ) $ = ' Storm ' )
2017-07-18 02:51:48 +00:00
messageAll ( "" , ' ~ wvoice / announcer / ann . stoscores . wav ' ) ;
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.
2017-07-18 03:27:34 +00:00
else if ( % game . getTeamName ( % client . team ) $ = ' Phoenix ' )
messageAll ( "" , ' ~ wvoice / announcer / ann . pxscore . wav ' ) ;
else if ( % game . getTeamName ( % client . team ) $ = ' Blood Eagle ' )
messageAll ( "" , ' ~ wvoice / announcer / ann . bescore . wav ' ) ;
else if ( % game . getTeamName ( % client . team ) $ = ' Diamond Sword ' )
messageAll ( "" , ' ~ wvoice / announcer / ann . dsscore . wav ' ) ;
else if ( % game . getTeamName ( % client . team ) $ = ' Starwolf ' )
messageAll ( "" , ' ~ wvoice / announcer / ann . swscore . wav ' ) ;
2017-07-18 02:51:48 +00:00
}
}
function CTFGame : : flagReturnFade ( % game , % flag )
{
$ FlagReturnTimer [ % flag ] = % game . schedule ( % game . fadeTimeMS , "flagReturn" , % flag ) ;
% flag . startFade ( % game . fadeTimeMS , 0 , true ) ;
}
function CTFGame : : flagReturn ( % game , % flag , % player )
{
cancel ( $ FlagReturnTimer [ % flag ] ) ;
$ FlagReturnTimer [ % flag ] = "" ;
if ( % flag . team = = 1 )
% otherTeam = 2 ;
else
% otherTeam = 1 ;
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.
2017-07-18 03:27:34 +00:00
% teamName = % game . getTeamName ( % flag . team ) ;
2017-07-18 02:51:48 +00:00
if ( % player ! $ = "" )
{
//a player returned it
% client = % player . client ;
messageTeamExcept ( % client , ' MsgCTFFlagReturned ' , ' \ c2Teammate % 1 returned your flag to base . ~ wfx / misc / flag_return . wav ' , % client . name , 0 , % flag . team ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( % otherTeam , ' MsgCTFFlagReturned ' , ' \ c2Enemy % 1 returned the % 2 flag . ~ wfx / misc / flag_return . wav ' , % client . name , % teamName , % flag . team ) ;
messageTeam ( 0 , ' MsgCTFFlagReturned ' , ' \ c2 % 1 returned the % 2 flag . ~ wfx / misc / flag_return . wav ' , % client . name , % teamName , % flag . team ) ;
messageClient ( % client , ' MsgCTFFlagReturned ' , ' \ c2You returned your flag . ~ wfx / misc / flag_return . wav ' , 0 , % teamName , % flag . team ) ;
2017-07-18 02:51:48 +00:00
logEcho ( % client . nameBase @" (pl " @ % player @"/cl " @ % client @") returned team " @ % flag . team @" flag" ) ;
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.
2017-07-18 03:27:34 +00:00
// find out what type of return it is
// stalemate return?
if ( ! isDemo ( ) )
{
if ( % game . stalemate )
{
//error("Stalemate return!!!");
% game . awardScoreStalemateReturn ( % player . client ) ;
}
// regular return
else
{
% enemyFlagDist = vectorDist ( $ flagPos [ % flag . team ] , $ flagPos [ % otherTeam ] ) ;
% dist = vectorDist ( % flag . position , % flag . originalPosition ) ;
% rawRatio = % dist / % enemyFlagDist ;
% ratio = % rawRatio < 1 ? % rawRatio : 1 ;
% percentage = mFloor ( ( % ratio ) * 10 ) * 10 ;
% game . awardScoreFlagReturn ( % player . client , % percentage ) ;
}
}
else % game . awardScoreFlagReturn ( % player . client ) ;
2017-07-18 02:51:48 +00:00
}
else
{
//returned due to timer
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.
2017-07-18 03:27:34 +00:00
messageTeam ( % otherTeam , ' MsgCTFFlagReturned ' , ' \ c2The % 2 flag was returned to base . ~ wfx / misc / flag_return . wav ' , 0 , % teamName , % flag . team ) ; //because it was dropped for too long
2017-07-18 02:51:48 +00:00
messageTeam ( % flag . team , ' MsgCTFFlagReturned ' , ' \ c2Your flag was returned . ~ wfx / misc / flag_return . wav ' , 0 , 0 , % flag . team ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( 0 , ' MsgCTFFlagReturned ' , ' \ c2The % 2 flag was returned to base . ~ wfx / misc / flag_return . wav ' , 0 , % teamName , % flag . team ) ;
2017-07-18 02:51:48 +00:00
logEcho ( "team " @ % flag . team @" flag returned (timeout)" ) ;
}
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.
2017-07-18 03:27:34 +00:00
2017-07-18 02:51:48 +00:00
% game . flagReset ( % flag ) ;
}
function CTFGame : : showStalemateTargets ( % game )
{
cancel ( % game . stalemateSchedule ) ;
//show the targets
for ( % i = 1 ; % i < = 2 ; % i + + )
{
% flag = $ TeamFlag [ % i ] ;
//find the object to scope/waypoint....
//render the target hud icon for slot 1 (a centermass flag)
//if we just set him as always sensor vis, it'll work fine.
if ( isObject ( % flag . carrier ) )
setTargetAlwaysVisMask ( % flag . carrier . getTarget ( ) , 0x7 ) ;
}
//schedule the targets to hide
% game . stalemateObjsVisible = true ;
% game . stalemateSchedule = % game . schedule ( % game . stalemateDurationMS , hideStalemateTargets ) ;
}
function CTFGame : : hideStalemateTargets ( % game )
{
cancel ( % game . stalemateSchedule ) ;
//hide the targets
for ( % i = 1 ; % i < = 2 ; % i + + )
{
% flag = $ TeamFlag [ % i ] ;
if ( isObject ( % flag . carrier ) )
{
% target = % flag . carrier . getTarget ( ) ;
setTargetAlwaysVisMask ( % target , ( 1 < < getTargetSensorGroup ( % target ) ) ) ;
}
}
//schedule the targets to show again
% game . stalemateObjsVisible = false ;
% game . stalemateSchedule = % game . schedule ( % game . stalemateFreqMS , showStalemateTargets ) ;
}
function CTFGame : : beginStalemate ( % game )
{
% game . stalemate = true ;
% game . showStalemateTargets ( ) ;
}
function CTFGame : : endStalemate ( % game )
{
% game . stalemate = false ;
% game . hideStalemateTargets ( ) ;
cancel ( % game . stalemateSchedule ) ;
}
function CTFGame : : flagReset ( % game , % flag )
{
//any time a flag is reset, kill the stalemate schedule
% game . endStalemate ( ) ;
//make sure if there's a player carrying it (probably one out of bounds...), it is stripped first
if ( isObject ( % flag . carrier ) )
{
//hide the target hud icon for slot 2 (a centermass flag - visible only as part of a teams sensor network)
% game . playerLostFlagTarget ( % flag . carrier ) ;
% flag . carrier . holdingFlag = "" ; //no longer holding it.
% flag . carrier . unMountImage ( $ FlagSlot ) ;
}
//fades, restore default position, home, velocity, general status, etc.
% flag . setVelocity ( "0 0 0" ) ;
% flag . setTransform ( % flag . originalPosition ) ;
% flag . isHome = true ;
% flag . carrier = "" ;
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.
2017-07-18 03:27:34 +00:00
% flag . grabber = "" ;
2017-07-18 02:51:48 +00:00
$ flagStatus [ % flag . team ] = "<At Base>" ;
% flag . hide ( false ) ;
if ( % flag . stand )
% flag . stand . getDataBlock ( ) . onFlagReturn ( % flag . stand ) ; //animate, if exterior stand
//fade the flag in...
