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//------------------------------------------------------------------------------
//
// OptionsDlg.cs
//
//------------------------------------------------------------------------------
$ max_screenerror = 25 ;
$ min_TSScreenError = 2 ;
$ max_TSScreenError = 20 ;
$ min_TSDetailAdjust = 0.6 ;
$ max_TSDetailAdjust = 1.0 ;
//------------------------------------------------------------------------------
function OptionsDlg : : onWake ( % this )
{
$ enableDirectInput = "1" ;
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activateDirectInput ( ) ;
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OP_VideoPane . setVisible ( false ) ;
OP_GraphicsPane . setVisible ( false ) ;
OP_TexturesPane . setVisible ( false ) ;
OP_SoundPane . setVisible ( false ) ;
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OP_VoicePane . setVisible ( false ) ;
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OP_ControlsPane . setVisible ( false ) ;
OP_NetworkPane . setVisible ( false ) ;
OP_GamePane . setVisible ( false ) ;
OP_VideoTab . setValue ( false ) ;
OP_GraphicsTab . setValue ( false ) ;
OP_TexturesTab . setValue ( false ) ;
OP_SoundTab . setValue ( false ) ;
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OP_VoiceTab . setValue ( false ) ;
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OP_ControlsTab . setValue ( false ) ;
OP_NetworkTab . setValue ( false ) ;
OP_GameTab . setValue ( false ) ;
// Initialize the Video Pane controls:
// First the Video Driver menu:
% buffer = getDisplayDeviceList ( ) ;
% count = getFieldCount ( % buffer ) ;
for ( % i = 0 ; % i < % count ; % i + + )
OP_VideoDriverMenu . add ( getField ( % buffer , % i ) , % i ) ;
// Select the current device:
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OP_FullScreenTgl . setValue ( $ pref : : Video : : fullScreen ) ;
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% selId = OP_VideoDriverMenu . findText ( $ pref : : Video : : displayDevice ) ;
if ( % selId = = - 1 )
% selId = 0 ; // How did THAT happen?
OP_VideoDriverMenu . setSelected ( % selId ) ;
OP_VideoDriverMenu . onSelect ( % selId , "" ) ;
OP_FullScreenTgl . onAction ( ) ;
OP_ApplyBtn . setActive ( false ) ;
// Initialize the Graphics Options controls:
OptionsDlg : : deviceDependent ( % this ) ;
OP_GammaSlider . setValue ( $ pref : : OpenGL : : gammaCorrection ) ;
OP_TerrainSlider . setValue ( $ max_screenerror - $ pref : : Terrain : : screenError ) ;
OP_ShapeSlider . setValue ( ( $ max_TSScreenError - $ pref : : TS : : screenError ) / ( $ max_TSScreenError - $ min_TSScreenError ) ) ;
OP_ShadowSlider . setValue ( $ pref : : Shadows ) ;
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OP_InteriorDetailSlider . setValue ( $ pref : : Interior : : detailAdjust ) ;
OP_VisibleDistanceSlider . setValue ( $ pref : : VisibleDistanceMod ) ;
v22755 (05/11/01):
- (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay.
- (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway.
- (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are:
Death Birds Fly
Dust to Dust
Recalascence
Reversion
Riverdance
- (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies.
- (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards.
- (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers.
- (bug fix) "Vote Spamming" has been prevented in-game.
- (bug fix) Moved some of the CD check from script into code, where it should be.
- (bug fix) The "sticking" mouse button problem is now fixed.
- (bug fix) 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.
- (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now.
- (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired.
- (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects.
- (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented.
- (bug fix) 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.
- (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (bug fix) 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.)
- (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (bug fix) Fixed an indoor turret proximity bug introduced in the last patch.
- (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), 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.
- (improvement) 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.
- (improvement) 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.
- (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list).
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.
- (improvement) 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.
- (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- (improvement) 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.)
NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this.
ALSO NOTE: This feature works correctly for everyone else.
- (improvement) 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.
- (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing.
- (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters.
- (improvement) 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.
- (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture.
- (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe
- (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat.
- (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list.
- (community) Changed layout of right click menu's in the Community for easier understandability.
- (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp.
- (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no.
- (community) Upgraded Forum Cache version
- (community) Added ability to Lock Topic for Moderators
- (community) Added locking for posts where Topic is already in cache.
- (community) Implemented a ban structure on the Database
- (community) Fixed DBProxy thread disconnections - removed blank error boxes.
- (community) Fixed bug in Blocking Email Senders
2017-07-18 03:16:06 +00:00
OP_ParticleDensitySlider . setValue ( 4.0 - $ pref : : ParticleDensity ) ;
OP_DynamicLightSlider . setValue ( 100 - $ pref : : Interior : : DynamicLightsClipPix ) ;
updateDynamicLightSliderState ( ) ;
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OP_SkyDetailMenu . init ( ) ;
if ( ! $ pref : : SkyOn )
% selId = 5 ;
else if ( $ pref : : numCloudLayers > = 0 & & $ pref : : numCloudLayers < 4 )
% selId = 4 - $ pref : : numCloudLayers ;
else
% selId = 1 ;
OP_SkyDetailMenu . setSelected ( % selId ) ;
OP_SkyDetailMenu . setText ( OP_SkyDetailMenu . getTextById ( % selId ) ) ;
OP_PlayerRenderMenu . init ( ) ;
% selId = $ pref : : Player : : renderMyPlayer | ( $ pref : : Player : : renderMyItems < < 1 ) ;
OP_PlayerRenderMenu . setSelected ( % selId ) ;
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OP_VertexLightTgl . setValue ( $ pref : : Interior : : VertexLighting ) ;
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// Initialize the Textures Options controls:
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OP_TerrainTexSlider . setValue ( 6 - $ pref : : Terrain : : texDetail ) ;
// We're using the noDrawArraysAlpha variable here because we've already
// gone gold (hard to add a new profiling variable). But the Voodoo2/3/3500
// cards that have the 256x256 texture limitation (in OpenGL) also have the
// noDrawArraysAlpha hack on...so that works out nice
% mipRange = $ pref : : OpenGL : : noDrawArraysAlpha ? 4.0 : 5.0 ;
OP_ShapeTexSlider . setValue ( ( 5 - $ pref : : OpenGL : : mipReduction ) / % mipRange ) ;
OP_BuildingTexSlider . setValue ( ( 5 - $ pref : : OpenGL : : interiorMipReduction ) / % mipRange ) ;
OP_SkyTexSlider . setValue ( ( 5 - $ pref : : OpenGL : : skyMipReduction ) / % mipRange ) ;
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// Initialize the Sound Options controls:
// provider menu
% count = alxGetContexti ( ALC_PROVIDER_COUNT ) ;
for ( % i = 0 ; % i < % count ; % i + + )
OP_AudioProviderMenu . add ( alxGetContextstr ( ALC_PROVIDER_NAME , % i ) , % i ) ;
% selId = alxGetContexti ( ALC_PROVIDER ) ;
OP_AudioProviderMenu . setSelected ( % selId ) ;
OP_AudioResetProvider . setActive ( false ) ;
% active = audioIsEnvironmentProvider ( alxGetContextstr ( ALC_PROVIDER_NAME , % selId ) ) ;
OP_AudioEnvironmentTgl . setActive ( % active ) ;
// speaker menu
% count = alxGetContexti ( ALC_SPEAKER_COUNT ) ;
for ( % i = 0 ; % i < % count ; % i + + )
OP_AudioSpeakerMenu . add ( alxGetContextstr ( ALC_SPEAKER_NAME , % i ) , % i ) ;
% selId = alxGetContexti ( ALC_SPEAKER ) ;
OP_AudioSpeakerMenu . setSelected ( % selId ) ;
OP_AudioSpeakerMenu . onSelect ( % selId , "" ) ;
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OP_AudioFrequencyMenu . init ( ) ;
OP_AudioBitRateMenu . init ( ) ;
OP_AudioChannelsMenu . init ( ) ;
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
// don't allow changing of of mixer settings while in a game...
% active = ! isObject ( ServerConnection ) ;
OP_AudioFrequencyMenu . setActive ( % active ) ;
// Changing these audio settings doesn't help Linux performance
if ( $ platform $ = "linux" ) {
OP_AudioBitRateMenu . setActive ( false ) ;
OP_AudioChannelsMenu . setActive ( false ) ;
} else {
OP_AudioBitRateMenu . setActive ( % active ) ;
OP_AudioChannelsMenu . setActive ( % active ) ;
}
OP_AudioProviderMenu . setActive ( % active ) ;
OP_AudioEnvironmentTgl . setActive ( % active ) ;
OP_AudioSpeakerMenu . setActive ( % active ) ;
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OP_MasterVolumeSlider . setValue ( $ pref : : Audio : : masterVolume ) ;
OP_EffectsVolumeSlider . setValue ( $ pref : : Audio : : effectsVolume ) ;
OP_VoiceBindVolumeSlider . setValue ( $ pref : : Audio : : radioVolume ) ;
OP_GuiVolumeSlider . setValue ( $ pref : : Audio : : guiVolume ) ;
OP_MusicTgl . onAction ( ) ;
OP_MusicVolumeSlider . setValue ( $ pref : : Audio : : musicVolume ) ;
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// Initialize the Voice Settings controls:
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OP_MicrophoneEnabledTgl . onAction ( ) ;
OP_MicrophoneVolumeSlider . setValue ( $ pref : : Audio : : voiceVolume ) ;
OP_InputBoostSlider . setValue ( $ pref : : Audio : : captureGainScale ) ;
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OP_VoiceListenMenu . init ( ) ;
OP_VoiceSendMenu . init ( ) ;
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
OP_VoiceCodecInfo . init ( ) ;
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updateInputBoost ( ) ;
// Initialize the Control Options controls:
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OP_ControlGroupMenu . init ( ) ;
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// JOYSTICK SUPPORT WILL BE RE-ENABLED IN THE PATCH
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if ( isJoystickDetected ( ) )
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{
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OP_JoystickTgl . setValue ( $ pref : : Input : : JoystickEnabled ) ;
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OP_JoystickTgl . setActive ( true ) ;
OP_ConfigureJoystickBtn . setActive ( $ pref : : Input : : JoystickEnabled ) ;
}
else
{
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OP_JoystickTgl . setValue ( false ) ;
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OP_JoystickTgl . setActive ( false ) ;
$ pref : : Input : : JoystickEnabled = false ;
OP_ConfigureJoystickBtn . setActive ( false ) ;
}
// Initialize the Network Options controls:
OP_PacketRateSlider . setValue ( $ pref : : Net : : PacketRateToClient ) ;
OP_PacketSizeSlider . setValue ( $ pref : : Net : : PacketSize ) ;
OP_UpdateRateSlider . setValue ( $ pref : : Net : : PacketRateToServer ) ;
if ( ! OP_MasterServerMenu . size ( ) )
OP_MasterServerMenu . init ( ) ;
% selId = OP_MasterServerMenu . findText ( $ pref : : Net : : DisplayOnMaster ) ;
if ( % selId = = - 1 )
% selId = 1 ;
OP_MasterServerMenu . setSelected ( % selId ) ;
if ( ! OP_RegionMenu . size ( ) )
OP_RegionMenu . init ( ) ;
OP_RegionMenu . setSelected ( $ pref : : Net : : RegionMask ) ;
// Initialize the Game Options controls:
OP_ZoomSpeedSlider . setValue ( 500 - $ pref : : Player : : zoomSpeed ) ;
OP_LaunchScreenMenu . init ( ) ;
