---- User: RypeL Date: 2008-12-13 22:27:10 UTC Revision: 170 Log: - Fixed: Bots calling reload() on a weapon again before reloading finishes, causing an infinite reloading loop which made them unable to get their weapons reloaded ---- User: RypeL Date: 2008-12-16 20:51:57 UTC Revision: 173 Log: - Fixed: Bots dont reload ---- User: RypeL Date: 2008-12-16 22:32:42 UTC Revision: 174 Log: - Added: replicates turretrotation to Demorecorder ---- User: RypeL Date: 2008-12-16 22:34:02 UTC Revision: 175 Log: - Added: FlashCount incrementation for Demorecorder ---- User: RypeL Date: 2008-12-16 22:38:39 UTC Revision: 176 Log: - Fixed: Bots having problems aiming with homing missiles, so that they mostly didnt fire at all ---- User: RypeL Date: 2008-12-16 22:39:05 UTC Revision: 177 Log: - Added: Demorecording fixes ---- User: RypeL Date: 2008-12-16 22:40:07 UTC Revision: 178 Log: - Added: Turretrotation replicated to Demorecorder ---- User: RypeL Date: 2008-12-16 22:40:29 UTC Revision: 179 Log: - Added: Turretrotation replicated to Demorecorder ---- User: RypeL Date: 2008-12-16 22:40:52 UTC Revision: 180 Log: - Added: Turretrotation replicated to Demorecorder ---- User: RypeL Date: 2008-12-16 22:41:03 UTC Revision: 181 Log: - Added: Turretrotation replicated to Demorecorder ---- User: RypeL Date: 2008-12-16 22:43:55 UTC Revision: 182 Log: - Fixed: Bots having problems aiming with homing missiles, so that they mostly didnt fire at all ---- User: RypeL Date: 2008-12-26 13:09:24 UTC Revision: 251 Log: some final demorecording adjustments ---- User: RypeL Date: 2008-12-27 18:53:22 UTC Revision: 259 Log: - Adminlogin functionality added ---- User: RypeL Date: 2008-12-27 19:00:00 UTC Revision: 260 Log: - Added custom DemoRecSpectator ---- User: RypeL Date: 2008-12-27 19:12:01 UTC Revision: 261 Log: - Added link to custom DemoRecSpectator ---- User: RypeL Date: 2008-12-27 21:07:18 UTC Revision: 262 Log: - Removed Vehicle Limit. I havent removed the whole functionality yet. Just commented out one part to disable it. Pls discuss this with Havoc Proex if this is usefull to keep or not. ---- User: RypeL Date: 2008-12-27 21:18:26 UTC Revision: 263 Log: - MRLS Fireinterval changed to 3 missiles/second - Officer now gets Ramjet instead of AssaultRifle ---- User: RypeL Date: 2008-12-27 22:08:41 UTC Revision: 264 Log: ---- User: RypeL Date: 2008-12-27 22:09:23 UTC Revision: 265 Log: ---- User: RypeL Date: 2008-12-28 14:56:09 UTC Revision: 266 Log: - Added warningmessage when a vehicle cant be built but didnt change the buildcode itself yet. Atm they can be stacked on each other. We need to find a system to prevent that. - Added a temporarily fix to prevent turrets/towers from damaging their own buildings. Proex i need your help with fixing the teamsettings for them something doesent quite work out so that GetTeamNum always returns 255 for them. ---- User: RypeL Date: 2008-12-28 15:36:57 UTC Revision: 267 Log: ---- User: RypeL Date: 2008-12-28 15:57:53 UTC Revision: 268 Log: - changed vehiclelimit to 100 ---- User: RypeL Date: 2009-01-12 21:28:27 UTC Revision: 280 Log: - Updated Harvester Movement Code. Moving between ref and tib node seems to work fine now, aslong as there are enough Pathnodes in the map. ---- User: RypeL Date: 2009-01-15 15:33:38 UTC Revision: 283 Log: ---- User: RypeL Date: 2009-01-16 14:52:43 UTC Revision: 284 Log: - again little updated for the harvester. Though the harvesting state is just an experiment so far. ---- User: RypeL Date: 2009-08-09 16:31:00 UTC Revision: 490 Log: - SentinelControllers damage doesent count for scorecalculations ---- User: RypeL Date: 2009-08-09 16:41:11 UTC Revision: 491 Log: - removed a test logmessage ---- User: RypeL Date: 2009-08-09 17:00:36 UTC Revision: 492 Log: - deactivated support for ShoulderLeft and ShoulderRight Cams. Havok asked for this cause he said the testers didnt like thos cam modes and it gets tedius switching betweent hem just to get from firstperson to thirdperson. Also this offsetcams could have been used for seeing through walls. ---- User: RypeL Date: 2009-08-09 21:27:37 UTC Revision: 498 Log: - removed turretrotation replication for demos as this is handeled differently since UT3 patch 2.0 ---- User: RypeL Date: 2009-08-09 21:30:18 UTC Revision: 499 Log: - some AGT Updates ---- User: RypeL Date: 2009-08-09 21:31:29 UTC Revision: 500 Log: - demo turretrotation replication not needed anymore ---- User: RypeL Date: 2009-08-09 21:31:50 UTC Revision: 501 Log: - demo turretrotation replication not needed anymore ---- User: RypeL Date: 2009-08-09 21:32:41 UTC Revision: 502 Log: - some updates ---- User: RypeL Date: 2009-08-10 18:20:20 UTC Revision: 504 Log: - laser following a target