% flag . startFade ( % game . fadeTimeMS , 0 , false ) ;
// dont render base target
setTargetRenderMask ( % flag . waypoint . getTarget ( ) , 0 ) ;
//call the AI function
% game . AIflagReset ( % flag ) ;
}
function CTFGame : : timeLimitReached ( % game )
{
logEcho ( "game over (timelimit)" ) ;
% game . gameOver ( ) ;
cycleMissions ( ) ;
}
function CTFGame : : scoreLimitReached ( % game )
{
logEcho ( "game over (scorelimit)" ) ;
% game . gameOver ( ) ;
cycleMissions ( ) ;
}
function CTFGame : : notifyMineDeployed ( % game , % mine )
{
//see if the mine is within 5 meters of the flag stand...
% mineTeam = % mine . sourceObject . team ;
% homeFlag = $ TeamFlag [ % mineTeam ] ;
if ( isObject ( % homeFlag ) )
{
% dist = VectorDist ( % homeFlag . originalPosition , % mine . position ) ;
if ( % dist < = % game . notifyMineDist )
{
messageTeam ( % mineTeam , ' MsgCTFFlagMined ' , "The flag has been mined.~wvoice/announcer/flag_minedFem.wav" ) ;
}
}
}
function CTFGame : : gameOver ( % game )
{
//call the default
DefaultGame : : gameOver ( % game ) ;
//send the winner message
% winner = "" ;
if ( $ teamScore [ 1 ] > $ teamScore [ 2 ] )
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.
2017-07-18 03:27:34 +00:00
% winner = % game . getTeamName ( 1 ) ;
2017-07-18 02:51:48 +00:00
else if ( $ teamScore [ 2 ] > $ teamScore [ 1 ] )
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.
2017-07-18 03:27:34 +00:00
% winner = % game . getTeamName ( 2 ) ;
2017-07-18 02:51:48 +00:00
if ( % winner $ = ' Storm ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.stowins.wav" ) ;
else if ( % winner $ = ' Inferno ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.infwins.wav" ) ;
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.
2017-07-18 03:27:34 +00:00
else if ( % winner $ = ' Starwolf ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.swwin.wav" ) ;
else if ( % winner $ = ' Blood Eagle ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.bewin.wav" ) ;
else if ( % winner $ = ' Diamond Sword ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.dswin.wav" ) ;
else if ( % winner $ = ' Phoenix ' )
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.pxwin.wav" ) ;
2017-07-18 02:51:48 +00:00
else
messageAll ( ' MsgGameOver ' , "Match has ended.~wvoice/announcer/ann.gameover.wav" ) ;
messageAll ( ' MsgClearObjHud ' , "" ) ;
for ( % i = 0 ; % i < ClientGroup . getCount ( ) ; % i + + )
{
2017-07-18 03:10:36 +00:00
% client = ClientGroup . getObject ( % i ) ;
2017-07-18 02:51:48 +00:00
% game . resetScore ( % client ) ;
}
for ( % j = 1 ; % j < = % game . numTeams ; % j + + )
$ TeamScore [ % j ] = 0 ;
}
function CTFGame : : onClientDamaged ( % game , % clVictim , % clAttacker , % damageType , % implement , % damageLoc )
{
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.
2017-07-18 03:27:34 +00:00
if ( % clVictim . headshot & & % damageType = = $ DamageType : : Laser & & % clVictim . team ! = % clAttacker . team )
{
% clAttacker . scoreHeadshot + + ;
if ( % game . SCORE_PER_HEADSHOT ! = 0 )
{
messageClient ( % clAttacker , ' msgHeadshot ' , ' \ c0You received a % 1 point bonus for a successful headshot . ' , % game . SCORE_PER_HEADSHOT ) ;
}
% game . recalcScore ( % clAttacker ) ;
}
2017-07-18 02:51:48 +00:00
//the DefaultGame will set some vars
DefaultGame : : onClientDamaged ( % game , % clVictim , % clAttacker , % damageType , % implement , % damageLoc ) ;
//if victim is carrying a flag and is not on the attackers team, mark the attacker as a threat for x seconds(for scoring purposes)
if ( ( % clVictim . holdingFlag ! $ = "" ) & & ( % clVictim . team ! = % clAttacker . team ) )
{
% clAttacker . dmgdFlagCarrier = true ;
cancel ( % clAttacker . threatTimer ) ; //restart timer
% clAttacker . threatTimer = schedule ( % game . TIME_CONSIDERED_FLAGCARRIER_THREAT , % clAttacker . dmgdFlagCarrier = false ) ;
}
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.
2017-07-18 03:27:34 +00:00
2017-07-18 02:51:48 +00:00
}
////////////////////////////////////////////////////////////////////////////////////////
function CTFGame : : clientMissionDropReady ( % game , % client )
{
messageClient ( % client , ' MsgClientReady ' , "" , % game . class ) ;
% game . resetScore ( % client ) ;
for ( % i = 1 ; % i < = % game . numTeams ; % i + + )
{
$ Teams [ % i ] . score = 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.
2017-07-18 03:27:34 +00:00
messageClient ( % client , ' MsgCTFAddTeam ' , "" , % i , % game . getTeamName ( % i ) , $ flagStatus [ % i ] , $ TeamScore [ % i ] ) ;
2017-07-18 02:51:48 +00:00
}
//%game.populateTeamRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient ( % client , ' MsgMissionDropInfo ' , ' \ c0You are in mission % 1 ( % 2 ) . ' , $ MissionDisplayName , $ MissionTypeDisplayName , $ ServerName ) ;
DefaultGame : : clientMissionDropReady ( % game , % client ) ;
}
function CTFGame : : assignClientTeam ( % game , % client , % respawn )
{
DefaultGame : : assignClientTeam ( % game , % client , % respawn ) ;
// if player's team is not on top of objective hud, switch lines
messageClient ( % client , ' MsgCheckTeamLines ' , "" , % client . team ) ;
}
function CTFGame : : recalcScore ( % game , % cl )
{
% killValue = % cl . kills * % game . SCORE_PER_KILL ;
% deathValue = % cl . deaths * % game . SCORE_PER_DEATH ;
if ( % killValue - % deathValue = = 0 )
% killPoints = 0 ;
else
% killPoints = ( % killValue * % killValue ) / ( % killValue - % deathValue ) ;
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.
