2017-07-18 02:51:48 +00:00
//==-- FUNCTIONS -------------------------------------------------------------
//$strcheck = "14 : < > * ^ | ~ @ % & / \\ ` \"";
2017-07-18 03:05:21 +00:00
$ strcheck = "6 < > : % \\ /" ;
2017-07-18 02:51:48 +00:00
$ playerGfx = "texticons/twb/twb_default.jpg" ;
$ tribeGfx = "texticons/twb/twb_default.jpg" ;
//-----------------------------------------------------------------------------
if ( ! isObject ( TProfileHdr ) )
{
new GuiControl ( TProfileHdr ) ;
}
//-----------------------------------------------------------------------------
function BrowserSearchDone ( )
{
Canvas . popDialog ( BrowserSearchDlg ) ;
% id = BrowserSearchMatchList . getSelectedId ( ) ;
if ( % id ! = - 1 )
{
if ( BrowserSearchPane . query $ = 4 )
TWBTabView . view ( getField ( BrowserSearchMatchList . getRowTextById ( % id ) , 1 ) , "Tribe" ) ;
else
TWBTabView . view ( getField ( BrowserSearchMatchList . getRowTextById ( % id ) , 0 ) , "Warrior" ) ;
}
}
//-----------------------------------------------------------------------------
function TextCheck ( % text , % handler )
{
% handler . textCheck = 0 ;
for ( % i = 1 ; % i < getField ( $ strcheck , 0 ) ; % i + + )
{
% pos = strStr ( % text , getField ( $ strcheck , % i ) ) ;
if ( % pos > - 1 )
{
% handler . textCheck = 1 ;
break ;
}
}
}
//-----------------------------------------------------------------------------
function BrowserStartSearch ( )
{
if ( trim ( $ BrowserSearchField ) $ = "" | | trim ( $ BrowserSearchField ) $ = "_" )
{
MessageBoxOK ( "NOTICE" , "Blank/Underline searches are not allowed, enter one or more characters of text and try again." , "Search_EditField.makeFirstResponder(1);" ) ;
}
else
{
TextCheck ( $ BrowserSearchField , BrowserSearchPane ) ;
if ( ! BrowserSearchPane . textCheck )
{
BrowserSearchPane . key = LaunchGui . key + + ;
if ( BrowserSearchPane . query = = 3 )
BrowserSearchPane . state = "warriorSearch" ;
else
BrowserSearchPane . state = "tribeSearch" ;
BrowserSearchMatchList . clear ( ) ;
canvas . SetCursor ( ArrowWaitCursor ) ;
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
TribeAndWarriorBrowserGui . eid = schedule ( 250 , 0 , ExecuteSearch , 0 , BrowserSearchPane ) ;
}
else
{
for ( % x = 0 ; % x < getField ( $ strcheck , 0 ) ; % x + + )
{
% msgStr = % msgStr @ getField ( $ strcheck , 1 + % x ) @ " " ;
}
MessageBoxOK ( "NOTICE" , "The Following Characters may not be used as search criteria:\n" NL
% msgStr , "Search_EditField.makeFirstResponder(1);" ) ;
}
}
}
//-----------------------------------------------------------------------------
function ExecuteSearch ( % id )
{
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
DatabaseQueryArray ( BrowserSearchPane . query , 0 , trim ( $ BrowserSearchField ) TAB 0 TAB 100 TAB 0 , BrowserSearchPane , BrowserSearchPane . key , true ) ;
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
2017-07-18 02:55:25 +00:00
function getTribeMember ( % tribeName )
{
% bResult = false ;
% CRec = wonGetAuthInfo ( ) ;
for ( % tribeNo = 0 ; % tribeNo < getField ( getRecord ( % CRec , 1 ) , 0 ) ; % tribeNo + + )
{
if ( strupr ( % tribeName ) $ = strupr ( getField ( getRecord ( % CRec , 2 + % tribeNo ) , 0 ) ) )
% bResult = true ;
}
return % bResult ;
}
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function CreateTribe ( )
{
$ CreateTribeName = "" ;
$ CreateTribeTag = "" ;
$ CreateTribeAppend = true ;
$ CreateTribeRecruiting = true ;
if ( isObject ( CreateTribeDlg ) )
CreateTribeDlg . delete ( ) ;
LoadGui ( CreateTribeDlg ) ;
Canvas . pushDialog ( CreateTribeDlg ) ;
}
//-----------------------------------------------------------------------------
function CreateTribeProcess ( )
{
% text = CreateTribeDescription . getValue ( ) ;
if ( trim ( $ CreateTribeName ) ! $ = "" )
{
TextCheck ( trim ( $ CreateTribeName ) , CreateTribeDlg ) ;
if ( CreateTribeDlg . textCheck = = 1 )
{
% ErrVar = "CTN" ;
% proceed = 0 ;
}
else
% proceed = 1 ;
if ( trim ( $ CreateTribeTag ) ! $ = "" & & % proceed = = 1 )
{
TextCheck ( trim ( $ CreateTribeTag ) , CreateTribeDlg ) ;
if ( CreateTribeDlg . textCheck = = 1 )
{
% ErrVar = "CTT" ;
% proceed = 0 ;
}
else
% proceed = 1 ;
}
else
{
% proceed = 0 ;
MessageBoxOK ( "WARNING" , "Tribe Tag cannot be blank." ) ;
}
}
else
{
% proceed = 0 ;
MessageBoxOK ( "WARNING" , "Tribe Name cannot be blank." ) ;
}
if ( % proceed = = 1 )
{
CreateTribeDlg . key = LaunchGui . key + + ;
CreateTribeDlg . state = "createTribe" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 16 , $ CreateTribeName TAB
$ CreateTribeTag TAB
$ CreateTribeAppend TAB
$ CreateTribeRecruiting TAB
getRecordCount ( % text ) TAB
% text ,
CreateTribeDlg ,
CreateTribeDlg . key ) ;
// Canvas.popDialog(CreateTribeDlg);
}
else
{
switch $ ( % ErrVar )
{
case "CTN" :
% msg = "Tribe Name contains illegal characters, please correct it." ;
case "CTT" :
% msg = "Tribe Tag contains illegal characters, please correct it." ;
default : % msg = "Please Double Check Your Entries." ;
}
MessageBoxOK ( "WARNING" , % msg ) ;
}
}
//-----------------------------------------------------------------------------
function LaunchBrowser ( % pane , % type )
{
LaunchTabView . viewTab ( "BROWSER" , TribeAndWarriorBrowserGui , 0 ) ;
if ( % pane ! $ = "" & & ( % type $ = "Warrior" | | % type $ = "Tribe" ) )
TWBTabView . view ( % pane , % type ) ;
}
//-----------------------------------------------------------------------------
function EditDescriptionApply ( )
{
% desc = EditDescriptionText . getValue ( ) ;
TProfileHdr . Desc = % desc ;
if ( TWBText . editType $ = "tribe" )
{
TribePane . key = LaunchGui . key + + ;
TribePane . state = "editTribeDesc" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 15 , TProfileHdr . tribename TAB getRecordCount ( % desc ) TAB % desc , TribePane , TribePane . key ) ;
}
else
{
TWBText . key = LaunchGui . key + + ;
TWBText . state = "editWarriorDesc" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 17 , TProfileHdr . Desc , TWBText , TWBText . key ) ;
}
}
//-----------------------------------------------------------------------------
function GetProfileHdr ( % type , % line )
{
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
$ GuidTribes = getRecords ( wonGetAuthInfo ( ) , 1 ) ;
2017-07-18 02:51:48 +00:00
if ( % type = = 0 )
{
TProfileHdr . tribeID = getField ( % line , 0 ) ;
TProfileHdr . tribeName = getField ( % line , 1 ) ;
TProfileHdr . tribeTag = getField ( % line , 2 ) ;
TProfileHdr . appending = getField ( % line , 3 ) ;
TProfileHdr . recruiting = getField ( % line , 4 ) ;
TProfileHdr . tribegfx = getField ( % line , 5 ) ;
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
TProfileHdr . twa = 0 ;
2017-07-18 02:51:48 +00:00
TProfileHdr . Desc = "" ;
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
2017-07-18 02:51:48 +00:00
TL_Profile . setVisible ( 1 ) ;
TL_Roster . setVisible ( 1 ) ;
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
TL_News . setVisible ( 1 ) ;
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
for ( % checkID = 0 ; % checkID < getField ( getRecord ( $ GuidTribes , 0 ) , 0 ) ; % checkID + + )
{
if ( getField ( getRecord ( $ GuidTribes , 1 + % checkID ) , 3 ) = = 1401 )
TProfileHdr . twa = 4 ;
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
else
if ( TProfileHdr . tribeid = = getField ( getRecord ( $ GuidTribes , 1 + % checkID ) , 3 ) )
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( TProfileHdr . twa = = 0 )
TProfileHdr . twa = getField ( getRecord ( $ GuidTribes , 1 + % checkID ) , 4 ) ;
}
if ( TProfileHdr . twa > 1 )
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
{
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
TW_Admin . setVisible ( 1 ) ;
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
TL_Invites . setVisible ( 1 ) ;
}
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
else
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
{
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
TW_Admin . setVisible ( 0 ) ;
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
TL_Invites . setVisible ( 0 ) ;
}
2017-07-18 02:51:48 +00:00
}
else
{
TProfileHdr . playerName = getField ( % line , 0 ) ;
TProfileHdr . playerTag = getField ( % line , 1 ) ;
TProfileHdr . appending = getField ( % line , 2 ) ;
TProfileHdr . playerID = getField ( % line , 3 ) ;
TProfileHdr . registered = getField ( % line , 4 ) ;
TProfileHdr . onLine = getField ( % line , 5 ) ;
TprofileHdr . playerURL = getField ( % line , 6 ) ;
TProfileHdr . playerGFX = getField ( % line , 7 ) ;
TProfileHdr . twa = 0 ;
TProfileHdr . Desc = "" ;
if ( getField ( getRecord ( WonGetAuthInfo ( ) , 0 ) , 3 ) = = getField ( % line , 3 ) )
TProfileHdr . twa = 1 ;
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
for ( % checkID = 0 ; % checkID < getField ( getRecord ( $ GuidTribes , 0 ) , 0 ) ; % checkID + + )
{
if ( getField ( getRecord ( $ GuidTribes , 1 + % checkID ) , 3 ) = = 1401 & & getField ( getRecord ( $ GuidTribes , 1 + % checkID ) , 4 ) > = 2 )
TProfileHdr . twa = 1 ;
}
2017-07-18 02:51:48 +00:00
W_Profile . setVisible ( 1 ) ;
W_History . setVisible ( 1 ) ;
W_Tribes . setVisible ( 1 ) ;
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
2017-07-18 02:51:48 +00:00
% isMe = getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = twbTitle . name ;
2017-07-18 02:55:25 +00:00
TProfileHdr . isMe = % isMe ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// if(!TProfileHdr.twa)
TProfileHdr . twa = TProfileHdr . isMe ;
if ( TProfileHdr . twa )
2017-07-18 02:51:48 +00:00
{
W_BuddyList . setText ( "BUDDYLIST" ) ;
W_BuddyList . setVisible ( 1 ) ;
W_BuddyList . command = "PlayerPane.ButtonClick(3);" ;
W_BuddyList . groupNum = 5 ;
W_Admin . setVisible ( 1 ) ;
}
else
{
W_BuddyList . setText ( "OPTIONS" ) ;
W_BuddyList . setVisible ( 1 ) ;
W_BuddyList . command = "PlayerPane.ButtonClick(4);" ;
W_BuddyList . groupNum = 4 ;
W_Admin . setVisible ( 0 ) ;
}
}
}
//-----------------------------------------------------------------------------
function getTribeLinkName ( % text , % offset )
{
% name = getField ( % text , % offset ) ;
% tag = getField ( % text , % offset + 1 ) ;
return "<a:tribe" TAB % name @ ">" @ % name @ " - " @ % tag @ "</a>" ;
}
//-----------------------------------------------------------------------------
function getTribeName ( % text , % offset )
{
return getField ( % text , % offset ) @ " - " @ getField ( % text , % offset + 1 ) TAB getField ( % text , % offset ) ;
}
//-----------------------------------------------------------------------------
function SearchTribes ( )
{
if ( BrowserSearchPane . query ! $ = 4 )
{
// clear out the fields...
