construction-mod/Version-history.txt
2025-06-05 12:37:16 +02:00

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Latest changes added at top. To read chronologically,
start from bottom.
**********************0.69 Alpha**********************
-Didn't update the version history all that good for
certain reasons.
-Construction Tool will now tell owner client id and
object id when admins read it's power state.
-Added Transport Missile Gun for traveling great distances
quickly without much fuss. Custom travel time settable.
-Added 4 'effect' packs.
All use expert and pack setting modes.
>Emitter pack, includes all particle emitters in t2.
>Audio pack, includes all audio effects in t2.
(so a few crap ones too).
>Pack Dispenser pack, includes most packs/weapons/ammo.
>Detonation pack, enables along with satchel charges.
fxGroup, fx_emitters, fx_audio, fx_packs ".delete();"
will remove the effects spawned by the first 3 packs.
-Added Deployable vehicle pad.
Requires a construction piece surface larger than 20x20 meters.
2 step deploy: 1-Pad 2-station.
-Added Multi purpose missile lauchers to the mpb.
which can be enabled with "$mpm::nukempb = 1;"
**
-Fixed misc. other stuff.
-Fixed tossing grenade/mine when toggling Construction
Tool or Super Chaingun grenade/mine modes too quickly.
-Fixed meteors damaging items behind walls.
-Fixed server always starting with Cascade mode enabled.
-Repair Pack should now let players repair themselves
while inside Construction buildings..
**********************0.68 Alpha**********************
-Cascade mode and Vehicles on/off options are now separate
from Purebuild mode toggle, and saved separately in server
prefs file.
-Repair Kit now works in non-Purebuild mode, with Expert
mode on.
-Added admin menu item to toggle Invincible Deployables
mode.
-Added Invincible Deployables mode.
-When Invincible Armors mode is on, would-be damage is
displayed as a waypoint with a percentage of max damage
for that armor. Team damage is not shown if there are
multiple teams.
-Added admin menu to remove all orphaned deployables
in the mission. This includes all deployables where
the owner is no longer in the game.
-Added GUID owner tracking. Owner status is now saved
with buildings.
NB: GUID is not used by T2 in Solo/LAN games.
-When a player is found spamming, anything deployed by
that player within the last 15 seconds is disassembled.
Can be changed with host variable.
-Smartened up turrets multiple target selection code.
-Fixed Missile Rack Turret's dumbfire/seeker mode not
saving.
**********************0.67 Alpha**********************
-Fixed Force Field damage handling with team damage off.
-Construction Tool will now tell you who owns a piece
when you read it's power state.
-Construction Mod updated to Tribes 2 v0.25034.0.0
-Added "dumbfire" and "seeking" modes to Missile Rack
Turret pack Expert mode options. "seeking" mode drains
more energy.
-Added Missile Rack Turret pack. This turret needs power
to function.
-Added "only transmit" and "only receive" modes to Telepad
Expert mode options.
-Added "Timed turn off" and "Timed turn on" modes to
Tripwire pack Expert mode options.
-Added "team only" and "any team" modes to Telepad
Expert mode options.
-Added scale options to Tree pack Expert mode options.
-Added new underground code.
-Changed shape of Decoration pack.
-Added new billboard shapes to Decoration pack.
-Fixed Pulse Sensor not doing "deploy" anim when loaded.
-Added admin menu item to enable/disable Underground mode.
-Added "Only turn on" and "Only turn off" modes to
Tripwire pack Expert mode options.
-Escape Pod should no longer be usable as an explosive
siege machine. :P
-Added boost power setting to Escape Pod pack.
-Escape Pods should no longer launch players underground.
**********************0.666 Alpha**********************
-Added Escape Pod pack.
-Added Field mode to Tripwire pack.
-Admins can now use Construction Tool on objects even if
they are not on the same team.
-Admins can now rotate objects even if Only Owner
Rotate is enabled.
-Added code to prevent players from crashing server by
falling from great height.
-Walls/pads can now be deployed properly on the thin side of
other walls.