2017-07-18 03:27:34 +00:00
if ( ! isDemo ( ) )
{
% cl . offenseScore = % killPoints +
% cl . suicides * % game . SCORE_PER_SUICIDE +
% cl . escortAssists * % game . SCORE_PER_ESCORT_ASSIST +
% cl . teamKills * % game . SCORE_PER_TEAMKILL +
% cl . scoreHeadshot * % game . SCORE_PER_HEADSHOT +
% cl . flagCaps * % game . SCORE_PER_PLYR_FLAG_CAP +
% cl . flagGrabs * % game . SCORE_PER_PLYR_FLAG_TOUCH +
% cl . genDestroys * % game . SCORE_PER_DESTROY_GEN +
% cl . sensorDestroys * % game . SCORE_PER_DESTROY_SENSOR +
% cl . turretDestroys * % game . SCORE_PER_DESTROY_TURRET +
% cl . iStationDestroys * % game . SCORE_PER_DESTROY_ISTATION +
% cl . vstationDestroys * % game . SCORE_PER_DESTROY_VSTATION +
% cl . solarDestroys * % game . SCORE_PER_DESTROY_SOLAR +
% cl . sentryDestroys * % game . SCORE_PER_DESTROY_SENTRY +
% cl . depSensorDestroys * % game . SCORE_PER_DESTROY_DEP_SENSOR +
% cl . depTurretDestroys * % game . SCORE_PER_DESTROY_DEP_TUR +
% cl . depStationDestroys * % game . SCORE_PER_DESTROY_DEP_INV +
% cl . vehicleScore + % cl . vehicleBonus ;
% cl . defenseScore = % cl . genDefends * % game . SCORE_PER_GEN_DEFEND +
% cl . flagDefends * % game . SCORE_PER_FLAG_DEFEND +
% cl . carrierKills * % game . SCORE_PER_CARRIER_KILL +
% cl . escortAssists * % game . SCORE_PER_ESCORT_ASSIST +
% cl . turretKills * % game . SCORE_PER_TURRET_KILL_AUTO +
% cl . mannedturretKills * % game . SCORE_PER_TURRET_KILL +
% cl . genRepairs * % game . SCORE_PER_REPAIR_GEN +
% cl . SensorRepairs * % game . SCORE_PER_REPAIR_SENSOR +
% cl . TurretRepairs * % game . SCORE_PER_REPAIR_TURRET +
% cl . StationRepairs * % game . SCORE_PER_REPAIR_ISTATION +
% cl . VStationRepairs * % game . SCORE_PER_REPAIR_VSTATION +
% cl . solarRepairs * % game . SCORE_PER_REPAIR_SOLAR +
% cl . sentryRepairs * % game . SCORE_PER_REPAIR_SENTRY +
% cl . depInvRepairs * % game . SCORE_PER_REPAIR_DEP_INV +
% cl . depTurretRepairs * % game . SCORE_PER_REPAIR_DEP_TUR +
% cl . returnPts ;
}
2017-07-18 02:51:48 +00:00
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.
2017-07-18 03:27:34 +00:00
if ( isDemo ( ) )
{
% cl . offenseScore = % killPoints +
% cl . flagDefends * % game . SCORE_PER_FLAG_DEFEND +
% cl . suicides * % game . SCORE_PER_SUICIDE + //-1
% cl . escortAssists * % game . SCORE_PER_ESCORT_ASSIST + // 1
% cl . teamKills * % game . SCORE_PER_TEAMKILL + // -1
% cl . flagCaps * % game . SCORE_PER_PLYR_FLAG_CAP + // 3
% cl . genDestroys * % game . SCORE_PER_GEN_DESTROY ; // 2
% cl . defenseScore = % cl . genDefends * % game . SCORE_PER_GEN_DEFEND + // 1
% cl . carrierKills * % game . SCORE_PER_CARRIER_KILL + // 1
% cl . escortAssists * % game . SCORE_PER_ESCORT_ASSIST + // 1
% cl . turretKills * % game . SCORE_PER_TURRET_KILL + // 1
% cl . flagReturns * % game . SCORE_PER_FLAG_RETURN + // 1
% cl . genRepairs * % game . SCORE_PER_GEN_REPAIR ; // 1
}
2017-07-18 02:51:48 +00:00
% cl . score = mFloor ( % cl . offenseScore + % cl . defenseScore ) ;
% game . recalcTeamRanks ( % cl ) ;
}
function CTFGame : : updateKillScores ( % game , % clVictim , % clKiller , % damageType , % implement )
{
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.
2017-07-18 03:27:34 +00:00
// is this a vehicle kill rather than a player kill
// console error message suppression
if ( isObject ( % implement ) )
{
if ( % implement . getDataBlock ( ) . getName ( ) $ = "AssaultPlasmaTurret" | | % implement . getDataBlock ( ) . getName ( ) $ = "BomberTurret" ) // gunner
% clKiller = % implement . vehicleMounted . getMountNodeObject ( 1 ) . client ;
else if ( % implement . getDataBlock ( ) . catagory $ = "Vehicles" ) // pilot
% clKiller = % implement . getMountNodeObject ( 0 ) . client ;
}
2017-07-18 02:51:48 +00:00
if ( % game . testTurretKill ( % implement ) ) //check for turretkill before awarded a non client points for a kill
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.
2017-07-18 03:27:34 +00:00
% game . awardScoreTurretKill ( % clVictim , % implement ) ;
2017-07-18 02:51:48 +00:00
else if ( % game . testKill ( % clVictim , % clKiller ) ) //verify victim was an enemy
{
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.
2017-07-18 03:27:34 +00:00
% value = % game . awardScoreKill ( % clKiller ) ;
% game . shareScore ( % clKiller , % value ) ;
2017-07-18 02:51:48 +00:00
% game . awardScoreDeath ( % clVictim ) ;
if ( % game . testGenDefend ( % clVictim , % clKiller ) )
% game . awardScoreGenDefend ( % clKiller ) ;
if ( % game . testCarrierKill ( % clVictim , % clKiller ) )
% game . awardScoreCarrierKill ( % clKiller ) ;
else
{
if ( % game . testFlagDefend ( % clVictim , % clKiller ) )
% game . awardScoreFlagDefend ( % clKiller ) ;
}
if ( % game . testEscortAssist ( % clVictim , % clKiller ) )
% game . awardScoreEscortAssist ( % clKiller ) ;
}
else
{
if ( % game . testSuicide ( % clVictim , % clKiller , % damageType ) ) //otherwise test for suicide
{
% game . awardScoreSuicide ( % clVictim ) ;
}
else
{
if ( % game . testTeamKill ( % clVictim , % clKiller ) ) //otherwise test for a teamkill
% game . awardScoreTeamKill ( % clVictim , % clKiller ) ;
}
}
}
function CTFGame : : testFlagDefend ( % game , % victimID , % killerID )
{
InitContainerRadiusSearch ( % victimID . plyrPointOfDeath , % game . RADIUS_FLAG_DEFENSE , $ TypeMasks : : ItemObjectType ) ;
% objID = containerSearchNext ( ) ;
while ( % objID ! = 0 )
{
% objType = % objID . getDataBlock ( ) . getName ( ) ;
if ( ( % objType $ = "Flag" ) & & ( % objID . team = = % killerID . team ) )
return true ; //found the(a) killer's flag near the victim's point of death
else
% objID = containerSearchNext ( ) ;
}
return false ; //didn't find a qualifying flag within required radius of victims point of death
}
function CTFGame : : testGenDefend ( % game , % victimID , % killerID )
{
InitContainerRadiusSearch ( % victimID . plyrPointOfDeath , % game . RADIUS_GEN_DEFENSE , $ TypeMasks : : StaticShapeObjectType ) ;
% objID = containerSearchNext ( ) ;
while ( % objID ! = 0 )
{
% objType = % objID . getDataBlock ( ) . ClassName ;
if ( ( % objType $ = "generator" ) & & ( % objID . team = = % killerID . team ) )
return true ; //found a killer's generator within required radius of victim's death
else
% objID = containerSearchNext ( ) ;
}
return false ; //didn't find a qualifying gen within required radius of victim's point of death
}
function CTFGame : : testCarrierKill ( % game , % victimID , % killerID )
{
% flag = % victimID . plyrDiedHoldingFlag ;
return ( ( % flag ! $ = "" ) & & ( % flag . team = = % killerID . team ) ) ;
}
function CTFGame : : testEscortAssist ( % game , % victimID , % killerID )
{
return ( % victimID . dmgdFlagCarrier ) ;
}
function CTFGame : : testValidRepair ( % game , % obj )
{
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.
2017-07-18 03:27:34 +00:00
if ( ! % obj . wasDisabled )
{
//error(%obj SPC "was never disabled");
return false ;
}
else if ( % obj . lastDamagedByTeam = = % obj . team )
{
//error(%obj SPC "was last damaged by a friendly");
return false ;
}
else if ( % obj . team ! = % obj . repairedBy . team )
{
//error(%obj SPC "was repaired by an enemy");
return false ;
}
else
{
if ( % obj . soiledByEnemyRepair )
% obj . soiledByEnemyRepair = false ;
return true ;
}
2017-07-18 02:51:48 +00:00
}
function CTFGame : : awardScoreFlagCap ( % game , % cl , % flag )
{
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.
