Blackhand Studios Core Patch 1 PreRelease Announcement [message #97724] |
Mon, 28 June 2004 03:11 |
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Blazer
Messages: 3322 Registered: February 2003 Location: Phoenix, AZ
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General (3 Stars) Administrator/General |
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This is a pre-release announcement of the release of Blackhand Studios "Core Patch 1". What is CP1? CP1 will be a release of all of the fixes that we are working on that we have tested and deem worthy of being released to the public.
Below is a list of what is currently planned to be in CP1.
Custom Downloader App
If you have opted to have core patch downloads enabled (in renguard) and the server detects that there is a core patch you dont have, the server will direct renguard to download and run a custom downloader app written by Jonathan Wilson. If you have no core patches, this app will download and apply an "all-in-one" patch to bring you fully up to date. If you have, say, patch 3 and the latest is patch 5, it will download and apply a patch from 3 to 4 then one from 4 to 5. This app is specific to core patch downloading and is not related to downloading maps (other than maps in core patches) or the new downloader in renguard 1.1. The downloader will be used for the game.exe version of Core Patch 1 (the server versions will be distributed differently) and is using PocketSoft RTPatch technology to make the patches as small as possible.
The core patch will also be available stand-alone for those that dont want to download it through RenGuard (e.g. those who have a fast connection on a machine other than the one with RenGuard and Renegade installed)
There will also be a Core Patch 1 for the Windows FDS and one for both versions of the Linux FDS containg the new maps, latest scripts.dll, sound fixes and so on. Basically, everything on this list that applies to the FDS's (including the UDP crash issue fixes)
New FDS Console Commands
[list][*]pamsg - Just like the amsg command, except sent to one specific person. The recipient will receive an in-game fullscreen message window that they must click OK to close. Usage: pamsg <text>. The next version of RenGuard, BRenBot, and djlaptops SSC will utilize pamsg for kick messages instead of relying on public hostmsgs and/or pages.
[*]ppage - Sends a page from the FDS ("Host") to the player. The player will receive a blue page just like the ones from other players, except it will be from the host. THIS ENABLES GSA-MODE SERVERS TO HAVE A PAGE FUNCTION! Usage: ppage <text>
[*]snda - Plays a wav or mp3 sound using Renegades internal sound player. If the sound specified is in always.dat, it will be played from there, otherwise the soundfile will be looked for in the data directory. The sound will be heard by all players who have CP1 installed. Usage: snda <filename>. *Spoiler* I intend to use snda to implement a "2 minute warning" that will play a sound when there is 2 minutes left in the round.
[*]sndp - Just like snda, except only the specified player hears the sound. *Spoiler* I intened to use this to play a jingle when someone gives you a !rec, or when you do something special like kill a high priced character. Usage: sndp <filename>
[*]team - Force team change of specified player. Usage: team <team id> 0=Nod 1=GDI 2=Neutral
[*]team2 - Same as team command, but also transfers the players current cash and score with them.
[*]id - Prints the playerid of all players, or of a certain player. Usage: id [(partial) name][/list:u]
We also have several other console commands that we have deemed too dangerous to release (such as one that can spawn any preset at the location of any player and one that can give all weapons wioth unlimited ammo to any player) but those wont be in the public release. Some of them may be used for specific things for specific mods and in specific circumstances however (this list superceeds any other lists that may be floating about and contains the final list of what will be public). BHS strongly urges any mod team to contact us regarding special scripts or game enhancements, as we probably allready have something you can use instead of you or someone having to re-code it. If we do not allready have something you can use, we may be able to implement it for you.
Game Engine & FDS Bug Fixes
[list][*] Emoticons - Emoticons will now work for everyone. The emoticons are the small colored icons you see over the heads of players as they use radio commands. For an example of these play Renegade in SP or 1 player LAN mode, put yourself into third-person view, and use the radio commands. The Emoticons are very useful for seeing exactly who is saying "I need repairs!" etc.