-Added host variable $Host::NoAnnoyingVoiceChatSpam" to
let hosts prevent players from using the "null" voice
to spam sound effects. :P
-Included Editor fix (stops it from enabling cheats) in
Construction Mod, since so many people like to play with
it while hosting. :p
-Added Tripwire pack. Extra options are available in
Expert mode. Usage is similar to the Switch pack.
-Fixed problem with auto-adjusting Medium Support Beam
scaling weird when deploying on terrain.
-Added Expert mode sizes to Medium Support Beam.
-New server variable "$Host::StationHoldTime" holds the
time in milliseconds that players are held when using
an inventory station.
-Admins and Super Admins can now use power frequencies
1 to 50, instead of the normal 1 to 40.
-Fixed Satchel Charge, again. Oops!
**********************0.65 Alpha**********************
-Construction Mod updated to Tribes 2 v0.25026.0.0
**********************0.64 Alpha**********************
-Added new Ion effects.
-Updated Force Field settings. This should hopefully give
some players higher FPS.
-Added delayed reset mode to Switch, usable in Expert mode.
-Added vote menu to enable/disable Expert mode.
-Included new bat file, "JTLdelDSO.bat", in archive.
This batch file deletes all *.dso files in "..\base" and
the current directory (should be the Construction folder),
and all subfolders.
NB: It does not ask for confirmation before deleting files.
Use at your own risk. Tested under WinXP only.
Please use only if the other DSO deleters do not work
for you.
-An object will now be destroyed if it is too damaged
when deconstructed.
-Added message broadcast when a player takes control of
an object.
-Reverted Satchel Charge pack image back to normal. Oops!
**********************0.63 Alpha**********************
-Lots of small fixes.
-Changed how spam is punished.
-Added new effects for deploying and deconstructing objects.
-Added keyboard mappings for cycling pack settings forward,
backward, fast forward and fast backward.
Players must run the mod client-side to take advantage
of the new key bind options.
-Added keyboard mappings for doing a jig, laying down,
heart attack and sucker punched.
Players must run the mod client-side to take advantage
of the new key bind options.
-Added admin menu item to enable/disable "Only Owner
Cubic Replace mode", which will only let the creator of
an object cubic replace it.
-Added admin menu item to enable/disable Cascade mode.
-Made cascading deployables a mode separate from Purebuild
mode.
-Added an easier function to relight mission client-side.
Clients can enter "reLightMission();" in console to light
their mission.
-Added new "Builder Pack" entry to Inventory Hud. This
now contains most of the deployable packs.
-Added admin menu item to enable/disable MTC mode.
-Added MTC mode.
-Changed Jump Pad deploy code.
-Changes in Deployable Light. Any Light saved with v0.62a
can not be deconstructed when loaded in 0.63a.
-Made Construction Mod packs available in inventory hud
again, at the cost of turret barrel packs.
-Added Ion mode to Super Chaingun, using same controls as
Construction Tool.
-Added light source to Hazard mode meteors.
-Admins now get Super Chaingun when using Deployed Inventory
Station.
-Telepad can no longer be rotated with Advanced Rotate.
-Made Team Damage vote menu available in single-team games.
-Deployed Camera and Prison Camera can now be controlled
in Purebuild mode.
-Added key bind for selecting Jump Pad.
**********************0.62 Alpha**********************
-Fixed problem with Telepad not working past 10km altitude.
New limit is 100km.
-Added keyboard mappings for sitting and squatting.
Players must run the mod client-side to take advantage
of the new key bind options.
-Admins can now deconstruct objects even if Only Owner
Deconstruct is enabled. This includes cascade
deconstruction.
-Added "wooden pad" to Light Support Beam pack.
-Vehicles can now pass through disabled force fields.
-Deconstructed objects' packs now appear at the end of
the Construction Tool's beam.
-Added Deployable Light to savebuilding.cs.
-Added Light Pack.
-Fixed Switches affecting objects not on their own team.
-Fixed problem with vehicle counts being off after
calling pureVehicles().