$ BrowserSearchField = "" ;
BrowserSearchMatchList . clear ( ) ;
}
Canvas . pushDialog ( BrowserSearchDlg ) ;
Search_EditField . makeFirstResponder ( 1 ) ;
BrowserSearchPane . setTitle ( "TRIBE SEARCH" ) ;
BrowserSearchPane . query = 4 ;
}
//-----------------------------------------------------------------------------
function KillTribe ( % tribe )
{
2017-07-18 03:05:21 +00:00
TWBTabView . closeCurrentPane ( ) ;
2017-07-18 02:51:48 +00:00
Canvas . popDialog ( TribePropertiesDlg ) ;
TribePane . key = LaunchGui . key + + ;
TribePane . state = "killTribe" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 18 , % tribe , TribePane , TribePane . key ) ;
}
//-----------------------------------------------------------------------------
function LinkClearBuddylist ( % owner , % handler )
{
% owner . key = LaunchGui . key + + ;
% owner . state = % handler ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 26 , "clearBuddy" , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkRemoveBuddy ( % player , % owner , % handler )
{
% owner . key = LaunchGui . key + + ;
% owner . state = % handler ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 11 , % player , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkAddBuddy ( % player , % owner , % handler )
{
% owner . key = LaunchGui . key + + ;
% owner . state = % handler ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 10 , % player , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkBlockPlayer ( % blockAddress , % owner , % state )
{
EMailBlockDlg . state = "setBlock" ;
EMailBlockDlg . key = LaunchGui . key + + ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 9 , % blockAddress , EmailBlockDlg , EMailBlockDlg . key ) ;
}
//-----------------------------------------------------------------------------
function LinkEditWarrior ( )
{
MessageBoxOK ( "NOT YET" , "This feature has not yet been implemented." ) ;
}
//-----------------------------------------------------------------------------
function LinkEditWarriorDesc ( % player , % handler )
{
Canvas . pushDialog ( BrowserEditInfoDlg ) ;
EditDescriptionText . setValue ( TProfileHdr . Desc ) ;
}
//-----------------------------------------------------------------------------
function LinkEditMember ( % player , % tribe , % pv , % title , % owner )
{
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
// initialize buttons
2017-07-18 02:51:48 +00:00
tb_onProbation . setVisible ( true ) ;
tb_tribeMember . setVisible ( false ) ;
tb_tribeAdmin . setVisible ( false ) ;
tb_tribeController . setVisible ( false ) ;
tb_sysAdmin . setVisible ( false ) ;
tb_onProbation . setValue ( false ) ;
tb_tribeMember . setValue ( false ) ;
tb_tribeAdmin . setValue ( false ) ;
tb_tribeController . setValue ( false ) ;
tb_sysAdmin . 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
2017-07-18 02:51:48 +00:00
% owner . vTribe = % tribe ;
% owner . vPlayer = % player ;
t_whois . setValue ( % player ) ;
E_Title . setValue ( % title ) ;
% ai = wonGetAuthInfo ( ) ;
// Get callers rank in members tribe
for ( % i = 0 ; % i < getfield ( getRecord ( % ai , 1 ) , 0 ) ; % i + + )
{
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( getField ( getRecord ( % ai , 2 + % i ) , 0 ) $ = % tribe | | ( getField ( getRecord ( % ai , 2 + % i ) , 3 ) = = 1401 & & getField ( getRecord ( % ai , 2 + % i ) , 4 ) > 1 ) )
2017-07-18 02:51:48 +00:00
{
% callerPv = getField ( getRecord ( % ai , 2 + % i ) , 4 ) ;
break ;
}
}
if ( % callerPv > % pv )
% rnk = % callerPv ;
else
% rnk = % pv ;
% owner . vPerm = % rnk ;
if ( getField ( getRecord ( % ai , 0 ) , 0 ) $ = getField ( twbTitle . getValue ( ) , 0 ) ) //if the caller is the member to be edited
{
switch ( % pv )
{
case 0 :
tb_onProbation . setValue ( true ) ;
case 1 :
tb_tribeMember . setValue ( true ) ;
tb_tribeMember . setVisible ( true ) ;
case 2 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
tb_tribeAdmin . setValue ( true ) ;
case 3 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
tb_tribeController . setVisible ( true ) ;
tb_tribeController . setValue ( true ) ;
case 4 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
tb_tribeController . setVisible ( true ) ;
tb_sysAdmin . setVisible ( true ) ;
tb_sysAdmin . setValue ( true ) ;
}
}
else
{
switch ( % rnk )
{
case 1 :
tb_tribeMember . setVisible ( true ) ;
case 2 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
case 3 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
tb_tribeController . setVisible ( true ) ;
case 4 :
tb_tribeMember . setVisible ( true ) ;
tb_tribeAdmin . setVisible ( true ) ;
tb_tribeController . setVisible ( true ) ;
tb_sysAdmin . setVisible ( true ) ;
}
switch ( % pv )
{
case 0 :
tb_onProbation . setValue ( true ) ;
case 1 :
tb_tribeMember . setValue ( true ) ;
case 2 :
tb_tribeAdmin . setValue ( true ) ;
case 3 :
tb_tribeController . setValue ( true ) ;
case 4 :
tb_sysAdmin . setValue ( true ) ;
}
}
Canvas . pushDialog ( % owner ) ;
}
//-----------------------------------------------------------------------------
function LinkLeaveTribe ( % player , % handler )
{
% handler . key = LaunchGui . key + + ;
% handler . state = "leaveTribe" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
% handler . leavingTribe = % player ;
DatabaseQuery ( 24 , % player , % handler , % handler . key ) ;
}
//-----------------------------------------------------------------------------
function LinkKickMember ( % player , % tribe , % owner )
{
% owner . warrior = % player ;
% owner . tribe = % tribe ;
TribePane . key = LaunchGui . key + + ;
TribePane . state = "kickPlayer" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 19 , % player TAB % tribe TAB 0 , TribePane , TribePane . key ) ;
}
//-----------------------------------------------------------------------------
function LinkMakePrimary ( % action , % field , % owner )
{
% owner . key = LaunchGui . key + + ;
% owner . state = % action ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 25 , % field , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkTribeToggle ( % action , % field , % owner , % handler )
{
TribePane . key = LaunchGui . key + + ;
TribePane . state = "toggleTribe" @ % action ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 20 , % action TAB % field , TribePane , TribePane . key ) ;
}
//-----------------------------------------------------------------------------
function LinkInvitePlayer ( % tribe , % player , % owner , % handler )
{
% owner . key = LaunchGui . key + + ;
% owner . state = % handler ;
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 27 , % tribe TAB % player , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkTribeTag ( % owner )
{
Canvas . pushDialog ( % owner ) ;
}
//-----------------------------------------------------------------------------
function LinkBrowser ( % player , % tabtype )
{
LaunchBrowser ( % player , % tabtype ) ;
}
//-----------------------------------------------------------------------------
function LinkForum ( % forum , % topic )
{
ForumsTopicsList . refreshFlag = true ;
LaunchForums ( % forum , % topic ) ;
}
//-----------------------------------------------------------------------------
function LinkWeb ( % url )
{
gotoWebPage ( % url ) ;
}
//-----------------------------------------------------------------------------
function LinkInvitation ( % action , % tribe , % player , % owner )
{
% owner . key = LaunchGui . key + + ;
switch $ ( % action )
{
case "cancel" :
% owner . state = "cancelInvite" ;
case "accept" :
% owner . state = "acceptInvite" ;
case "reject" :
% owner . state = "rejectInvite" ;
}
canvas . SetCursor ( ArrowWaitCursor ) ;
DatabaseQuery ( 28 , % action TAB % tribe TAB % player , % owner , % owner . key ) ;
}
//-----------------------------------------------------------------------------
function LinkEMail ( % MailTo )
{
$ EmailToAddress = % MailTo ;
$ EmailCCAddress = "" ;
$ EmailSubject = "" ;
Canvas . pushDialog ( EmailComposeDlg ) ;
EmailBodyText . setValue ( "" ) ;
Email_Subject . makeFirstResponder ( 1 ) ;
}
//-----------------------------------------------------------------------------
function SearchWarriors ( )
{
if ( BrowserSearchPane . query ! $ = 3 )
{
// clear out the fields...
$ BrowserSearchField = "" ;
BrowserSearchMatchList . clear ( ) ;
}
Canvas . pushDialog ( BrowserSearchDlg ) ;
BrowserSearchPane . setTitle ( "WARRIOR SEARCH" ) ;
BrowserSearchPane . query = 3 ;
Search_EditField . makeFirstResponder ( 1 ) ;
}
//-----------------------------------------------------------------------------
function SetMemberProfile ( )
{
if ( strLen ( trim ( E_Title . getValue ) ) < = 0 )
{
TextCheck ( E_Title . getValue ( ) , TribeAdminMemberDlg ) ;
if ( TribeAdminMemberDlg . textCheck = = 0 )
{
TribeAdminMemberDlg . key = LaunchGui . key + + ;
TribeAdminMemberDlg . state = "setMemberProfile" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
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
% title = E_Title . getValue ( ) ;
2017-07-18 02:51:48 +00:00
DatabaseQuery ( 21 , TribeAdminMemberDlg . vTribe TAB
TribeAdminMemberDlg . vPlayer TAB
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
% title TAB
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TribeAdminMemberDlg . vPerm ,
TribeAdminMemberDlg ,
TribeAdminMemberDlg . key ) ;
Canvas . popDialog ( TribeAdminMemberDlg ) ;
}
else
{
MessageBoxOK ( "WARNING" , "Member Title contains illegal characters. Please correct and try again." ) ;
}
}
else
MessageBoxOK ( "WARNING" , "Member Title cannot be blank...really." ) ;
}
//-----------------------------------------------------------------------------
function TAM_OnAction ( % caller )
{
TribeAdminMemberDlg . vPerm = % caller ;
}
//-----------------------------------------------------------------------------
function updateTribeTagPreview ( )
{
% warrior = getField ( WONGetAuthInfo ( ) , 0 ) ;
2017-07-18 02:55:25 +00:00
// Validate the tribe tag:
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% tag = CT_TagText . getValue ( ) ;
2017-07-18 02:55:25 +00:00
% realTag = StripMLControlChars ( % tag ) ;
if ( % tag ! $ = % realTag )
CT_TagText . setValue ( % realTag ) ;
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if ( $ CreateTribeAppend )
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CT_PreviewText . setValue ( % warrior @ % realTag ) ;
2017-07-18 02:51:48 +00:00
else
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CT_PreviewText . setValue ( % realTag @ % warrior ) ;
2017-07-18 02:51:48 +00:00
}
//-- TribeAndWarriorBrowserGui -----------------------------------------------
function TribeAndWarriorBrowserGui : : onWake ( % this )
{
MemberList . ClearColumns ( ) ;
W_MemberList . ClearColumns ( ) ;
MemberList . Clear ( ) ;
W_MemberList . clear ( ) ;
Canvas . pushDialog ( LaunchToolbarDlg ) ;
TWBTabView . addSet ( 1 , "gui/shll_horztabbuttonB" , "5 5 5" , "50 50 0" , "5 5 5" ) ;
if ( TWBTabView . tabCount ( ) = = 0 )
{
% info = WONGetAuthInfo ( ) ;
// Open the player's page:
% warrior = getField ( % info , 0 ) ;
TWBTabView . view ( % warrior , "Warrior" ) ;
w_profile . setValue ( 1 ) ;
// Add tabs for the player's tribal pages:
% tribeCount = getField ( getRecord ( % info , 1 ) , 0 ) ; //%cert
for ( % i = 0 ; % i < % tribeCount ; % i + + )
{
% tribe = getField ( getRecord ( % info , % i + 2 ) , 0 ) ; //%cert
TWBTabView . addTab ( % i + 1 , % tribe , 1 ) ;
}
}
else if ( PlayerPane . visible )
PlayerPane . onWake ( ) ;
else
TribePane . onWake ( ) ;
}
//-----------------------------------------------------------------------------
function TribeAndWarriorBrowserGui : : setKey ( % this , % key )
{
}
//-----------------------------------------------------------------------------
function TribeAndWarriorBrowserGui : : onClose ( % this , % key )
{
}
//-----------------------------------------------------------------------------
function TribeAndWarriorBrowserGui : : connectionTerminated ( % this , % key )
{
if ( % key ! = % this . key )
return ;
}
//-----------------------------------------------------------------------------
function TribeAndWarriorBrowserGui : : onSleep ( % this )
{
if ( TribeAndWarriorBrowserGui . WDialogOpen )
WarriorPopupDlg . forceClose ( ) ;
if ( TribeAndWarriorBrowserGui . TDialogOpen )
TribeMemberPopupDlg . forceClose ( ) ;
Canvas . popDialog ( LaunchToolbarDlg ) ;
}
//==-- CreateTribeDlg -------------------------------------------------------
function CreateTribeDlg : : onWake ( % this )
{
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//rbAppendTab.setValue(1);
updateTribeTagPreview ( ) ;
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
function CreateTribeDlg : : CreateTribe ( % this )
{
CreateTribeProcess ( ) ;
}
//-----------------------------------------------------------------------------
function CreateTribeDlg : : Cancel ( % this )
{
Canvas . PopDialog ( CreateTribeDlg ) ;
$ CreateTribeName = "" ;
$ CreateTribeTag = "" ;
CreateTribeDlg . delete ( ) ;
if ( isObject ( CreateTribeDlg ) )
CreateTribeDlg . delete ( ) ;
}
//-----------------------------------------------------------------------------
function CreateTribeDlg : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "createTribe" :
TWBTabView . view ( $ CreateTribeName , "Tribe" ) ;
Canvas . popDialog ( CreateTribeDlg ) ;
$ CreateTribeName = "" ;
$ CreateTribeTag = "" ;
if ( isObject ( CreateTribeDlg ) )
CreateTribeDlg . delete ( ) ;
WonUpdateCertificate ( ) ;
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
{
% this . state = "error" ;
MessageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
}
Canvas . setCursor ( defaultCursor ) ;
}
//-----------------------------------------------------------------------------
function CreateTribeDlg : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
}