% selId = OP_LaunchScreenMenu . findText ( $ pref : : Shell : : LaunchGui ) ;
if ( % selId = = - 1 )
% selId = 1 ;
OP_LaunchScreenMenu . setText ( OP_LaunchScreenMenu . getTextById ( % selId ) ) ;
OP_LaunchScreenMenu . setSelected ( % selId ) ;
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
// Hide controls that are not relevant to the demo:
if ( isDemo ( ) )
{
OP_MasterServerTxt . setVisible ( false ) ;
OP_MasterServerMenu . setVisible ( false ) ;
OP_CheckEmailTgl . setVisible ( false ) ;
OP_ChatDisconnectTgl . setVisible ( false ) ;
OP_EditChatMenuBtn . setVisible ( false ) ;
OP_LaunchScreenTxt . setVisible ( false ) ;
OP_LaunchScreenMenu . setVisible ( false ) ;
}
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% this . setPane ( % this . pane ) ;
}
//------------------------------------------------------------------------------
function OptionsDlg : : deviceDependent ( % this )
{
if ( $ SwapIntervalSupported )
{
OP_VSyncTgl . setValue ( $ pref : : Video : : disableVerticalSync ) ;
OP_VSyncTgl . setActive ( true ) ;
}
else
{
OP_VSyncTgl . setValue ( false ) ;
OP_VSyncTgl . setActive ( false ) ;
}
OP_TexQualityMenu . init ( ) ;
if ( $ pref : : OpenGL : : forcePalettedTexture )
{
$ pref : : OpenGL : : force16bittexture = false ;
% selId = 1 ;
}
else if ( $ pref : : OpenGL : : force16bittexture )
% selId = 2 ;
else
% selId = 3 ;
OP_TexQualityMenu . setSelected ( % selId ) ;
OP_CompressMenu . init ( ) ;
if ( $ TextureCompressionSupported & & ! $ pref : : OpenGL : : disableARBTextureCompression )
{
OP_CompressLabel . setVisible ( true ) ;
OP_CompressLabel_Disabled . setVisible ( false ) ;
OP_CompressMenu . setActive ( true ) ;
if ( ! $ pref : : OpenGL : : allowCompression )
OP_CompressMenu . setSelected ( 1 ) ;
else if ( $ pref : : OpenGL : : compressionHint $ = "GL_NICEST" )
OP_CompressMenu . setSelected ( 3 ) ;
else
OP_CompressMenu . setSelected ( 2 ) ;
}
else
{
OP_CompressLabel_Disabled . setVisible ( true ) ;
OP_CompressLabel . setVisible ( false ) ;
OP_CompressMenu . setActive ( false ) ;
OP_CompressMenu . setText ( "None" ) ;
}
if ( $ FogCoordSupported )
{
OP_IntTexturedFogTgl . setValue ( $ pref : : Interior : : TexturedFog ) ;
OP_IntTexturedFogTgl . setActive ( true ) ;
}
else
{
OP_IntTexturedFogTgl . setValue ( true ) ;
OP_IntTexturedFogTgl . setActive ( false ) ;
}
OP_AnisotropySlider . setValue ( $ pref : : OpenGL : : anisotropy ) ;
OP_AnisotropySlider . setActive ( $ AnisotropySupported ) ;
if ( $ AnisotropySupported )
{
OP_AnisotropyLabel . setVisible ( true ) ;
OP_AnisotropyLabel_Disabled . setVisible ( false ) ;
}
else
{
OP_AnisotropyLabel_Disabled . setVisible ( true ) ;
OP_AnisotropyLabel . setVisible ( false ) ;
}
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OP_EnvMapTgl . setValue ( $ pref : : environmentMaps ) ;
OP_EnvMapTgl . setActive ( $ pref : : OpenGL : : allowTexGen ) ;
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}
//------------------------------------------------------------------------------
function OptionsDlg : : onSleep ( % this )
{
$ enableDirectInput = "0" ;
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deactivateDirectInput ( ) ;
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OP_VideoDriverMenu . clear ( ) ;
OP_ResMenu . clear ( ) ;
OP_BPPMenu . clear ( ) ;
OP_AudioProviderMenu . clear ( ) ;
OP_AudioSpeakerMenu . clear ( ) ;
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if ( % this . resetAudio )
{
echo ( "Resetting the audio driver..." ) ;
audioSetDriver ( "none" ) ;
audioSetDriver ( $ pref : : Audio : : activeDriver ) ;
% this . resetAudio = "" ;
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
// Play the shell hum: (all sources are gone)
if ( $ HudHandle [ ' shellScreen ' ] $ = "" )
alxStop ( $ HudHandle [ ' shellScreen ' ] ) ;
$ HudHandle [ ' shellScreen ' ] = alxPlay ( ShellScreenHumSound , 0 , 0 , 0 ) ;
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}
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if ( isObject ( ServerConnection ) & & isTextureFlushRequired ( ) )
MessageBoxYesNo ( "WARNING" , "You have made changes that require Tribes 2 to flush the texture cache. "
@ "Doing this while the game is running can take a long time. "
@ "Do you wish to continue?" ,
"OptionsDlg.saveSettings();" , "returnFromSettings();" ) ;
else
% this . saveSettings ( ) ;
}
//------------------------------------------------------------------------------
function isTextureFlushRequired ( )
{
if ( $ pref : : Interior : : VertexLighting ! = OP_VertexLightTgl . getValue ( ) )
return ( true ) ;
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// We're using the noDrawArraysAlpha variable here because we've already
// gone gold (hard to add a new profiling variable). But the Voodoo2/3/3500
// cards that have the 256x256 texture limitation (in OpenGL) also have the
// noDrawArraysAlpha hack on...so that works out nice
% mipRange = $ pref : : OpenGL : : noDrawArraysAlpha ? 4 : 5 ;
if ( $ pref : : OpenGL : : mipReduction ! = 5 - mFloor ( OP_ShapeTexSlider . getValue ( ) * % mipRange ) )
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return ( true ) ;
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if ( $ pref : : OpenGL : : interiorMipReduction ! = 5 - mFloor ( OP_BuildingTexSlider . getValue ( ) * % mipRange ) )
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return ( true ) ;
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if ( $ pref : : OpenGL : : skyMipReduction ! = 5 - mFloor ( OP_SkyTexSlider . getValue ( ) * % mipRange ) )
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return ( true ) ;
if ( $ AnisotropySupported & & $ pref : : OpenGL : : anisotropy ! = OP_AnisotropySlider . getValue ( ) )
return ( true ) ;
% id = OP_TexQualityMenu . getSelected ( ) ;
if ( $ pref : : OpenGL : : forcePalettedTexture )
{
if ( % id ! = 1 )
return ( true ) ;
}
else if ( $ pref : : OpenGL : : force16bittexture )
{
if ( % id ! = 2 )
return ( true ) ;
}
else if ( % id ! = 3 )
return ( true ) ;
if ( $ TextureCompressionSupported & & ! $ pref : : OpenGL : : disableARBTextureCompression )
{
% id = OP_CompressMenu . getSelected ( ) ;
if ( $ pref : : OpenGL : : allowCompression )
{
if ( $ pref : : OpenGL : : compressionHint $ = "GL_FASTEST" )
{
if ( % id ! = 2 )
return ( true ) ;
}
else if ( $ pref : : OpenGL : : compressionHint $ = "GL_NICEST" )
{
if ( % id ! = 3 )
return ( true ) ;
}
else if ( % id = = 1 )
return ( true ) ;
}
else if ( % id > 1 )
return ( true ) ;
}
return ( false ) ;
}
//------------------------------------------------------------------------------
function returnFromSettings ( )
{
// to unpause singlePlayerGame when returning from options
if ( isObject ( Game ) )
Game . OptionsDlgSleep ( ) ;
}
//------------------------------------------------------------------------------
function OptionsDlg : : saveSettings ( % this )
{
// Save off any prefs that don't auto-update:
% flushTextures = false ;
if ( $ SwapIntervalSupported & & OP_VSyncTgl . getValue ( ) ! = $ pref : : Video : : disableVerticalSync )
{
$ pref : : Video : : disableVerticalSync = OP_VSyncTgl . getValue ( ) ;
setVerticalSync ( ! $ pref : : Video : : disableVerticalSync ) ;
}
% temp = OP_SkyDetailMenu . getSelected ( ) ;
if ( % temp = = 5 )
$ pref : : SkyOn = false ;
else
{
$ pref : : SkyOn = true ;
$ pref : : numCloudLayers = ( 4 - % temp ) ;
}
if ( $ FogCoordSupported )
$ pref : : Interior : : TexturedFog = OP_IntTexturedFogTgl . getValue ( ) ;
if ( $ pref : : Interior : : VertexLighting ! = OP_VertexLightTgl . getValue ( ) )
{
$ pref : : Interior : : VertexLighting = OP_VertexLightTgl . getValue ( ) ;
% flushTextures = true ;
}
% temp = OP_PlayerRenderMenu . getSelected ( ) ;
$ pref : : Player : : renderMyPlayer = % temp & 1 ;
$ pref : : Player : : renderMyItems = % temp & 2 ;
switch ( OP_TexQualityMenu . getSelected ( ) )
{
case 1 : // 8-bit
if ( ! $ pref : : OpenGL : : forcePalettedTexture | | $ pref : : OpenGL : : force16bittexture )
{
$ pref : : OpenGL : : forcePalettedTexture = true ;
$ pref : : OpenGL : : force16bittexture = false ;
% flushTextures = true ;
}
case 2 : // 16-bit
if ( $ pref : : OpenGL : : forcePalettedTexture | | ! $ pref : : OpenGL : : force16bittexture )
{
$ pref : : OpenGL : : forcePalettedTexture = false ;
$ pref : : OpenGL : : force16bittexture = true ;
% flushTextures = true ;
}
case 3 : // 32-bit
if ( $ pref : : OpenGL : : forcePalettedTexture | | $ pref : : OpenGL : : force16bittexture )
{
$ pref : : OpenGL : : forcePalettedTexture = false ;
$ pref : : OpenGL : : force16bittexture = false ;
% flushTextures = true ;
}
}
OP_TexQualityMenu . clear ( ) ;
$ pref : : Terrain : : texDetail = 6 - mFloor ( OP_TerrainTexSlider . getValue ( ) ) ;
2017-07-18 02:55:25 +00:00
// We're using the noDrawArraysAlpha variable here because we've already
// gone gold (hard to add a new profiling variable). But the Voodoo2/3/3500
// cards that have the 256x256 texture limitation (in OpenGL) also have the
// noDrawArraysAlpha hack on...so that works out nice
% mipRange = $ pref : : OpenGL : : noDrawArraysAlpha ? 4 : 5 ;
% temp = 5 - mFloor ( OP_ShapeTexSlider . getValue ( ) * % mipRange ) ;
2017-07-18 02:51:48 +00:00
if ( $ pref : : OpenGL : : mipReduction ! = % temp )
{
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$ pref : : OpenGL : : mipReduction = % temp ;
setOpenGLMipReduction ( $ pref : : OpenGL : : mipReduction ) ;
% flushTextures = true ;
2017-07-18 02:51:48 +00:00
}
2017-07-18 02:55:25 +00:00
% temp = 5 - mFloor ( OP_BuildingTexSlider . getValue ( ) * % mipRange ) ;
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if ( $ pref : : OpenGL : : interiorMipReduction ! = % temp )
{
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$ pref : : OpenGL : : interiorMipReduction = % temp ;
setOpenGLInteriorMipReduction ( $ pref : : OpenGL : : interiorMipReduction ) ;
% flushTextures = true ;
2017-07-18 02:51:48 +00:00
}
2017-07-18 02:55:25 +00:00
% temp = 5 - mFloor ( OP_SkyTexSlider . getValue ( ) * % mipRange ) ;
2017-07-18 02:51:48 +00:00
if ( $ pref : : OpenGL : : skyMipReduction ! = % temp )
{
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$ pref : : OpenGL : : skyMipReduction = % temp ;
setOpenGLSkyMipReduction ( $ pref : : OpenGL : : skyMipReduction ) ;
% flushTextures = true ;
2017-07-18 02:51:48 +00:00
}
if ( $ TextureCompressionSupported & & ! $ pref : : OpenGL : : disableARBTextureCompression )
{
% temp = OP_CompressMenu . getSelected ( ) ;
if ( $ pref : : OpenGL : : allowCompression )
{
switch ( % temp )
{
case 2 :
if ( $ pref : : OpenGL : : compressionHint ! $ = "GL_FASTEST" )
{
$ pref : : OpenGL : : compressionHint = "GL_FASTEST" ;
setOpenGLTextureCompressionHint ( $ pref : : OpenGL : : compressionHint ) ;
% flushTextures = true ;
}
case 3 :
if ( $ pref : : OpenGL : : compressionHint ! $ = "GL_NICEST" )
{
$ pref : : OpenGL : : compressionHint = "GL_NICEST" ;
setOpenGLTextureCompressionHint ( $ pref : : OpenGL : : compressionHint ) ;
% flushTextures = true ;
}
default : // None
$ pref : : OpenGL : : allowCompression = false ;
% flushTextures = true ;
}
}
else if ( % temp > 1 )
{
$ pref : : OpenGL : : allowCompression = true ;
if ( % temp = = 3 )
$ pref : : OpenGL : : compressionHint = "GL_NICEST" ;
else
$ pref : : OpenGL : : compressionHint = "GL_FASTEST" ;
setOpenGLTextureCompressionHint ( $ pref : : OpenGL : : compressionHint ) ;
% flushTextures = true ;
}
}
OP_CompressMenu . clear ( ) ;
if ( $ AnisotropySupported )
{
% temp = OP_AnisotropySlider . getValue ( ) ;
if ( $ pref : : OpenGL : : anisotropy ! = % temp )
{
$ pref : : OpenGL : : anisotropy = % temp ;
setOpenGLAnisotropy ( $ pref : : OpenGL : : anisotropy ) ;
% flushTextures = true ;
}
}
$ pref : : Terrain : : screenError = $ max_screenerror - mFloor ( OP_TerrainSlider . getValue ( ) ) ;
$ pref : : TS : : screenError = $ max_TSScreenError - mFloor ( OP_ShapeSlider . getValue ( ) * ( $ max_TSScreenError - $ min_TSScreenError ) ) ;
$ pref : : TS : : detailAdjust = $ min_TSDetailAdjust + OP_ShapeSlider . getValue ( ) * ( $ max_TSDetailAdjust - $ min_TSDetailAdjust ) ;
$ pref : : Shadows = OP_ShadowSlider . getValue ( ) ;
v22755 (05/11/01):
- (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay.
