mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 11:14:45 +00:00
1108 lines
32 KiB
Plaintext
1108 lines
32 KiB
Plaintext
Latest changes added at top. To read chronologically,
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start from bottom.
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**********************0.69 Alpha**********************
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-Didn't update the version history all that good for
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certain reasons.
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-Construction Tool will now tell owner client id and
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object id when admins read it's power state.
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-Added Transport Missile Gun for traveling great distances
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quickly without much fuss. Custom travel time settable.
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-Added 4 'effect' packs.
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All use expert and pack setting modes.
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>Emitter pack, includes all particle emitters in t2.
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>Audio pack, includes all audio effects in t2.
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(so a few crap ones too).
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>Pack Dispenser pack, includes most packs/weapons/ammo.
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>Detonation pack, enables along with satchel charges.
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fxGroup, fx_emitters, fx_audio, fx_packs ".delete();"
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will remove the effects spawned by the first 3 packs.
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-Added Deployable vehicle pad.
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Requires a construction piece surface larger than 20x20 meters.
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2 step deploy: 1-Pad 2-station.
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-Added Multi purpose missile lauchers to the mpb.
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which can be enabled with "$mpm::nukempb = 1;"
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**
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-Fixed misc. other stuff.
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-Fixed tossing grenade/mine when toggling Construction
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Tool or Super Chaingun grenade/mine modes too quickly.
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-Fixed meteors damaging items behind walls.
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-Fixed server always starting with Cascade mode enabled.
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-Repair Pack should now let players repair themselves
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while inside Construction buildings..
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**********************0.68 Alpha**********************
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-Cascade mode and Vehicles on/off options are now separate
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from Purebuild mode toggle, and saved separately in server
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prefs file.
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-Repair Kit now works in non-Purebuild mode, with Expert
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mode on.
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-Added admin menu item to toggle Invincible Deployables
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mode.
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-Added Invincible Deployables mode.
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-When Invincible Armors mode is on, would-be damage is
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displayed as a waypoint with a percentage of max damage
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for that armor. Team damage is not shown if there are
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multiple teams.
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-Added admin menu to remove all orphaned deployables
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in the mission. This includes all deployables where
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the owner is no longer in the game.
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-Added GUID owner tracking. Owner status is now saved
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with buildings.
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NB: GUID is not used by T2 in Solo/LAN games.
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-When a player is found spamming, anything deployed by
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that player within the last 15 seconds is disassembled.
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Can be changed with host variable.
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-Smartened up turrets multiple target selection code.
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-Fixed Missile Rack Turret's dumbfire/seeker mode not
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saving.
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**********************0.67 Alpha**********************
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-Fixed Force Field damage handling with team damage off.
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-Construction Tool will now tell you who owns a piece
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when you read it's power state.
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-Construction Mod updated to Tribes 2 v0.25034.0.0
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-Added "dumbfire" and "seeking" modes to Missile Rack
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Turret pack Expert mode options. "seeking" mode drains
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more energy.
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-Added Missile Rack Turret pack. This turret needs power
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to function.
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-Added "only transmit" and "only receive" modes to Telepad
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Expert mode options.
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-Added "Timed turn off" and "Timed turn on" modes to
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Tripwire pack Expert mode options.
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-Added "team only" and "any team" modes to Telepad
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Expert mode options.
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-Added scale options to Tree pack Expert mode options.
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-Added new underground code.
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-Changed shape of Decoration pack.
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-Added new billboard shapes to Decoration pack.
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-Fixed Pulse Sensor not doing "deploy" anim when loaded.
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-Added admin menu item to enable/disable Underground mode.
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-Added "Only turn on" and "Only turn off" modes to
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Tripwire pack Expert mode options.
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-Escape Pod should no longer be usable as an explosive
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siege machine. :P
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-Added boost power setting to Escape Pod pack.
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-Escape Pods should no longer launch players underground.
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**********************0.666 Alpha**********************
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-Added Escape Pod pack.
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-Added Field mode to Tripwire pack.
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-Admins can now use Construction Tool on objects even if
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they are not on the same team.
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-Admins can now rotate objects even if Only Owner
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Rotate is enabled.
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-Added code to prevent players from crashing server by
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falling from great height.
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-Walls/pads can now be deployed properly on the thin side of
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other walls.
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-Added host variable $Host::NoAnnoyingVoiceChatSpam" to
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let hosts prevent players from using the "null" voice
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to spam sound effects. :P
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-Included Editor fix (stops it from enabling cheats) in
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Construction Mod, since so many people like to play with
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it while hosting. :p
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-Added Tripwire pack. Extra options are available in
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Expert mode. Usage is similar to the Switch pack.