2017-07-18 03:27:34 +00:00
% cl . flagCaps + + ;
$ TeamScore [ % cl . team ] + = % game . SCORE_PER_TEAM_FLAG_CAP ;
messageAll ( ' MsgTeamScoreIs ' , "" , % cl . team , $ TeamScore [ % cl . team ] ) ;
2017-07-18 02:51:48 +00:00
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.
2017-07-18 03:27:34 +00:00
% flag . grabber . flagGrabs + + ;
if ( % game . SCORE_PER_TEAM_FLAG_CAP > 0 )
{
% plural = ( % game . SCORE_PER_PLYR_FLAG_CAP ! = 1 ? 's' : "" ) ;
% plural2 = ( % game . SCORE_PER_PLYR_FLAG_TOUCH ! = 1 ? 's' : "" ) ;
if ( isDemo ( ) )
{
messageTeam ( % flag . team , ' msgCTFEnemyCap ' , ' \ c0Enemy % 1 received % 2 point % 3 for capturing your flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
messageTeamExcept ( % cl , ' msgCTFFriendCap ' , ' \ c0Teammate % 1 receives % 2 point % 3 for capturing the enemy flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
messageClient ( % cl , ' msgCTFFriendCap ' , ' \ c0You receive % 1 point % 2 for stealing and capturing the enemy flag ! ' , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
}
if ( ! isDemo ( ) )
{
if ( % cl = = % flag . grabber )
{
messageClient ( % cl , ' msgCTFFriendCap ' , ' \ c0You receive % 1 point % 2 for stealing and capturing the enemy flag ! ' , % game . SCORE_PER_PLYR_FLAG_CAP + % game . SCORE_PER_PLYR_FLAG_TOUCH , % plural ) ;
messageTeam ( % flag . team , ' msgCTFEnemyCap ' , ' \ c0Enemy % 1 received % 2 point % 3 for capturing your flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP + % game . SCORE_PER_PLYR_FLAG_TOUCH , % plural ) ;
messageTeamExcept ( % cl , ' msgCTFFriendCap ' , ' \ c0Teammate % 1 receives % 2 point % 3 for capturing the enemy flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP + % game . SCORE_PER_PLYR_FLAG_TOUCH , % plural ) ;
}
else
{
if ( isObject ( % flag . grabber ) ) // is the grabber still here?
{
messageClient ( % cl , ' msgCTFFriendCap ' , ' \ c0You receive % 1 point % 2 for capturing the enemy flag ! % 3 gets % 4 point % 5 for the steal assist . ' , % game . SCORE_PER_PLYR_FLAG_CAP , % plural , % flag . grabber . name , % game . SCORE_PER_PLYR_FLAG_TOUCH , % plural2 ) ;
messageClient ( % flag . grabber , ' msgCTFFriendCap ' , ' \ c0You receive % 1 point % 2 for stealing a flag that was subsequently capped by % 3. ' , % game . SCORE_PER_PLYR_FLAG_TOUCH , % plural2 , % cl . name ) ;
}
else
messageClient ( % cl , ' msgCTFFriendCap ' , ' \ c0You receive % 1 point % 2 for capturing the enemy flag ! ' , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
messageTeamExcept ( % cl , ' msgCTFFriendCap ' , ' \ c0Teammate % 1 receives % 2 point % 3 for capturing the enemy flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
messageTeam ( % flag . team , ' msgCTFEnemyCap ' , ' \ c0Enemy % 1 received % 2 point % 3 for capturing your flag ! ' , % cl . name , % game . SCORE_PER_PLYR_FLAG_CAP , % plural ) ;
}
}
}
% game . recalcScore ( % cl ) ;
if ( isObject ( % flag . grabber ) )
% game . recalcScore ( % flag . grabber ) ;
% game . checkScoreLimit ( % cl . team ) ;
2017-07-18 02:51:48 +00:00
}
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
function CTFGame : : awardScoreFlagTouch ( % game , % cl , % flag )
{
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.
2017-07-18 03:27:34 +00:00
% flag . grabber = % cl ;
% team = % cl . team ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( $ DontScoreTimer [ % team ] )
return ;
$ dontScoreTimer [ % team ] = true ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
//tinman - needed to remove all game calls to "eval" for the PURE server...
% game . schedule ( % game . TOUCH_DELAY_MS , resetDontScoreTimer , % team ) ;
//schedule(%game.TOUCH_DELAY_MS, 0, eval, "$dontScoreTimer["@%team@"] = false;");
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.
2017-07-18 03:27:34 +00:00
schedule ( % game . TOUCH_DELAY_MS , 0 , eval , "$dontScoreTimer[" @ % team @"] = false;" ) ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$ TeamScore [ % team ] + = % game . SCORE_PER_TEAM_FLAG_TOUCH ;
messageAll ( ' MsgTeamScoreIs ' , "" , % team , $ TeamScore [ % team ] ) ;
if ( % game . SCORE_PER_TEAM_FLAG_TOUCH > 0 )
{
% plural = ( % game . SCORE_PER_TEAM_FLAG_TOUCH ! = 1 ? 's' : "" ) ;
messageTeam ( % team , ' msgCTFFriendFlagTouch ' , ' \ c0Your team receives % 1 point % 2 for grabbing the enemy flag ! ' , % game . SCORE_PER_TEAM_FLAG_TOUCH , % plural ) ;
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.
2017-07-18 03:27:34 +00:00
messageTeam ( % flag . team , ' msgCTFEnemyFlagTouch ' , ' \ c0Enemy % 1 receives % 2 point % 3 for grabbing your flag ! ' , % cl . name , % game . SCORE_PER_TEAM_FLAG_TOUCH , % plural ) ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
}
% game . recalcScore ( % cl ) ;
% game . checkScoreLimit ( % team ) ;
}
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
function CTFGame : : resetDontScoreTimer ( % game , % team )
{
$ dontScoreTimer [ % team ] = false ;
}
2017-07-18 02:51:48 +00:00
function CTFGame : : checkScoreLimit ( % game , % team )
{
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
% scoreLimit = MissionGroup . CTF_scoreLimit * % game . SCORE_PER_TEAM_FLAG_CAP ;
2017-07-18 02:51:48 +00:00
// default of 5 if scoreLimit not defined
if ( % scoreLimit $ = "" )
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
% scoreLimit = 5 * % game . SCORE_PER_TEAM_FLAG_CAP ;
2017-07-18 02:51:48 +00:00
if ( $ TeamScore [ % team ] > = % scoreLimit )
% game . scoreLimitReached ( ) ;
}
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.
2017-07-18 03:27:34 +00:00
function CTFGame : : awardScoreFlagReturn ( % game , % cl , % perc )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
if ( isDemo ( ) )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
% cl . flagReturns + + ;
if ( % game . SCORE_PER_FLAG_RETURN ! = 0 )
{
messageClient ( % cl , ' scoreFlaRetMsg ' , ' \ c0You received a % 1 point bonus for returning your flag . ' , % game . SCORE_PER_FLAG_RETURN ) ;
//messageTeamExcept(%cl, 'scoreFlaRetMsg', '\c0Teammate %1 received a %2 point bonus for returning your flag.', %cl.name, %game.SCORE_PER_FLAG_RETURN);
}
% game . recalcScore ( % cl ) ;
}
else
{
if ( % game . SCORE_PER_FLAG_RETURN ! = 0 )
{
% pts = mfloor ( % game . SCORE_PER_FLAG_RETURN * ( % perc / 100 ) ) ;
if ( % perc = = 100 )
messageClient ( % cl , ' scoreFlaRetMsg ' , ' Flag return - exceeded capping distance - % 1 point bonus . ' , % pts , % perc ) ;
else if ( % perc = = 0 )
messageClient ( % cl , ' scoreFlaRetMsg ' , ' You gently place the flag back on the stand . ' , % pts , % perc ) ;
else
messageClient ( % cl , ' scoreFlaRetMsg ' , ' \ c0Flag return from % 2 % % of capping distance - % 1 point bonus . ' , % pts , % perc ) ;
% cl . returnPts + = % pts ;
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_FLAG_RETURN ;
}
}
function CTFGame : : awardScoreStalemateReturn ( % game , % cl )
{
if ( % game . SCORE_PER_STALEMATE_RETURN ! = 0 )
{
messageClient ( % cl , ' scoreStaleRetMsg ' , ' \ c0You received a % 1 point bonus for a stalemate - breaking , flag return . ' , % game . SCORE_PER_STALEMATE_RETURN ) ;
% cl . returnPts + = % game . SCORE_PER_STALEMATE_RETURN ;
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % cl ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_STALEMATE_RETURN ;
2017-07-18 02:51:48 +00:00
}
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.