- (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway.
- (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are:
Death Birds Fly
Dust to Dust
Recalascence
Reversion
Riverdance
- (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies.
- (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards.
- (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers.
- (bug fix) "Vote Spamming" has been prevented in-game.
- (bug fix) Moved some of the CD check from script into code, where it should be.
- (bug fix) The "sticking" mouse button problem is now fixed.
- (bug fix) 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.
- (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now.
- (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired.
- (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects.
- (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented.
- (bug fix) 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.
- (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (bug fix) 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.)
- (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (bug fix) Fixed an indoor turret proximity bug introduced in the last patch.
- (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), 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.
- (improvement) 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.
- (improvement) 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.
- (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list).
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.
- (improvement) 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.
- (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- (improvement) 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.)
NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this.
ALSO NOTE: This feature works correctly for everyone else.
- (improvement) 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.
- (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing.
- (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters.
- (improvement) 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.
- (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture.
- (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe
- (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat.
- (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list.
- (community) Changed layout of right click menu's in the Community for easier understandability.
- (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp.
- (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no.
- (community) Upgraded Forum Cache version
- (community) Added ability to Lock Topic for Moderators
- (community) Added locking for posts where Topic is already in cache.
- (community) Implemented a ban structure on the Database
- (community) Fixed DBProxy thread disconnections - removed blank error boxes.
- (community) Fixed bug in Blocking Email Senders
2017-07-18 03:16:06 +00:00
$ pref : : ParticleDensity = 4.0 - OP_ParticleDensitySlider . getValue ( ) ;
% val = 100 - OP_DynamicLightSlider . getValue ( ) ;
$ pref : : Interior : : DynamicLightsClipPix = $ pref : : Terrain : : DynamicLightsClipPix = % val ;
$ pref : : Interior : : DynamicLightsFadePix = $ pref : : Terrain : : DynamicLightsFadePix = 2 * % val ;
2017-07-18 02:51:48 +00:00
setShadowDetailLevel ( $ pref : : Shadows ) ;
2017-07-18 02:55:25 +00:00
$ pref : : Interior : : detailAdjust = OP_InteriorDetailSlider . getValue ( ) ;
2017-07-18 02:51:48 +00:00
$ pref : : VisibleDistanceMod = OP_VisibleDistanceSlider . getValue ( ) ;
$ pref : : Audio : : musicVolume = OP_MusicVolumeSlider . getValue ( ) ;
$ pref : : Audio : : masterVolume = OP_MasterVolumeSlider . getValue ( ) ;
$ pref : : Audio : : effectsVolume = OP_EffectsVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ EffectAudioType , $ pref : : Audio : : effectsVolume ) ;
$ pref : : Audio : : voiceVolume = OP_MicrophoneVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ VoiceAudioType , $ pref : : Audio : : voiceVolume ) ;
$ pref : : Audio : : radioVolume = OP_VoiceBindVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ ChatAudioType , $ pref : : Audio : : radioVolume ) ;
$ pref : : Audio : : guiVolume = OP_GuiVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ GuiAudioType , $ pref : : Audio : : guiVolume ) ;
$ pref : : Audio : : captureGainScale = OP_InputBoostSlider . getValue ( ) ;
if ( ! $ missionRunning )
MusicPlayer . stop ( ) ;
2017-07-18 02:55:25 +00:00
if ( $ pref : : Audio : : enableVoiceCapture )
{
% reinit = false ;
% selId = OP_VoiceListenMenu . getSelected ( ) ;
if ( $ pref : : Audio : : decodingMask ! = % selId )
{
$ pref : : Audio : : decodingMask = % selId ;
% reinit = true ;
}
% selId = OP_VoiceSendMenu . getSelected ( ) ;
if ( $ pref : : Audio : : encodingLevel ! = % selId )
{
$ pref : : Audio : : encodingLevel = % selId ;
% reinit = true ;
}
if ( % reinit )
{
alxCaptureDestroy ( ) ;
alxCaptureInit ( ) ;
// If in a game, let the server know about the altered settings:
if ( isObject ( ServerConnection ) )
commandToServer ( ' SetVoiceInfo ' , $ pref : : Audio : : voiceChannels , $ pref : : Audio : : decodingMask , $ pref : : Audio : : encodingLevel ) ;
}
}
2017-07-18 02:51:48 +00:00
$ pref : : Net : : PacketRateToClient = mFloor ( OP_PacketRateSlider . getValue ( ) ) ;
$ pref : : Net : : PacketSize = mFloor ( OP_PacketSizeSlider . getValue ( ) ) ;
$ pref : : Net : : PacketRateToServer = mFloor ( OP_UpdateRateSlider . getValue ( ) ) ;
// check the max rate:
if ( isObject ( ServerConnection ) )
ServerConnection . checkMaxRate ( ) ;
if ( isObject ( ClientGroup ) )
{
% count = ClientGroup . getCount ( ) ;
for ( % i = 0 ; % i < % count ; % i + + )
{
% cl = ClientGroup . getObject ( % i ) ;
% cl . checkMaxRate ( ) ;
}
}
$ pref : : Player : : zoomSpeed = 500 - mFloor ( OP_ZoomSpeedSlider . getValue ( ) ) ;
setZoomSpeed ( $ pref : : Player : : zoomSpeed ) ;
$ pref : : Shell : : LaunchGui = OP_LaunchScreenMenu . getText ( ) ;
export ( "$pref::*" , "prefs/ClientPrefs.cs" , false ) ;
saveActiveMapFile ( ) ;
if ( % flushTextures )
{
// Give the Options Dialog a chance to go away:
OptionsDlg . schedule ( 0 , doTextureFlush ) ;
}
returnFromSettings ( ) ;
}
//------------------------------------------------------------------------------
function OptionsDlg : : doTextureFlush ( % this )
{
MessagePopup ( "PLEASE WAIT" , "Flushing texture cache...\nThis may take a while" ) ;
Canvas . repaint ( ) ;
flushTextureCache ( ) ;
CloseMessagePopup ( ) ;
}
//------------------------------------------------------------------------------
function OptionsDlg : : setPane ( % this , % pane )
{
if ( ( % this . pane $ = "Sound" ) & & ! $ missionRunning )
MusicPlayer . stop ( ) ;
if ( % this . pane ! $ = "None" )
{
% paneCtrl = "OP_" @ % this . pane @ "Pane" ;
% paneCtrl . setVisible ( false ) ;
% tabCtrl = "OP_" @ % this . pane @ "Tab" ;
% tabCtrl . setValue ( false ) ;
}
% paneCtrl = "OP_" @ % pane @ "Pane" ;
% paneCtrl . setVisible ( true ) ;
% tabCtrl = "OP_" @ % pane @ "Tab" ;
% tabCtrl . setValue ( true ) ;
% this . pane = % pane ;
}
//------------------------------------------------------------------------------
function OptionsDlg : : applyGraphicChanges ( % this )
{
% newDriver = OP_VideoDriverMenu . getText ( ) ;
% newRes = OP_ResMenu . getText ( ) ;
% newBpp = OP_BPPMenu . getText ( ) ;
% newFullScreen = OP_FullScreenTgl . getValue ( ) ;
if ( % newDriver ! $ = $ pref : : Video : : displayDevice )
{
setDisplayDevice ( % newDriver , firstWord ( % newRes ) , getWord ( % newRes , 1 ) , % newBpp , % newFullScreen ) ;
OptionsDlg : : deviceDependent ( % this ) ;
}
else
setScreenMode ( firstWord ( % newRes ) , getWord ( % newRes , 1 ) , % newBpp , % newFullScreen ) ;
OP_ApplyBtn . updateState ( ) ;
}
//------------------------------------------------------------------------------
function OP_VideoDriverMenu : : onSelect ( % this , % id , % text )
{
// Attempt to keep the same res and bpp settings:
if ( OP_ResMenu . size ( ) > 0 )
% prevRes = OP_ResMenu . getText ( ) ;
else
% prevRes = getWords ( $ pref : : Video : : resolution , 0 , 1 ) ;
// Check if this device is full-screen only:
if ( isDeviceFullScreenOnly ( % this . getText ( ) ) )
{
OP_FullScreenTgl . setValue ( true ) ;
OP_FullScreenTgl . setActive ( false ) ;
OP_FullScreenTgl . onAction ( ) ;
}
else
OP_FullScreenTgl . setActive ( true ) ;
if ( OP_FullScreenTgl . getValue ( ) )
{
if ( OP_BPPMenu . size ( ) > 0 )
% prevBPP = OP_BPPMenu . getText ( ) ;
else
% prevBPP = getWord ( $ pref : : Video : : resolution , 2 ) ;
}
// Fill the resolution and bit depth lists:
OP_ResMenu . init ( % this . getText ( ) , OP_FullScreenTgl . getValue ( ) ) ;
OP_BPPMenu . init ( % this . getText ( ) ) ;
// Try to select the previous settings:
% selId = OP_ResMenu . findText ( % prevRes ) ;
if ( % selId = = - 1 )
% selId = 0 ;
OP_ResMenu . setSelected ( % selId ) ;
if ( OP_FullScreenTgl . getValue ( ) )
{
% selId = OP_BPPMenu . findText ( % prevBPP ) ;
if ( % selId = = - 1 )
% selId = 0 ;
OP_BPPMenu . setSelected ( % selId ) ;
OP_BPPMenu . setText ( OP_BPPMenu . getTextById ( % selId ) ) ;
}
else
OP_BPPMenu . setText ( "Default" ) ;
OP_ApplyBtn . updateState ( ) ;
}
//------------------------------------------------------------------------------
function OP_ResMenu : : init ( % this , % device , % fullScreen )
{
% this . clear ( ) ;
% resList = getResolutionList ( % device ) ;
% resCount = getFieldCount ( % resList ) ;
% deskRes = getDesktopResolution ( ) ;
% count = 0 ;
for ( % i = 0 ; % i < % resCount ; % i + + )
{
% res = getWords ( getField ( % resList , % i ) , 0 , 1 ) ;
if ( ! % fullScreen )
{
if ( firstWord ( % res ) > = firstWord ( % deskRes ) )
continue ;
if ( getWord ( % res , 1 ) > = getWord ( % deskRes , 1 ) )
continue ;
}
// Only add to list if it isn't there already:
if ( % this . findText ( % res ) = = - 1 )
{
% this . add ( % res , % count ) ;
% count + + ;
}
}
}
//------------------------------------------------------------------------------
function OP_ResMenu : : onSelect ( % this , % id , % text )
{
OP_ApplyBtn . updateState ( ) ;
}
//------------------------------------------------------------------------------
function OP_BPPMenu : : init ( % this , % device )
{
% this . clear ( ) ;
if ( % device $ = "Voodoo2" )
% this . add ( "16" , 0 ) ;
else
{
% resList = getResolutionList ( % device ) ;
% resCount = getFieldCount ( % resList ) ;
% count = 0 ;
for ( % i = 0 ; % i < % resCount ; % i + + )
{
% bpp = getWord ( getField ( % resList , % i ) , 2 ) ;
// Only add to list if it isn't there already:
if ( % this . findText ( % bpp ) = = - 1 )
{
% this . add ( % bpp , % count ) ;
% count + + ;
}
}
}
}
//------------------------------------------------------------------------------
function OP_BPPMenu : : onSelect ( % this , % id , % text )
{
OP_ApplyBtn . updateState ( ) ;
}
//------------------------------------------------------------------------------
function OP_FullScreenTgl : : onAction ( % this )
{
// Attempt to maintain current settings:
% selId = OP_ResMenu . getSelected ( ) ;
if ( % selId = = - 1 )
% selId = 0 ;
% prevRes = OP_ResMenu . getTextById ( % selId ) ;
OP_ResMenu . init ( OP_VideoDriverMenu . getText ( ) , % this . getValue ( ) ) ;
% selId = OP_ResMenu . findText ( % prevRes ) ;
if ( % selId = = - 1 )
% selId = 0 ;
OP_ResMenu . setSelected ( % selId ) ;
if ( % this . getValue ( ) )
{
% selId = OP_BPPMenu . findText ( getWord ( $ pref : : Video : : resolution , 2 ) ) ;
if ( % selId = = - 1 )
% selId = 0 ;
OP_BPPMenu . setSelected ( % selId ) ;
OP_BPPMenu . setText ( OP_BPPMenu . getTextById ( % selId ) ) ;
OP_BPPMenu . setActive ( true ) ;
}
else
{
OP_BPPMenu . setText ( "Default" ) ;
OP_BPPMenu . setActive ( false ) ;
}
OP_ApplyBtn . updateState ( ) ;
}
//------------------------------------------------------------------------------
function OP_ApplyBtn : : updateState ( % this )
{
% active = false ;
if ( OP_VideoDriverMenu . getText ( ) ! $ = $ pref : : Video : : displayDevice )