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-Fixed problem with auto-adjusting Medium Support Beam
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scaling weird when deploying on terrain.
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-Added Expert mode sizes to Medium Support Beam.
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-New server variable "$Host::StationHoldTime" holds the
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time in milliseconds that players are held when using
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an inventory station.
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-Admins and Super Admins can now use power frequencies
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1 to 50, instead of the normal 1 to 40.
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-Fixed Satchel Charge, again. Oops!
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**********************0.65 Alpha**********************
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-Construction Mod updated to Tribes 2 v0.25026.0.0
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**********************0.64 Alpha**********************
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-Added new Ion effects.
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-Updated Force Field settings. This should hopefully give
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some players higher FPS.
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-Added delayed reset mode to Switch, usable in Expert mode.
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-Added vote menu to enable/disable Expert mode.
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-Included new bat file, "JTLdelDSO.bat", in archive.
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This batch file deletes all *.dso files in "..\base" and
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the current directory (should be the Construction folder),
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and all subfolders.
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NB: It does not ask for confirmation before deleting files.
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Use at your own risk. Tested under WinXP only.
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Please use only if the other DSO deleters do not work
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for you.
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-An object will now be destroyed if it is too damaged
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when deconstructed.
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-Added message broadcast when a player takes control of
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an object.
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-Reverted Satchel Charge pack image back to normal. Oops!
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**********************0.63 Alpha**********************
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-Lots of small fixes.
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-Changed how spam is punished.
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-Added new effects for deploying and deconstructing objects.
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-Added keyboard mappings for cycling pack settings forward,
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backward, fast forward and fast backward.
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Players must run the mod client-side to take advantage
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of the new key bind options.
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-Added keyboard mappings for doing a jig, laying down,
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heart attack and sucker punched.
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Players must run the mod client-side to take advantage
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of the new key bind options.
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-Added admin menu item to enable/disable "Only Owner
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Cubic Replace mode", which will only let the creator of
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an object cubic replace it.
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-Added admin menu item to enable/disable Cascade mode.
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-Made cascading deployables a mode separate from Purebuild
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mode.
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-Added an easier function to relight mission client-side.
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Clients can enter "reLightMission();" in console to light
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their mission.
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-Added new "Builder Pack" entry to Inventory Hud. This
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now contains most of the deployable packs.
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-Added admin menu item to enable/disable MTC mode.
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-Added MTC mode.
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-Changed Jump Pad deploy code.
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-Changes in Deployable Light. Any Light saved with v0.62a
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can not be deconstructed when loaded in 0.63a.
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-Made Construction Mod packs available in inventory hud
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again, at the cost of turret barrel packs.
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-Added Ion mode to Super Chaingun, using same controls as
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Construction Tool.
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-Added light source to Hazard mode meteors.
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-Admins now get Super Chaingun when using Deployed Inventory
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Station.
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-Telepad can no longer be rotated with Advanced Rotate.
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-Made Team Damage vote menu available in single-team games.
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-Deployed Camera and Prison Camera can now be controlled
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in Purebuild mode.
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-Added key bind for selecting Jump Pad.
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**********************0.62 Alpha**********************
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-Fixed problem with Telepad not working past 10km altitude.
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New limit is 100km.
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-Added keyboard mappings for sitting and squatting.
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Players must run the mod client-side to take advantage
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of the new key bind options.
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-Admins can now deconstruct objects even if Only Owner
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Deconstruct is enabled. This includes cascade
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deconstruction.
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-Added "wooden pad" to Light Support Beam pack.
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-Vehicles can now pass through disabled force fields.
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-Deconstructed objects' packs now appear at the end of
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the Construction Tool's beam.
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-Added Deployable Light to savebuilding.cs.
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-Added Light Pack.
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-Fixed Switches affecting objects not on their own team.
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-Fixed problem with vehicle counts being off after
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calling pureVehicles().
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-Added page cycling to vehicle selection hud.
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-Fixed server-side weapon reticles.
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-Changed Energizer explosion effect.
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-Energizer can not be deployed within 30 meters of an
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enemy object.
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-Added Deployable Camera to savebuilding.cs.
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-Pure armor can now use Camera grenade.
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-Medium Support Beam ring options reversed. Rings can
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now be enabled in Expert mode.