2017-07-18 03:27:34 +00:00
// Asset Destruction scoring
2017-07-18 02:51:48 +00:00
function CTFGame : : awardScoreGenDestroy ( % game , % cl )
{
% cl . genDestroys + + ;
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.
2017-07-18 03:27:34 +00:00
if ( % game . SCORE_PER_DESTROY_GEN ! = 0 )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
messageClient ( % cl , ' msgGenDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy generator . ' , % game . SCORE_PER_DESTROY_GEN ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % cl ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_DESTROY_GEN ;
2017-07-18 02:51:48 +00:00
}
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.
2017-07-18 03:27:34 +00:00
function CTFGame : : awardScoreSensorDestroy ( % game , % cl )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
% cl . sensorDestroys + + ;
if ( % game . SCORE_PER_DESTROY_SENSOR ! = 0 )
{
messageClient ( % cl , ' msgSensorDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy sensor . ' , % game . SCORE_PER_DESTROY_SENSOR ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_SENSOR ;
}
function CTFGame : : awardScoreTurretDestroy ( % game , % cl )
{
% cl . turretDestroys + + ;
if ( % game . SCORE_PER_DESTROY_TURRET ! = 0 )
{
messageClient ( % cl , ' msgTurretDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy turret . ' , % game . SCORE_PER_DESTROY_TURRET ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_TURRET ;
}
function CTFGame : : awardScoreInvDestroy ( % game , % cl )
{
% cl . IStationDestroys + + ;
if ( % game . SCORE_PER_DESTROY_ISTATION ! = 0 )
{
messageClient ( % cl , ' msgInvDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy inventory station . ' , % game . SCORE_PER_DESTROY_ISTATION ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_ISTATION ;
}
function CTFGame : : awardScoreVehicleStationDestroy ( % game , % cl )
{
% cl . VStationDestroys + + ;
if ( % game . SCORE_PER_DESTROY_VSTATION ! = 0 )
{
messageClient ( % cl , ' msgVSDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy vehicle station . ' , % game . SCORE_PER_DESTROY_VSTATION ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_VSTATION ;
}
function CTFGame : : awardScoreSolarDestroy ( % game , % cl )
{
% cl . SolarDestroys + + ;
if ( % game . SCORE_PER_DESTROY_SOLAR ! = 0 )
{
messageClient ( % cl , ' msgSolarDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy solar panel . ' , % game . SCORE_PER_DESTROY_SOLAR ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_SOLAR ;
}
function CTFGame : : awardScoreSentryDestroy ( % game , % cl )
{
% cl . sentryDestroys + + ;
if ( % game . SCORE_PER_DESTROY_SENTRY ! = 0 )
{
messageClient ( % cl , ' msgSentryDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy sentry turret . ' , % game . SCORE_PER_DESTROY_SENTRY ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_SENTRY ;
}
function CTFGame : : awardScoreDepSensorDestroy ( % game , % cl )
{
% cl . depSensorDestroys + + ;
if ( % game . SCORE_PER_DESTROY_DEP_SENSOR ! = 0 )
{
messageClient ( % cl , ' msgDepSensorDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy deployable . ' , % game . SCORE_PER_DESTROY_DEP_SENSOR ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_DEP_SENSOR ;
}
function CTFGame : : awardScoreDepTurretDestroy ( % game , % cl )
{
% cl . depTurretDestroys + + ;
if ( % game . SCORE_PER_DESTROY_DEP_TUR ! = 0 )
{
messageClient ( % cl , ' msgDepTurDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy deployed turret . ' , % game . SCORE_PER_DESTROY_DEP_TUR ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_DEP_TUR ;
}
function CTFGame : : awardScoreDepStationDestroy ( % game , % cl )
{
% cl . depStationDestroys + + ;
if ( % game . SCORE_PER_DESTROY_DEP_INV ! = 0 )
{
messageClient ( % cl , ' msgDepInvDes ' , ' \ c0You received a % 1 point bonus for destroying an enemy deployed station . ' , % game . SCORE_PER_DESTROY_DEP_INV ) ;
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
% game . recalcScore ( % cl ) ;
return % game . SCORE_PER_DESTROY_DEP_INV ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : awardScoreGenDefend ( % game , % killerID )
{
% killerID . genDefends + + ;
if ( % game . SCORE_PER_GEN_DEFEND ! = 0 )
{
messageClient ( % killerID , ' msgGenDef ' , ' \ c0You received a % 1 point bonus for defending a generator . ' , % game . SCORE_PER_GEN_DEFEND ) ;
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.
2017-07-18 03:27:34 +00:00
//messageTeamExcept(%killerID, 'msgGenDef', '\c0Teammate %1 received a %2 point bonus for defending a generator.', %killerID.name, %game.SCORE_PER_GEN_DEFEND);
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % cl ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_GEN_DEFEND ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : awardScoreCarrierKill ( % game , % killerID )
{
% killerID . carrierKills + + ;
if ( % game . SCORE_PER_CARRIER_KILL ! = 0 )
{
messageClient ( % killerID , ' msgCarKill ' , ' \ c0You received a % 1 point bonus for stopping the enemy flag carrier ! ' , % game . SCORE_PER_CARRIER_KILL ) ;
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.
2017-07-18 03:27:34 +00:00
//messageTeamExcept(%killerID, 'msgCarKill', '\c0Teammate %1 received a %2 point bonus for stopping the enemy flag carrier!', %killerID.name, %game.SCORE_PER_CARRIER_KILL);
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % killerID ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_CARRIER_KILL ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : awardScoreFlagDefend ( % game , % killerID )
{
% killerID . flagDefends + + ;
if ( % game . SCORE_PER_FLAG_DEFEND ! = 0 )
{
messageClient ( % killerID , ' msgFlagDef ' , ' \ c0You received a % 1 point bonus for defending your flag ! ' , % game . SCORE_PER_FLAG_DEFEND ) ;
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.
2017-07-18 03:27:34 +00:00
//messageTeamExcept(%killerID, 'msgFlagDef', '\c0Teammate %1 received a %2 point bonus for defending your flag!', %killerID.name, %game.SCORE_PER_FLAG_DEFEND);
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % killerID ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_FLAG_DEFEND ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : awardScoreEscortAssist ( % game , % killerID )
{
% killerID . escortAssists + + ;
if ( % game . SCORE_PER_ESCORT_ASSIST ! = 0 )
{
messageClient ( % killerID , ' msgEscAsst ' , ' \ c0You received a % 1 point bonus for protecting the flag carrier ! ' , % game . SCORE_PER_ESCORT_ASSIST ) ;
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.