% active = true ;
else if ( OP_ResMenu . getText ( ) ! $ = getWords ( $ pref : : Video : : resolution , 0 , 1 ) )
% active = true ;
else if ( OP_FullScreenTgl . getValue ( ) ! = $ pref : : Video : : fullScreen )
% active = true ;
else if ( OP_FullScreenTgl . getValue ( ) )
{
if ( OP_BPPMenu . getText ( ) ! $ = getWord ( $ pref : : Video : : resolution , 2 ) )
% active = true ;
}
% this . setActive ( % active ) ;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
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// Graphics Settings:
2017-07-18 02:51:48 +00:00
//
function updateGammaCorrection ( )
{
$ pref : : OpenGL : : gammaCorrection = OP_GammaSlider . getValue ( ) ;
videoSetGammaCorrection ( $ pref : : OpenGL : : gammaCorrection ) ;
}
//------------------------------------------------------------------------------
function updateTerrainDetail ( )
{
$ pref : : Terrain : : screenError = $ max_screenerror - mFloor ( OP_TerrainSlider . getValue ( ) ) ;
if ( OP_TerrainSlider . getValue ( ) ! = $ max_screenerror - $ pref : : Terrain : : screenError )
OP_TerrainSlider . setValue ( $ max_screenerror - $ pref : : Terrain : : screenError ) ;
}
v22755 (05/11/01):
- (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay.
- (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway.
- (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are:
Death Birds Fly
Dust to Dust
Recalascence
Reversion
Riverdance
- (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies.
- (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards.
- (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers.
- (bug fix) "Vote Spamming" has been prevented in-game.
- (bug fix) Moved some of the CD check from script into code, where it should be.
- (bug fix) The "sticking" mouse button problem is now fixed.
- (bug fix) 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.
- (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now.
- (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired.
- (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects.
- (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented.
- (bug fix) 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.
- (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (bug fix) 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.)
- (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (bug fix) Fixed an indoor turret proximity bug introduced in the last patch.
- (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), 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.
- (improvement) 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.
- (improvement) 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.
- (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list).
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.
- (improvement) 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.
- (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- (improvement) 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.)
NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this.
ALSO NOTE: This feature works correctly for everyone else.
- (improvement) 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.
- (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing.
- (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters.
- (improvement) 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.
- (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture.
- (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe
- (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat.
- (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list.
- (community) Changed layout of right click menu's in the Community for easier understandability.
- (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp.
- (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no.
- (community) Upgraded Forum Cache version
- (community) Added ability to Lock Topic for Moderators
- (community) Added locking for posts where Topic is already in cache.
- (community) Implemented a ban structure on the Database
- (community) Fixed DBProxy thread disconnections - removed blank error boxes.
- (community) Fixed bug in Blocking Email Senders
2017-07-18 03:16:06 +00:00
//------------------------------------------------------------------------------
function updateDynamicLightSliderState ( )
{
% on = $ pref : : Interior : : DynamicLights | | $ pref : : Terrain : : dynamicLights ;
OP_DynamicLightText . setVisible ( % on ) ;
OP_DynamicLightText_Disabled . setVisible ( ! % on ) ;
OP_DynamicLightSlider . setActive ( % on ) ;
}
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//------------------------------------------------------------------------------
function OP_SkyDetailMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "Full Sky" , 1 ) ;
% this . add ( "Two Cloud Layers" , 2 ) ;
% this . add ( "One Cloud Layer" , 3 ) ;
% this . add ( "Sky Box Only" , 4 ) ;
% this . add ( "No Sky" , 5 ) ;
}
//------------------------------------------------------------------------------
function OP_PlayerRenderMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "Player and Items" , 3 ) ;
% this . add ( "Player only" , 1 ) ;
% this . add ( "Items only" , 2 ) ;
% this . add ( "Neither Player nor Items" , 0 ) ;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
// Texture Settings:
2017-07-18 02:51:48 +00:00
//
function OP_CompressMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "None" , 1 ) ;
% this . add ( "Fastest" , 2 ) ;
% this . add ( "Nicest" , 3 ) ;
}
//------------------------------------------------------------------------------
function OP_TexQualityMenu : : init ( % this )
{
% this . clear ( ) ;
if ( $ PalettedTextureSupported )
% this . add ( "Palletized" , 1 ) ;
% this . add ( "16 bit" , 2 ) ;
% this . add ( "32 bit" , 3 ) ;
}
//------------------------------------------------------------------------------
function OP_TexQualityMenu : : onSelect ( % this , % id , % text )
{
if ( % id = = 1 )
{
// Disable these with palletized textures by default:
OP_EnvMapTgl . setValue ( false ) ;
//OP_EnvMapTgl.setActive( false );
OP_IntEnvMapTgl . setValue ( false ) ;
//OP_IntEnvMapTgl.setActive( false );
}
// else
// {
// OP_EnvMapTgl.setActive( true );
// OP_IntEnvMapTgl.setActive( true );
// }
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
// Audio Settings:
2017-07-18 02:51:48 +00:00
//
function setAudioProvider ( % idx )
{
alxContexti ( ALC_PROVIDER , % idx ) ;
$ pref : : Audio : : provider = alxGetContextstr ( ALC_PROVIDER_NAME , % idx ) ;
% active = audioIsEnvironmentProvider ( $ pref : : Audio : : provider ) ;
OP_AudioEnvironmentTgl . setActive ( % active ) ;
audioUpdateProvider ( $ pref : : Audio : : provider ) ;
OP_AudioProviderMenu . setSelected ( % idx ) ;
}
//------------------------------------------------------------------------------
function OP_AudioEnvironmentTgl : : onAction ( % this )
{
alxEnableEnvironmental ( % this . getValue ( ) ) ;
}
//------------------------------------------------------------------------------
function OP_AudioProviderMenu : : onSelect ( % this , % id , % text )
{
if ( % id ! = $ Audio : : originalProvider )
{
if ( ! % this . seenWarning )
{
MessageBoxOK ( "Warning" , "Changing sound drivers may result in incompatibilities and game oddities. If you experience such oddities, hit \"Reset\" to restore defaults." , "" ) ;
% this . seenWarning = true ;
}
OP_AudioResetProvider . setActive ( true ) ;
}
setAudioProvider ( % id ) ;
}
//------------------------------------------------------------------------------
function OP_AudioResetProvider : : onAction ( % this )
{
setAudioProvider ( $ Audio : : originalProvider ) ;
% this . setActive ( false ) ;
}
//------------------------------------------------------------------------------
function OP_AudioSpeakerMenu : : onSelect ( % this , % id , % text )
{
alxContexti ( ALC_SPEAKER , % id ) ;
$ pref : : Audio : : speakerType = alxGetContextstr ( ALC_SPEAKER_NAME , % id ) ;
}
2017-07-18 02:55:25 +00:00
//------------------------------------------------------------------------------
function OP_AudioFrequencyMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "11 KHz" , 0 ) ;
% this . add ( "22 KHz" , 1 ) ;
% this . add ( "44 KHz" , 2 ) ;
switch ( $ pref : : Audio : : frequency )
{
case 11025 : % this . setSelected ( 0 ) ;
case 22050 : % this . setSelected ( 1 ) ;
default : % this . setSelected ( 2 ) ;
}
}
//------------------------------------------------------------------------------
function OP_AudioFrequencyMenu : : onSelect ( % this , % id , % text )
{
switch ( % id )
{
case 0 : % newVal = 11025 ;
case 1 : % newVal = 22050 ;
default : % newVal = 44100 ;
}
if ( $ pref : : Audio : : frequency ! = % newVal )
{
$ pref : : Audio : : frequency = % newVal ;
OptionsDlg . resetAudio = true ;
}
}
//------------------------------------------------------------------------------
function OP_AudioBitRateMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "8 bit" , 0 ) ;
% this . add ( "16 bit" , 1 ) ;
if ( $ pref : : Audio : : sampleBits = = 8 )
% this . setSelected ( 0 ) ;
else
% this . setSelected ( 1 ) ;
}
//------------------------------------------------------------------------------
function OP_AudioBitRateMenu : : onSelect ( % this , % id , % text )
{
% newVal = % id = = 0 ? 8 : 16 ;
if ( $ pref : : Audio : : sampleBits ! = % newVal )
{
$ pref : : Audio : : sampleBits = % newVal ;
OptionsDlg . resetAudio = true ;
}
}
//------------------------------------------------------------------------------
function OP_AudioChannelsMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "One" , 0 ) ;
% this . add ( "Two" , 1 ) ;
if ( $ pref : : Audio : : channels = = 1 )
% this . setSelected ( 0 ) ;
else
% this . setSelected ( 1 ) ;
}
//------------------------------------------------------------------------------
function OP_AudioChannelsMenu : : onSelect ( % this , % id , % text )
{
% newVal = % id = = 0 ? 1 : 2 ;
if ( $ pref : : Audio : : channels ! = % newVal )
{
$ pref : : Audio : : channels = % newVal ;
OptionsDlg . resetAudio = true ;
}
}
2017-07-18 02:51:48 +00:00
//------------------------------------------------------------------------------
function OP_MusicTgl : : onAction ( % this )
{
% on = % this . getValue ( ) ;
OP_MusicVolumeLabel . setVisible ( % on ) ;
OP_MusicVolumeLabel_Disabled . setVisible ( ! % on ) ;
OP_MusicVolumeSlider . setActive ( % on ) ;
$ pref : : Audio : : musicEnabled = % on ;
if ( % on )
MusicPlayer . play ( ) ;
else
MusicPlayer . stop ( ) ;
}
//------------------------------------------------------------------------------
function updateMusicVolume ( )
{
% volume = OP_MusicVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ MusicAudioType , % volume ) ;
}
//------------------------------------------------------------------------------
function updateGuiVolume ( )
{
% volume = OP_GuiVolumeSlider . getValue ( ) ;
alxSetChannelVolume ( $ GuiAudioType , % volume ) ;
}
//------------------------------------------------------------------------------
function updateMasterVolume ( )
{
% volume = OP_MasterVolumeSlider . getValue ( ) ;
alxListenerf ( AL_GAIN_LINEAR , % volume ) ;
}
2017-07-18 02:55:25 +00:00
2017-07-18 02:51:48 +00:00
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
//------------------------------------------------------------------------------
// Voice Settings:
//
2017-07-18 02:51:48 +00:00
function OP_MicrophoneEnabledTgl : : onAction ( % this )
{
% on = % this . getValue ( ) ;
OP_RecordTestBtn . setActive ( % on ) ;
OP_MicVolumeLabel . setVisible ( % on ) ;
OP_MicVolumeLabel_Disabled . setVisible ( ! % on ) ;
OP_MicrophoneVolumeSlider . setActive ( % on ) ;
OP_InputBoostLabel . setVisible ( % on ) ;
OP_InputBoostLabel_Disabled . setVisible ( ! % on ) ;
OP_InputBoostSlider . setActive ( % on ) ;
OP_InputBoostPercentTxt . setVisible ( % on ) ;
2017-07-18 02:55:25 +00:00
OP_VoiceListenLabel . setVisible ( % on ) ;
OP_VoiceListenLabel_Disabled . setVisible ( ! % on ) ;