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-Construction Tool will now tell you who owns a piece if
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you try to deconstruct a piece not belonging to you and
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Only Owner Deconstruct is enabled.
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-If Purebuild mode is off, Satchel Charge warning messages
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are only sent to the player's team.
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-Tweaked Energizer. It now only affects Heavy armor,
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gives less recharge boost, and is destroyed more easily.
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-Generator now takes 100% of damage from Force Field,
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not just 75%.
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-Medium armor can now carry barrel packs again.
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-Added Deployable Turret Base, Clamp Turret and Landspike
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Turret to savebuilding.cs.
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-Deployed turrets no longer damage deployables on their
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own team.
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-Fixed problem with Light Walkway modes in Expert mode.
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-Max vehicles per team reset to base values for
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non-Purebuild mode.
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-Added base Pulse Sensor and Motion Sensor deployables
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to savebuilding.cs.
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-Added Super Wildcat and Super Havoc vehicles. Only
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available in Purebuild mode.
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-Note that in some cases, the pack-list may be too long
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to display properly in the inventory selection hud.
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The new QuickPack entries should alleviate this problem
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until a fix is done.
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-Added QuickPack entries for most Construction packs.
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Players must run the mod client-side to take advantage
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of the new key bind options.
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-Made Construct come out of his box for a while.
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-Spider Clamp turret can now be deployed on most
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Construction deployables.
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-Turrets can no longer be controlled in Purebuild mode, except
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by Admin.
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-Pure armor can now carry Flare grenade, turret barrel packs,
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Base Turret pack, Pulse and Motion sensor packs, Clamp
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and Landspike turret packs.
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-Fixed cubic replace exploit.
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-Added new Medium Sensor and Large Sensor to savebuilding.cs.
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-Added new Medium Sensor and Large Sensor packs.
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**********************0.61 Alpha**********************
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-Many small fixes.
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-Switches are now half the size of normal base switches.
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-Reverted all vehicles to base values.
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-Added "Construction" gametype script for Construction
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missions.
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-Added warning sound to deployable spam warning message.
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-Reworked part of generator object handling in savebuilding.cs.
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-Force Field slow-down can now be toggled in Expert mode.
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-Construction Tool now overrides Grenade and Mine
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release - not the other way around.
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-Force Field now kills any players caught in it when
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powering up.
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-Medium Floor can now only be deployed on terrain, interior
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and Medium Floor shapes in non-Purebuild mode. This change
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only applies to Purebuild mode when Hazard mode is on.
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-Construction Tool, "Read power frequency" mode renamed
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to "Read power state" mode. It now shows how many power
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sources are powering an item as well as it's power frequency.
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-Deployables that require power from Generator objects
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now have a greater recharge rate when when powered by
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more than one Generator.
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-Added colours to admin menu.
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-Added admin menu item to enable/disable Hazard mode.
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-Added Hazard mode for hazardous construction.
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**********************0.60 Alpha**********************
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-A short list of server options now appear in players
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Message Hud on when they join the game.
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-Added Switch pack. Touching it will toggle on or off
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all power objects in range, that are on the same team
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and same power frequency. Beacon key sets range.
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-Fixed deployed item count being wrong after destroying
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a large cluster of pieces.
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-Significantly reduced lag when cascading large structures.
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-Solar Panel now face upwards when deployed on
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slopes.
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-Added Logo Projector pack. The logo is selected with beacon
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key. In non-Purebuild mode, only the player's team logo is
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available. The projector needs power to operate.
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-Added Decoration pack with 12 different decoration items.
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Any object deployed on statue base will snap to the top,
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in center, and upright. Any statue deployed on statue
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base will snap to statue base rotation as well.
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-Inventory stations will no longer snap player to center
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if used underground.
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-Advanced Rotate will no longer rotate an object entirely
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underground.
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-Rotate functions are no longer available in Construction
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Tool in non-Purebuild mode.
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-Generator and Solar Panel objects now store their on/off
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state when saved.
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**********************0.59 Alpha**********************
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-Fixed Telepad teleporting underground exploit.
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-Added $ModVersion and $ModCredits global variables to hold
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mod version and credits strings. Modders re-modding
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Construction Mod should change the these strings at top of
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"server.cs".
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-Saved buildings now store the version of Construction Mod
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their are saved with.
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-Added admin menu to load saved buildings. To stay server-
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side, this menu is listed under "Change the Mission", as
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" - Load Building File - " game type. File menu will list
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last 10 auto-saved files provided they are in an unbroken
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sequence from 0 and up, and also any "*.cs" files stored
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under "Buildings/Admin/*".