//==-- TribeAdminMemberDlg ---------------------------------------------------
function TribeAdminMemberDlg : : onWake ( % this )
{
}
//-----------------------------------------------------------------------------
function TribeAdminMemberDlg : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "setMemberProfile" :
% this . state = "done" ;
2017-07-18 03:10:36 +00:00
ForumsTopicsList . refreshFlag = true ;
messageBoxOK ( "COMPLETE" , "Member Profile has been updated" , "WonUpdateCertificate();TL_Profile.setValue(1);" ) ;
2017-07-18 02:51:48 +00:00
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
messageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
Canvas . setCursor ( defaultCursor ) ;
}
//-----------------------------------------------------------------------------
function TribeAdminMemberDlg : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
function TribeAdminMemberDlg : : connectionTerminated ( % this , % key )
{
if ( % this . key ! = % key )
return ;
if ( % this . errorState $ = "OK" )
TWBTabView . refresh ( ) ;
}
//==-- BrowserSearchDlg -----------------------------------------------------
function BrowserSearchDlg : : onWake ( % this )
{
if ( BrowserSearchMatchList . getSelectedId ( ) = = - 1 )
BSearchOKBtn . setActive ( false ) ;
}
//-----------------------------------------------------------------------------
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 BrowserSearchPane : : GetOnlineStatus ( % this )
{
% this . key = LaunchGui . key + + ;
% this . status = "getOnline" ;
for ( % oStat = 0 ; % oStat < BrowserSearchMatchList . RowCount ( ) ; % oStat + + )
{
if ( % oStat = = 0 )
% roster = getField ( BrowserSearchMatchList . getRowText ( % oStat ) , 3 ) ;
else
% roster = % roster TAB getField ( BrowserSearchMatchList . getRowText ( % oStat ) , 3 ) ;
}
databaseQuery ( 69 , % roster , % this , % this . key ) ;
}
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function BrowserSearchMatchList : : onSelect ( % this , % id , % text )
{
BSearchOKBtn . setActive ( true ) ;
}
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 BrowserSearchMatchList : : onAdd ( % this )
{
BrowserSearchMatchList . addStyle ( 1 , "Univers" , 12 , "150 150 150" , "200 200 200" , "60 60 60" ) ;
}
2017-07-18 02:51:48 +00:00
//==-- BrowserSearchPane ----------------------------------------------------
function BrowserSearchPane : : onDatabaseQueryResult ( % this , % status , % resultStatus , % key )
{
if ( % key ! = % this . key )
return ;
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
echo ( "RECV: " @ % status ) ;
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "warriorSearch" :
if ( getField ( % resultStatus , 0 ) < = 0 )
{
% this . state = "done" ;
MessageBoxOK ( "NOTICE" , "No Players found" ) ;
}
else
{
% this . rowNum = - 1 ;
% this . state = "warrior" ;
}
case "tribeSearch" :
if ( getField ( % resultStatus , 0 ) < = 0 )
{
% this . state = "done" ;
MessageBoxOK ( "NOTICE" , "No Tribes found" ) ;
}
else
{
% this . rowNum = - 1 ;
% this . state = "tribe" ;
}
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
case "getOnline" :
error ( "GONLINE:" @ % status TAB % resultString ) ;
if ( getField ( % status , 0 ) = = 0 )
for ( % str = 0 ; % str < strLen ( % resultString ) ; % str + + )
{
BrowserSearchMatchList . setRowStyle ( % str , ! getSubStr ( % resultString , % str , 1 ) ) ;
}
2017-07-18 02:51:48 +00:00
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
{
% this . state = "error" ;
MessageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
}
canvas . setCursor ( defaultCursor ) ;
}
//-----------------------------------------------------------------------------
function BrowserSearchPane : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % key ! = % this . key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
switch $ ( % this . state )
{
case "tribe" :
% line = getTribeName ( getFields ( % row , 1 ) , 0 ) TAB getField ( % row , 2 ) ;
BrowserSearchMatchList . addRow ( % this . rowNum + + , % line ) ;
if ( % isLastRow )
% this . state = "done" ;
case "warrior" :
% line = getFields ( % row , 1 ) ;
BrowserSearchMatchList . addRow ( % this . rowNum + + , % line ) ;
if ( % isLastRow )
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
{
% this . GetOnlineStatus ( ) ;
2017-07-18 02:51:48 +00:00
% this . state = "done" ;
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
}
2017-07-18 02:51:48 +00:00
}
}
//==-- TWBTabView -----------------------------------------------------------
function TWBTabView : : view ( % this , % name , % type )
{
if ( % type $ = "Tribe" )
% tabSet = 1 ;
else
% tabSet = 0 ;
// If the tab is already in the group, select it:
for ( % i = 0 ; % i < % this . tabCount ( ) ; % i + + )
{
if ( ( % this . getTabText ( % i ) $ = % name ) & & ( % tabSet = = % this . getTabSet ( % i ) ) )
{
% this . setSelectedByIndex ( % i ) ;
return ;
}
}
// Or else add the new tab:
% this . addTab ( % i , % name , % tabSet ) ;
% this . setSelectedByIndex ( % i ) ;
TWBClosePaneBtn . setVisible ( TWBTitle . name ! $ = getField ( getRecord ( wongetAuthInfo ( ) , 0 ) , 0 ) ) ;
}
//-----------------------------------------------------------------------------
function TWBTabView : : refresh ( % this )
{
// Just re-select the selected tab:
% this . setSelectedByIndex ( % this . getSelectedTab ( ) ) ;
}
//-----------------------------------------------------------------------------
function TWBTabView : : closeCurrentPane ( % this )
{
% id = % this . getSelectedId ( ) ;
% this . removeTab ( % id ) ;
}
//-----------------------------------------------------------------------------
function TWBTabView : : onSelect ( % this , % id , % text )
{
MemberList . clear ( ) ;
W_MemberList . clear ( ) ;
TWBScroll . scrollToTop ( ) ;
TWBTitle . OldText = TWBTitle . name ;
TWBTitle . setValue ( % text ) ; // This will get overwritten...
TWBTitle . name = % text ;
TWBClosePaneBtn . setVisible ( TWBTitle . name ! $ = getField ( getRecord ( wongetAuthInfo ( ) , 0 ) , 0 ) ) ;
switch ( % this . getTabSet ( % id ) )
{
case 0 : // Warrior
if ( isObject ( TProfileHdr ) )
{
TProfileHdr . delete ( ) ;
new GuiControl ( TProfileHdr ) ;
}
PlayerPane . setvisible ( 1 ) ;
TribePane . setvisible ( 0 ) ;
if ( W_memberList . rowCount ( ) < = 0 )
PlayerPane . needRefresh = 1 ;
else
PlayerPane . needRefresh = 0 ;
TWBTabFrame . setAltColor ( false ) ;
TWBClosePaneBtn . setVisible ( TWBTitle . name ! $ = getField ( getRecord ( wongetAuthInfo ( ) , 0 ) , 0 ) ) ;
if ( TWBTitle . OldText ! $ = TWBTitle . name )
W_Profile . setValue ( 1 ) ;
PlayerPix . setBitmap ( $ playerGfx ) ;
W_Profile . setVisible ( 1 ) ;
W_History . setVisible ( 1 ) ;
W_Tribes . setVisible ( 1 ) ;
% isMe = getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = twbTitle . name ;
if ( % isMe )
{
W_BuddyList . setText ( "BUDDYLIST" ) ;
W_BuddyList . setVisible ( 1 ) ;
W_BuddyList . command = "PlayerPane.ButtonClick(3);" ;
W_BuddyList . groupNum = 5 ;
}
else
{
W_BuddyList . setText ( "OPTIONS" ) ;
W_BuddyList . setVisible ( 1 ) ;
W_BuddyList . command = "PlayerPane.ButtonClick(4);" ;
W_BuddyList . groupNum = 4 ;
}
W_Admin . setVisible ( getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = twbTitle . name ) ;
case 1 : // Tribe
PlayerPane . setvisible ( 0 ) ;
TribePane . setvisible ( 1 ) ;
if ( memberList . rowCount ( ) < = 0 )
TribePane . needRefresh = 1 ;
else
TribePane . needRefresh = 0 ;
TWBTabFrame . setAltColor ( true ) ;
if ( TWBTitle . OldText ! $ = TWBTitle . name )
TL_Profile . setValue ( 1 ) ;
// %this.display();
}
}
//==-- GUIMLTextCtrl --------------------------------------------------------
function GuiMLTextCtrl : : onURL ( % this , % url )
{
% i = 0 ;
while ( ( % fld [ % i ] = getField ( % url , % i ) ) ! $ = "" )
% i + + ;
% tribe = % fld [ 1 ] ;
% warrior = % fld [ 2 ] ;
switch $ ( % fld [ 0 ] )
{
case "player" :
LinkBrowser ( % fld [ 1 ] , "Warrior" ) ;
case "tribe" :
LinkBrowser ( % fld [ 1 ] , "Tribe" ) ;
case "forumlink" :
LinkForum ( % fld [ 1 ] , % fld [ 3 ] ) ;
case "wwwlink" :
LinkWeb ( % fld [ 1 ] ) ;
case "cancelinvite" :
% tribe = % fld [ 1 ] ;
% warrior = % fld [ 2 ] ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to cancel the invitation for " @ % fld [ 1 ] @ " to join Tribe " @ % fld [ 2 ] @ "?" ,
"LinkInvitation(\"cancel\"," @ % tribe @ "," @ % player @ ",\" TribePane \");" , "" ) ;
case "acceptinvite" :
LinkInvitation ( "accept" , % tribe , % warrior , PlayerPane ) ;
case "rejectinvite" :
LinkInvitation ( "reject" , % tribe , % warrior , PlayerPane ) ;
case "email" :
LinkEMail ( % fld [ 1 ] ) ;
case "massmail" :
LinkEMail ( TribePane . MList ) ;
case "editwarrior" :
LinkEditWarrior ( ) ;
case "editdescription" :
if ( % fld [ 1 ] )
TWBText . editType = "warrior" ;
LinkEditWarriorDesc ( % fld [ 1 ] , PlayerPane , "editWarriorDescription" ) ;
case "editmember" :
LinkEditMember ( % fld [ 1 ] , % fld [ 2 ] , % fld [ 3 ] , % fld [ 4 ] , TribeAdminMemberDlg ) ;
case "kickwarrior" :
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to kick " @ % fld [ 1 ] @ " from Tribe " @ % fld [ 2 ] @ "?" ,
"LinkKickMember(" @ % fld [ 1 ] @ "," @ % fld [ 2 ] @ "," @ TribePane @ ");" , "" ) ;
case "makeprimarytribe" :
% this . tribe = % fld [ 1 ] ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to make Tribe " @ % this . tribe @ " your primary tribe?" ,
"LinkMakePrimary(\"setPrimaryTribe\",\"" @ % this . tribe @ "\"," @ PlayerPane @ ",);" , "" ) ;
case "noprimarytribe" :
% this . tribe = % fld [ 1 ] ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to have no primary tribe?" ,
"LinkMakePrimary(\"setNoPrimaryTribe\",\"NONE\"," @ PlayerPane @ ",);" , "" ) ;
case "leavetribe" :
% this . tribe = % fld [ 1 ] ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to leave Tribe " @ % this . tribe @ "?" ,
"LinkLeaveTribe(" @ % this . tribe @ ",\"playerPane \");" , "" ) ;
case "changerecruiting" :
LinkTribeToggle ( "Recruiting" , % fld [ 2 ] TAB % fld [ 1 ] , % this , "togglerecruiting" ) ;
case "changeappending" :
LinkTribeToggle ( "Appending" , % fld [ 2 ] TAB % fld [ 1 ] , % this , "toggleappending" ) ;
case "invite" :
% this . tribe = % fld [ 2 ] ;
% this . warrior = % fld [ 1 ] ;
MessageBoxYesNo ( "CONFIRM" , "Invite " @ % this . warrior @ " to join " @ % this . tribe @ "?" ,
"LinkInvitePlayer(\"" @ % this . tribe @ "\",\"" @ % this . warrior @ "\"," @ PlayerPane @ ",\"inviteWarrior\");" , "" ) ;
case "changetribename" :
MessageBoxOK ( "INFORMATION" , "You are not allowed to change tribe names, you must instead disband your tribe and create another." ) ;
case "changetribetag" :
LinkTribeTag ( % this ) ;
case "addBuddy" :
LinkAddBuddy ( % fld [ 1 ] , TWBText , "addBuddy" ) ;
case "requestlink" :
TribePane . key = LaunchGui . key + + ;
TribePane . state = "requestInvite" ;
DatabaseQuery ( 34 , TProfileHdr . tribename , TribePane , TribePane . key ) ;
case "gamelink" :
commandToServer ( ' ProcessGameLink ' , % fld [ 1 ] , % fld [ 2 ] , % fld [ 3 ] , % fld [ 4 ] , % fld [ 5 ] ) ;
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
// THESE ARE EMAIL RELATED MODERATOR LINKS
case "moderatorTopicKill" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopic" ;
databaseQuery ( 62 , 0 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicWarn" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
error ( "MTW: " @ % url ) ;
databaseQuery ( 62 , 1 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBan24" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
error ( "MTB24: " @ % url ) ;
databaseQuery ( 62 , 2 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBan48" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
databaseQuery ( 62 , 3 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBan72" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
databaseQuery ( 62 , 4 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBan7Days" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
databaseQuery ( 62 , 5 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBan30Days" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
databaseQuery ( 62 , 6 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorTopicBanForever" :
TopicsPopupDlg . key = LaunchGui . key + + ;
TopicsPopupDlg . state = "adminRemoveTopicPlus" ;
databaseQuery ( 62 , 7 TAB getField ( % url , 1 ) TAB getField ( % url , 2 ) , TopicsPopupDlg , TopicsPopupDlg . key ) ;
case "moderatorPostKill" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePost" ;
databaseQuery ( 63 , 0 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostWarn" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 1 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBan24" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 2 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBan48" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 3 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBan72" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 4 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBan7Days" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 5 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBan30Days" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 6 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
case "moderatorPostBanForever" :
PostsPopupDlg . key = LaunchGui . key + + ;
PostsPopupDlg . state = "adminRemovePostPlus" ;
databaseQuery ( 63 , 7 TAB getFields ( % url , 1 ) , PostsPopupDlg , PostsPopupDlg . key ) ;
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
case "joinPublicChat" :
TribePane . joinChat ( getField ( % url , 1 ) , 0 ) ;
case "joinPrivateChat" :
TribePane . joinChat ( getField ( % url , 1 ) , 1 ) ;
2017-07-18 02:51:48 +00:00
//if there is an unknown URL type, treat it as a weblink..
