GroovYFargO
09-10-2007, 18:04
Fixes, updates, etc are listed here:
http://www.fortress-forever.com/forum/showthread.php?t=12260
Just to keep the community updated on what's going on, and so nobody thinks we aren't working hard towards the patch, I wanted to post to everyone what we've hit on so far in terms of fixes/changes for the upcoming 1.1 patch.
Keep in mind this is a work in progress and is subject to change prior to patch release. I'll do my best to keep it updated as things are done.
Fixed buildable_ondamage and player_ondamage script callbacks.
Fixed kPlayers flag for lua entity collection.
Fixed normal explosion sound being played on top of buildable explosion sound.
Fixed player_spawn callback getting called every time a player executes /kill.
Fixed suicide logic from running when player is already dead.
Fixed score overflow at 32k by increasing size of networked score variable.
Fixed missing voice hud icons.
Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
Fixed display is + negative fort points(ie + -100)
Fixed voice column to show chat on/off icons for other teams.
Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
Fixed disguise "enemy" to choose a random enemy team.
Fixed infection/heal sound to play at appropriate times.
Fixed tickrate 66 clamp.
Fixed death view slant.
Fixed medkit hit/infection sounds to play properly.
Added lua callbacks for player_connected & player_disconnected
Added DamageInfo:ScaleDamage function, exposed to lua
Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
Added DropToFloor() lua function that takes a base entity.
Added client side spawn weapon cvars to control what weapon you equip on spawn.
Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
Added buildable & grenade flags to the base trigger class & .fgd
Added a progress bar to spy disguising.
Changed to no blood shooting disguised teammates when ff is off.
Changed AC to reduce HW speed when firing(and not dependent on charge level).
Changed grenade and pipe damage radius up a bit
Changed water exiting push force up a bit.
Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
Changed a bunch cvars people were using as cheats to cheat.
Changed backpacks to non solid to fix them from blocking doors/elevators.
Spawn Weapon Cvars
cl_spawnweapon_scout - default nailgun
cl_spawnweapon_sniper - default sniperrifle
cl_spawnweapon_soldier - default rpg
cl_spawnweapon_demoman - default grenadelauncher
cl_spawnweapon_medic - default supernailgun
cl_spawnweapon_hwguy - default assaultcannon
cl_spawnweapon_pyro - default flamethrower
cl_spawnweapon_engineer - default railgun
cl_spawnweapon_spy - default tranq
cl_spawnweapon_civilian - default tommygun
Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella
New chat macros
%d display disguise team and class
%sh - sentry health
%sa - sentry ammo
%sv - sentry level
%dh - dispenser health
%da - dispenser ammo
%df - detpack fuse time
Added ^# color markup for chat messages.
^0 - ORANGE
^1 - BLUE
^2 - RED
^3 - YELLOW
^4 - GREEN
^5 - WHITE
^6 - BLACK
^7 - GREY
^8 - MAGENTA
^9 - CYAN
^ - terminates last color
http://omni-bot.com/_misc/color1.jpg
^1blue^2red^3yellow^4green^5white^6black^7grey^8magenta^9cyan^0or ange
Nested shiz
http://omni-bot.com/_misc/color2.jpg
^1t^2a^3s^4t^5e ^7t^8h^9e^ r^a^i^n^b^o^w
http://www.fortress-forever.com/forum/showthread.php?t=12260
Just to keep the community updated on what's going on, and so nobody thinks we aren't working hard towards the patch, I wanted to post to everyone what we've hit on so far in terms of fixes/changes for the upcoming 1.1 patch.
Keep in mind this is a work in progress and is subject to change prior to patch release. I'll do my best to keep it updated as things are done.
Fixed buildable_ondamage and player_ondamage script callbacks.
Fixed kPlayers flag for lua entity collection.
Fixed normal explosion sound being played on top of buildable explosion sound.
Fixed player_spawn callback getting called every time a player executes /kill.
Fixed suicide logic from running when player is already dead.
Fixed score overflow at 32k by increasing size of networked score variable.
Fixed missing voice hud icons.
Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
Fixed display is + negative fort points(ie + -100)
Fixed voice column to show chat on/off icons for other teams.
Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
Fixed disguise "enemy" to choose a random enemy team.
Fixed infection/heal sound to play at appropriate times.
Fixed tickrate 66 clamp.
Fixed death view slant.
Fixed medkit hit/infection sounds to play properly.
Added lua callbacks for player_connected & player_disconnected
Added DamageInfo:ScaleDamage function, exposed to lua
Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
Added DropToFloor() lua function that takes a base entity.
Added client side spawn weapon cvars to control what weapon you equip on spawn.
Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
Added buildable & grenade flags to the base trigger class & .fgd
Added a progress bar to spy disguising.
Changed to no blood shooting disguised teammates when ff is off.
Changed AC to reduce HW speed when firing(and not dependent on charge level).
Changed grenade and pipe damage radius up a bit
Changed water exiting push force up a bit.
Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
Changed a bunch cvars people were using as cheats to cheat.
Changed backpacks to non solid to fix them from blocking doors/elevators.
Spawn Weapon Cvars
cl_spawnweapon_scout - default nailgun
cl_spawnweapon_sniper - default sniperrifle
cl_spawnweapon_soldier - default rpg
cl_spawnweapon_demoman - default grenadelauncher
cl_spawnweapon_medic - default supernailgun
cl_spawnweapon_hwguy - default assaultcannon
cl_spawnweapon_pyro - default flamethrower
cl_spawnweapon_engineer - default railgun
cl_spawnweapon_spy - default tranq
cl_spawnweapon_civilian - default tommygun
Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella
New chat macros
%d display disguise team and class
%sh - sentry health
%sa - sentry ammo
%sv - sentry level
%dh - dispenser health
%da - dispenser ammo
%df - detpack fuse time
Added ^# color markup for chat messages.
^0 - ORANGE
^1 - BLUE
^2 - RED
^3 - YELLOW
^4 - GREEN
^5 - WHITE
^6 - BLACK
^7 - GREY
^8 - MAGENTA
^9 - CYAN
^ - terminates last color
http://omni-bot.com/_misc/color1.jpg
^1blue^2red^3yellow^4green^5white^6black^7grey^8magenta^9cyan^0or ange
Nested shiz
http://omni-bot.com/_misc/color2.jpg
^1t^2a^3s^4t^5e ^7t^8h^9e^ r^a^i^n^b^o^w