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-Changed shape of Telepad and reworked Telepad code. Added
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new power up effect and sounds.
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Note: All Telepads in saved buildings from previous versions
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will be broken. This can be fixed by either turning them
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upside-down by hand or redeploying them.
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-Generator and Solar Panel objects now show their power
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frequency and switch state when looked at.
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-Added admin menu to re-evaluate power for all deployables
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in the mission. This is needed in case power system becomes
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corrupted, after loading a building for example.
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-Added admin menu to remove all deployables in the mission
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without power. This is intended as an aid in removing spam.
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Generator and Solar Panel objects are listed in Commander Hud,
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and any other deployables can be removed with this function.
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Note that this function only removes objects outside the
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"power zone" of any power object. No checks for power frequency
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or team is made. It is intended as a tool to remove spam
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outside "populated" areas only.
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-Added Power Panagement mode to Construction Tool. Also fixed
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timing issues with the different Tool modes.
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-Added power frequencies for generators and powered objects.
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Power frequency is set by either using beacon key before
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deploying generator object, or using Power Panagement mode of
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Construction Tool. Any powered object deployed by player
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will use that frequency until power frequency is changed,
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or player dies.
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-Players will no longer be allowed to spawn with "illegal"
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equipment if they have a non-existent armor in favourites.
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-Changed vote for "No Time Limit" to set time to one week,
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instead of 200 minutes.
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-Fixed issues with players being unable to use weapons
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and backpacks if the inventory station they are in is
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deconstructed.
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-Armor limitations enforced. For non-admins, only Pure
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armor is available in Purebuild mode, and Pure armor is
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not available in non-Purebuild mode.
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-Fixed issues with Advanced Rotate list in Construction
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Tool.
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-Fixed Energizer code not working right when throwing
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Energizer pack, or leaving Energizer coverage while
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carrying Energizer pack.
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-When rotating a Large Inventory Station, the trigger
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object is now moved as well.
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-Rewrote much of Telepad code. Added teleport
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emitter.
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-Fixed Telepad pack not showing in hud.
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-Force Field and Gravity Field will now disappear
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instantly after being deployed if there is no power
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source available. Already deployed fields will power
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down, but not disappear, if they lose power.
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-Added new Generator and Solar Panel to savebuilding.cs.
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-Added new Generator and Solar Panel packs. Force Field,
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Gravity Field, Large Inventory Station and shielded
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objects now require power to operate. Generator powers
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items within a 100 meter radius. Solar Panel powers items
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within a 50 meter radius.
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Deployable Generator and Solar Panel do not power normal
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base objects, and normal base generators do not power
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deployables.
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When a Force Field or Gravity Field is damaged, it will absorb
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25 percent of the damage and evenly distribute the remaining
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75 percent among Generator and Solar Panel units that power it,
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draining shields and causing damage.
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-Tree pack can now be deployed close to another Tree, or on
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another Tree. Most deployables can be deployed on it. The same
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goes for Crate pack as well.
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-Added new Crate pack with 13 different decorative crates.
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-Fixed Construction Tool creating a pack even if cascade
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deconstruction failed.
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-Fixed Force Field and Gravity Field objects not rotating
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properly with the Construction Tool.
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-Fixed Deployable Base Turret pack not showing in hud.
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-Cleaned up Energizer code.
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Note: All saved buildings that contain energizers must
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change all instances of "DeployedVampire" to
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"DeployedEnergizer" to load the energizers.
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-Cascading deconstruction now deconstructs objects
|
|
normally, without exploding them.
|
|
|
|
-Player sensors reverted to base values.
|
|
|
|
-Fixed Medium Floor pack not showing in hud.
|
|
|
|
**********************0.58 Alpha**********************
|
|
|
|
-10000 meter Light Support Beam in Expert mode changed
|
|
to 4000 meters.
|
|
|
|
-Trees will now align with slope of the surface they are
|
|
deployed on.
|
|
|
|
-Tree pack now has 14 different tree types, selectable
|
|
with beacon key.
|
|
|
|
-Fastfields removed from Gravity Field pack because they
|
|
could be used to hang server.
|
|
|
|
-Pulse and Motion sensors are now available for Medium
|
|
and Heavy armors, like in base Tribes 2.
|
|
|
|
-Light Walkway double width or height can now be toggled
|
|
in Expert mode.
|
|
|
|
-Fixed Medium Support Beam pack not showing in hud.