OP_VoiceListenMenu . setActive ( % on ) ;
OP_VoiceSendLabel . setVisible ( % on ) ;
OP_VoiceSendLabel_Disabled . setVisible ( ! % on ) ;
OP_VoiceSendMenu . setActive ( % on ) ;
if ( % on ! = alxIsEnabled ( "capture" ) )
{
if ( % on )
alxCaptureInit ( ) ;
else
alxCaptureDestroy ( ) ;
}
2017-07-18 02:51:48 +00:00
}
//------------------------------------------------------------------------------
function updateInputBoost ( )
{
% val = OP_InputBoostSlider . getValue ( ) ;
alxSetCaptureGainScale ( % val ) ;
% val = mFloor ( % val * 100 ) ;
OP_InputBoostPercentTxt . setValue ( % val @ "%" ) ;
}
//------------------------------------------------------------------------------
function OP_RecordTestBtn : : onAction ( % this )
{
alxCaptureStart ( true ) ;
}
//------------------------------------------------------------------------------
function localCaptureStart ( % method )
{
if ( % method $ = "record" )
{
OP_RecordTestBtn . setActive ( false ) ;
OP_RecordTestBtn . setValue ( ">> Recording <<" ) ;
}
else
{
OP_RecordTestBtn . setActive ( false ) ;
OP_RecordTestBtn . setValue ( ">> Playing <<" ) ;
}
}
//------------------------------------------------------------------------------
function localCaptureStop ( % method )
{
if ( % method $ = "play" )
{
OP_RecordTestBtn . setActive ( true ) ;
OP_RecordTestBtn . setValue ( "Test Record" ) ;
}
}
2017-07-18 02:55:25 +00:00
//------------------------------------------------------------------------------
function OP_VoiceListenMenu : : init ( % this )
{
% this . clear ( ) ;
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
% this . add ( "<NONE>" , 0 ) ;
% this . add ( ".v12" , 1 ) ;
% this . add ( ".v12 - .v24" , 3 ) ;
% this . add ( ".v12 - .v29" , 7 ) ;
2017-07-18 02:55:25 +00:00
switch ( $ pref : : Audio : : decodingMask )
{
v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.
- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.
- (bug fix) Fixed a bug that could reset your Shape Detail setting to max
- (bug fix) Client join message name correction
- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).
- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.
- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.
- (bug fix) Found a particle crash issue and plugged it up good.
- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.
- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.
- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.
- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.
- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.
- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco
- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.
- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.
- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?
- (optimization) Missile sound script calls moved from script into code for faster processing.
- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.
- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:
- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.
- (memory leak) Fixed a memory leak involving memory use and resource allocation.
- (improvement) Targeting laser prediction should be better now.
- (improvement) You can specify a server's IP address manually at the join screen
- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.
- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.
- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).
- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).
- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.
- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.
- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.
- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.
- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.
- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).
- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.
- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.
- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
case 0 or 3 or 7 :
2017-07-18 02:55:25 +00:00
% this . setSelected ( $ pref : : Audio : : decodingMask ) ;
default :
% this . setSelected ( 1 ) ;
}
2017-07-18 03:10:36 +00:00
if ( $ platform $ = "linux" ) {
% this . setActive ( false ) ;
}
2017-07-18 02:55:25 +00:00
}
//------------------------------------------------------------------------------
function OP_VoiceSendMenu : : init ( % this )
{
% this . clear ( ) ;
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
% this . add ( ".v12" , 0 ) ;
% this . add ( ".v24" , 1 ) ;
% this . add ( ".v29" , 2 ) ;
2017-07-18 02:55:25 +00:00
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
% this . setSelected ( $ pref : : Audio : : encodingLevel ) ;
2017-07-18 03:10:36 +00:00
if ( $ platform $ = "linux" ) {
% this . setActive ( false ) ;
}
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
}
function OP_VoiceCodecInfo : : init ( % this )
{
% headerStyle = "<font:" @ $ ShellLabelFont @ ":" @ $ ShellFontSize @ "><color:00DC00>" ;
% displayText = "<spush>" @ % headerStyle @ "Voice Codec Information:<spop>" NL
"\n" @
2017-07-18 03:10:36 +00:00
" .v12: variable bitrate codec (~1.2 kbits/sec win only)" NL
" .v24: fixed bitrate codec (2.4 kbits/sec win only)" NL
" .v29: fixed bitrate codec (2.9 kbits/sec win only)" NL
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
"\n" @
"<bitmap:bullet_2><lmargin:24>" @
"Setting your codec levels too high can have adverse" @
" affects on network performance." @
"<lmargin:0>" ;
% this . setText ( % displayText ) ;
% this . setActive ( false ) ;
2017-07-18 02:55:25 +00:00
}
2017-07-18 02:51:48 +00:00
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Driver Info dialog:
//
function DriverInfoDlg : : onWake ( % this )
{
% headerStyle = "<font:" @ $ ShellLabelFont @ ":" @ $ ShellFontSize @ "><color:00DC00>" ;
% infoString = getVideoDriverInfo ( ) ;
% displayText = "<spush>" @ % headerStyle @ "VENDOR:<spop>" NL
" " @ getField ( % infoString , 0 ) NL
"<spush>" @ % headerStyle @ "RENDERER:<spop>" NL
" " @ getField ( % infoString , 1 ) NL
"<spush>" @ % headerStyle @ "VERSION<spop> " @ getField ( % infoString , 2 ) NL
"\n" @
"<spush>" @ % headerStyle @ "SUPPORTED OPENGL EXTENSIONS:<spop><lmargin:5><just:center>" NL
getField ( % infoString , 3 ) ;
DriverInfoText . setText ( % displayText ) ;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Control remapper section:
//
$ RemapCount = 0 ;
$ RemapName [ $ RemapCount ] = "Forward" ;
$ RemapCmd [ $ RemapCount ] = "moveforward" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Backward" ;
$ RemapCmd [ $ RemapCount ] = "movebackward" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Strafe Left" ;
$ RemapCmd [ $ RemapCount ] = "moveleft" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Strafe Right" ;
$ RemapCmd [ $ RemapCount ] = "moveright" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Turn Left" ;
$ RemapCmd [ $ RemapCount ] = "turnLeft" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Turn Right" ;
$ RemapCmd [ $ RemapCount ] = "turnRight" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Look Up" ;
$ RemapCmd [ $ RemapCount ] = "panUp" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Look Down" ;
$ RemapCmd [ $ RemapCount ] = "panDown" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Jump" ;
$ RemapCmd [ $ RemapCount ] = "jump" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Jet Pack" ;
$ RemapCmd [ $ RemapCount ] = "mouseJet" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Fire Weapon" ;
$ RemapCmd [ $ RemapCount ] = "mouseFire" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Zoom" ;
$ RemapCmd [ $ RemapCount ] = "toggleZoom" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Cycle Zoom Level" ;
$ RemapCmd [ $ RemapCount ] = "setZoomFOV" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot One" ;
$ RemapCmd [ $ RemapCount ] = "useFirstWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot Two" ;
$ RemapCmd [ $ RemapCount ] = "useSecondWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot Three" ;
$ RemapCmd [ $ RemapCount ] = "useThirdWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot Four" ;
$ RemapCmd [ $ RemapCount ] = "useFourthWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot Five" ;
$ RemapCmd [ $ RemapCount ] = "useFifthWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Weapon Slot Six" ;
$ RemapCmd [ $ RemapCount ] = "useSixthWeaponSlot" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Blaster" ;
$ RemapCmd [ $ RemapCount ] = "useBlaster" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Plasma Rifle" ;
$ RemapCmd [ $ RemapCount ] = "usePlasma" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Chaingun" ;
$ RemapCmd [ $ RemapCount ] = "useChaingun" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Spinfusor" ;
$ RemapCmd [ $ RemapCount ] = "useDisc" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Grenade Launcher" ;
$ RemapCmd [ $ RemapCount ] = "useGrenadeLauncher" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Laser Rifle" ;
$ RemapCmd [ $ RemapCount ] = "useSniperRifle" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "ELF Projector" ;
$ RemapCmd [ $ RemapCount ] = "useELFGun" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Fusion Mortar" ;
$ RemapCmd [ $ RemapCount ] = "useMortar" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Missile Launcher" ;
$ RemapCmd [ $ RemapCount ] = "useMissileLauncher" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Shocklance" ;
$ RemapCmd [ $ RemapCount ] = "useShockLance" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Targeting Laser" ;
$ RemapCmd [ $ RemapCount ] = "useTargetingLaser" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Previous Weapon" ;
$ RemapCmd [ $ RemapCount ] = "prevWeapon" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Next Weapon" ;
$ RemapCmd [ $ RemapCount ] = "nextWeapon" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Throw Grenade" ;
$ RemapCmd [ $ RemapCount ] = "throwGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Place Mine" ;
$ RemapCmd [ $ RemapCount ] = "placeMine" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Use Pack" ;
$ RemapCmd [ $ RemapCount ] = "useBackpack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Use Health Kit" ;
$ RemapCmd [ $ RemapCount ] = "useRepairKit" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Deploy Beacon" ;
$ RemapCmd [ $ RemapCount ] = "placeBeacon" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Inventory" ;
$ RemapCmd [ $ RemapCount ] = "toggleInventoryHud" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 1" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite1" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 2" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite2" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 3" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite3" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 4" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite4" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 5" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite5" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 6" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite6" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 7" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite7" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 8" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite8" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 9" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite9" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 10" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite10" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 11" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite11" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 12" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite12" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 13" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite13" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 14" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite14" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 15" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite15" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 16" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite16" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 17" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite17" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 18" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite18" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 19" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite19" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Favorite 20" ;
