RC 20 Patch - No More Server Crashes

Discussion in 'Archive' started by Krenzo, Aug 17, 2007.

  1. Krenzo

    Krenzo Administrator

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    http://www.empiresmod.com/1_08_was_here_the_whole_time/empires_v108_rc20.exe

    -------------------------
    Version 1.08 Beta Build 142/RC 20 Changes:

    -Added: out of breath sound when the player runs out of stamina
    -Added: more player death sounds
    -Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model
    -Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon
    -Fixed: grenadier not seeing mortar crosshair when in a vehicle
    -Fixed: a random crash on map load
    -Fixed: MG turrets would continue to target a player that moved behind cover
    -Fixed: turrets would target players that were out of its pitch range
    -Fixed: improved finding the ground when exiting a vehicle to prevent going through the map
    -Fixed: added extra ground detection to prevent going through the map when going prone
    -Fixed: vehicles not showing engineer kit repair effect to the engineer repairing
    -Fixed: non-engineer class players able to build unbuilt but dead buildings
    -Fixed: engineer kit ammo exploit involving vehicles
    -Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck
    -Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck
    -Fixed: could climb BE vehicle factory crates and get on roof
    -Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station
    -Fixed: biological weapons could do damage to friendly vehicles
    -Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they're fired
    -Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret
    -Fixed: unducking and then ducking before fully unducking would freeze the player's view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player's ducking hitbox
    -FIxed: third person engineer toolkit appearing green
    -Fixed: BE pistols and MG lacked reload sounds
    -Fixed: spawn point selection screen would open after the player's first death no matter what
    -Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way
    -Fixed: scout rifle crosshairs disappearing due to lag
    -Fixed: crash when trying to delete a vehicle loadout
    -Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box
    -Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV
    -Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander
    -Fixed: unable to spot targets while driving a vehicle
    -Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted
    -Fixed: spectating a player in the eye view while they're in a vehicle passenger position would show the wrong location
    -Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles
    -Modified: vehicle MG sound effect
    -Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)
    -Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)
    -Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats
    -Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death
    -Modified: moved squad leader's "Move To Location" voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button
    -Modified: relocated BE APC's MG fire origin to the end of the cannon (was on the right of the turret)
    -Modified: moved the location ML turrets targetted on other turrets to prevent misses
    -Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing
    -Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons
    -Modified: as spectator at game end, only the losing music will play to signify the end of the game
    -Modified: increased neutral turn speed for NF medium and heavy tanks
    -Modified: increased NF medium tank axle ratio for a slight performance increase

    -------------------------------------------
    Changelog for vehicle weapons and weights:

    -------------BASE--------------------------------
    -equalized armor mountable on each side to:
    light-NF(BE)|APC | med |heavy |arty
    2(3) | 3 | 4 | 6 | 3
    FROM
    2(3233)|2233|3233(4233)|6455(5244)| 2
    -------------------------------------------------
    *************WEIGHT CHANGES*****************
    -------------------------------------------------
    -std engine +10=20

    -std MG +20=30
    -CG +10=50
    -all 2 slot MGs to 70
    -all 3 slot MGs to 120

    -std cannon -50=50
    -all 2 slot cannons -30=70
    -railgun -20=80

    -std ML -50=50
    -all 2 slot MLs -30=70

    -GL -70=30
    -upgraded GL -50=50
    -------------------------------------------------
    *************VEHICLE CHANGES*****************
    -------------------------------------------------
    Base/Max chassis weights:
    *Jeep*
    -NF to 124/204 from 300/550
    -BE to 76/156 from 300/600
    *APC*
    -NF to 579/849 from 300/800
    -BE to 614/884 from 300/800
    *Light*
    -NF to 523/713 from 600/1200
    -BE to 634/884 from 400/1000
    *Med*
    -NF to 712/1042 from 700/1400
    -BE to 694/1024 from 500/1000
    *Hvy*
    -NF to 926/1386 from 900/1800
    -BE to 877/1337 from 900/1600