|
|
|
|
-Telepads now show their frequency setting when looked at.
|
|
|
|
-Player using Telepad should now only hear one teleport
|
|
sound.
|
|
|
|
-Added 4 meter Medium Support Beam.
|
|
|
|
-Turrets will no longer fire automatically in Purebuild
|
|
mode.
|
|
|
|
**********************0.57 Alpha**********************
|
|
|
|
-Medium Support Beam rings can now be disabled in
|
|
Expert mode.
|
|
|
|
-Inventory Stations now deploy correctly on flat surfaces,
|
|
facing the player.
|
|
|
|
-Telepad's beam shortened to fit under 4m ceilings.
|
|
|
|
-Many internal changes and fixes.
|
|
|
|
-Saved/loaded upside-down deployed Station Inventories
|
|
released the player wrongly. Fixed.
|
|
|
|
-Fixed the way force field and gravity field padding was
|
|
added in cubic replace mode.
|
|
|
|
-Updated the kind of packs different armors can carry.
|
|
|
|
-Added new gravity fields to savebuilding.cs.
|
|
|
|
-Added new Gravity Field pack with options. Field auto
|
|
adjusts up to 500m "upwards", and can be deployed at
|
|
any angle.
|
|
|
|
-Force Fields will now deconstruct properly when cascade
|
|
option is enabled.
|
|
|
|
**********************0.56 Alpha**********************
|
|
|
|
-Deployables now link to the center of the surface if
|
|
they are larger than the surface.
|
|
|
|
-Medium Support Beams now have 7 options: 1 meter,
|
|
8 meter, 40 meter, 160 meter, auto adjusting, no rings
|
|
and platformrings. The last two modes are auto adjusting.
|
|
|
|
-Telepads and Large Inventory Stations should now place
|
|
the player correctly even when placed upside down.
|
|
|
|
-Jump Pads are now directional. Place them on walls for
|
|
horizontal jumps.
|
|
|
|
-Deployables that deconstruct to packs should no longer
|
|
spawn inside walls if the deployable was deployed
|
|
upside down or against a wall.
|
|
|
|
-Added boost strength options to Jump Pad.
|
|
|
|
-Number of deployable Force Fields per team increased
|
|
to 100.
|
|
|
|
-"Remove All Duplicate Deployables" and "Remove All
|
|
Deployables In Mission" admin options will no longer
|
|
function until the previous operation has finished.
|
|
|
|
-Added admin menu to remove all duplicate deployables
|
|
in the mission.
|
|
|
|
-Light Walkway now has a "No-flicker" mode selectable
|
|
in Expert mode. This micro-adjusts the position of
|
|
the Walkway to avoid Z-buffer flicker.
|
|
|
|
-Blast Wall now has 4 options. Deploy from inside,
|
|
from outside, in frame, or "full protection".
|
|
A "Multiple Blast Walls" mode can be selected in
|
|
Expert mode.
|
|
|
|
-Medium Floor is now set to use one height. Pack
|
|
button now changes floor width, for easy "padding"
|
|
of large areas. Height of Medium Floor can be changed
|
|
in Expert mode.
|
|
|
|
-Added "Cubic Replace" mode to Force Field pack in
|
|
Expert mode. In this mode any cubic shape can be
|
|
replaced with a Force Field.
|
|
|
|
-Added admin menu item to enable/disable Expert mode.
|
|
|
|
-Added Expert Mode, which enables more pack options for
|
|
some deployables, usable with Repair Kit key.
|
|
|
|
-Pieces will no longer cascade when destroyed in
|
|
Purebuild mode.
|
|
|
|
-Added new Medium Floor and Light Walkway snap-to code,
|
|
developed by Mostlikely.
|
|
|
|
-Deployed Large Station Inventories are now deleted
|
|
when they are destroyed. Normal Station Inventories
|
|
behave as normal.
|
|
|
|
-Added telepads to savebuilding.cs.
|
|
|
|
-Telepads no longer malfunction. They will always work,
|
|
until they are destroyed.
|
|
|
|
-Rewrote Telepad pack. Should always work when there
|
|
is another telepad to teleport to.
|
|
|
|
-Added admin menu item to enable/disable "Only Owner
|
|
Rotate mode", which will only let the creator of
|
|
an object rotate it.
|
|
|
|
-Added admin menu item to enable/disable "Only Owner
|
|
Cascade mode", which will only let the creator of
|
|
an object cascade deconstruct it.