default :
LinkWeb ( % fld [ 0 ] ) ;
}
}
//==-- TWBTEXT ---------------------------------------------------------------
function TWBText : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("TWB RECV: " @ %status);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "editWarriorDesc" :
% this . state = "done" ;
2017-07-18 02:55:25 +00:00
WP_WarriorDescription . setText ( EditDescriptionText . getValue ( ) ) ;
2017-07-18 02:51:48 +00:00
Canvas . popDialog ( BrowserEditInfoDlg ) ;
messageBoxOK ( "COMPLETE" , "Warrior Description Changed" , "W_profile.setValue(1);" ) ;
WarriorPropertiesDlg . pendingChanges = "" ;
case "addBuddy" :
% this . state = "done" ;
MessageBoxOK ( "COMPLETE" , getField ( % resultString , 2 ) @ " was added to your buddylist" ) ;
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
{
messageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
}
canvas . setCursor ( defaultCursor ) ;
}
//-----------------------------------------------------------------------------
function TWBText : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( ! % this . key = = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
function TWBText : : connectionTerminated ( % this , % key )
{
TWBTabView . refresh ( ) ;
}
//-----------------------------------------------------------------------------
//==-- TribePane --------------------------------------------------------------
//-----------------------------------------------------------------------------
function TribePane : : onAdd ( % this )
{
// Add the popup menu:
new GuiControl ( TribeMemberPopupDlg ) {
profile = "GuiModelessDialogProfile" ;
horizSizing = "width" ;
vertSizing = "height" ;
position = "0 0" ;
extent = "640 480" ;
minExtent = "8 8" ;
visible = "1" ;
setFirstResponder = "0" ;
modal = "1" ;
new ShellPopupMenu ( TribeMemberPopup ) {
profile = "ShellPopupProfile" ;
position = "0 0" ;
extent = "0 0" ;
minExtent = "0 0" ;
visible = "1" ;
maxPopupHeight = "200" ;
noButtonStyle = "1" ;
} ;
} ;
}
//-----------------------------------------------------------------------------
function TribePane : : onWake ( % this )
{
if ( trim ( TProfileHdr . tribegfx ) ! $ = "" )
TeamPix . setBitmap ( TProfileHdr . tribegfx ) ;
else
TeamPix . setBitmap ( $ TribeGfx ) ;
if ( memberList . rowCount ( ) < = 0 )
{
% this . needRefresh = 1 ;
tl_profile . setValue ( 1 ) ;
}
}
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 TribePane : : JoinChat ( % this , % tribe , % chanType )
{
if ( % chanType = = 0 )
% chan = "_Public" ;
else
% chan = "_Private" ;
error ( "CHANNEL:" @ % chan ) ;
IRCClient : : join ( IRCClient : : channelName ( % tribe ) @ % chan ) ;
LaunchTabView . viewTab ( "CHAT" , ChatGui , 0 ) ;
}
2017-07-18 02:51:48 +00:00
//-----------------------------------------------------------------------------
function TribePane : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "killTribe" :
% this . state = "done" ;
WonUpdateCertificate ( ) ;
TWBTabView . closeCurrentPane ( ) ;
case "editTribeDesc" :
% this . state = "done" ;
TP_TribeDescription . setText ( EditDescriptionText . getValue ( ) ) ;
TProfileHdr . desc = TP_TribeDescription ;
Canvas . popDialog ( BrowserEditInfoDlg ) ;
TribePropertiesDlg . pendingChanges = "" ;
case "kickPlayer" :
% this . state = "done" ;
messageBoxOK ( "COMPLETE" , getField ( % status , 1 ) ) ;
WonUpdateCertificate ( ) ;
case "toggleTribeRecruiting" :
% this . state = "done" ;
case "toggleTribeAppending" :
% this . state = "done" ;
WonUpdateCertificate ( ) ;
% ntag = TP_NewTag . getValue ( ) ;
% playerName = GetField ( GetRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) ;
if ( TP_PrePendFlagBtn . getValue ( ) = = 0 )
TP_PreviewTag . setValue ( % playerName @ % ntag ) ;
else
TP_PreviewTag . setValue ( % ntag @ % playerName ) ;
TProfileHdr . appending = TP_AppendFlagBtn . getValue ;
case "getTribeProfile" :
% this . state = "done" ;
GetProfileHdr ( 0 , getFields ( % status , 2 ) ) ;
TWBText . Clear ( ) ;
2017-07-18 02:55:25 +00:00
% isMember = getTribeMember ( TProfileHdr . TribeName ) ;
2017-07-18 02:51:48 +00:00
% Tdesc = "<lmargin:10><just:left><Font:Univers Condensed:18><color:ADFFFA>Recruiting: <font:Univers Condensed:18>" @
2017-07-18 02:55:25 +00:00
( TProfileHdr . recruiting ? ( % isMember ? "YES" : "YES <a:requestlink\t" @ TProfileHdr . tribename @ ">Request Invite</a>" ) : "NO" ) ;
2017-07-18 02:51:48 +00:00
% Tdesc = % Tdesc @ "<Font:Univers Condensed:18>" NL "<color:82BEB9><lmargin:30><Font:Univers:18>" ;
TWBText . setText ( % TDesc ) ;
TProfileHdr . Desc = % resultString ;
if ( trim ( TProfileHdr . tribegfx ) ! $ = "" )
TeamPix . setBitmap ( TProfileHdr . tribegfx ) ;
else
TeamPix . setBitmap ( $ TribeGfx ) ;
TWBTitle . name = TPRofileHdr . tribeName ;
TWBTitle . setValue ( TProfileHdr . tribeName TAB TProfileHdr . tribeTag ) ;
TWBText . SetText ( TWBText . getText ( ) NL TProfileHdr . Desc ) ;
if ( memberlist . rowCount ( ) = = 0 )
{
% this . needRefresh = 0 ;
TL_ROSTER . setValue ( 1 ) ;
}
case "getTribeRoster" :
% this . linecount - - ;
% this . MList = "" ;
if ( getField ( % resultString , 0 ) > 0 )
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
{
2017-07-18 02:51:48 +00:00
% this . state = "tribeRoster" ;
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
% this . rosterRowcount = getField ( % resultString , 0 ) ;
}
2017-07-18 02:51:48 +00:00
else
{
% this . state = "done" ;
messageBoxOK ( "NOTICE" , "No Tribe Members Found." ) ;
}
case "getTribeNews" :
TWBText . Clear ( ) ;
% this . articleLines = 0 ;
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
if ( GetTribeMember ( TProfileHdr . tribeName ) )
2017-07-18 02:51:48 +00:00
{
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
TWBText . SetText ( "<just:left><color:ADFFFA><lmargin:10><Font:Univers Condensed:18>" @ TProfileHdr . tribeName @ " Options:" @
"<color:82BEB9>\n\n<lmargin:20><spush><color:ADFFCC><a:forumlink" TAB TProfileHdr . tribeName @ ">Tribal Forum</a><spop>\n" @
"<spush><color:ADFFCC><a:joinPublicChat" TAB TProfileHdr . tribeName @ ">Tribal Chat: Public</a><spop>\n" @
"<spush><color:ADFFCC><a:joinPrivateChat" TAB TProfileHdr . tribeName @ ">Tribal Chat: Private</a><spop>" ) ;
2017-07-18 02:51:48 +00:00
}
else
{
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
TWBText . SetText ( "<just:left><color:ADFFFA><lmargin:10><Font:Univers Condensed:18>" @ TProfileHdr . tribeName @ " Options:\n\n" @
"<spush><color:ADFFCC><a:joinPublicChat" TAB TProfileHdr . tribeName @ ">Enter " @ TProfileHdr . tribeName @ " Public Chat</a><spop>\n" ) ;
2017-07-18 02:51:48 +00:00
}
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
% this . state = "done" ;
// if(getField(%resultString,0)>0)
// {
// %this.state = "tribeNews";
// }
// else
// {
// %this.state="done";
// messageBoxOK("NOTICE","No Tribe News.");
// }
2017-07-18 02:51:48 +00:00
case "getTribeInvites" :
if ( getField ( % resultString , 0 ) > 0 )
{
% this . state = "tribeInvites" ;
}
else
{
% this . NeedRefresh = 0 ;
% this . state = "done" ;
}
case "cancelInvite" :
% this . state = "done" ;
tl_invites . setValue ( 1 ) ;
case "setTribeGfx" :
% this . state = "done" ;
messageBoxOK ( "NOTICE" , getField ( % status , 1 ) ) ;
tl_profile . setValue ( 1 ) ;
case "changeTribeTag" :
% this . state = "done" ;
messageBoxOK ( "NOTICE" , "Tribe Tag has been updated." , "WonUpdateCertificate();" ) ;
case "requestInvite" :
% this . state = "done" ;
messageBoxOK ( "NOTICE" , getField ( % status , 1 ) ) ;
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
{
% this . state = "done" ;
messageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
}
canvas . setCursor ( DefaultCursor ) ;
}
//-----------------------------------------------------------------------------
function TribePane : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
switch $ ( % this . state )
{
case "tribeRoster" :
% name = getField ( % row , 0 ) ;
% wid = getField ( % row , 3 ) ;
% linkName = getLinkName ( % row , 0 ) ;
% adminLevel = getField ( % row , 5 ) ;
% title = getField ( % row , 4 ) ;
% date = getField ( % row , 6 ) ;
% editkick = getField ( % row , 8 ) ;
% onLine = getField ( % row , 9 ) ;
if ( % this . Admin $ = "007" )
% this . Admin = % name ;
if ( % name ! $ = "" )
{
MemberList . AddMember ( % wid , % name , % adminLevel , % editkick , % row ) ;
MemberList . AddRow ( % wid , % name TAB % title TAB % adminLevel ) ;
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
// MemberList.setRowStylebyID( %wid, !%onLine );
2017-07-18 02:51:48 +00:00
}
if ( % this . linecount < = 0 )
% this . MList = % this . MList @ % name ;
else if ( % this . MList $ = "" )
if ( % name ! $ = "" )
% this . MList = % name @ "," ;
else
% this . Mlist = "" ;
else
if ( % name ! $ = "" )
% this . MList = % this . MList @ % name @ "," ;
% this . linecount + + ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( % isLastRow )
{
MemberList . GetOnlineStatus ( ) ;
if ( % this . needRefresh )
{
% this . needRefresh = 0 ;
TL_ROSTER . setValue ( 1 ) ;
}
}
2017-07-18 02:51:48 +00:00
case "tribeNews" :
% this . articleID = getField ( % row , 0 ) ;
% this . forumName = getField ( % row , 1 ) ;
% authorQuad = getFields ( % row , 5 , 8 ) ;
% this . articleAuthor = getLinkName ( % authorQuad ) ;
% this . articleUpdate = getField ( % row , 9 ) ;
% this . articleTitle = getField ( % row , 10 ) ;
% text = "<lmargin:30><Font:Univers Condensed:18>" @ "<a:forumlink\t" @ % this . forumName @ "\t" @ % this . articleID @ "\t" @ % this . articleTitle @ "><spush><color:FFAA00>"