$ RemapCmd [ $ RemapCount ] = "selectFavorite20" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Energy Pack" ;
$ RemapCmd [ $ RemapCount ] = "quickPackEnergyPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Repair Pack" ;
$ RemapCmd [ $ RemapCount ] = "quickPackRepairPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Shield Pack" ;
$ RemapCmd [ $ RemapCount ] = "quickPackShieldPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Cloaking Pack" ;
$ RemapCmd [ $ RemapCount ] = "quickPackCloakPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Sensor Jammer" ;
$ RemapCmd [ $ RemapCount ] = "quickPackJammerPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Ammo Pack" ;
$ RemapCmd [ $ RemapCount ] = "quickPackAmmoPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Satchel Charge" ;
$ RemapCmd [ $ RemapCount ] = "quickPackSatchelCharge" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Inv Station" ;
$ RemapCmd [ $ RemapCount ] = "quickPackDeployableStation" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Spider Turret" ;
$ RemapCmd [ $ RemapCount ] = "quickPackIndoorTurret" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Landspike Turret" ;
$ RemapCmd [ $ RemapCount ] = "quickPackOutdoorTurret" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Motion Sensor" ;
$ RemapCmd [ $ RemapCount ] = "quickPackMotionSensor" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Deploy Pulse" ;
$ RemapCmd [ $ RemapCount ] = "quickPackPulse" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Plasma Barrel" ;
$ RemapCmd [ $ RemapCount ] = "quickPackPlasmaBarrel" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Missile Barrel" ;
$ RemapCmd [ $ RemapCount ] = "quickPackMissileBarrel" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select AA Barrel" ;
$ RemapCmd [ $ RemapCount ] = "quickPackAABarrel" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Mortar Barrel" ;
$ RemapCmd [ $ RemapCount ] = "quickPackMortarBarrel" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Elf Barrel" ;
$ RemapCmd [ $ RemapCount ] = "quickPackElfBarrel" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Grenade" ;
$ RemapCmd [ $ RemapCount ] = "quickPackGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Flash Grenade" ;
$ RemapCmd [ $ RemapCount ] = "quickPackFlashGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Concussion" ;
$ RemapCmd [ $ RemapCount ] = "quickPackConcussionGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Camera" ;
$ RemapCmd [ $ RemapCount ] = "quickPackCameraGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Select Flare Grenade" ;
$ RemapCmd [ $ RemapCount ] = "quickPackFlareGrenade" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Command Circuit" ;
$ RemapCmd [ $ RemapCount ] = "toggleCommanderMap" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Task List" ;
$ RemapCmd [ $ RemapCount ] = "toggleTaskListDlg" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Accept Task" ;
$ RemapCmd [ $ RemapCount ] = "fnAcceptTask" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Decline Task" ;
$ RemapCmd [ $ RemapCount ] = "fnDeclineTask" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Task Completed" ;
$ RemapCmd [ $ RemapCount ] = "fnTaskCompleted" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Reset Task List" ;
$ RemapCmd [ $ RemapCount ] = "fnResetTaskList" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Vote Yes" ;
$ RemapCmd [ $ RemapCount ] = "voteYes" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Vote No" ;
$ RemapCmd [ $ RemapCount ] = "voteNo" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Voice Chat Menu" ;
$ RemapCmd [ $ RemapCount ] = "activateChatMenuHud" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Global Chat" ;
$ RemapCmd [ $ RemapCount ] = "ToggleMessageHud" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Team Chat" ;
$ RemapCmd [ $ RemapCount ] = "TeamMessageHud" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Resize Chat Hud" ;
$ RemapCmd [ $ RemapCount ] = "resizeChatHud" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Microphone" ;
$ RemapCmd [ $ RemapCount ] = "voiceCapture" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Help Text" ;
$ RemapCmd [ $ RemapCount ] = "toggleHelpGui" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Score Screen" ;
$ RemapCmd [ $ RemapCount ] = "toggleScoreScreen" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Free Look" ;
$ RemapCmd [ $ RemapCount ] = "toggleFreeLook" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Exterior View" ;
$ RemapCmd [ $ RemapCount ] = "toggleFirstPerson" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Drop Weapon" ;
$ RemapCmd [ $ RemapCount ] = "throwWeapon" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Drop Pack" ;
$ RemapCmd [ $ RemapCount ] = "throwPack" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Drop Flag" ;
$ RemapCmd [ $ RemapCount ] = "throwFlag" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Suicide" ;
$ RemapCmd [ $ RemapCount ] = "suicide" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Personal Wypts" ;
$ RemapCmd [ $ RemapCount ] = "toggleHudWaypoints" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Mission Wypts" ;
$ RemapCmd [ $ RemapCount ] = "toggleHudMarkers" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Beacons" ;
$ RemapCmd [ $ RemapCount ] = "toggleHudTargets" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Toggle Commands" ;
$ RemapCmd [ $ RemapCount ] = "toggleHudCommands" ;
$ RemapCount + + ;
// $RemapName[$RemapCount] = "Start Demo Record";
// $RemapCmd[$RemapCount] = "startRecordingDemo";
// $RemapCount++;
// $RemapName[$RemapCount] = "Stop Demo Record";
// $RemapCmd[$RemapCount] = "stopRecordingDemo";
// $RemapCount++;
$ RemapName [ $ RemapCount ] = "Chat Page Up" ;
$ RemapCmd [ $ RemapCount ] = "pageMessageHudUp" ;
$ RemapCount + + ;
$ RemapName [ $ RemapCount ] = "Chat Page Down" ;
$ RemapCmd [ $ RemapCount ] = "pageMessageHudDown" ;
$ RemapCount + + ;
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$ ObsRemapCount = 0 ;
$ ObsRemapName [ $ ObsRemapCount ] = "Move Up" ;
$ ObsRemapCmd [ $ ObsRemapCount ] = "moveup" ;
$ ObsRemapCount + + ;
$ ObsRemapName [ $ ObsRemapCount ] = "Move Down" ;
$ ObsRemapCmd [ $ ObsRemapCount ] = "movedown" ;
$ ObsRemapCount + + ;
$ ObsRemapName [ $ ObsRemapCount ] = "Toggle Observer Mode" ;
$ ObsRemapCmd [ $ ObsRemapCount ] = "jump" ;
$ ObsRemapCount + + ;
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$ ObsRemapName [ $ ObsRemapCount ] = "Spawn/Previous" ;
$ ObsRemapCmd [ $ ObsRemapCount ] = "mouseFire" ;
$ ObsRemapCount + + ;
$ ObsRemapName [ $ ObsRemapCount ] = "Cycle Camera/Next" ;
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$ ObsRemapCmd [ $ ObsRemapCount ] = "mouseJet" ;
$ ObsRemapCount + + ;
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//------------------------------------------------------------------------------
function restoreDefaultMappings ( )
{
moveMap . delete ( ) ;
exec ( "scripts/controlDefaults.cs" ) ;
$ pref : : Input : : ActiveConfig = "MyConfig" ;
OP_RemapList . fillList ( ) ;
}
//------------------------------------------------------------------------------
function isMapFile ( % file )
{
% fObject = new FileObject ( ) ;
if ( ! % fObject . openForRead ( % file ) )
return ( false ) ;
while ( ! % fObject . isEOF ( ) )
{
% line = % fObject . readLine ( ) ;
if ( % line $ = "// Tribes 2 Input Map File" )
{
% fObject . close ( ) ;
return ( true ) ;
}
}
% fObject . close ( ) ;
return ( false ) ;
}
//------------------------------------------------------------------------------
function isValidMapFileSaveName ( % file )
{
if ( ! isWriteableFileName ( "base/" @ % file ) )
return ( false ) ;
if ( isFile ( % file ) )
return ( isMapFile ( % file ) ) ;
return ( true ) ;
}
//------------------------------------------------------------------------------
function loadMapFile ( % filename )
{
exec ( "prefs/" @ % filename @ ".cs" ) ;
$ pref : : Input : : ActiveConfig = % filename ;
OP_RemapList . fillList ( ) ;
}
//------------------------------------------------------------------------------
function saveActiveMapFile ( )
{
if ( isValidMapFileSaveName ( "prefs/" @ $ pref : : Input : : ActiveConfig @ ".cs" ) )
saveMapFile ( $ pref : : Input : : ActiveConfig ) ;
else
ShellGetSaveFilename ( "SAVE CONTROL CONFIG" , "prefs/*.cs" , "isMapFile" , "saveMapFile" , "" ) ;
}
//------------------------------------------------------------------------------
function saveMapFile ( % filename )
{
% mapFile = "prefs/" @ % filename @ ".cs" ;
if ( ! isWriteableFileName ( "base/" @ % mapFile ) )
{
MessageBoxOK ( "SAVE FAILED" , "That is not a writeable file name. Please choose another file name." ,
"ShellGetSaveFilename( \"SAVE CONTROL CONFIG\", \"prefs/*.cs\", \"isMapFile\", \"saveMapFile\", $pref::Input::ActiveConfig );" ) ;
return ;
}
if ( isFile ( % mapFile ) & & ! isMapFile ( % mapFile ) )
{
MessageBoxOK ( "SAVE FAILED" , "A file of that name already exists and is not an input configuration file. Please choose another file name." ,
"ShellGetSaveFilename( \"SAVE CONTROL CONFIG\", \"prefs/*.cs\", \"isMapFile\", \"saveMapFile\", $pref::Input::ActiveConfig );" ) ;
return ;
}
moveMap . save ( % mapFile ) ;
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// Append the observer action map:
observerMap . save ( % mapFile , true ) ;
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// Write out the console toggle key:
% fObject = new FileObject ( ) ;
if ( % fObject . openForAppend ( % mapFile ) )
{
% bind = GlobalActionMap . getBinding ( "toggleConsole" ) ;
% fObject . writeLine ( "GlobalActionMap.bind(keyboard, \"" @ getField ( % bind , 1 ) @ "\", toggleConsole);" ) ;
% fObject . close ( ) ;
}
% fObject . delete ( ) ;
$ pref : : Input : : ActiveConfig = % filename ;
}
//------------------------------------------------------------------------------
function getMapDisplayName ( % device , % action )
{
if ( % device $ = "keyboard" )
return ( % action ) ;
else if ( strstr ( % device , "mouse" ) ! = - 1 )
{
// Substitute "mouse" for "button" in the action string:
% pos = strstr ( % action , "button" ) ;
if ( % pos ! = - 1 )
{
% mods = getSubStr ( % action , 0 , % pos ) ;
% object = getSubStr ( % action , % pos , 1000 ) ;
% instance = getSubStr ( % object , strlen ( "button" ) , 1000 ) ;
return ( % mods @ "mouse" @ ( % instance + 1 ) ) ;
}
else
error ( "Mouse input object other than button passed to getDisplayMapName!" ) ;
}
else if ( strstr ( % device , "joystick" ) ! = - 1 )
{
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// Substitute "joystick" for "button" in the action string:
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% pos = strstr ( % action , "button" ) ;
if ( % pos ! = - 1 )
{
% mods = getSubStr ( % action , 0 , % pos ) ;
% object = getSubStr ( % action , % pos , 1000 ) ;
% instance = getSubStr ( % object , strlen ( "button" ) , 1000 ) ;
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return ( % mods @ "joystick" @ ( % instance + 1 ) ) ;
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}
else
{
% pos = strstr ( % action , "pov" ) ;
if ( % pos ! = - 1 )
{
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% wordCount = getWordCount ( % action ) ;