|
|
|
|
-Added new Construction Tool, developed by Mostlikely.
|
|
This tool has 3 modes, each with several submodes:
|
|
* deconstruct
|
|
- normal
|
|
- cascading
|
|
* rotate
|
|
- pull
|
|
- push
|
|
* advanced Rotate
|
|
- select target as center of rotation
|
|
- select objects to rotate
|
|
- select rotation speed
|
|
- apply rotation
|
|
- display selection
|
|
- clear list
|
|
|
|
Mine key selects main mode, grenade key selects
|
|
submode.
|
|
|
|
Player can not select main mode or submode while carrying
|
|
mines or grenades.
|
|
|
|
-Removed Deconstructor Gun.
|
|
|
|
-Added entirely new rotation and deployment code,
|
|
developed by Mostlikely.
|
|
|
|
-Inventory list rearranged to find deployables easier.
|
|
|
|
**********************0.55 Alpha**********************
|
|
|
|
-Force Field pack now detects other force fields when
|
|
finding size.
|
|
|
|
-Rearranged and grouped admin and vote menu items.
|
|
|
|
-Added admin menu item to enable/disable "Only Owner
|
|
Deconstruct mode", which will only let the creator of
|
|
an object deconstruct it.
|
|
|
|
-Medium Floors now have 5 different height options:
|
|
1.5 meter, 5 meter, 10 meter, 20 meter and 40 meter.
|
|
Default is 20 meter.
|
|
|
|
-Only player-deployed Station Inventories can now be
|
|
deconstructed.
|
|
|
|
**********************0.54 Alpha**********************
|
|
|
|
-If Satchel charges are disabled, they can no longer be
|
|
detonated, even if thrown before they were disabled.
|
|
|
|
-Super Admins can now give admin rights to players, even
|
|
if $Host::allowAdminPlayerVotes is enabled.
|
|
|
|
-Jump Pad now only boosts once.
|
|
|
|
-Added new forcefields to savebuilding.cs.
|
|
|
|
-Made force field pads slightly larger than the normal
|
|
pad size. This will stop flickering where they border
|
|
with other deployables, like Light Support Beams.
|
|
|
|
-Made it impossible to deploy inside or through a
|
|
force field.
|
|
|
|
-Added new Force Field pack with deconstructible force
|
|
field pad.
|
|
|
|
Force Field pack has 21 modes:
|
|
3 groups: solid, team-pass, all-pass.
|
|
7 colours in each group: white, red, green, blue,
|
|
cyan, magenta, yellow.
|
|
|
|
Number in mode change message shows number of changes
|
|
required to reach next group. Example:
|
|
"(4) Force field set to solid blue" means 4 mode changes
|
|
are needed to reach team-pass group.
|
|
|
|
-Shocklance weapon reverted to base functionality.
|
|
|
|
-Fixed the way deploying of Light Support Beam pads
|
|
inside fames greater than max pad width is handled.
|
|
|
|
-A big cleanup in deployables code.
|
|
|
|
-Thrown items 'melt' time changed from 30 to 60 seconds.
|
|
|
|
-Packs left from deconstructed items will now 'melt' if
|
|
left for too long, just like normal thrown items.
|
|
|
|
-Added cams for team 0 (observer), 1 and 2 to let players
|
|
observe inmates through Commander Hud.
|
|
|
|
-Replaced a missing function in prison.cs. Oops!
|
|
|
|
**********************0.53 Alpha**********************
|
|
|
|
-Put in an extra safery check to prevent objects from
|
|
disappearing randomly. This /should/ have been handled
|
|
by the game engine.
|
|
|
|
-Fixed problem with Light Support Beams sometimes
|
|
deploying at extremely weird angles when deployed
|
|
on other funky Light Support Beams.
|
|
|
|
-Increased accuracy in some rotations by 2 decimal
|
|
spaces. Should fix those annoying inaccuracies when
|
|
working on larger projects.
|
|
|
|
-Plasma and Chaingun reverted to base values.
|
|
|
|
**********************0.52 Alpha**********************
|
|
|
|
-Fixed Medium Floor rotations being off by 90 deg when
|
|
deploying on another Medium Floor.
|
|
|
|
-Max size of Light Support Beam pads changed to
|
|
160 x 160 meters.
|
|
|
|
-Touched up prison.cs. New host prefs options. Fixed
|
|
lighting issue.
|
|
|
|
-Changed wording associated with the enabling/disabling
|
|
vehicles admin menu to be more clearly understandable.