2017-07-18 03:27:34 +00:00
//messageTeamExcept(%killerID, 'msgEscAsst', '\c0Teammate %1 received a %2 point bonus for protecting the flag carrier!', %killerID.name, %game.SCORE_PER_ESCORT_ASSIST);
2017-07-18 02:51:48 +00:00
}
% game . recalcScore ( % killerID ) ;
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.
2017-07-18 03:27:34 +00:00
return % game . SCORE_PER_ESCORT_ASSIST ;
2017-07-18 02:51:48 +00:00
}
function CTFGame : : resetScore ( % game , % client )
{
% client . offenseScore = 0 ;
% client . kills = 0 ;
% client . deaths = 0 ;
% client . suicides = 0 ;
% client . escortAssists = 0 ;
% client . teamKills = 0 ;
% client . flagCaps = 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.
2017-07-18 03:27:34 +00:00
% client . flagGrabs = 0 ;
2017-07-18 02:51:48 +00:00
% client . genDestroys = 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.
2017-07-18 03:27:34 +00:00
% client . sensorDestroys = 0 ;
% client . turretDestroys = 0 ;
% client . iStationDestroys = 0 ;
% client . vstationDestroys = 0 ;
% client . solarDestroys = 0 ;
% client . sentryDestroys = 0 ;
% client . depSensorDestroys = 0 ;
% client . depTurretDestroys = 0 ;
% client . depStationDestroys = 0 ;
% client . vehicleScore = 0 ;
% client . vehicleBonus = 0 ;
% client . flagDefends = 0 ;
2017-07-18 02:51:48 +00:00
% client . defenseScore = 0 ;
% client . genDefends = 0 ;
% client . carrierKills = 0 ;
% client . escortAssists = 0 ;
% client . turretKills = 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.
2017-07-18 03:27:34 +00:00
% client . mannedTurretKills = 0 ;
2017-07-18 02:51:48 +00:00
% client . flagReturns = 0 ;
% client . genRepairs = 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.
2017-07-18 03:27:34 +00:00
% client . SensorRepairs = 0 ;
% client . TurretRepairs = 0 ;
% client . StationRepairs = 0 ;
% client . VStationRepairs = 0 ;
% client . solarRepairs = 0 ;
% client . sentryRepairs = 0 ;
% client . depInvRepairs = 0 ;
% client . depTurretRepairs = 0 ;
% client . returnPts = 0 ;
2017-07-18 02:51:48 +00:00
% client . score = 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.
2017-07-18 03:27:34 +00:00
function CTFGame : : objectRepaired ( % game , % obj , % objName )
{
% item = % obj . getDataBlock ( ) . getName ( ) ;
switch $ ( % item )
{
case generatorLarge :
% game . genOnRepaired ( % obj , % objName ) ;
case sensorMediumPulse :
% game . sensorOnRepaired ( % obj , % objName ) ;
case sensorLargePulse :
% game . sensorOnRepaired ( % obj , % objName ) ;
case stationInventory :
% game . stationOnRepaired ( % obj , % objName ) ;
case turretBaseLarge :
% game . turretOnRepaired ( % obj , % objName ) ;
case stationVehicle :
% game . vStationOnRepaired ( % obj , % objName ) ;
case solarPanel :
% game . solarPanelOnRepaired ( % obj , % objName ) ;
case sentryTurret :
% game . sentryTurretOnRepaired ( % obj , % objName ) ;
case TurretDeployedWallIndoor :
% game . depTurretOnRepaired ( % obj , % objName ) ;
case TurretDeployedFloorIndoor :
% game . depTurretOnRepaired ( % obj , % objName ) ;
case TurretDeployedCeilingIndoor :
% game . depTurretOnRepaired ( % obj , % objName ) ;
case TurretDeployedOutdoor :
% game . depTurretOnRepaired ( % obj , % objName ) ;
}
% obj . wasDisabled = false ;
}
2017-07-18 02:51:48 +00:00
function CTFGame : : genOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
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.
2017-07-18 03:27:34 +00:00
teamRepairMessage ( % repairman , ' msgGenRepaired ' , ' \ c0 % 1 repaired the % 2 Generator ! ' , % repairman . name , % obj . nameTag ) ;
2017-07-18 02:51:48 +00:00
% game . awardScoreGenRepair ( % obj . repairedBy ) ;
}
}
function CTFGame : : stationOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
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.
2017-07-18 03:27:34 +00:00
teamRepairMessage ( % repairman , ' msgStationRepaired ' , ' \ c0 % 1 repaired the % 2 Inventory Station ! ' , % repairman . name , % obj . nameTag ) ;
% game . awardScoreStationRepair ( % obj . repairedBy ) ;
2017-07-18 02:51:48 +00:00
}
}
function CTFGame : : sensorOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
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.
2017-07-18 03:27:34 +00:00
teamRepairMessage ( % repairman , ' msgSensorRepaired ' , ' \ c0 % 1 repaired the % 2 Pulse Sensor ! ' , % repairman . name , % obj . nameTag ) ;
% game . awardScoreSensorRepair ( % obj . repairedBy ) ;
2017-07-18 02:51:48 +00:00
}
}
function CTFGame : : turretOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
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.
2017-07-18 03:27:34 +00:00
teamRepairMessage ( % repairman , ' msgTurretRepaired ' , ' \ c0 % 1 repaired the % 2 Turret ! ' , % repairman . name , % obj . nameTag ) ;
% game . awardScoreTurretRepair ( % obj . repairedBy ) ;
2017-07-18 02:51:48 +00:00
}
}
function CTFGame : : vStationOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
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.
2017-07-18 03:27:34 +00:00
teamRepairMessage ( % repairman , ' msgvstationRepaired ' , ' \ c0 % 1 repaired the Vehicle Station ! ' , % repairman . name ) ;
% game . awardScoreVStationRepair ( % obj . repairedBy ) ;
2017-07-18 02:51:48 +00:00
}
}
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.
2017-07-18 03:27:34 +00:00
function CTFGame : : solarPanelOnRepaired ( % game , % obj , % objName )
2017-07-18 02:51:48 +00:00
{
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.
2017-07-18 03:27:34 +00:00
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
teamRepairMessage ( % repairman , ' msgsolarRepaired ' , ' \ c0 % 1 repaired the % 2 Solar Panel ! ' , % repairman . name , % obj . nameTag ) ;
% game . awardScoreSolarRepair ( % obj . repairedBy ) ;
}
}
function CTFGame : : sentryTurretOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
teamRepairMessage ( % repairman , ' msgsentryTurretRepaired ' , ' \ c0 % 1 repaired the % 2 Sentry Turret ! ' , % repairman . name , % obj . nameTag ) ;
% game . awardScoreSentryRepair ( % obj . repairedBy ) ;
}
}
function CTFGame : : depTurretOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
% game . awardScoreDepTurretRepair ( % obj . repairedBy ) ;
}
}
function CTFGame : : depInvOnRepaired ( % game , % obj , % objName )
{
if ( % game . testValidRepair ( % obj ) )
{
% repairman = % obj . repairedBy ;
% game . awardScoreDepInvRepair ( % obj . repairedBy ) ;
}
}
function CTFGame : : awardScoreGenRepair ( % game , % cl )
{
% cl . genRepairs + + ;
if ( % game . SCORE_PER_REPAIR_GEN ! = 0 )
{
messageClient ( % cl , ' msgGenRep ' , ' \ c0You received a % 1 point bonus for repairing a generator . ' , % game . SCORE_PER_REPAIR_GEN ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreStationRepair ( % game , % cl )
{
% cl . stationRepairs + + ;
if ( % game . SCORE_PER_REPAIR_ISTATION ! = 0 )
{
messageClient ( % cl , ' msgIStationRep ' , ' \ c0You received a % 1 point bonus for repairing a inventory station . ' , % game . SCORE_PER_REPAIR_ISTATION ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreSensorRepair ( % game , % cl )
{
% cl . sensorRepairs + + ;
if ( % game . SCORE_PER_REPAIR_SENSOR ! = 0 )
{
messageClient ( % cl , ' msgSensorRep ' , ' \ c0You received a % 1 point bonus for repairing a sensor . ' , % game . SCORE_PER_REPAIR_SENSOR ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreTurretRepair ( % game , % cl )
{
% cl . TurretRepairs + + ;
if ( % game . SCORE_PER_REPAIR_TURRET ! = 0 )
{
messageClient ( % cl , ' msgTurretRep ' , ' \ c0You received a % 1 point bonus for repairing a base turret . ' , % game . SCORE_PER_REPAIR_TURRET ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreVStationRepair ( % game , % cl )
{
% cl . VStationRepairs + + ;
if ( % game . SCORE_PER_REPAIR_VSTATION ! = 0 )
{
messageClient ( % cl , ' msgVStationRep ' , ' \ c0You received a % 1 point bonus for repairing a vehicle station . ' , % game . SCORE_PER_REPAIR_VSTATION ) ;
}
% game . recalcScore ( % cl ) ;
}
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
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.