@ % this . articleTitle @ "</a><spop>" NL "<Font:Univers:12> submitted by " @ % this . articleAuthor SPC "on" SPC % this . articleUpdate @ "\n<Font:Univers:16>" ;
% text = % text @ getFields ( % row , 11 ) ;
TWBText . SetText ( TWBText . GetText ( ) @ % text @ "\n------------------------------------\n\n" ) ;
case "tribeInvites" :
% inviteId = getField ( % row , 0 ) ;
% inviteDate = getField ( % row , 1 ) ;
% invitorQuad = getField ( getfields ( % row , 2 , 5 ) , 0 ) ;
% invitedQuad = getField ( getFields ( % row , 6 , 9 ) , 0 ) ;
% isOwned = getField ( % row , 10 ) ;
% onLine = getField ( % row , 11 ) ;
MemberList . AddInvite ( % inviteID , % invitedQuad , % invitorQuad , % isOwned , % row ) ;
MemberList . AddRow ( % inviteID , getField ( % invitedQuad , 0 ) TAB % inviteDate ) ;
MemberList . setRowStylebyID ( % inviteId , ! % onLine ) ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( % isLastRow )
MemberList . GetOnlineStatus ( ) ;
2017-07-18 02:51:48 +00:00
}
}
//-----------------------------------------------------------------------------
function TribePane : : connectionTerminated ( % this , % key )
{
canvas . setCursor ( DefaultCursor ) ;
if ( % this . NeedRefresh = = 1 )
{
% this . NeedRefresh = 0 ;
TWBTitle . OldText = TWBTitle . name ;
TL_Roster . setValue ( 1 ) ;
}
}
//-----------------------------------------------------------------------------
function TribePane : : RosterDblClick ( % this )
{
LaunchBrowser ( GetField ( MemberList . getRowText ( MemberList . getSelectedRow ( ) ) , 0 ) , "Warrior" ) ;
}
//-----------------------------------------------------------------------------
function TribePane : : ButtonClick ( % this , % senderid )
{
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . tabstate = "TRIBE" ;
% this . state = "status" ;
% tribeName = TWBTabView . getSelectedText ( ) ;
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
switch ( % senderid )
{
case 0 : //PROFILE
if ( TWBTitle . OldText $ = TWBTitle . name | | MemberList . rowCount ( ) = = 0 )
% this . NeedRefresh = 0 ;
else
% this . NeedRefresh = 1 ;
% this . key = LaunchGui . key + + ;
% this . state = "getTribeProfile" ;
TWBTitle . OldText = TWBTitle . name ;
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQuery , 22 , % tribeName , % this , % this . key ) ;
case 1 : //ROSTER
MemberList . Clear ( ) ;
MemberList . ClearColumns ( ) ;
MemberList . clearList ( ) ;
MemberList . CID = 0 ;
% this . key = LaunchGui . key + + ;
% this . state = "getTribeRoster" ;
% this . tstate = "ROSTER" ;
MemberList . addColumn ( 0 , "MEMBER" , 92 , 0 , 100 , "left" ) ;
MemberList . addColumn ( 1 , "TITLE" , 90 , 0 , 100 , "left" ) ;
MemberList . addColumn ( 2 , "RNK" , 30 , 0 , 40 , "numeric center" ) ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 6 , 0 , % tribeName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 2 : //NEWS BUTTON
% this . key = LaunchGui . key + + ;
% this . state = "getTribeNews" ;
% this . tstate = "NEWS" ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 10 , 20 , % tribeName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 3 : //INVITE BUTTON
MemberList . Clear ( ) ;
MemberList . ClearColumns ( ) ;
MemberList . clearList ( ) ;
MemberList . CID = 1 ;
% this . key = LaunchGui . key + + ;
% this . state = "getTribeInvites" ;
% this . tstate = "INVITES" ;
MemberList . addColumn ( 0 , "PLAYER" , 100 , 0 , 350 , "left" ) ;
MemberList . addColumn ( 1 , "INVITED" , 112 , 0 , 300 , "left" ) ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 11 , 0 , % tribeName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 4 : //Admin Tribe
if ( trim ( TWBText . getText ( ) ) ! $ = "" )
{
TribePropertiesDlg . pendingChanges = "" ;
Canvas . PushDialog ( TribePropertiesDlg ) ;
}
else
{
tl_profile . setvalue ( 1 ) ;
MessageBoxOk ( "ERROR" , "The Tribe Profile was not properly loaded, please wait a moment and try again" ) ;
}
}
}
//-----------------------------------------------------------------------------
//==-- PlayerPane ------------------------------------------------------------
//-----------------------------------------------------------------------------
function PlayerPane : : onAdd ( % this )
{
// Add the popup menu:
new GuiControl ( WarriorPopupDlg ) {
profile = "GuiModelessDialogProfile" ;
horizSizing = "width" ;
vertSizing = "height" ;
position = "0 0" ;
extent = "640 480" ;
minExtent = "8 8" ;
visible = "1" ;
setFirstResponder = "0" ;
modal = "1" ;
new ShellPopupMenu ( WarriorPopup ) {
profile = "ShellPopupProfile" ;
position = "0 0" ;
extent = "0 0" ;
minExtent = "0 0" ;
visible = "1" ;
maxPopupHeight = "200" ;
noButtonStyle = "1" ;
} ;
} ;
}
//-----------------------------------------------------------------------------
function PlayerPane : : onWake ( % this )
{
w_admin . setVisible ( getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = TProfileHdr . PlayerName ) ;
if ( trim ( TProfileHdr . playerGfx ) $ = "" )
PlayerPix . setBitmap ( $ PlayerGfx ) ;
else
PlayerPix . setBitmap ( TProfileHdr . playergfx ) ;
w_profile . setValue ( 1 ) ;
}
//-----------------------------------------------------------------------------
function PlayerPane : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "getWarriorProfile" :
% isCaller = getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTitle . name ;
TWBTitle . name = getField ( % status , 2 ) ;
TWBTitle . SetValue ( ( getField ( % status , 4 ) ? getField ( % status , 2 ) @ getField ( % status , 3 ) : getField ( % status , 3 ) @ getField ( % status , 2 ) ) ) ;
GetProfileHdr ( 1 , getFields ( % status , 2 ) ) ;
if ( trim ( TProfileHdr . playerGfx ) ! $ = "" )
PlayerPix . setBitmap ( TProfileHdr . playerGfx ) ;
else
PlayerPix . setBitmap ( $ PlayerGfx ) ;
2017-07-18 02:55:25 +00:00
% profileText = "<just:left><lmargin:10><color:ADFFFA><Font:Univers Condensed:10> \n<Font:Univers Condensed:18>" ;
% profileText = % profileText @ "Registered:<color:FFAA00>" SPC TProfileHdr . registered @ "<color:ADFFFA>\n" ;
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
// %profileText = %profileText @ "Online: " SPC (TProfileHdr.onLine ? "<color:33FF33>YES":"<color:FF3333>NO") @ "<color:ADFFFA>\n";
2017-07-18 02:51:48 +00:00
if ( trim ( TProfileHdr . playerURL ) ! $ = "" )
2017-07-18 02:55:25 +00:00
% profileText = % profileText @ "WebSite: " SPC "<spush><color:CCAA33><a:wwwlink\t" @ TProfileHdr . playerURL @ ">" @TProfileHdr . playerURL @"</a><spop>\n\n" ;
2017-07-18 02:51:48 +00:00
else
2017-07-18 02:55:25 +00:00
% profileText = % profileText @ "WebSite: " SPC "<spush><color:CCAA33><a:wwwlink\twww.tribes2.com>www.tribes2.com</a><spop>\n\n" ;
2017-07-18 02:51:48 +00:00
2017-07-18 02:55:25 +00:00
% profileText = % profileText @ "<color:82BEB9><Font:Univers:18><just:left><lmargin:20>" ;
2017-07-18 02:51:48 +00:00
W_Text . setText ( % profileText @ % resultString ) ;
TProfileHdr . Desc = % resultString ;
if ( w_memberlist . rowCount ( ) = = 0 )
{
% this . needRefresh = 0 ;
W_tribes . setValue ( 1 ) ;
}
case "getWarriorHistory" :
W_Text . setText ( "\n<lmargin:10><just:left><Font:Univers Condensed:18><color:ADFFFA>PLAYER HISTORY:\n\n<lmargin:20><Font:Univers:18>" ) ;
W_Text . setText ( W_Text . getText ( ) @ "<color:82BEB9><lmargin:30><Font:Univers:18>" ) ;
if ( getField ( % resultString , 0 ) > 0 )
% this . state = "warriorHistory" ;
else
% this . state = "done" ;
case "getWarriorTribeList" :
if ( getField ( % resultString , 0 ) > 0 )
% this . state = "warriorTribeList" ;
else
% this . state = "done" ;
case "getWarriorBuddyList" :
if ( getField ( % resultString , 0 ) > 0 )
% this . state = "warriorBuddyList" ;
else
% this . state = "done" ;
case "setNoPrimaryTribe" :
% this . state = "done" ;
messageBoxOK ( "NOTICE" , "You are now a free agent, primary tribe settings have been cleared" ) ;
case "setPrimaryTribe" :
% this . state = "done" ;
messageBoxOK ( "NOTICE" , getField ( % resultString , 0 ) SPC "has been flagged as your primary tribe." , "WonUpdateCertificate();" ) ;
case "removeBuddy" :
% this . state = "done" ;
w_buddylist . setvalue ( 1 ) ;
case "inviteWarrior" :
% this . state = "done" ;
MessageBoxOK ( "NOTICE" , getField ( % status , 1 ) ) ;
case "acceptInvite" :
% this . state = "done" ;
EMailMessageDelete ( ) ;
MessageBoxOK ( "NOTICE" , "Your Invite Acceptance has been sent" , "WonUpdateCertificate();" ) ;
case "rejectInvite" :
% this . state = "done" ;
EMailMessagedelete ( ) ;
MessageBoxOK ( "NOTICE" , "Your Invite Rejection has been sent" , "CheckEmail();" ) ;
case "leaveTribe" :
% this . state = "done" ;
WonUpdateCertificate ( ) ;
for ( % x = 0 ; % x < TWBTabView . tabCount ( ) ; % x + + )
{
if ( TWBTabView . getTabText ( % x ) $ = % this . leavingTribe )
twbTabView . removeTabByIndex ( % x ) ;
}
w_tribes . setValue ( 1 ) ;
case "getVisitorOptions" :
% isCaller = getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTitle . name ;
% callerTribes = getField ( % status , 8 ) ;
% callerTribeList = getFields ( % status , 9 ) ;
if ( ! % isCaller )
{
% newText = "<Font:Univers Condensed:18><color:ADFFFA>OPTIONS:<lmargin:20><Font:Univers:18>\n\n" ;
% newText = % newText @ "<a:email" TAB TWBTitle . name @ ">Contact " @ TWBTitle . name @ "</a>\n" ;
% newText = % newText @ "<a:addBuddy" TAB TWBTitle . name @ ">Add to Buddylist</a>\n" ;
if ( % callerTribes > 0 )
{
for ( % z = 0 ; % z < % callerTribes ; % z + + )
{