% mods = % wordCount > 1 ? getWords ( % action , 0 , % wordCount - 2 ) @ " " : "" ;
% object = getWord ( % action , % wordCount - 1 ) ;
switch $ ( % object )
{
case "upov" : % object = "POV1 up" ;
case "dpov" : % object = "POV1 down" ;
case "lpov" : % object = "POV1 left" ;
case "rpov" : % object = "POV1 right" ;
case "upov2" : % object = "POV2 up" ;
case "dpov2" : % object = "POV2 down" ;
case "lpov2" : % object = "POV2 left" ;
case "rpov2" : % object = "POV2 right" ;
default : % object = "??" ;
}
return ( % mods @ % object ) ;
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}
else
error ( "Unsupported Joystick input object passed to getDisplayMapName!" ) ;
}
}
return ( "??" ) ;
}
//------------------------------------------------------------------------------
function buildFullMapString ( % index )
{
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switch $ ( OP_ControlsPane . group )
{
case "Observer" :
% actionMap = observerMap ;
% name = $ ObsRemapName [ % index ] ;
% cmd = $ ObsRemapCmd [ % index ] ;
default :
% actionMap = moveMap ;
% name = $ RemapName [ % index ] ;
% cmd = $ RemapCmd [ % index ] ;
}
% temp = % actionMap . getBinding ( % cmd ) ;
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% device = getField ( % temp , 0 ) ;
% object = getField ( % temp , 1 ) ;
if ( % device ! $ = "" & & % object ! $ = "" )
% mapString = getMapDisplayName ( % device , % object ) ;
else
% mapString = "" ;
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return ( % name TAB % mapString ) ;
}
//------------------------------------------------------------------------------
function OP_ControlGroupMenu : : init ( % this )
{
% selId = % this . getSelected ( ) ;
% this . clear ( ) ;
% this . add ( "Main" , 0 ) ;
% this . add ( "Observer" , 1 ) ;
% this . setSelected ( % selId ) ;
% this . onSelect ( % selId , % this . getTextById ( % selId ) ) ;
}
//------------------------------------------------------------------------------
function OP_ControlGroupMenu : : onSelect ( % this , % id , % text )
{
OP_ControlsPane . group = % text ;
OP_RemapList . fillList ( ) ;
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}
//------------------------------------------------------------------------------
function OP_RemapList : : fillList ( % this )
{
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switch $ ( OP_ControlsPane . group )
{
case "Observer" : % count = $ ObsRemapCount ;
default : % count = $ RemapCount ;
}
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% this . clear ( ) ;
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for ( % i = 0 ; % i < % count ; % i + + )
% this . addRow ( % i , buildFullMapString ( % i ) ) ;
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// Set the console key:
% bind = GlobalActionMap . getBinding ( "toggleConsole" ) ;
OP_ConsoleKeyBtn . setValue ( getField ( % bind , 1 ) ) ;
}
//------------------------------------------------------------------------------
function OP_RemapList : : onDeleteKey ( % this , % rowId )
{
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switch $ ( OP_ControlsPane . group )
{
case "Observer" :
% actionMap = observerMap ;
% cmd = $ ObsRemapCmd [ % rowId ] ;
default :
% actionMap = moveMap ;
% cmd = $ RemapCmd [ % rowId ] ;
}
clearMapping ( % actionMap , % cmd ) ;
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% this . setRowById ( % rowId , buildFullMapString ( % rowId ) ) ;
}
//------------------------------------------------------------------------------
function OP_RemapList : : doRemap ( % this )
{
% selId = % this . getSelectedId ( ) ;
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switch $ ( OP_ControlsPane . group )
{
case "Observer" : % name = $ ObsRemapName [ % selId ] ;
default : % name = $ RemapName [ % selId ] ;
}
RemapFrame . setTitle ( "REMAP \"" @ % name @ "\"" ) ;
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RemapInputCtrl . mode = "move" ;
RemapInputCtrl . index = % selId ;
Canvas . pushDialog ( RemapDlg ) ;
}
//------------------------------------------------------------------------------
function OP_ConsoleKeyBtn : : doRemap ( % this )
{
RemapFrame . setTitle ( "Remap \"Toggle Console\"" ) ;
RemapInputCtrl . mode = "consoleKey" ;
RemapInputCtrl . index = 0 ;
Canvas . pushDialog ( RemapDlg ) ;
}
//------------------------------------------------------------------------------
function RemapDlg : : onWake ( % this )
{
if ( RemapInputCtrl . mode $ = "consoleKey" )
RemapText . setText ( "<just:center>Press a key to assign it to this action" NL "or Esc to cancel..." ) ;
else
RemapText . setText ( "<just:center>Press a key or button to assign it to this action" NL "or Esc to cancel..." ) ;
}
//------------------------------------------------------------------------------
function RemapDlg : : onSleep ( % this )
{
}
//------------------------------------------------------------------------------
function findRemapCmdIndex ( % command )
{
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switch $ ( OP_ControlsPane . group )
{
case "Observer" :
for ( % i = 0 ; % i < $ ObsRemapCount ; % i + + )
{
if ( % command $ = $ ObsRemapCmd [ % i ] )
return ( % i ) ;
}
default :
for ( % i = 0 ; % i < $ RemapCount ; % i + + )
{
if ( % command $ = $ RemapCmd [ % i ] )
return ( % i ) ;
}
}
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return ( - 1 ) ;
}
//------------------------------------------------------------------------------
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function clearMapping ( % actionMap , % cmd )
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{
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% fullMapString = % actionMap . getBinding ( % cmd ) ;
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% mapCount = getRecordCount ( % fullMapString ) ;
for ( % i = 0 ; % i < % mapCount ; % i + + )
{
% temp = getRecord ( % fullMapString , % i ) ;
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% actionMap . unbind ( getField ( % temp , 0 ) , getField ( % temp , 1 ) ) ;
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}
}
//------------------------------------------------------------------------------
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function redoMapping ( % actionMap , % device , % action , % cmd , % oldIndex , % newIndex )
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{
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//%actionMap.bind( %device, %action, $RemapCmd[%newIndex] );
% actionMap . bind ( % device , % action , % cmd ) ;
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OP_RemapList . setRowById ( % oldIndex , buildFullMapString ( % oldIndex ) ) ;
OP_RemapList . setRowById ( % newIndex , buildFullMapString ( % newIndex ) ) ;
}
//------------------------------------------------------------------------------
function redoConsoleMapping ( % action , % oldIndex )
{
moveMap . unbind ( "keyboard" , % action ) ;
GlobalActionMap . bind ( "keyboard" , % action , "toggleConsole" ) ;
OP_ConsoleKeyBtn . setValue ( % action ) ;
OP_RemapList . setRowById ( % oldIndex , buildFullMapString ( % oldIndex ) ) ;
}
//------------------------------------------------------------------------------
function RemapInputCtrl : : onInputEvent ( % this , % device , % action )
{
//error( "** onInputEvent called - device = " @ %device @ ", action = " @ %action @ " **" );
Canvas . popDialog ( RemapDlg ) ;
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// Test for the reserved keystrokes:
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if ( % device $ = "keyboard" )
{
// Cancel...
if ( % action $ = "escape" )
{
// Do nothing...
return ;
}
}
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if ( % this . mode $ = "consoleKey" )
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{
if ( % device ! $ = "keyboard" )
{
MessageBoxOK ( "REMAP FAILED" , "This command can only be bound to keys on the keyboard!" ) ;
return ;
}
% prevMap = GlobalActionMap . getCommand ( % device , % action ) ;
if ( % prevMap ! $ = "" )
{
MessageBoxOK ( "REMAP FAILED" , "\"" @ getMapDisplayName ( % device , % action ) @ "\" is already bound to a non-remappable command!" ) ;
return ;
}
% mvMap = moveMap . getCommand ( % device , % action ) ;
if ( % mvMap $ = "" )
{
GlobalActionMap . bind ( % device , % action , "toggleConsole" ) ;
OP_ConsoleKeyBtn . setValue ( % action ) ;
}
else
{
% mapName = getMapDisplayName ( % device , % action ) ;
% mvMapIndex = findRemapCmdIndex ( % mvMap ) ;
if ( % mvMapIndex = = - 1 )
MessageBoxOK ( "REMAP FAILED" , "\"" @ % mapName @ "\" is already bound to a non-remappable command!" ) ;
else
MessageBoxYesNo ( "WARNING" , "\"" @ % mapName @ "\" is already bound to \""
@ $ RemapName [ % mvMapIndex ] @ "\"!"
NL "Do you want to undo this mapping?" ,
"redoConsoleMapping(\"" @ % action @ "\", " @ % mvMapIndex @ ");" , "" ) ;
return ;
}
}
else
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{
switch $ ( OP_ControlsPane . group )
{
case "Observer" :
% actionMap = observerMap ;
% cmd = $ ObsRemapCmd [ % this . index ] ;
% name = $ ObsRemapName [ % this . index ] ;
default :
% actionMap = moveMap ;
% cmd = $ RemapCmd [ % this . index ] ;
% name = $ RemapName [ % this . index ] ;
}
// First check to see if the given action is already mapped:
% prevMap = % actionMap . getCommand ( % device , % action ) ;
if ( % prevMap ! $ = % cmd )
{
if ( % prevMap $ = "" )
{
% actionMap . bind ( % device , % action , % cmd ) ;
OP_RemapList . setRowById ( % this . index , buildFullMapString ( % this . index ) ) ;
}
else
{
% mapName = getMapDisplayName ( % device , % action ) ;
% prevMapIndex = findRemapCmdIndex ( % prevMap ) ;
if ( % prevMapIndex = = - 1 )
MessageBoxOK ( "REMAP FAILED" , "\"" @ % mapName @ "\" is already bound to a non-remappable command!" ) ;
else
{
switch $ ( OP_ControlsPane . group )
{
case "Observer" :
% prevCmdName = $ ObsRemapName [ % prevMapIndex ] ;
default :
% prevCmdName = $ RemapName [ % prevMapIndex ] ;
}
MessageBoxYesNo ( "WARNING" ,
"\"" @ % mapName @ "\" is already bound to \""
@ % prevCmdName @ "\"!\nDo you want to undo this mapping?" ,
"redoMapping(" @ % actionMap @ ", " @ % device @ ", \"" @ % action @ "\", \"" @ % cmd @ "\", " @ % prevMapIndex @ ", " @ % this . index @ ");" , "" ) ;
}
return ;
}
}
}
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}
//------------------------------------------------------------------------------
function OP_JoystickTgl : : onAction ( % this )
{
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% on = % this . getValue ( ) ;
if ( % on )
enableJoystick ( ) ;
else
disableJoystick ( ) ;
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OP_ConfigureJoystickBtn . setActive ( % on ) ;
}
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//------------------------------------------------------------------------------
function MouseConfigDlg : : onWake ( % this )
{
MouseXSlider . setValue ( moveMap . getScale ( mouse , xaxis ) / 2 ) ;
MouseYSlider . setValue ( moveMap . getScale ( mouse , yaxis ) / 2 ) ;
InvertMouseTgl . setValue ( moveMap . isInverted ( mouse , yaxis ) ) ;
MouseZActionMenu . clear ( ) ;
MouseZActionMenu . add ( "Nothing" , 1 ) ;
MouseZActionMenu . add ( "Cycle Weapon" , 2 ) ;
MouseZActionMenu . add ( "Next Weapon Only" , 3 ) ;
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// MouseZActionMenu.add( "Cycle Zoom Level", 4 );
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% bind = moveMap . getCommand ( "mouse" , "zaxis" ) ;
% selId = 1 ;
switch $ ( % bind )
{
case "cycleWeaponAxis" :
% selId = 2 ;
case "cycleNextWeaponOnly" :
% selId = 3 ;
}
MouseZActionMenu . setSelected ( % selId ) ;
}
//------------------------------------------------------------------------------
function MouseConfigDlg : : onOK ( % this )
{
% xSens = MouseXSlider . getValue ( ) * 2 ;
% ySens = MouseYSlider . getValue ( ) * 2 ;
moveMap . bind ( mouse , xaxis , "S" , % xSens , "yaw" ) ;
% yFlags = InvertMouseTgl . getValue ( ) ? "SI" : "S" ;
moveMap . bind ( mouse , yaxis , % yFlags , % ySens , "pitch" ) ;