[*] Sounds that were previously "host-only" now work in MP. This means you will hear the obelisk chargeup sound, cargo plane propellers, and other sounds normally only heard in SP/host-only mode. Props to SK for this fix, which required creating a new network event to forward the sound events from the FDS to the clients. Script commands which previously did not work in MP that will now function properly are:
Create_Sound
Create_2D_Sound
Create_2D_WAV_Sound
Create_3D_WAV_Sound_At_Bone
Create_3D_Sound_At_Bone
Play_Building_Announcement
This combined with the fixes to the obelisk script in the latest scripts.dll means that the obelisk now works like Westwood intended with working sound and glow animation.
[*] Fixed animations bug. This fixes any script using the Set_Animation_Frame script command for animation to have working animation for all players, not just the host.
[*] strings.tdb fixes - Both Aircraftkillers fixes are in here, as well as fixes that will show whether someone is a "Stealth Blackhand" or a "Blackhand Sniper" instead of the current label of just "Blackhand" (thanks npsmith82).
[*] Fixed GDI Weapons Factory glass (being able to fire through it from one side but not the other). This is a W3D bug, the glass is supposed to be bulletproof on both sides.
[*] New improved version of MSS.DLL. This is an upgrade to the Miles Sound System code that Rengade uses. The benefits of the upgrade include lower CPU usage for mp3 decoding and playback, as well as providing more sound modes like Dolby Surround Sound. Thanks to v00d00 for this fix.
[*] Fixes for two different UDP flood exploits which cause the FDS to crash. (Thanks to Alkaline for providing one of the fixes)[/list:u]
Linux FDS Fixes
[list][*] Independant logging of F2/F3 chat messages via a seperate log file with the name bhs_xxx where xxx is the name of the regular renlog (currently the LFDS randomly does not display them).
[*] Fixed output of IPs in player_info We are working on a fix to make the IP addresses display correctly in the player_info console command in the RH7.3 LFDS but it will probobly not be ready for Core Patch 1 and will have to go into Core Patch 2.
[*] The linux version of Core Patch 1 will include the remote admin wrapper written by mac.[/list:u]
scripts.dll 1.7.1
[list][*] BHS Core Patch 1 will contain the latest version of the custom scripts.dll written by Jonathan Wilson[/list:u]
Fixes to Current Westwood Maps
[list][*] Vis fixes.
[*] Fixed bad spawn points (falling through the map when spawn) on Volcano, Field, and Under.
[*] Fix for base-to-base exploit on C&C_Islands. MRLS will no longer be able to hit the Hand of Nod from behind the GDI Barracks (invisible blocker).
[*] Fix for base-to-base exploit on C&C_Field. MRLS will no longer be able to shoot missles through the mountain to hit Nod base.
[*] Fix to stop "wall jumping/driving" (with a vehicle) on C&C_Mesa, C&C_Walls, and C&C_Walls_Flying. This fix is a bit controversial because some argue that it is a valid tactic, and that they don't mind the jumping and that they prepare for it. BHS view on this is that the map authors *specifically* put vehicle blockers in those exact areas to prevent vehicles from passing those points, and we are simply enforcing that intention, thus fixing a bug/exploit that allows people who know how to get their vehicle past the blockers an unfair advantage.[/list:u]
BHS Map Pack
The BHS Map Pack are maps that BHS has tested and verified to be of high enough quality (little/no vis errors, good gameplay, no exploits) to be released to the public. The included maps are:
C&C_Mutation
C&C_FieldTS
C&C_Siege (new fixed version)
C&C_Snow
C&C_Sand
C&C_Gobi
Note that these are not all the maps we intend to have up for download, there will be more in future releases.
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #97789] |
Mon, 28 June 2004 09:20 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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The fixes we have mentioned only have to be on the server-side in order to work. They will over-write the current maps. When and if balance changes occur, they will be under a separate map name.
I'm the bawss.
