Commit graph

6 commits

Author SHA1 Message Date
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
Robert MacGregor 7d0bae2fd4 v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server.  The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server).  So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected.  In addition, a LAN server will only allow 4 unique Class C ids at any one time.  This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.

- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.

- (bug fix) Fixed a bug that could reset your Shape Detail setting to max

- (bug fix) Client join message name correction

- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).

- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.

- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.

- (bug fix) Found a particle crash issue and plugged it up good.

- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.

- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.

- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.

- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.

- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.

- (optimization) The following missions were refined in order to optimize framerate:
	Alcatraz
	Caldera
	Flashpoint
	Gauntlet
	IceBound
	Insalubria
	Overreach
	Respite
	Sirocco

- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.

- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.

- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?

- (optimization) Missile sound script calls moved from script into code for faster processing.

- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.

- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:

- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.

- (memory leak) Fixed a memory leak involving memory use and resource allocation.

- (improvement) Targeting laser prediction should be better now.

- (improvement) You can specify a server's IP address manually at the join screen

- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.

- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.

- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).

- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).

- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.

- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.

- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.

- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.

- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.

- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).

- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.

- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.

- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00
Robert MacGregor a7153c654d 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.
2017-07-17 23:12:56 -04:00
Robert MacGregor 116be1648d v22460 (04/13/01):
**Tweak, Spider Clamp turrets need more Surface area for legal deploy space now**:

*Minor tweak to improve long-term server stability.
*A new voice Codec, 'GSM' was added to allow voice communication between Linux and Windows users.
*Minor Sound system tweaks and fixes.
*Minor BOT navigation and seeking improvements.
*Fix removing BOTs counting toward the Vote Meter representation.
*Improvement for Vehicle Physics, particularly instances when Vehicles would get stuck on their edge.
*Fix for BOT's skins not dynamically updating to correct team skin, when Admin team changed them.
*Fixed bug where certain cases would cause Cursor to vanish when it should not.
*Minor Server query improvements.
*Fix Players can be added to the 'Admin List'.
*No more voting to BAN, only Super ADMIN may now BAN.
*Various GUI improvements, notably the Voice Com. elements in the Lobby, and some minor pointer Icon improvements for certain cases.
*Linux 'Penguin' Symbol added for Server List Screen when joining, so users may identify Windows and Linux servers at a glance.
2017-07-17 23:10:36 -04:00
Robert MacGregor b1941454ec v22228 (04/06/01):
* Fixed a problem that could have caused texture leaking in the interiors
* Fixed an AI problem in Training 2
* Chinese "simplified" keyboard supported
* Korean keyboard supported
* A bug where infinite ammo could be gained by tossing the ammo was prevented.
* Fixed a problem in Training 2 where a waypoint wouldn't update properly.
* Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate.
* CD is now required in the drive for on-line play.
* Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game.
* Active server queries will be cancelled now when you join a game (loads game faster now).
* If standing in an inventory station when it is destroyed you no longer permanently lose weapons.
* Fixed two issues that *could* cause crashes.
* Fixed a problem where the bombardier could create a permanent targeting laser.
* Cleaned up Chat text to remove programming characters.
* Fixed "highlight text with my nick" option so it saves preference to file correctly.
* Made MPB able to climb hills more easily and reduced damage from impact with the ground.
* Added button to stop server queries in progress on "JOIN" screen.
* Observers can now only chat with other observers (no one else can hear them).
* Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away.
* Bots will now claim switches in CnH more accurately.
* Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing.
* Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up.
* Fixed Chat HUD so that page up/page down works better.
* Fixed a situation where Heavies could end up being permanently cloaked.
* The MPBs on the "Alcatraz" map now deploy correctly (Siege map).
* The "edited post" date stamp now works correctly.
* If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now.
* The Score Screen (F2) is now available while in a vehicle.
* You can now vote to kick observers, if desired.
* The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug)
* Some console spam associated with the Wildcat has been removed.
* There was a situation where a player could die twice if he fell out of bounds. That has been resolved.
* Screen resolution information should update properly now when restarting the application.
* The camera should no longer be able to dip below terrain when in third person mode.
2017-07-17 23:05:21 -04:00
Robert MacGregor adad8c0787 v21570: Initial Tribes 2 release. 2017-07-17 22:51:48 -04:00