    -changed BE med tank weapon slot size to 2, from 1
    -changed NF med tank weapon slot size to 2, from 1
    -----------------
    -changed all weapons slot_x, slot_y, origin_x, and origin_y of all vehicles to Bodrick's values
    -------------
    -changed BEAPC description to reflect the vehicle

    ----------------------------------------------------
    Vehicle weapon changes:

    increased "Cycle Time" of the "Standard Machine Gun" to 0.16, from 0.01
    ---------- increased "Projectile Spread" to 0.02, from 0.03
    decreased "Clip Size" of the ".50 Caliber Medium Machine Gun" to 50, from 60
    ---------- increased "Cycle Time" to 0.08, from 0.09
    ---------- increased "Reload Time" to 5.0, from 3.0
    increased "Cycle Time" of the ".50 Caliber Heavy Machine Gun" to 0.06, from 0.08
    ---------- increased "Reload Time" to 6.0, from 4.0
    increased "Projectile Spread" of the "Anti-Tank Machine Gun" to 0.08, from 0.04
    ---------- increased "Damage" to 4, from 3
    ---------- decreased "Cycle Time" to 0.21, from 0.3
    increased "Projectile Spread" of the "Anti-Tank Heavy Machine Gun" to 0.06, from 0.05
    ---------- decreased "Cycle Time" to 0.14, from 0.4
    decreased "Damage" of the "Chain Gun" to 24, from 40
    ---------- decreased "Cycle Time" to 0.038, from 0.05
    ---------- decreased "Projectile Spread" to 0.05, from 0.02
    decreased "Damage" of the "Medium Chain Gun" to 32, from 50
    ---------- decreased "Cycle Time" to 0.05, from 0.07
    ---------- increased "Projectile Spread" to 0.03, from 0.02
    decreased "Cycle Time" of the "smallArtilleryCannon" to 2.0, from 3.0
    ---------- increased "Reload Time" to 9.0, from 6.0
    decreased "Cycle Time" of the "medArtilleryCannon" to 3.6, from 4.0
    ---------- increased "Reaload Time" to 8.0, from 6.0
    decreased "Cycle Time" of the "High Explosive Artillery" to 3.0, from 4.0
    ---------- incread "Reload Time" to 10.0, from 6.0
    decreased "Projectile Spread" of the "singleMissileLauncher" to 1.5, from 2.0
    ---------- Increased "Total Ammo Clips" to 5, from 4
    decreased "Projectile Spread" of the "Upgraded Missile Launcher" to 0.75, from 1
    ---------- Increased "Total Ammo Clips" to 5, from 4
    increased "Projectile Spread" of the "Nuclear Warhead" to 1.25, from 0.75
    ---------- decreased "Speed" to 1000, from 1100 (1100 was from last change made to vehicle_weapon script)
    ---------- increased "Explosion Radius" to 2000, from 1700
    Increased "Total Ammo Clips" of the "salvoMissileLauncher" to 6, from 4
    decreased "Missile Range" of the "guidedMissileLauncher" to 1500, from 4000
    ---------- increased "Turning Ability" to 0.05, from 0.02
    decreased "Missile Range" of the "Upgraded Guided ML" to 2500, from 4500 (4500 was from last change made to vehicle_weapon script)
    ---------- increased "Speed" to 1500, from 1200
    decreased "Lock On Time" of the "homingMissileLauncher" to 0.5, from 3.0
    ---------- increased "Lock Range Modifier" to 0.0126, from 0.001
    ---------- increased "Missile Range" to 7000, from 6000
    ---------- increased "Lock On Radius" to 0.4, from 0.2
    decreased "Lock On Time" of the "Upgraded Homing Missile Launcher" to 0.3, from 3.0
    ---------- increased "Lock Range Modifier" to 0.0126, from 0.001
    ---------- increased "Missile Range" to 7500, from 6500
    ---------- increased "Lock On Radius" to 0.5, from 0.4
    increased "Damage" of the "salvoHomingMissileLauncher" to 40, from 25
    ---------- decreased "Lock On Time" to 1, from 2
    ---------- increased "Lock On Radius" to 0.3, from 0.2
    ---------- increased "Lock Range Modifier" to 0.0126, from 0.001
     
  2. MrBojangl3s

    MrBojangl3s Member

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    Sweet!
    Very much appreciated! And as another note, first post. heh.
     