|
|
|
|
-All turret barrels reverted to normal. They will no
|
|
longer blow you and/or your building away from halfway
|
|
across the mission. ;)
|
|
|
|
-Added admin menu item to enable/disable nerf weapons.
|
|
|
|
-Pure armor now has same physical properties as Light,
|
|
except energy drain, recharge rate, jet force and
|
|
impact damage velocity.
|
|
|
|
-Reverted all armors to base values.
|
|
|
|
-Energizers no longer detonate on contact in Purebuild
|
|
mode.
|
|
|
|
-Items do no longer animate on deconstruction. This should
|
|
fix nearly all the lag issues with cascading deconstruction.
|
|
|
|
-Medium Floors changed from 8 x 8 to 8.5 x 8.5 meters
|
|
to fit "circle-deployed" 8 meter Light Support Beams.
|
|
|
|
-Construction Mod deployables now use bottomPrint to
|
|
show pack mode changes.
|
|
|
|
**********************0.51 Alpha**********************
|
|
|
|
-Jumpads can now be deconstructed.
|
|
|
|
-Jumpads are now static shapes, not items.
|
|
Note, if you have any saved structures with jump pads
|
|
in them, you must replace all instances of
|
|
"new Item()" with "new StaticShape()" in the save file.
|
|
|
|
-Nerf guns are now available in Purebuild mode.
|
|
|
|
-Loaded Medium Support Beams now no longer take down all
|
|
the deployables in the mission when they are destroyed.
|
|
|
|
**********************0.50 Alpha**********************
|
|
|
|
-New maintainer; JackTL.
|
|
|
|
-Tightened up "security" in Purebuild mode. Only Pure
|
|
armor available in Purebuild mode, unless you're admin
|
|
or super admin. Pure armor can not use satchel charges.
|
|
Pure armor is still available in non-Purebuild mode,
|
|
though.
|
|
|
|
-Pure armors can pilot vehicles.
|
|
|
|
-Added admin menu item to pure/unpure vehicles.
|
|
|
|
-Added admin menu item to toggle Invincible Armors.
|
|
|
|
-Satchel Charge now tells everyone who dropped it.
|
|
|
|
-Added Satchel Charge enable/disable control to admin menu.
|
|
|
|
-Restored Team Damage vote and admin menu, added a separate
|
|
Purebuild menu item.
|
|
|
|
-Disabling Purebuild no longer clears all deployables
|
|
in a mission. A new admin menu item replaces this
|
|
functionality.
|
|
|
|
-Purebuild mode is now saved and loaded with server prefs.
|
|
|
|
-Added save building script. Hosts only. Only usable
|
|
from console, for now. See scripts/savebuilding.cs for
|
|
details and help.
|
|
|
|
-Medium Floors restored. New texture.
|
|
|
|
-Light Blast Walls are stronger.
|
|
|
|
-Added 1.5 and 4 meter beams to Light Support Beam pack.
|
|
|
|
-New shape for Light Support Beam pack (so far). Watch those
|
|
busy fireflies buzz about! ;)
|
|
|
|
-Tweaked armor impact damage values back to base levels.
|
|
|
|
-Tweaked player sensors to have a huuuge radius,
|
|
and ignore LOS. Handy for people with waypoint scripts.
|
|
I may remove this if it causes lag. Shouldn't be a problem
|
|
with the small number of players usually in a single
|
|
Construction server.
|
|
|
|
-Added nerf guns, with optional dance/death anims and
|
|
optional jail mode. 'Paintball' games!
|
|
|
|
-Added nerf gun options to admin menu.
|
|
|
|
-Added Super Chaingun, for demolition work. Only available
|
|
to admins. Automatically given at use of inventory station.
|
|
It may cause a bit of lag on large structures; use in bursts.
|
|
|
|
-Plascannon now does double damage in blast radius. Added direct-
|
|
hit damage similar to mortar blast. Easier removal of spam,
|
|
without the randomness of the mortar.
|
|
|
|
-Chaingun now does x4 damage, and has a tighter spread cone.
|
|
Easier pin-point removal of spammy items, especially mid-air
|
|
pieces.
|
|
|
|
Note that the above weapon changes may go away if enough people
|
|
complain. If you host your own server, you can remove the changes
|
|
by deleting "plasma.cs" and "chaingun.cs" from your
|
|
"Construction\scripts\weapons" folder.