% jtribe = getField ( % callerTribeList , 4 * % z ) ;
% newText = % newText @ "<a:invite" TAB TWBTitle . name TAB % jtribe @ ">Invite " @ TWBTitle . name @ " to join " @ % jtribe @ "</a>\n" ;
}
}
else
{
if ( getField ( getRecord ( wonGetAuthInfo ( ) , 1 ) , 0 ) > 0 )
{
for ( % z = 0 ; % z < getField ( getRecord ( wonGetAuthInfo ( ) , 1 ) , 0 ) ; % z + + )
{
% jtribe = getField ( getRecord ( wonGetAuthInfo ( ) , 2 + % z ) , 0 ) ;
% newText = % newText @ "<a:invite" TAB TWBTitle . name TAB % jtribe @ ">Invite " @ TWBTitle . name @ " to join " @ % jtribe @ "</a>\n" ;
}
}
}
}
else
{
% newText = "<Font:Univers Condensed:18><color:ADFFFA>OPTIONS:<lmargin:20><Font:Univers:18>\n\n" ;
% newText = % newText @ "<a:editwarrior" TAB TWBTitle . name @ ">Edit Warrior Name</a>\n" ;
% newText = % newText @ "<a:editdescription" TAB TWBTitle . name TAB "" @ ">Edit Description</a>\n" ;
}
W_Text . setText ( "<lmargin:10><just:left>" @ % newText @ "\n" ) ;
case "setPlayerGfx" :
% this . state = "done" ;
MessageBoxOK ( "CONFIRMED" , getField ( % status , 1 ) ) ;
case "setPlayerUrl" :
% this . state = "done" ;
MessageBoxOK ( "CONFIRMED" , getField ( % status , 1 ) ) ;
case "changePlayerName" :
% this . state = "done" ;
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
IRCClient : : quit ( ) ;
WonUpdateCertificate ( ) ;
2017-07-18 02:51:48 +00:00
TProfileHdr . playername = NewNameEdit . getValue ( ) ;
wp_currentname . setText ( NewNameEdit . getValue ( ) ) ;
twbTabView . setTabText ( twbTabView . getSelectedId ( ) , NewNameEdit . getValue ( ) ) ;
w_profile . setValue ( 1 ) ;
MessageBoxOK ( "CONFIRMED" , "Warrior name has been changed." NL "This will require you to close and restart the game to ensure proper function" , "WarriorPropertiesDlg.onWake();" ) ;
2017-07-18 02:55:25 +00:00
case "clearWarriorDescription" :
% this . state = "done" ;
MessageBoxOK ( "CONFIRMED" , "Warrior Description Cleared" ) ;
2017-07-18 02:51:48 +00:00
}
}
else if ( getSubStr ( getField ( % status , 1 ) , 0 , 9 ) $ = "ORA-04061" )
{
% this . state = "error" ;
MessageBoxOK ( "ERROR" , "There was an error processing your request, please wait a few moments and try again." ) ;
}
else
{
% this . state = "error" ;
MessageBoxOK ( "WARNING" , getField ( % status , 1 ) ) ;
}
canvas . setCursor ( DefaultCursor ) ;
}
//-----------------------------------------------------------------------------
function PlayerPane : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %row);
2017-07-18 02:51:48 +00:00
switch $ ( % this . state )
{
case "warriorHistory" :
W_Text . setText ( W_Text . getText ( ) @ % row @ "\n" ) ;
if ( % isLastRow )
{
% this . state = "done" ;
if ( % this . needRefresh )
{
% this . needRefresh = 0 ;
W_tribes . setValue ( 1 ) ;
}
}
case "warriorTribeList" :
% wid = getField ( % row , 2 ) ;
% name = getField ( % row , 0 ) ;
% title = getField ( % row , 5 ) ;
% adminLevel = getField ( % row , 3 ) ;
% editkick = getField ( % row , 4 ) ;
W_MemberList . AddMember ( % wid , % name , % adminLevel , % editkick , % row ) ;
W_MemberList . AddRow ( % wid , % name TAB % title TAB % adminLevel ) ;
case "warriorBuddyList" :
W_MemberList . AddInvite ( getField ( % row , 3 ) , getFields ( % row , 0 , 3 ) , getFields ( % row , 0 , 3 ) , 4 , % row ) ;
W_MemberList . AddRow ( getField ( % row , 3 ) , getField ( % row , 0 ) TAB getField ( % row , 4 ) ) ;
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( % isLastRow )
W_MemberList . getOnlineStatus ( ) ;
// W_MemberList.setRowStyleByID(getField(%row,3),!getField(%row,5));
2017-07-18 02:51:48 +00:00
}
}
//-----------------------------------------------------------------------------
function PlayerPane : : DblClick ( % this )
{
if ( w_buddylist . getValue ( ) = = 1 & & getField ( GetRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) )
% caller = "Warrior" ;
else if ( w_tribes . getValue ( ) = = 1 )
% caller = "Tribe" ;
else
% caller = "" ;
if ( trim ( % caller ) ! $ = "" )
LaunchBrowser ( GetField ( W_MemberList . getRowText ( W_MemberList . getSelectedRow ( ) ) , 0 ) , % caller ) ;
}
//-----------------------------------------------------------------------------
function PlayerPane : : ButtonClick ( % this , % senderid )
{
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . key = LaunchGui . key + + ;
% this . tabstate = "WARRIOR" ;
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
switch ( % senderid )
{
case 0 : //Player Profile w/ Description
W_Text . setValue ( "" ) ;
% this . state = "getWarriorProfile" ;
% this . qrystatus = 0 ;
% owner = getField ( getRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) ;
% playerName = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ;
if ( TWBTitle . OldText $ = TWBTitle . name | | w_memberlist . rowCount ( ) = = 0 )
% this . NeedRefresh = 0 ;
else
% this . NeedRefresh = 1 ;
TWBTitle . OldText = TWBTitle . name ;
if ( % owner $ = % PlayerName )
% callId = 2 ;
else
% callId = 1 ;
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQuery , 23 , % playerName , % this , % this . key ) ;
case 1 : //Player History
W_Text . setValue ( "" ) ;
% this . state = "getWarriorHistory" ;
% this . qrystatus = 1 ;
% playerName = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ;
% callId = 3 ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 12 , 0 , % playerName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 2 : //TribeList
W_MemberList . Clear ( ) ;
W_MemberList . ClearColumns ( ) ;
W_MemberList . clearList ( ) ;
W_MemberList . CID = 0 ;
% this . state = "getWarriorTribeList" ;
W_MemberList . addColumn ( 0 , "TRIBE" , 94 , 0 , 330 ) ;
W_MemberList . addColumn ( 1 , "TITLE" , 80 , 0 , 300 ) ;
W_MemberList . addColumn ( 2 , "RNK" , 38 , 0 , 50 , "numeric center" ) ;
% playerName = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ;
2017-07-18 03:10:36 +00:00
if ( % playerName $ = getField ( getRecord ( wonGetAuthInfo ( ) , 0 ) , 0 ) )
{
% ai = wonGetAuthInfo ( ) ;
for ( % ix = 0 ; % ix < getField ( getRecord ( % ai , 1 ) , 0 ) ; % ix + + )
{
% row = getRecord ( % ai , 2 + % ix ) ;
% wid = getField ( % row , 2 ) ;
% name = getField ( % row , 0 ) ;
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
% title = getField ( % row , 5 ) ;
2017-07-18 03:10:36 +00:00
if ( % title $ = "" )
% title = "Not Shown" ;
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
% adminLevel = getField ( % row , 4 ) ;
2017-07-18 03:10:36 +00:00
% editkick = % adminLevel > = 2 ;
W_MemberList . AddMember ( % wid , % name , % adminLevel , % editkick , % row ) ;
W_MemberList . AddRow ( % wid , % name TAB % title TAB % adminLevel ) ;
}
}
else
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 13 , 0 , % playerName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 3 : //Player Buddylist
W_MemberList . Clear ( ) ;
W_MemberList . ClearColumns ( ) ;
W_MemberList . clearList ( ) ;
W_MemberList . CID = 1 ;
W_MemberList . addColumn ( 0 , "BUDDY" , 100 , 0 , 250 ) ;
W_MemberList . addColumn ( 1 , "SINCE" , 112 , 0 , 250 ) ;
% this . key = LaunchGui . key + + ;
% this . state = "getWarriorBuddyList" ;
% playerName = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQueryArray , 5 , 0 , % playerName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 4 : //Visitor Options
W_Text . setValue ( "" ) ;
% this . state = "getVisitorOptions" ;
% owner = getField ( getRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) ;
% playerName = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ;
TWBTitle . OldText = TWBTitle . name ;
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
TribeAndWarriorBrowserGui . eid = schedule ( 500 , 0 , DatabaseQuery , 23 , % playerName , % this , % this . key , true ) ;
2017-07-18 02:51:48 +00:00
case 5 : //Admin Options
if ( trim ( w_text . getText ( ) ) ! $ = "" )
{
WarriorPropertiesDlg . pendingChanges = "" ;
Canvas . PushDialog ( WarriorPropertiesDlg ) ;
}
else
{
w_profile . setValue ( 1 ) ;
messageBoxOK ( "ERROR" , "Your Profile was not loaded properly, Please wait a moment and try again" ) ;
}
}
}
//-----------------------------------------------------------------------------
function W_MemberList : : ClearList ( )
{
if ( isObject ( W_MemberListGroup ) )
W_MemberListGroup . Delete ( ) ;
}
//-----------------------------------------------------------------------------
function W_MemberList : : AddMember ( % this , % id , % name , % access , % plevel , % vline )
{
if ( ! isObject ( W_MemberListGroup ) )
new SimGroup ( W_MemberListGroup ) ;
% player = new scriptObject ( )
{
className = "TMember" ;
name = % name ;
classId = % id ;
privLevel = % access ;
canAdmin = % plevel ;
rcvrec = % vline ;
} ;
W_MemberListGroup . Add ( % player ) ;
}
//-----------------------------------------------------------------------------
function W_MemberList : : AddInvite ( % this , % id , % invited , % invitor , % plevel , % vline )
{
if ( ! isObject ( W_MemberListGroup ) )
new SimGroup ( W_MemberListGroup ) ;
% player = new ScriptObject ( )
{
className = "TBuddy" ;
classId = % id ;
name = % invited ;
privLevel = % plevel ;
iName = % invitor ;
rcvrec = % vline ;
} ;
W_MemberListGroup . add ( % player ) ;
}
//-----------------------------------------------------------------------------
function W_MemberList : : onRightMouseDown ( % this , % column , % row , % mousePos )
{
// Open the action menu:
W_MemberList . setSelectedRow ( % row ) ;
if ( getField ( GetRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) ) //is it me?