-Added page cycling to vehicle selection hud.
-Fixed server-side weapon reticles.
-Changed Energizer explosion effect.
-Energizer can not be deployed within 30 meters of an
enemy object.
-Added Deployable Camera to savebuilding.cs.
-Pure armor can now use Camera grenade.
-Medium Support Beam ring options reversed. Rings can
now be enabled in Expert mode.
-Construction Tool will now tell you who owns a piece if
you try to deconstruct a piece not belonging to you and
Only Owner Deconstruct is enabled.
-If Purebuild mode is off, Satchel Charge warning messages
are only sent to the player's team.
-Tweaked Energizer. It now only affects Heavy armor,
gives less recharge boost, and is destroyed more easily.
-Generator now takes 100% of damage from Force Field,
not just 75%.
-Medium armor can now carry barrel packs again.
-Added Deployable Turret Base, Clamp Turret and Landspike
Turret to savebuilding.cs.
-Deployed turrets no longer damage deployables on their
own team.
-Fixed problem with Light Walkway modes in Expert mode.
-Max vehicles per team reset to base values for
non-Purebuild mode.
-Added base Pulse Sensor and Motion Sensor deployables
to savebuilding.cs.
-Added Super Wildcat and Super Havoc vehicles. Only
available in Purebuild mode.
-Note that in some cases, the pack-list may be too long
to display properly in the inventory selection hud.
The new QuickPack entries should alleviate this problem
until a fix is done.
-Added QuickPack entries for most Construction packs.
Players must run the mod client-side to take advantage
of the new key bind options.
-Made Construct come out of his box for a while.
-Spider Clamp turret can now be deployed on most
Construction deployables.
-Turrets can no longer be controlled in Purebuild mode, except
by Admin.
-Pure armor can now carry Flare grenade, turret barrel packs,
Base Turret pack, Pulse and Motion sensor packs, Clamp
and Landspike turret packs.
-Fixed cubic replace exploit.
-Added new Medium Sensor and Large Sensor to savebuilding.cs.
-Added new Medium Sensor and Large Sensor packs.
**********************0.61 Alpha**********************
-Many small fixes.
-Switches are now half the size of normal base switches.
-Reverted all vehicles to base values.
-Added "Construction" gametype script for Construction
missions.
-Added warning sound to deployable spam warning message.
-Reworked part of generator object handling in savebuilding.cs.
-Force Field slow-down can now be toggled in Expert mode.
-Construction Tool now overrides Grenade and Mine
release - not the other way around.
-Force Field now kills any players caught in it when
powering up.
-Medium Floor can now only be deployed on terrain, interior
and Medium Floor shapes in non-Purebuild mode. This change
only applies to Purebuild mode when Hazard mode is on.
-Construction Tool, "Read power frequency" mode renamed
to "Read power state" mode. It now shows how many power
sources are powering an item as well as it's power frequency.
-Deployables that require power from Generator objects
now have a greater recharge rate when when powered by
more than one Generator.
-Added colours to admin menu.
-Added admin menu item to enable/disable Hazard mode.
-Added Hazard mode for hazardous construction.
**********************0.60 Alpha**********************
-A short list of server options now appear in players
Message Hud on when they join the game.
-Added Switch pack. Touching it will toggle on or off
all power objects in range, that are on the same team
and same power frequency. Beacon key sets range.
-Fixed deployed item count being wrong after destroying
a large cluster of pieces.
-Significantly reduced lag when cascading large structures.
-Solar Panel now face upwards when deployed on
slopes.
-Added Logo Projector pack. The logo is selected with beacon
key. In non-Purebuild mode, only the player's team logo is
available. The projector needs power to operate.
-Added Decoration pack with 12 different decoration items.
Any object deployed on statue base will snap to the top,
in center, and upright. Any statue deployed on statue
base will snap to statue base rotation as well.
-Inventory stations will no longer snap player to center
if used underground.
-Advanced Rotate will no longer rotate an object entirely
underground.