2017-07-18 03:27:34 +00:00
function CTFGame : : awardScoreSolarRepair ( % game , % cl )
{
% cl . solarRepairs + + ;
if ( % game . SCORE_PER_REPAIR_SOLAR ! = 0 )
{
messageClient ( % cl , ' msgsolarRep ' , ' \ c0You received a % 1 point bonus for repairing a solar panel . ' , % game . SCORE_PER_REPAIR_SOLAR ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreSentryRepair ( % game , % cl )
{
% cl . sentryRepairs + + ;
if ( % game . SCORE_PER_REPAIR_SENTRY ! = 0 )
{
messageClient ( % cl , ' msgSentryRep ' , ' \ c0You received a % 1 point bonus for repairing a sentry turret . ' , % game . SCORE_PER_REPAIR_SENTRY ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreDepTurretRepair ( % game , % cl )
{
% cl . depTurretRepairs + + ;
if ( % game . SCORE_PER_REPAIR_DEP_TUR ! = 0 )
{
messageClient ( % cl , ' msgDepTurretRep ' , ' \ c0You received a % 1 point bonus for repairing a deployed turret . ' , % game . SCORE_PER_REPAIR_DEP_TUR ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : awardScoreDepInvRepair ( % game , % cl )
{
% cl . depInvRepairs + + ;
if ( % game . SCORE_PER_REPAIR_DEP_INV ! = 0 )
{
messageClient ( % cl , ' msgDepInvRep ' , ' \ c0You received a % 1 point bonus for repairing a deployed station . ' , % game . SCORE_PER_REPAIR_DEP_INV ) ;
}
% game . recalcScore ( % cl ) ;
}
function CTFGame : : enterMissionArea ( % game , % playerData , % player )
{
if ( % player . getState ( ) $ = "Dead" )
return ;
% player . client . outOfBounds = false ;
2017-07-18 02:51:48 +00:00
messageClient ( % player . client , ' EnterMissionArea ' , ' \ c1You are back in the mission area . ' ) ;
logEcho ( % player . client . nameBase @" (pl " @ % player @"/cl " @ % player . client @") entered mission area" ) ;
//the instant a player leaves the mission boundary, the flag is dropped, and the return is scheduled...
if ( % player . holdingFlag > 0 )
{
cancel ( $ FlagReturnTimer [ % player . holdingFlag ] ) ;
$ FlagReturnTimer [ % player . holdingFlag ] = "" ;
}
}
function CTFGame : : leaveMissionArea ( % game , % playerData , % player )
{
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.
2017-07-18 03:27:34 +00:00
if ( % player . getState ( ) $ = "Dead" )
return ;
2017-07-18 02:51:48 +00:00
// maybe we'll do this just in case
% player . client . outOfBounds = true ;
// if the player is holding a flag, strip it and throw it back into the mission area
// otherwise, just print a message
if ( % player . holdingFlag > 0 )
% game . boundaryLoseFlag ( % player ) ;
else
messageClient ( % player . client , ' MsgLeaveMissionArea ' , ' \ c1You have left the mission area . ~ wfx / misc / warning_beep . wav ' ) ;
logEcho ( % player . client . nameBase @" (pl " @ % player @"/cl " @ % player . client @") left mission area" ) ;
}
function CTFGame : : boundaryLoseFlag ( % game , % player )
{
// this is called when a player goes out of the mission area while holding
// the enemy flag. - make sure the player is still out of bounds
if ( ! % player . client . outOfBounds | | ! isObject ( % player . holdingFlag ) )
return ;
% client = % player . client ;
% flag = % player . holdingFlag ;
% flag . setVelocity ( "0 0 0" ) ;
% flag . setTransform ( % player . getWorldBoxCenter ( ) ) ;
% flag . setCollisionTimeout ( % player ) ;
% game . playerDroppedFlag ( % player ) ;
// now for the tricky part -- throwing the flag back into the mission area
// let's try throwing it back towards its "home"
% home = % flag . originalPosition ;
% vecx = firstWord ( % home ) - firstWord ( % player . getWorldBoxCenter ( ) ) ;
% vecy = getWord ( % home , 1 ) - getWord ( % player . getWorldBoxCenter ( ) , 1 ) ;
% vecz = getWord ( % home , 2 ) - getWord ( % player . getWorldBoxCenter ( ) , 2 ) ;
% vec = % vecx SPC % vecy SPC % vecz ;
// normalize the vector, scale it, and add an extra "upwards" component
% vecNorm = VectorNormalize ( % vec ) ;
% vec = VectorScale ( % vecNorm , 1500 ) ;
% vec = vectorAdd ( % vec , "0 0 500" ) ;
// apply the impulse to the flag object
% flag . applyImpulse ( % player . getWorldBoxCenter ( ) , % vec ) ;
//don't forget to send the message
messageClient ( % player . client , ' MsgCTFFlagDropped ' , ' \ c1You have left the mission area and lost the flag . ~ wfx / misc / flag_drop . wav ' , 0 , 0 , % player . holdingFlag . team ) ;
logEcho ( % player . client . nameBase @" (pl " @ % player @"/cl " @ % player . client @") lost flag (out of bounds)" ) ;
}
function CTFGame : : dropFlag ( % game , % player )
{
if ( % player . holdingFlag > 0 )
{
if ( ! % player . client . outOfBounds )
% player . throwObject ( % player . holdingFlag ) ;
else
% game . boundaryLoseFlag ( % player ) ;
}
}
function CTFGame : : applyConcussion ( % game , % player )
{
% game . dropFlag ( % player ) ;
}
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
function CTFGame : : vehicleDestroyed ( % game , % vehicle , % destroyer )
{
//vehicle name
% data = % vehicle . getDataBlock ( ) ;
//%vehicleType = getTaggedString(%data.targetNameTag) SPC getTaggedString(%data.targetTypeTag);
% vehicleType = getTaggedString ( % data . targetTypeTag ) ;
if ( % vehicleType ! $ = "MPB" )
% vehicleType = strlwr ( % vehicleType ) ;
% enemyTeam = ( % destroyer . team = = 1 ) ? 2 : 1 ;
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.
2017-07-18 03:27:34 +00:00
% scorer = 0 ;
% multiplier = 1 ;
% passengers = 0 ;
for ( % i = 0 ; % i < % data . numMountPoints ; % i + + )
if ( % vehicle . getMountNodeObject ( % i ) )
% passengers + + ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
//what destroyed this vehicle
if ( % destroyer . client )
{
//it was a player, or his mine, satchel, whatever...
% destroyer = % destroyer . client ;
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.