  3. eth0

    eth0 Member

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    Last edited: Aug 17, 2007
  4. Bodrick

    Bodrick Ye Olde Supermod

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    lol no more sex sounds


    Oh wait
     
  5. dizzyone

    dizzyone I've been drinking, heavily

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    smoke em if you got em!
     
  6. tkeracer619

    tkeracer619 Member

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    nice update!

    "-Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death" =]
     
    Last edited: Aug 17, 2007
  7. MOOtant

    MOOtant Member

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    -Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)

    What about bio diesel - 1.2 modifier in rc19. Does that mean that it has 120 heat capacity?
     
  8. Krenzo

    Krenzo Administrator

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    Try reading the line you copied from the change log until a light pops on in your head. :P
     
  9. MOOtant

    MOOtant Member

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    It popped already- I wrote rc19 :) still downloading and wasn't sure. :P
     
  10. Silk

    Silk Mapper

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    Wow, after 1.5 year of vehicle experience, i feel like having to learn it all over again.

    I'm very curieus how everything will work out.
     
  11. Dubee

    Dubee Grapehead

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    cool :)

    all of em? :P
     
  12. HaschteWas

    HaschteWas Member

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    Ok beside this crazy tankflipping stuff, i want to mention that the new tank setup properties are not in balance with the power of infantry. If you build any plain light tank with best possible layout right now you could dropp your weapons as well and try to hunt down the enemy in melee.
    Why that?
    Cause you cant use any armor on your light tank in the case you want to have mg vs infantry AND a cannon (as any usal tank...).

    What i want to say is that the weight limit for light tank is a little bit too low.
    Raise it by 50 units and we talk again. The same holds for Be AFV.
     
  13. Grizzly

    Grizzly BEAR SIZED DOORS

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    Falcon Fails :D
     
  14. Silk

    Silk Mapper

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    Overall i like these settings. I could however agree that the lt max weight could be increased a little. If i wanted to have a standard cannon + a basic mg i had to drop armor to 1+1+1+2 plates, with composite armor (the lightest armor).

    As for the rest i've found no problems. The heavy is as it should be. If you want to use nukes, you better drop some armor. Still it's possible to have full composite armor, a decent engine, a cannon and a chaingun at the same time. The medium tank was fine as well. I didn't test the arty though, and none of the BE vehicles.
     
  15. Krenzo

    Krenzo Administrator

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    The LT should probably not be limited so much. I already nerfed them with the standard cannon. We'll have to see what FalconX thinks.
     
  16. hEllO kIttY

    hEllO kIttY Member

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    this + shell heat + nerf mgs

    wow, it must be a grendier's wet deam
     
    Last edited: Aug 18, 2007
  17. Private Sandbag

    Private Sandbag Member

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    I think that everyone is just used to putting full armour, full weapons on every vehicle. from now on it's going to be very interesting.
     
  18. Krenzo

    Krenzo Administrator

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    The tanks flipping in the air bug is my fault. When you take damage and the engine is supposed to stall for a second, it did some math assuming the heat meter was full. This caused your max allowable throttle to go from 1 to 50+. You essentially launched yourself to 50x normal max speed.
     
  19. Bodrick

    Bodrick Ye Olde Supermod

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    Heh, awesome ;)
     
  20. mr_quackums

    mr_quackums Member

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    sweet, the most important bug is fixed.

    oh, and the tank rebalancing is kinda cool too... i guess :rolleyes:
     

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