|
|
|
|
-Added prison feature, for auto-punishing TK's and deployables
|
|
spammers, and to let admins deal with troublemakers without
|
|
kicking them. Handy for damage control when a n00b joins the game,
|
|
and you want him/her somewhere safe and not blowing up stuff while
|
|
you explain the point of the mod.
|
|
|
|
Currently, non-auto prison is only available through console:
|
|
jailPlayer(clientId,release[1/0],time);
|
|
|
|
Settings are saved with "prefs/ServerPrefs.cs" - no need to change
|
|
"prison.cs".
|
|
|
|
-Added prison option to admin menu.
|
|
Note that if prison is added mid-mission, it will not be
|
|
lit (no lighting).
|
|
|
|
-Admins can rain down a hail of fire on naughty players.
|
|
This can be very laggy if buildings are involved. Only
|
|
available through console (must be host), for now.
|
|
Type "JTLMeteorStrike();" in console for help, or see the
|
|
script file.
|
|
|
|
-Added female and bioderm pure armors.
|
|
|
|
-Increased Repair Gun range to 250 meters.
|
|
|
|
-Fixed some typos.
|
|
|
|
-Made other small changes.
|
|
|
|
**********************0.48 Alpha**********************
|
|
|
|
-Added the purebuild feature.
|
|
|
|
***Construct***
|
|
|
|
-Included my spiffy DSO remover DOS batch file.
|
|
|
|
-Fixed the deconstructor chat hud spam? (I thought I did)
|
|
|
|
-Added the banana peel Glockenspeil.
|
|
|
|
**********************0.47 Alpha**********************
|
|
|
|
-Added deployable large inv stations
|
|
|
|
-Added an non cascading deoncstruction patch under protest.
|
|
If this is in the full version of the mod then contact me.
|
|
|
|
-Improved deploying on things
|
|
|
|
-Fixed the num-deployed resest bug.
|
|
|
|
**********************0.46 Alpha**********************
|
|
|
|
-Improved deploying by alot.
|
|
|
|
-Gave deployables to correct armor sizes.
|
|
|
|
-Added Deconstruction gun.
|
|
|
|
-Added Load screen.
|
|
|
|
-Added remote vehicle controlling
|
|
|
|
-Added Medium Floor.
|
|
|
|
-Fixed Energizer.
|
|
|
|
-Fixed the Jumpad.
|
|
|
|
-Improved the telleporter.
|
|
|
|
-Removed useless parts (until futher notice)
|
|
|
|
**********************\/ Pre-Alpha versions \/**********************
|
|
|
|
-Added Deployable base turret.
|
|
|
|
-Added Forcefields.
|
|
|
|
-Added Telleport.
|
|
|
|
-Added Medium Spine.
|
|
|
|
-Fixed the blastwall.
|
|
|
|
-Some more I can't remember.
|
|
|
|
**********************Mostlikely*********************************
|
|
|
|
-Remove BlastWall (until futher notice)
|
|
|
|
-Added Upward collapsing
|
|
|
|
-Added Destruction Debriss
|
|
|
|
-Added Deconstruction Gun
|
|
|
|
-Added spine swithing
|
|
|
|
-Added credits list
|
|
|
|
-Added versionhistory list
|
|
|
|
-Added Todo-list
|
|
|
|
-Added 90degrees walkways
|
|
|
|
-Changed some vehicle stats [Construct]
|
|
|
|
-Improved deploy flexibility (won't be buggy)
|
|
|
|
-Improved downwards sloping walkways
|
|
|
|
-Fixed the jump pad. (isn't needed since you have infi jet, so just don't use these indoors ;D )
|
|
|
|
-Fixed the (beacon) switching to match your pack.
|
|
|
|
**********************Construct********************************
|
|
|
|
-Fixed inventory hud lower case words for "bunker", "walkway".
|
|
|
|
-Repairpack works again and with a 15m increase in range for now(testing).
|
|
|
|
-Jump pack deployed image changed to "nexusbase.dts".
|
|
|
|
-Increased deployable walls, and beams to 700 (I ran out with just me making something).
|
|
|
|
-Jetpack particles enhanced.
|
|
|
|
-Marked some random scripts with !!!!STOP LOOK AT ME!!! [mostlikely]
|
|
|
|
+I think that is all.
|
|
|
|
|
|
************************Mostlikely*****************************
|
|
|
|
-Added Walk ways
|
|
|
|
-Added walk ways sloping feature with beacon switching.
|
|
|
|
|
|
|
|
************************Before that****************************
|
|
|
|
Uhhhmm... dunno... if you'r looking for anything... just read the readme.txt |