Core Patch 1 progress report [message #114962] |
Wed, 15 September 2004 18:18 |
msgtpain
Messages: 663 Registered: March 2003 Location: Montana
Karma: 0
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Colonel |
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only a few questions, if you would be so kind..
Are all the map changes taking place in maps with the same name as the originals? i.e., will some people have the changes, and some will not? And how, if at all, will this affect gameplay?
2) "strings.tdb with ACK changes (both english and german)" - please expound?
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Core Patch 1 progress report [message #114977] |
Wed, 15 September 2004 20:02 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
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Commander |
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jonwil | Will look into b2b on mesa.
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There are a few others few people know about... I'll PM you with them
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Core Patch 1 progress report [message #114980] |
Wed, 15 September 2004 21:00 |
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the map changes affect the origonal maps, yes.
What will happen is that if the server has the map, the changes take effect for all clients. Otherwise, they dont.
There may be some slight effects if the client has the changes and the server doesnt or vice versa but they wont affect gameplay.
As for languages, the core patch 1 installer will install a language specific file (in fact, it will replace always.dbs from your language with a new one).
This language specific file will currently be installed for english, french and german (other languages will remain untouched).
It contains the C4 and beacon countdown mods.
It will contain the new loadscreens when they are completed.
And it contains a new strings.tdb file. This new strings.tdb file contains various string changes/fixes to fix various things (e.g. it makes "under attack" sounds for some buildings work)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Core Patch 1 progress report [message #115001] |
Thu, 16 September 2004 08:58 |
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mac
Messages: 1018 Registered: February 2003
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General (1 Star) Administrator/General |
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Quick Update. Have tested the CP client beta, works well so far. Got one minor issue that I have to solve with jonwil. A soon as this is fixed, and as soon as Crimson can create a beta signup page, the open beta test for Core Patch 1 will go live.
I'm beginning to prepare the Server Side (beta) installer. Not sure about it yet, but maybe someone with knowledge of a installer scripting language (installshield, inno installer etc) wants to help me on this one.. lots of possible options to choose in this one (server side mod to choose, what versions of mix maps to install etc).
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danpaul88: buggy bugs brenbot because buggy befriends brainlessness
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Core Patch 1 progress report [message #115116] |
Fri, 17 September 2004 05:35 |
Jason8765
Messages: 46 Registered: March 2004
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Recruit |
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Jason8765 | will the countdown stuff stop when the object making the sound is disarmed...
cause those current countdown sounds annoy me cause they carry on regardless of whether the beacon/c4 is still there anymore...
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Core Patch 1 progress report [message #115588] |
Mon, 20 September 2004 00:00 |
Jason8765
Messages: 46 Registered: March 2004
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Recruit |
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Laeubi | No. Thats a bug that can't be solved.
if u disamr it the second the 10Sel Contdown starts, it will go on untill zero.
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Anything can be solved... If you can add new commands to the console, you can hook a sound to an object and kill the sound when it disappears, might take years, but still possible
I just wanna know because if CP1 has this in, I want to be able to disable it, possibly by unselecting the option on an installer, but so far I've only heard of options on the installer for the server-side CP.
I don't actually like the sounds myself and I think it gives an unfair advantage. Instead of "wtf? timed c4 ", they know its there cause they can hear it, so the amusement isn't there anymore ^^. Also it annoys me when you've got like 3 countdown sounds running and theres no beacons because they've all been disarmed
So my question:
Are these countdown sounds optional?
Sounds great so far
PS: I had no problem reading wot Laeubi said:
Quote: | No. That's a bug that can't be solved.
If you disarm a beacon just as the countdown starts, it will go on until it reaches zero
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Common Sense is all that's required
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Core Patch 1 progress report [message #115591] |
Mon, 20 September 2004 01:00 |
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mac
Messages: 1018 Registered: February 2003
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General (1 Star) Administrator/General |
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Jason8765 |
So my question:
Are these countdown sounds optional?
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No, but you can possibly disable them by extracting your orginals from always.dat to your data dir, overruling the new files in always.dbs.
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danpaul88: buggy bugs brenbot because buggy befriends brainlessness
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Core Patch 1 progress report [message #115805] |
Tue, 21 September 2004 03:17 |
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Silent Kane |
Silent Kane | And you are such a retard.
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And yes, there is a difference. Anyone who can't spell "you" and such shouldn't even try to use english.
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And as I'm sure YOU can understand german quite well, I'll next time reply in german, as my first language so even YOU understand what I try to express in my ugly, annoing second language englisch. :rolleyes:
www.laeubi.de Find Mods, Maps, Tool, Files and More!
< All Tutorials you ever searched for >
< contact me >
"Don't say it is imposible... just find a solution!"
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