switch ( MouseZActionMenu . getSelected ( ) )
{
case 2 :
moveMap . bind ( mouse , zaxis , cycleWeaponAxis ) ;
case 3 :
moveMap . bind ( mouse , zaxis , cycleNextWeaponOnly ) ;
default :
moveMap . unbind ( mouse , zaxis ) ;
}
Canvas . popDialog ( MouseConfigDlg ) ;
}
//------------------------------------------------------------------------------
function MouseXSlider : : sync ( % this )
{
% thisValue = % this . getValue ( ) ;
MouseXText . setValue ( "(" @ getSubStr ( % thisValue , 0 , 4 ) @ ")" ) ;
if ( $ pref : : Input : : LinkMouseSensitivity )
{
if ( MouseYSlider . getValue ( ) ! = % thisValue )
MouseYSlider . setValue ( % thisValue ) ;
}
}
//------------------------------------------------------------------------------
function MouseYSlider : : sync ( % this )
{
% thisValue = % this . getValue ( ) ;
MouseYText . setValue ( "(" @ getSubStr ( % thisValue , 0 , 4 ) @ ")" ) ;
if ( $ pref : : Input : : LinkMouseSensitivity )
{
if ( MouseXSlider . getValue ( ) ! = % thisValue )
MouseXSlider . setValue ( % thisValue ) ;
}
}
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
// Joystick Config dialog:
//------------------------------------------------------------------------------
$ JoyRemapCount = 0 ;
$ JoyRemapName [ $ JoyRemapCount ] = "Look Up/Down" ;
$ JoyRemapCmd [ $ JoyRemapCount ] = "joyPitch" ;
$ JoyRemapCount + + ;
$ JoyRemapName [ $ JoyRemapCount ] = "Turn Left/Right" ;
$ JoyRemapCmd [ $ JoyRemapCount ] = "joyYaw" ;
$ JoyRemapCount + + ;
$ JoyRemapName [ $ JoyRemapCount ] = "Move Forward/Backward" ;
$ JoyRemapCmd [ $ JoyRemapCount ] = "joystickMoveY" ;
$ JoyRemapCount + + ;
$ JoyRemapName [ $ JoyRemapCount ] = "Strafe Left/Right" ;
$ JoyRemapCmd [ $ JoyRemapCount ] = "joystickMoveX" ;
$ JoyRemapCount + + ;
$ JoyRemapName [ $ JoyRemapCount ] = "Cycle Weapon" ;
$ JoyRemapCmd [ $ JoyRemapCount ] = "cycleWeaponAxis" ;
$ JoyRemapCount + + ;
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//------------------------------------------------------------------------------
function JoystickConfigDlg : : onWake ( % this )
{
// Add all of the axis tabs:
% temp = getJoystickAxes ( 0 ) ;
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% tryCount = getField ( % temp , 0 ) ;
$ JoyAxisCount = 0 ;
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for ( % i = 0 ; % i < % tryCount ; % i + + )
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{
% type = getField ( % temp , % i + 1 ) ;
switch $ ( % type )
{
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case "X" : % tabName = "X Axis" ; % tabType = "xaxis" ;
case "Y" : % tabName = "Y Axis" ; % tabType = "yaxis" ;
case "Z" : % tabName = "Z Axis" ; % tabType = "zaxis" ;
case "R" : % tabName = "R Axis" ; % tabType = "rxaxis" ;
case "U" : % tabName = "U Axis" ; % tabType = "ryaxis" ;
case "V" : % tabName = "V Axis" ; % tabType = "rzaxis" ;
case "S" : % tabName = "Slider" ; % tabType = "slider" ;
default : % tabName = "" ;
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}
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if ( % tabName ! $ = "" )
{
$ JoyAxisTab [ $ JoyAxisCount ] = new ShellTabButton ( ) {
profile = "ShellTabProfile" ;
horizSizing = "right" ;
vertSizing = "bottom" ;
position = "29" SPC ( 52 + ( % i * 30 ) ) ;
extent = "100 38" ;
minExtent = "48 38" ;
visible = "1" ;
command = "JoystickConfigDlg.setPane(" @ % i @ ");" ;
helpTag = "0" ;
text = % tabName ;
type = % tabType ;
} ;
$ JoyAxisCount + + ;
JoystickConfigFrame . add ( $ JoyAxisTab [ % i ] ) ;
}
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}
// Fill the action menu:
JoyAxisActionMenu . clear ( ) ;
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for ( % i = 0 ; % i < $ JoyRemapCount ; % i + + )
JoyAxisActionMenu . add ( $ JoyRemapName [ % i ] , % i ) ;
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JoyAxisActionMenu . add ( "Nothing" , 255 ) ;
// Select the first axis:
% this . setPane ( % this . pane ) ;
}
//------------------------------------------------------------------------------
function JoystickConfigDlg : : onSleep ( % this )
{
// Save the current pane's settings:
bindJoystickAxis ( % this . pane , JoyAxisActionMenu . getSelected ( ) ) ;
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for ( % i = 0 ; % i < $ JoyAxisCount ; % i + + )
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{
JoystickConfigFrame . remove ( $ JoyAxisTab [ % i ] ) ;
$ JoyAxisTab [ % i ] . delete ( ) ;
}
}
//------------------------------------------------------------------------------
function JoystickConfigDlg : : setPane ( % this , % pane )
{
if ( % this . pane ! = % pane )
{
// Save the previous axes' settings:
bindJoystickAxis ( % this . pane , JoyAxisActionMenu . getSelected ( ) ) ;
% this . pane = % pane ;
}
for ( % i = 0 ; % i < $ joyAxisCount ; % i + + )
$ JoyAxisTab [ % i ] . setValue ( % i = = % pane ) ;
// Update the config controls:
% axisType = $ JoyAxisTab [ % pane ] . type ;
% bind = moveMap . getCommand ( "joystick" , % axisType ) ;
if ( % bind ! $ = "" )
{
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for ( % i = 0 ; % i < $ JoyRemapCount ; % i + + )
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{
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if ( $ JoyRemapCmd [ % i ] $ = % bind )
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{
JoyAxisActionMenu . setSelected ( % i ) ;
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JoyAxisActionMenu . setText ( $ JoyRemapName [ % i ] ) ;
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JoyAxisActionMenu . onSelect ( % i , "" ) ;
break ;
}
}
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if ( % i = = $ JoyRemapCount )
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{
JoyAxisActionMenu . setSelected ( 255 ) ; // 255 is the code for "Nothing"
JoyAxisActionMenu . onSelect ( 255 , "" ) ;
}
% scale = moveMap . getScale ( "joystick" , % axisType ) ;
JoyAxisSlider . setValue ( % scale / 100 ) ;
% deadZone = moveMap . getDeadZone ( "joystick" , % axisType ) ;
if ( % deadZone $ = "0 0" )
DeadZoneSlider . setValue ( 0.0 ) ;
else
DeadZoneSlider . setValue ( abs ( firstWord ( % deadZone ) ) / % scale ) ;
InvertJoyAxisTgl . setValue ( moveMap . isInverted ( "joystick" , % axisType ) ) ;
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
JoyAxisRelativeTgl . setValue ( moveMap . isRelativeAxis ( "joystick" , % axisType ) ) ;
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}
else
{
JoyAxisActionMenu . setSelected ( 255 ) ; // 255 is the code for "Nothing"
JoyAxisActionMenu . onSelect ( 255 , "" ) ;
JoyAxisSlider . setValue ( 0.5 ) ;
DeadZoneSlider . setValue ( 0.0 ) ;
InvertJoyAxisTgl . setValue ( 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
JoyAxisRelativeTgl . setValue ( % axisType $ = "slider" ) ;
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}
}
//------------------------------------------------------------------------------
function JoyAxisActionMenu : : onSelect ( % this , % id , % text )
{
2017-07-18 02:55:25 +00:00
% on = ( % id < $ JoyRemapCount ) ;
JoyAxisSlider . setActive ( % on ) ;
JoySensText . setVisible ( % on ) ;
DeadZoneSlider . setActive ( % on ) ;
DeadZoneText . setVisible ( % on ) ;
InvertJoyAxisTgl . setActive ( % on ) ;
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
JoyAxisRelativeTgl . setActive ( % on ) ;
2017-07-18 02:51:48 +00:00
}
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
function JoySensText : : update ( % this )
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{
% this . setValue ( "(" @ getSubStr ( JoyAxisSlider . getValue ( ) , 0 , 4 ) @ ")" ) ;
}
//------------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
function DeadZoneText : : update ( % this )
2017-07-18 02:51:48 +00:00
{
% val = DeadZoneSlider . getValue ( ) ;
% percent = % val * 100 ;
% temp = strstr ( % percent , "." ) ;
if ( % temp ! = - 1 )
% percent = getSubStr ( % percent , 0 , % temp ) ;
% this . setValue ( "(" @ % percent @ "%)" ) ;
}
//------------------------------------------------------------------------------
function bindJoystickAxis ( % axisIndex , % cmdIndex )
{
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% cmd = $ JoyRemapCmd [ % cmdIndex ] ;
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% axis = $ JoyAxisTab [ % axisIndex ] . type ;
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if ( % cmdIndex > $ JoyRemapCount )
2017-07-18 02:51:48 +00:00
{
// Make sure the axis is unbound:
moveMap . unbind ( "joystick" , % axis ) ;
return ;
}
% sens = JoyAxisSlider . getValue ( ) * 100 ;
% delta = DeadZoneSlider . getValue ( ) * % sens ;
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
% flags = "S" ;
if ( InvertJoyAxisTgl . getValue ( ) )
% flags = % flags @ "I" ;
if ( JoyAxisRelativeTgl . getValue ( ) )
% flags = % flags @ "L" ;
2017-07-18 02:51:48 +00:00
if ( % delta > 0 )
{
% deadZone = "-" @ % delta SPC % delta ;
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.
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moveMap . bind ( "joystick" , % axis , % flags @ "D" , % deadZone , % sens , % cmd ) ;
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}
else
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.
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moveMap . bind ( "joystick" , % axis , % flags , % sens , % cmd ) ;
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}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Network Settings:
//
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function OP_NetworkPane : : applyPresets ( % this , % which )
{
switch $ ( % which )
{
case "modem1" :
OP_PacketRateSlider . setValue ( 10 ) ;
OP_UpdateRateSlider . setValue ( 32 ) ;
OP_PacketSizeSlider . setValue ( 200 ) ;
case "modem2" :
OP_PacketRateSlider . setValue ( 12 ) ;
OP_UpdateRateSlider . setValue ( 32 ) ;
OP_PacketSizeSlider . setValue ( 240 ) ;
case "lan" :
OP_PacketRateSlider . setValue ( 20 ) ;
OP_UpdateRateSlider . setValue ( 32 ) ;
OP_PacketSizeSlider . setValue ( 350 ) ;
default :
error ( "Invalid parameter passed to OP_NetworkPane::applyPresets!" ) ;
}
}
//------------------------------------------------------------------------------
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function OP_MasterServerMenu : : init ( % this )
{
% this . clear ( ) ;
// You can change these strings, but NOT THE IDS!
% this . add ( "Always" , 1 ) ;
% this . add ( "When Not Full" , 2 ) ;
% this . add ( "Never" , 3 ) ;
}
//------------------------------------------------------------------------------
function OP_MasterServerMenu : : onSelect ( % this , % id , % text )
{
switch ( % id )
{
case 2 :
$ pref : : Net : : DisplayOnMaster = "NotFull" ;
case 3 :
$ pref : : Net : : DisplayOnMaster = "Never" ;
default :
$ pref : : Net : : DisplayOnMaster = "Always" ;
}
}
//------------------------------------------------------------------------------
function OP_RegionMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "North America East" , 1 ) ;
% this . add ( "North America West" , 2 ) ;
% this . add ( "South America" , 4 ) ;
% this . add ( "Australia" , 8 ) ;
% this . add ( "Asia" , 16 ) ;
% this . add ( "Europe" , 32 ) ;
}
//------------------------------------------------------------------------------
function OP_RegionMenu : : onSelect ( % this , % id , % text )
{
$ pref : : Net : : RegionMask = % id ;
}
//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
// Game Settings:
//
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function OP_LaunchScreenMenu : : init ( % this )
{
% this . clear ( ) ;
% this . add ( "Game" , 1 ) ;
% this . add ( "News" , 2 ) ;
% this . add ( "Forums" , 3 ) ;
% this . add ( "Email" , 4 ) ;
% this . add ( "Chat" , 5 ) ;
% this . add ( "Browser" , 6 ) ;
}
//------------------------------------------------------------------------------
function toggleImmersion ( )
{
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MessageBoxOK ( "Force Feedback" , "This will take effect the next time you start Tribes 2." ) ;
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}