-Rotate functions are no longer available in Construction
Tool in non-Purebuild mode.
-Generator and Solar Panel objects now store their on/off
state when saved.
**********************0.59 Alpha**********************
-Fixed Telepad teleporting underground exploit.
-Added $ModVersion and $ModCredits global variables to hold
mod version and credits strings. Modders re-modding
Construction Mod should change the these strings at top of
"server.cs".
-Saved buildings now store the version of Construction Mod
their are saved with.
-Added admin menu to load saved buildings. To stay server-
side, this menu is listed under "Change the Mission", as
" - Load Building File - " game type. File menu will list
last 10 auto-saved files provided they are in an unbroken
sequence from 0 and up, and also any "*.cs" files stored
under "Buildings/Admin/*".
-Changed shape of Telepad and reworked Telepad code. Added
new power up effect and sounds.
Note: All Telepads in saved buildings from previous versions
will be broken. This can be fixed by either turning them
upside-down by hand or redeploying them.
-Generator and Solar Panel objects now show their power
frequency and switch state when looked at.
-Added admin menu to re-evaluate power for all deployables
in the mission. This is needed in case power system becomes
corrupted, after loading a building for example.
-Added admin menu to remove all deployables in the mission
without power. This is intended as an aid in removing spam.
Generator and Solar Panel objects are listed in Commander Hud,
and any other deployables can be removed with this function.
Note that this function only removes objects outside the
"power zone" of any power object. No checks for power frequency
or team is made. It is intended as a tool to remove spam
outside "populated" areas only.
-Added Power Panagement mode to Construction Tool. Also fixed
timing issues with the different Tool modes.
-Added power frequencies for generators and powered objects.
Power frequency is set by either using beacon key before
deploying generator object, or using Power Panagement mode of
Construction Tool. Any powered object deployed by player
will use that frequency until power frequency is changed,
or player dies.
-Players will no longer be allowed to spawn with "illegal"
equipment if they have a non-existent armor in favourites.
-Changed vote for "No Time Limit" to set time to one week,
instead of 200 minutes.
-Fixed issues with players being unable to use weapons
and backpacks if the inventory station they are in is
deconstructed.
-Armor limitations enforced. For non-admins, only Pure
armor is available in Purebuild mode, and Pure armor is
not available in non-Purebuild mode.
-Fixed issues with Advanced Rotate list in Construction
Tool.
-Fixed Energizer code not working right when throwing
Energizer pack, or leaving Energizer coverage while
carrying Energizer pack.
-When rotating a Large Inventory Station, the trigger
object is now moved as well.
-Rewrote much of Telepad code. Added teleport
emitter.
-Fixed Telepad pack not showing in hud.
-Force Field and Gravity Field will now disappear
instantly after being deployed if there is no power
source available. Already deployed fields will power
down, but not disappear, if they lose power.
-Added new Generator and Solar Panel to savebuilding.cs.
-Added new Generator and Solar Panel packs. Force Field,
Gravity Field, Large Inventory Station and shielded
objects now require power to operate. Generator powers
items within a 100 meter radius. Solar Panel powers items
within a 50 meter radius.
Deployable Generator and Solar Panel do not power normal
base objects, and normal base generators do not power
deployables.
When a Force Field or Gravity Field is damaged, it will absorb
25 percent of the damage and evenly distribute the remaining
75 percent among Generator and Solar Panel units that power it,
draining shields and causing damage.
-Tree pack can now be deployed close to another Tree, or on
another Tree. Most deployables can be deployed on it. The same
goes for Crate pack as well.
-Added new Crate pack with 13 different decorative crates.
-Fixed Construction Tool creating a pack even if cascade
deconstruction failed.
-Fixed Force Field and Gravity Field objects not rotating
properly with the Construction Tool.
-Fixed Deployable Base Turret pack not showing in hud.
-Cleaned up Energizer code.
Note: All saved buildings that contain energizers must
change all instances of "DeployedVampire" to
"DeployedEnergizer" to load the energizers.
-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