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #97845] |
Mon, 28 June 2004 11:22 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Any chance of adding a "Team Chat" command to the FDS so that regulators can chat to either the whole of Nod or all of GDI.
That way I can have events occuring for each team.
Also can you give some more details about the team move commands for example do they work even when team change is off for regular players.
e.g.: If you move a player with the server they cant' just go into the dialog and move themselves back.
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #97912] |
Mon, 28 June 2004 15:35 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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Crimson | The fixes we have mentioned only have to be on the server-side in order to work. They will over-write the current maps. When and if balance changes occur, they will be under a separate map name.
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Server-side only? VIS errors can be fixed server-side only? I'm impressed, I never knew this.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #97945] |
Mon, 28 June 2004 16:19 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Crimson | The fixes we have mentioned only have to be on the server-side in order to work.
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Blazer | Props to SK for this fix, which required creating a new network event to forward the sound events from the FDS to the clients.
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Does the client need to be updated for this fix too?
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #98047] |
Mon, 28 June 2004 22:57 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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I would genuinely be interested to know what legitimate uses server administrators have for kill/teleport commands.
I can see a possible use for the teleport if someone gets stuck in a map glitch and you want to “rescue� him or her without killing them.
I can also see the satisfaction of getting your own back on cheats with commands like this, however it isn’t going to last long because the cheat will just quit (and then probably log on as a different name). In other words this command really doesn’t give you anything you don’t have with the ban command.
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #98050] |
Tue, 29 June 2004 00:35 |
xptek_disabled
Messages: 1308 Registered: September 2003
Karma: 0
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General (1 Star) |
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gibberish | I would genuinely be interested to know what legitimate uses server administrators have for kill/teleport commands.
I can see a possible use for the teleport if someone gets stuck in a map glitch and you want to “rescue� him or her without killing them.
I can also see the satisfaction of getting your own back on cheats with commands like this, however it isn’t going to last long because the cheat will just quit (and then probably log on as a different name). In other words this command really doesn’t give you anything you don’t have with the ban command.
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1.) !killme command that kills a user if stuck.
2.) Instead of kicking for a badword, kill.
3.) Teleport to a user's location to investigate a possible cheat.
4.) Summon a transport helicopter on a map to help get a better perspective of the game.
5.) Use a points tool to help clean up after cheaters.
6.) Use a credits command to create a donate command.
The list goes on.
I would really like to see this included, or at least given to people that have proof they run a legit server. The new functions were the main reason I was looking forward to this patch. After using DA you get a bit spoiled with the awesome moderation functions.
Local oper-irc.ugin.net - A Scrumfy free IRC.
Jonwil > SK
http://www.byterush.net/
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #98129] |
Tue, 29 June 2004 09:53 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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Yeah, because there's also moving all of your team into a building to destroy it or defend a beacon...
but I thought it might be fun to have a DM where you get randomly summoned to other players and have like, x seconds to kill them before you teleport somewhere else.
I'm the bawss.
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Blackhand Studios Core Patch 1 PreRelease Announcement [message #98182] |
Tue, 29 June 2004 12:28 |
xptek_disabled
Messages: 1308 Registered: September 2003
Karma: 0
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General (1 Star) |
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dethnfire |
Blazer | We could but we are deliberately not including commands like that in the public release because of the high probability that server owners would abuse them. I realize that most people reading this are thinking "but I would never do that", and that may be true but I know that I dont want to have someone fussing at me because they were on some server and the admin kept using the kill command on them or teleporting them around etc
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haha that would be hilarious...
But seriously..
Couldn't you have two different downloads, one with extra commands for server owners and one without ?
Once someone agreed to not abusing the commands in some user agreement that would be their responsibility not yours right ?
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Yeah, but a lot of these 'server admins' are pretty immature and would abuse it.
How about offering it in the server owners forum?
Local oper-irc.ugin.net - A Scrumfy free IRC.
Jonwil > SK
http://www.byterush.net/
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