{
warriorPopup . player = w_memberlistgroup . getObject ( % row ) ;
if ( WarriorPopup . player . name ! $ = "" )
{
WarriorPopup . position = % mousePos ;
Canvas . pushDialog ( WarriorPopupDlg ) ;
WarriorPopUpDlg . onWake ( ) ;
WarriorPopup . forceOnAction ( ) ;
}
else
error ( "Member/Invite Locate Error!" ) ;
}
}
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
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function w_MemberList : : onAdd ( % this )
{
2017-07-18 02:55:25 +00:00
W_MemberList . addStyle ( 1 , "Univers" , 12 , "150 150 150" , "200 200 200" , "60 60 60" ) ;
2017-07-18 02:51:48 +00:00
}
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//-----------------------------------------------------------------------------
function W_MemberList : : GetOnlineStatus ( % this )
{
% this . key = LaunchGui . key + + ;
% this . status = "getOnline" ;
for ( % oStat = 0 ; % oStat < % this . RowCount ( ) ; % oStat + + )
{
if ( % oStat = = 0 )
% roster = % this . getRowID ( % oStat ) ;
else
% roster = % roster TAB % this . getRowID ( % oStat ) ;
}
databaseQuery ( 69 , % roster , % this , % this . key ) ;
}
//-----------------------------------------------------------------------------
function W_MemberList : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % key ! = % this . key )
return ;
switch $ ( % this . status )
{
case "getOnline" : if ( getField ( % status , 0 ) = = 0 )
for ( % str = 0 ; % str < strLen ( % resultString ) ; % str + + )
{
% this . setRowStyle ( % str , ! getSubStr ( % resultString , % str , 1 ) ) ;
}
}
}
2017-07-18 02:51:48 +00:00
//==--------------------------------------------------------------------------
function WarriorPopupDlg : : onWake ( % this )
{
TribeAndWarriorBrowserGui . WDialogOpen = true ;
warriorPopUP . clear ( ) ;
switch ( W_MemberList . CID )
{
case 0 : if ( getField ( GetRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) )
{ // visitor is owner
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
WarriorPopUp . add ( strupr ( WarriorPopup . Player . name ) , - 1 ) ;
WarriorPopUp . add ( "---------------------------------------------" , - 1 ) ;
// WarriorPopup.add( "Clear Primary Tribe setting", 0);
WarriorPopUp . add ( "Make Primary Tribe" , 1 ) ;
WarriorPopup . add ( "Leave Tribe" , 2 ) ;
WarriorPopup . add ( "Go To Forum" , 3 ) ;
2017-07-18 02:51:48 +00:00
}
case 1 : if ( getField ( GetRecord ( WonGetAuthInfo ( ) , 0 ) , 0 ) $ = TWBTabView . getTabText ( TWBTabView . GetSelectedID ( ) ) )
{ // visitor is owner
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
WarriorPopUp . add ( strupr ( getField ( WarriorPopup . player . name , 0 ) ) , - 1 ) ;
WarriorPopUp . add ( "---------------------------------------------" , - 1 ) ;
WarriorPopup . add ( "Contact By EMail" , 4 ) ;
WarriorPopup . add ( "Remove from Buddylist" , 5 ) ;
WarriorPopup . add ( "............................................." , - 1 ) ;
2017-07-18 02:51:48 +00:00
WarriorPopup . add ( "Clear BuddyList" , 6 ) ;
WarriorPopup . add ( "EMail BuddyList" , 7 ) ;
}
case 2 : WarriorPopup . Add ( "HMMM..." , 8 ) ;
case 3 : WarriorPopup . Add ( "HMMM..." , 8 ) ;
default : WarriorPopup . Add ( "HMMM..." , 8 ) ;
}
Canvas . rePaint ( ) ;
}
//-----------------------------------------------------------------------------
function WarriorPopup : : onSelect ( % this , % id , % text )
{
switch ( % id )
{
case 0 : // 0 Make No Primary Tribe
% player = "NONE" ;
LinkMakePrimary ( "setNoPrimaryTribe" , % player , PlayerPane ) ;
case 1 : // 1 Make Primary Tribe
% player = getField ( WarriorPopup . player . name , 0 ) ;
LinkMakePrimary ( "setPrimaryTribe" , % player , PlayerPane ) ;
case 2 : // 2 Leave Tribe
% tribe = getField ( WarriorPopup . player . name , 0 ) ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to leave <spush><color:FFBB33>\n" @ % player @ "<spop>" @ % tribe @ "?" ,
"LinkLeaveTribe(\"" @ % tribe @ "\",\"" @ PlayerPane @ "\");" , "" ) ;
case 3 : // 3 Go To TribeForum
% tribe = getField ( WarriorPopup . player . name , 0 ) ;
switch $ ( % tribe )
{
case "T2 ADMINISTRATION" :
% tribe = "Game Feedback" ;
}
ForumsThreadPane . setVisible ( false ) ;
ForumsTopicsPane . setVisible ( true ) ;
linkForum ( % tribe , "" ) ;
case 4 : // 4 EMail Buddy
% player = getField ( WarriorPopup . player . name , 0 ) ;
LinkEMail ( % player ) ;
case 5 : // 5 Remove Buddy
% player = getField ( WarriorPopup . player . name , 0 ) ;
LinkRemoveBuddy ( % player , PlayerPane , "removeBuddy" ) ;
case 6 : // clear Buddylist;
LinkClearBuddylist ( PlayerPane , "removeBuddy" ) ;
case 7 : // 7 EMail Buddylist
for ( % x = 0 ; % x < w_memberlist . rowCount ( ) ; % x + + )
{
if ( % x + 1 = = w_memberlist . rowCount ( ) )
% mailList = % mailList @ getfield ( w_memberList . getRowText ( % x ) , 0 ) ;
else
% mailList = % mailList @ getfield ( w_memberList . getRowText ( % x ) , 0 ) @ "," ;
}
LinkEMail ( % mailList ) ;
case 8 :
case 9 :
case 10 :
case 11 :
case 12 :
}
canvas . PopDialog ( WarriorPopupDlg ) ;
}
//-----------------------------------------------------------------------------
function WarriorPopupDlg : : onSleep ( % this )
{
TribeAndWarriorBrowserGui . WDialogOpen = 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
function MemberList : : ClearList ( % this )
2017-07-18 02:51:48 +00:00
{
if ( isObject ( MemberListGroup ) )
MemberListGroup . Delete ( ) ;
}
//-----------------------------------------------------------------------------
function MemberList : : AddMember ( % this , % id , % name , % access , % plevel , % vline )
{
if ( ! isObject ( MemberListGroup ) )
new SimGroup ( MemberListGroup ) ;
% player = new scriptObject ( )
{
className = "TMember" ;
name = % name ;
classId = % id ;
privLevel = % access ;
canAdmin = % plevel ;
rcvrec = % vline ;
} ;
MemberListGroup . Add ( % player ) ;
}
//-----------------------------------------------------------------------------
function MemberList : : AddInvite ( % this , % id , % invited , % invitor , % plevel , % vline )
{
if ( ! isObject ( MemberListGroup ) )
new SimGroup ( MemberListGroup ) ;
% player = new ScriptObject ( )
{
className = "TInvited" ;
classId = % id ;
name = % invited ;
iName = % invitor ;
privLevel = % plevel ;
rcvrec = % vline ;
} ;
MemberListGroup . add ( % player ) ;
}
//-----------------------------------------------------------------------------
function MemberList : : onRightMouseDown ( % this , % column , % row , % mousePos )
{
MemberList . setSelectedRow ( % row ) ;
TribeMemberPopup . player = MemberListGroup . getObject ( % row ) ;
if ( TribeMemberPopup . player . name ! $ = "" )
{
TribeMemberPopup . position = % mousePos ;
Canvas . pushDialog ( TribeMemberPopupDlg ) ;
TribeMemberPopupDlg . onWake ( ) ;
TribeMemberPopup . forceOnAction ( ) ;
}
else
error ( "Member/Invite Locate Error!" ) ;
}
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
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function Memberlist : : onAdd ( % this )
{
2017-07-18 02:55:25 +00:00
MemberList . addStyle ( 1 , "Univers" , 12 , "150 150 150" , "200 200 200" , "60 60 60" ) ;
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)
- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.
- "Vote Spamming" has been prevented in-game.
- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)
- Moved some of the CD check from script into code, where it should be.
- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.
- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.
- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.
- The "sticking" mouse button problem is now fixed.
- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.
- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.
- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.
- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)
- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.
- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.
- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.
- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.
- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
function MemberList : : GetOnlineStatus ( % this )
{
MemberList . key = LaunchGui . key + + ;
MemberList . status = "getOnline" ;
for ( % oStat = 0 ; % oStat < % this . RowCount ( ) ; % oStat + + )
{
if ( % oStat = = 0 )
% roster = MemberList . getRowID ( % oStat ) ;
else
% roster = % roster TAB MemberList . getRowID ( % oStat ) ;
}
databaseQuery ( 69 , % roster , MemberList , MemberList . key ) ;
}
//-----------------------------------------------------------------------------
function MemberList : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % key ! = % this . key )
return ;
switch $ ( % this . status )
{
case "getOnline" : if ( getField ( % status , 0 ) = = 0 )
for ( % str = 0 ; % str < strLen ( % resultString ) ; % str + + )
{
MemberList . setRowStyle ( % str , ! getSubStr ( % resultString , % str , 1 ) ) ;
}
}
}
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function TribeMemberPopupDlg : : onWake ( % this )
{
TribeWarriorBrowserGui . TDialogOpen = true ;
TribeMemberPopup . clear ( ) ;
% isMember = 0 ;
% ai = wongetauthinfo ( ) ;
for ( % i = 0 ; % i < getField ( getRecord ( % ai , 1 ) , 0 ) ; % i + + )
{
if ( TProfileHdr . tribeName $ = getField ( getRecord ( % ai , 2 + % i ) , 0 ) | | getField ( getRecord ( % ai , 2 + % i ) , 3 ) = = 1401 )
{
% isMember = 1 ;
break ;
}
}
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
TribeMemberPopup . add ( strUpr ( TribeMemberPopup . player . name ) , - 1 ) ;
TribeMemberPopup . add ( "--------------------------------------------" , - 1 ) ;
2017-07-18 02:51:48 +00:00
switch ( MemberList . CID )
{
case 0 :
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
TribeMemberPopup . add ( "Contact by EMail" , 2 ) ;
TribeMemberPopup . add ( "Add To Buddylist" , 4 ) ;
TribeMemberPopup . add ( "Add To Blocklist" , 5 ) ;
TribeMemberPopup . add ( "Invite To Chat" , 8 ) ;
2017-07-18 02:51:48 +00:00
if ( % isMember )
{
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
TribeMemberPopup . add ( "............................................" , - 1 ) ;
TribeMemberPopup . add ( "Kick from Tribe" , 0 ) ;
TribeMemberPopup . add ( "Edit Profile" , 1 ) ;
2017-07-18 02:51:48 +00:00
TribeMemberPopup . add ( "EMail Tribe" , 3 ) ;
}
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
case 1 : TribeMemberPopup . add ( "Contact by EMail" , 7 ) ;
TribeMemberPopup . add ( "Add To Buddylist" , 4 ) ;
TribeMemberPopup . add ( "............................................" , - 1 ) ;
TribeMemberPopup . add ( "Cancel Invite" , 6 ) ;
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case 2 : TribeMemberPopup . Add ( "HMMM..." , 8 ) ;
case 3 : TribeMemberPopup . Add ( "HMMM..." , 8 ) ;
default : TribeMemberPopup . Add ( "HMMM..." , 8 ) ;
}
Canvas . rePaint ( ) ;
}
//-----------------------------------------------------------------------------
function TribeMemberPopup : : onSelect ( % this , % id , % text )
{
switch ( % id )
{
// -- 0-ROSTER ----
case 0 : // 0 Kick
% player = TribeMemberPopup . player . name ;
% tribe = TWBTabView . GetTabText ( TWBTabView . GetSelectedID ( ) ) ;
if ( MemberList . rowCount ( ) = = 1 )
TribePropertiesDlg . DisbandTribe ( TribePropertiesDlg ) ;
else
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to kick <spush><color:FFBB33>\n" @ % player @ "<spop> from <spush><color:FFBB33>" @ % tribe @ "<spop>?" ,
"LinkKickMember(\"" @ % player @ "\",\"" @ % tribe @ "\"," @ % this @ ");" , "" ) ;
case 1 : // 1 Admin Member
LinkEditMember ( GetField ( TribememberPopup . player . rcvrec , 0 )
, TWBTabView . GetTabText ( TWBTabView . GetSelectedID ( ) )
, GetField ( TribeMemberPopup . player . rcvrec , 5 )
, GetField ( TribeMemberPopup . player . rcvrec , 4 )
, TribeAdminMemberDlg ) ;
case 2 : // 2 EMail Member
LinkEMail ( TribeMemberPopup . player . name ) ;
case 3 : // 3 EMail Tribe
LinkEMail ( TribePane . MList ) ;
case 4 : // 4 Add To Buddylist
MessageBoxYesNo ( "CONFIRM" , "Add " @ TribeMemberPopup . player . name @ " to Buddy List?" ,
"LinkAddBuddy(\"" @ TribeMemberPopup . player . name @ "\",TWBText,\"addBuddy\");" , "" ) ;
case 5 : // 5 Add To Blocklist
MessageBoxYesNo ( "CONFIRM" , "Block Email from " @ TribeMemberPopup . player . name @ "?" ,
"LinkBlockPlayer(\"" @ TribeMemberPopup . player . name @ "\",EmailGui,\"setBlock\");" , "" ) ;
// -- 1-INVITE ----
case 6 : // 6 Cancel Invite
% player = TribeMemberPopup . player . name ;
% tribe = TWBTabView . GetTabText ( TWBTabView . GetSelectedID ( ) ) ;
MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to cancel the invitation for " @ % player @ " to join " @ % tribe @ "?" ,
"TribeMemberPopup.onSelect(12,\"call12\");" , "" ) ;
case 7 : // 7 EMail Invited Player
LinkEMail ( TribeMemberPopup . player . name ) ;
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
case 8 : // 8 INVITE TO CHAT
MessageboxOK ( "NOTICE" , "This is a preview of coming functionality and is not yet available for use." ) ;
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case 9 :
case 10 :
case 11 :
case 12 : % player = TribeMemberPopup . player . name ;
% tribe = TWBTabView . GetTabText ( TWBTabView . GetSelectedID ( ) ) ;
LinkInvitation ( "cancel" , % tribe , % player , TribePane ) ;
}
canvas . popDialog ( TribeMemberPopupDlg ) ;
}
//-----------------------------------------------------------------------------
function TribeMemberPopupDlg : : onSleep ( % this )
{
TribeWarriorBrowserGui . TDialogOpen = false ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : onWake ( % this )
{
if ( TProfileHdr . recruiting )
TP_RecruitFlagBtn . setValue ( 1 ) ;
else
TP_RecruitFlagNoBtn . setValue ( 1 ) ;
if ( TProfileHdr . appending )
TP_AppendFlagBtn . setValue ( 1 ) ;
else
TP_PrePendFlagBtn . setValue ( 1 ) ;
TP_CurrentTag . setText ( TProfileHdr . TribeTag ) ;
TP_NewTag . setText ( TProfileHdr . TribeTag ) ;
TP_TribeDescription . setText ( TProfileHdr . Desc ) ;
% this . RefreshTag ( ) ;
% this . pendingChanges = "" ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : Close ( % this )
{
if ( % this . pendingChanges $ = "" )
{
Canvas . popDialog ( % this ) ;
GraphicsControl . setVisible ( 0 ) ;
SecurityControl . setVisible ( 0 ) ;
ProfileControl . setVisible ( 1 ) ;
TL_Profile . setValue ( 1 ) ;
}
else
MessageBoxYesNo ( "CONFIRM" , "Close without saving changes?" ,
"Canvas.popDialog(" @ % this @");TL_Profile.setValue(1);" , "" ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : DisbandTribe ( % this )
{
MessageBoxYesNo ( "CONFIRM" , "NOTE: Only the Tribe Owner will be able to disband the Tribe." NL " " NL
"DISBAND " @ TProfileHdr . tribename @ "?" ,
"KillTribe(\"" @ TProfileHdr . tribename @ "\");" , "" ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : ChangeRecruiting ( % this )
{
if ( TP_RecruitFlagBtn . getValue ( ) )
% recruiting = 1 ;
else
% recruiting = 0 ;
if ( TProfileHdr . recruiting ! = % recruiting )
{
LinkTribeToggle ( "Recruiting" , TProfileHdr . TribeName TAB TP_RecruitFlagBtn . getValue ( ) , TWBText , "togglerecruiting" ) ;
% this . pendingChanges = "" ;
}
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : ToggleAppending ( % this )
{
if ( TProfileHdr . appending ! = TP_AppendFlagBtn . getValue ( ) )
{
LinkTribeToggle ( "Appending" , TProfileHdr . TribeName TAB TP_AppendFlagBtn . getValue ( ) , TWBText , "toggleappending" ) ;
% this . pendingChanges = "" ;
}
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : ChangeTag ( % this )
{
if ( TP_NewTag . getValue ( ) ! $ = "" )
{
TextCheck ( TP_NewTag . getValue ( ) , % this ) ;
if ( % this . textCheck = = 1 )
{
MessageBoxOK ( "WARNING" , "The requested Tribe Tag contains invalid characters, please change your tag and try again." ) ;
}
else
{
TribePane . key = LaunchGui . key + + ;
TribePane . state = "changeTribeTag" ;
DatabaseQuery ( 30 , TProfileHdr . tribeID TAB TP_NewTag . getValue ( ) , TribePane , TribePane . key ) ;
% this . pendingChanges = "" ;
}
}
else
{
MessageBoxOK ( "WARNING" , "Tribe Tag cannot be blank" , "TP_NewTag.makeFirstResponder(1);" ) ;
}
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : EditDescription ( % this )
{
% this . pendingChanges = "EDITDESC" ;
% this . UpdateDescription ( ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : ClearDescription ( % this )
{
TribePane . key = LaunchGui . key + + ;
TP_TribeDescription . setText ( "" ) ;
TProfileHdr . Desc = "" ;
TWBText . editType = "tribe" ;
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canvas . SetCursor ( ArrowWaitCursor ) ;
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DatabaseQuery ( 15 , TProfileHdr . tribename TAB getRecordCount ( % desc ) TAB % desc , TribePane , TribePane . key ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : UpdateDescription ( % this )
{
TWBText . editType = "tribe" ;
LinkEditWarriorDesc ( TProfileHdr . tribename , TWBText ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : RefreshTag ( % this )
{
% this . pendingChanges = "YES" ;
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% playerName = GetField ( WonGetAuthInfo ( ) , 0 ) ;
// Validate the tribe tag:
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% ntag = TP_NewTag . getValue ( ) ;
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% realTag = StripMLControlChars ( % ntag ) ;
if ( % ntag ! $ = % realTag )
TP_NewTag . setValue ( % realTag ) ;
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if ( TP_PrePendFlagBtn . getValue ( ) = = 0 )
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TP_PreviewTag . setValue ( % playerName @ % realTag ) ;
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else
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TP_PreviewTag . setValue ( % realTag @ % playerName ) ;
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}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : LoadGfxPane ( % this )
{
TribeGraphic . setBitmap ( TProfileHdr . tribeGfx ) ;
% ctrl = TribeGraphicsList ;
% fileSpec = "*.jpg" ;
% ctrl . clearColumns ( ) ;
% ctrl . clear ( ) ;
% ctrl . addColumn ( 0 , "FILENAME" , 100 , 0 , 200 ) ;
% id = - 1 ;
% rowId = "" ;
for ( % file = findFirstFile ( % fileSpec ) ; % file ! $ = "" ; % file = findNextFile ( % fileSpec ) )
{
% currBmp = TeamPix . Bitmap ;
% match = "texticons/twb/" @ fileBase ( % file ) @ ".jpg" $ = % currBmp ;
if ( getSubStr ( fileBase ( % file ) @ ".jpg" , 0 , 3 ) $ = "twb" )
% ctrl . addRow ( % id + + , fileBase ( % file ) ) ;
if ( % match )
% rowId = % id ;
}
if ( % rowID ! $ = "" )
% ctrl . setSelectedRow ( % rowID ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : setTribeGraphic ( % this )
{
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
TribePane . key = LaunchGui . key + + ;
TribePane . state = "setTribeGfx" ;
TeamPix . setBitmap ( TribeGraphic . bitmap ) ;
canvas . SetCursor ( ArrowWaitCursor ) ;
TribeAndWarriorBrowserGui . eid = schedule ( 250 , 0 , DatabaseQuery , 29 , TProfileHdr . tribename TAB TribeGraphic . bitmap , TribePane , TribePane . key ) ;
}
//-----------------------------------------------------------------------------
function TribeGraphicsList : : onSelect ( % this )
{
% jpg = "texticons/twb/" @ % this . getRowText ( % this . getSelectedRow ( ) ) @ ".jpg" ;
TribeGraphic . setBitmap ( % jpg ) ;
}
//-----------------------------------------------------------------------------
function TribePropertiesDlg : : ConnectionTerminated ( % this )
{
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : onWake ( % this )
{
% this . pendingChanges = "" ;
UrlEdit . setValue ( TProfileHdr . playerURL ) ;
WP_CurrentName . setValue ( TProfileHdr . playername ) ;
NewNameEdit . setValue ( "" ) ;
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WP_WarriorDescription . setText ( TProfileHdr . Desc ) ;
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% this . LoadGfxPane ( ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : Close ( % this )
{
if ( % this . pendingChanges ! $ = "" )
MessageBoxYesNo ( "CONFIRM" , "Close without saving changes?" ,
"Canvas.popDialog(" @ % this @");W_Profile.setValue(1);" , "" ) ;
else
{
Canvas . popDialog ( % this ) ;
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w_GraphicsControl . setVisible ( 0 ) ;
W_ProfilePane . setVisible ( 1 ) ;
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W_Profile . setValue ( 1 ) ;
}
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : EditDescription ( % this )
{
% this . pendingChanges = "EDITDESC" ;
TWBText . editType = "warrior" ;
LinkEditWarriorDesc ( getField ( TWBTitle . getValue ( ) , 0 ) , TWBText ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : ClearDescription ( % this )
{
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MessageBoxYesNo ( "CONFIRM" , "Clear your Players Description?" , "WarriorPropertiesDlg.doClearDescription();" , "" ) ;
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}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : doClearDescription ( % this )
{
PlayerPane . key = LaunchGui . key + + ;
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PlayerPane . state = "clearWarriorDescription" ;
TProfileHdr . Desc = "NONE" ;
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TWBText . editType = "warrior" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . pendingChanges = "" ;
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EditDescriptionText . setText ( "No Description On File" ) ;
WP_WarriorDescription . setText ( EditDescriptionText . getText ( ) ) ;
DatabaseQuery ( 17 , TProfileHdr . Desc , PlayerPane , PlayerPane . key ) ;
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}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : LoadGfxPane ( % this )
{
PlayerGraphic . setBitmap ( PlayerPix . bitmap ) ;
% ctrl = WarriorGraphicsList ;
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% width = getSubStr ( % ctrl . getExtent ( ) , 0 , 3 ) - 4 ;
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% fileSpec = "*.jpg" ;
% ctrl . clearColumns ( ) ;
% ctrl . clear ( ) ;
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% ctrl . addColumn ( 0 , "FILENAME" , % width , 0 , 200 ) ;
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% id = - 1 ;
% rowId = "" ;
for ( % file = findFirstFile ( % fileSpec ) ; % file ! $ = "" ; % file = findNextFile ( % fileSpec ) )
{
% currBmp = PlayerPix . Bitmap ;
% match = "texticons/twb/" @ fileBase ( % file ) @ ".jpg" $ = % currBmp ;
if ( getSubStr ( fileBase ( % file ) @ ".jpg" , 0 , 3 ) $ = "twb" )
% ctrl . addRow ( % id + + , fileBase ( % file ) ) ;
if ( % match )
% rowId = % id ;
}
if ( % rowID ! $ = "" )
% ctrl . setSelectedRow ( % rowID ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : setPlayerGraphic ( % this )
{
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
PlayerPane . key = LaunchGui . key + + ;
PlayerPane . state = "setPlayerGfx" ;
PlayerPix . setBitmap ( PlayerGraphic . bitmap ) ;
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . pendingChanges = "" ;
TribeAndWarriorBrowserGui . eid = schedule ( 250 , 0 , DatabaseQuery , 31 , PlayerGraphic . bitmap , PlayerPane , PlayerPane . key ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : UpdateUrl ( % this )
{
if ( trim ( UrlEdit . getValue ( ) ) $ = "" )
{
UrlEdit . setValue ( "www.tribes2.com" ) ;
MessageBoxYesNo ( "CONFIRM" , "Your URL is blank, by default www.tribes2.com will become your URL. Continue?" , "WarriorPropertiesDlg.setURL();" , "UrlEdit.setValue(\"\");" ) ;
}
else
WarriorPropertiesDlg . setURL ( ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : setURL ( % this )
{
if ( isEventPending ( TribeAndWarriorBrowserGui . eid ) )
cancel ( TribeAndWarriorBrowserGui . eid ) ;
PlayerPane . key = LaunchGui . key + + ;
PlayerPane . state = "setPlayerUrl" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . pendingChanges = "" ;
DatabaseQuery ( 32 , UrlEdit . getValue ( ) , PlayerPane , PlayerPane . key ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : ChangePlayerName ( % this )
{
MessageBoxYesNo ( "CONFIRM" , "Changing your name will require you to close the game and restart. Proceed?" , "WarriorPropertiesDlg.ProcessNameChange();" , "NewNameEdit.setValue(\"\");" ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : ProcessNameChange ( % this )
{
PlayerPane . key = LaunchGui . key + + ;
PlayerPane . state = "changePlayerName" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
% this . pendingChanges = "" ;
DatabaseQuery ( 33 , NewNameEdit . getValue ( ) , PlayerPane , PlayerPane . key ) ;
}
//-----------------------------------------------------------------------------
function WarriorGraphicsList : : onSelect ( % this )
{
% jpg = "texticons/twb/" @ % this . getRowText ( % this . getSelectedRow ( ) ) @ ".jpg" ;
PlayerGraphic . setBitmap ( % jpg ) ;
}
//-----------------------------------------------------------------------------
function WarriorPropertiesDlg : : ConnectionTerminated ( % this )
{
}
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//-----------------------------------------------------------------------------