2017-07-18 03:27:34 +00:00
% scorer = % destroyer ;
// determine if the object used was a mine
if ( % vehicle . lastDamageType = = $ DamageType : : Mine )
% multiplier = 2 ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
}
else if ( % destroyer . getClassName ( ) $ = "Turret" )
{
if ( % destroyer . getControllingClient ( ) )
{
//manned turret
% destroyer = % destroyer . getControllingClient ( ) ;
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.
2017-07-18 03:27:34 +00:00
% scorer = % destroyer ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
}
else
{
% destroyerName = "A turret" ;
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.
2017-07-18 03:27:34 +00:00
% multiplier = 0 ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
}
}
else if ( % destroyer . getDataBlock ( ) . catagory $ = "Vehicles" )
{
// Vehicle vs vehicle kill!
if ( % name $ = "BomberFlyer" | | % name $ = "AssaultVehicle" )
% gunnerNode = 1 ;
else
% gunnerNode = 0 ;
if ( % destroyer . getMountNodeObject ( % gunnerNode ) )
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.
2017-07-18 03:27:34 +00:00
{
% destroyer = % destroyer . getMountNodeObject ( % gunnerNode ) . client ;
% scorer = % destroyer ;
}
% multiplier = 3 ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
}
else // Is there anything else we care about?
return ;
if ( % destroyerName $ = "" )
% destroyerName = % destroyer . name ;
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.
2017-07-18 03:27:34 +00:00
if ( % vehicle . team = = % destroyer . team ) // team kill
{
% pref = ( % vehicleType $ = "Assault Tank" ) ? "an" : "a" ;
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageAll ( ' msgVehicleTeamDestroy ' , ' \ c0 % 1 TEAMKILLED % 3 % 2 ! ' , % destroyerName , % vehicleType , % pref ) ;
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.
2017-07-18 03:27:34 +00:00
}
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
else // legit kill
{
messageTeamExcept ( % destroyer , ' msgVehicleDestroy ' , ' \ c0 % 1 destroyed an enemy % 2. ' , % destroyerName , % vehicleType ) ;
messageTeam ( % enemyTeam , ' msgVehicleDestroy ' , ' \ c0 % 1 destroyed your team \ ' s % 2. ' , % destroyerName , % vehicleType ) ;
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.
2017-07-18 03:27:34 +00:00
//messageClient(%destroyer, 'msgVehicleDestroy', '\c0You destroyed an enemy %1.', %vehicleType);
if ( % scorer )
{
% value = % game . awardScoreVehicleDestroyed ( % scorer , % vehicleType , % multiplier , % passengers ) ;
% game . shareScore ( % value ) ;
}
}
}
function CTFGame : : awardScoreVehicleDestroyed ( % game , % client , % vehicleType , % mult , % passengers )
{
if ( isDemo ( ) )
return 0 ;
if ( % vehicleType $ = "Grav Cycle" )
% base = % game . SCORE_PER_DESTROY_WILDCAT ;
else if ( % vehicleType $ = "Assault Tank" )
% base = % game . SCORE_PER_DESTROY_TANK ;
else if ( % vehicleType $ = "MPB" )
% base = % game . SCORE_PER_DESTROY_MPB ;
else if ( % vehicleType $ = "Turbograv" )
% base = % game . SCORE_PER_DESTROY_SHRIKE ;
else if ( % vehicleType $ = "Bomber" )
% base = % game . SCORE_PER_DESTROY_BOMBER ;
else if ( % vehicleType $ = "Heavy Transport" )
% base = % game . SCORE_PER_DESTROY_TRANSPORT ;
% total = ( % base * % mult ) + ( % passengers * % game . SCORE_PER_PASSENGER ) ;
% client . vehicleScore + = % total ;
messageClient ( % client , ' msgVehicleScore ' , ' \ c0You received a % 1 point bonus for destroying an enemy % 2. ' , % total , % vehicleType ) ;
% game . recalcScore ( % client ) ;
return % total ;
}
function CTFGame : : shareScore ( % game , % client , % amount )
{
if ( isDemo ( ) )
return 0 ;
//error("share score of"SPC %amount SPC "from client:" SPC %client);
// all of the player in the bomber and tank share the points
// gained from any of the others
% vehicle = % client . vehicleMounted ;
if ( ! % vehicle )
return 0 ;
% vehicleType = getTaggedString ( % vehicle . getDataBlock ( ) . targetTypeTag ) ;
if ( % vehicleType $ = "Bomber" | | % vehicleType $ = "Assault Tank" )
{
for ( % i = 0 ; % i < % vehicle . getDataBlock ( ) . numMountPoints ; % i + + )
{
% occupant = % vehicle . getMountNodeObject ( % i ) ;
if ( % occupant )
{
% occCl = % occupant . client ;
if ( % occCl ! = % client & & % occCl . team = = % client . team )
{
// the vehicle has a valid teammate at this node
// share the score with them
% occCl . vehicleBonus + = % amount ;
% game . recalcScore ( % occCl ) ;
}
}
}
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
}
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.
2017-07-18 03:27:34 +00:00
}
function CTFGame : : awardScoreTurretKill ( % game , % victimID , % implement )
{
if ( ( % killer = % implement . getControllingClient ( ) ) ! = 0 ) //award whoever might be controlling the turret
{
if ( % killer = = % victimID )
% game . awardScoreSuicide ( % victimID ) ;
else if ( % killer . team = = % victimID . team ) //player controlling a turret killed a teammate
{
% killer . teamKills + + ;
% game . awardScoreTurretTeamKill ( % victimID , % killer ) ;
% game . awardScoreDeath ( % victimID ) ;
}
else
{
% killer . mannedturretKills + + ;
% game . recalcScore ( % killer ) ;
% game . awardScoreDeath ( % victimID ) ;
}
}
else if ( ( % killer = % implement . owner ) ! = 0 ) //if it isn't controlled, award score to whoever deployed it
{
if ( % killer . team = = % victimID . team )
{
% game . awardScoreDeath ( % victimID ) ;
}
else
{
% killer . turretKills + + ;
% game . recalcScore ( % killer ) ;
% game . awardScoreDeath ( % victimID ) ;
}
}
//default is, no one was controlling it, no one owned it. No score given.
}
function CTFGame : : testKill ( % game , % victimID , % killerID )
{
return ( ( % killerID ! = 0 ) & & ( % victimID . team ! = % killerID . team ) ) ;
}
function CTFGame : : awardScoreKill ( % game , % killerID )
{
% killerID . kills + + ;
% game . recalcScore ( % killerID ) ;
return % game . SCORE_PER_KILL ;
}
function checkVehicleCamping ( % team )
{
% position = $ flagPos [ % team ] ;
% radius = 5 ;
InitContainerRadiusSearch ( % position , % radius , $ TypeMasks : : VehicleObjectType ) ;
while ( ( % vehicle = containerSearchNext ( ) ) ! = 0 )
{
% dist = containerSearchCurrRadDamageDist ( ) ;
if ( % dist > % radius )
continue ;
else
{
//if( %vehicle.team == %team )
applyVehicleCampDamage ( % vehicle ) ;
}
}
if ( % team = = 1 )
Game . campThread_1 = schedule ( 1000 , 0 , "checkVehicleCamping" , 1 ) ;
else
Game . campThread_2 = schedule ( 1000 , 0 , "checkVehicleCamping" , 2 ) ;
}
function applyVehicleCampDamage ( % vehicle )
{
if ( ! isObject ( % vehicle ) )
return ;
if ( % vehicle . getDamageState ( ) $ = "Destroyed" )
return ;
% client = % vehicle . getMountNodeObject ( 0 ) . client ; // grab the pilot
messageClient ( % client , ' serverMessage ' , "Can't park vehicles in flag zones!" ) ;
% vehicle . getDataBlock ( ) . damageObject ( % vehicle , 0 , "0 0 0" , 0.5 , 0 ) ;
}