works again ---- User: RypeL Date: 2009-08-10 18:56:12 UTC Revision: 506 Log: - fixed turret not firing projectiles and included havocs new trail effect ---- User: RypeL Date: 2009-08-10 21:22:47 UTC Revision: 507 Log: - AGT rockets. Still very ugly code and all (everything is still WIP) ---- User: RypeL Date: 2009-08-10 21:23:18 UTC Revision: 508 Log: - added AGT Rockets ---- User: RypeL Date: 2009-08-11 20:58:51 UTC Revision: 512 Log: - added charge glow on the crystal ---- User: RypeL Date: 2009-08-11 20:59:24 UTC Revision: 513 Log: - added charge glow on the crystal ---- User: RypeL Date: 2009-08-11 21:00:23 UTC Revision: 514 Log: - rockets can now shoot in every direction ---- User: RypeL Date: 2009-08-11 21:28:46 UTC Revision: 515 Log: - glow now stops in idle-mode ---- User: RypeL Date: 2009-08-12 21:28:02 UTC Revision: 520 Log: - nothing special ---- User: RypeL Date: 2009-08-12 21:29:33 UTC Revision: 521 Log: - nothing special ---- User: RypeL Date: 2009-08-15 17:04:57 UTC Revision: 528 Log: - AGT nearly finished. Still need to do quite some work on replication... ---- User: RypeL Date: 2009-08-15 17:05:20 UTC Revision: 529 Log: ---- User: RypeL Date: 2009-08-15 17:09:43 UTC Revision: 530 Log: ---- User: RypeL Date: 2009-08-16 20:05:43 UTC Revision: 535 Log: - fixed log spam about missing HUD ---- User: RypeL Date: 2009-08-16 20:06:26 UTC Revision: 536 Log: - fixed some replication problems. There are more left to fix though. ---- User: RypeL Date: 2009-08-16 20:08:32 UTC Revision: 537 Log: - Turret damage is now no longer affected by game difficulty in instant action ---- User: RypeL Date: 2009-08-16 20:09:36 UTC Revision: 538 Log: - fixed: log spam about missing HUD ---- User: RypeL Date: 2009-08-16 20:10:21 UTC Revision: 539 Log: - fighting against replication problems. ---- User: RypeL Date: 2009-08-16 20:19:09 UTC Revision: 540 Log: ---- User: RypeL Date: 2009-08-16 20:21:19 UTC Revision: 541 Log: ---- User: RypeL Date: 2009-08-18 20:41:41 UTC Revision: 550 Log: - explicity told the game to not treat AGT and Ob as players which fixed some problems including a problem where AGT and Ob wouldnt shoot enemies online ---- User: RypeL Date: 2009-08-18 20:48:54 UTC Revision: 551 Log: ---- User: RypeL Date: 2009-08-18 20:49:08 UTC Revision: 552 Log: ---- User: RypeL Date: 2009-08-19 20:52:41 UTC Revision: 553 Log: - replication issues, Ob now does 300 damage ---- User: RypeL Date: 2009-08-22 20:33:13 UTC Revision: 555 Log: ---- User: RypeL Date: 2009-08-22 20:33:39 UTC Revision: 556 Log: - should now work online ---- User: RypeL Date: 2009-08-22 20:33:58 UTC Revision: 557 Log: - should now work online ---- User: RypeL Date: 2009-08-22 20:34:20 UTC Revision: 558 Log: ---- User: RypeL Date: 2009-08-22 20:35:46 UTC Revision: 559 Log: - replication problems should be fixed ---- User: RypeL Date: 2008-08-24 15:36:47 UTC Revision: 56 Log: Changed CNC_StatsItem to only consider PlayerControllers and UTBot-Controllers and not the new general purpose AIControllers(for Turrets etc.) for things like Score calculation. ---- User: RypeL Date: 2009-08-23 12:06:38 UTC Revision: 561 Log: - Moving between Tib and Raf should now work as well as adding money to the harvs teammembers. ---- User: RypeL Date: 2008-08-29 16:57:28 UTC Revision: 57 Log: Add UTVehicle_Nod_Turret_Controller.uc as AIController for the Turrets and some related Modifications in the other Turret Classes, so that the Turrets engage Targets on their own. ---- User: RypeL Date: 2009-08-24 20:49:04 UTC Revision: 576 Log: - moved harvester related classes to RenXGame as a fast solution to avoid package conflicts. Will move them back and deal with the package conflicts later. ---- User: RypeL Date: 2009-08-24 20:49:22 UTC Revision: 577 Log: ---- User: RypeL Date: 2009-08-24 20:49:37 UTC Revision: 578 Log: ---- User: RypeL Date: 2009-08-24 20:51:44 UTC Revision: 579 Log: - made sure that bots dont spawn online - harvesters get destroyed, when their rafs or wfs get destroyed. ---- User: RypeL Date: 2009-08-24 20:52:23 UTC Revision: 580 Log: - moved here temporarily ---- User: RypeL Date: 2009-08-24 21:06:52 UTC Revision: 581 Log: ---- User: RypeL Date: 2009-08-25 21:19:22 UTC Revision: 587 Log: - Added custom AGT rockets ---- User: RypeL Date: 2009-08-25 21:20:14 UTC Revision: 588 Log: - fixed a Nullpointer ---- User: RypeL Date: 2009-08-25 21:21:11 UTC Revision: 589 Log: - increased mining time ---- User: RypeL Date: 2008-08-31 11:34:22 UTC Revision: 59 Log: tweaked Nod Turrets Aim, Projectilespeed and Firerate to make them behave more like Renegades Turrets ---- User: RypeL Date: 2009-08-25 21:22:54 UTC Revision: 590 Log: - fixed functionality to destroy harvesters, when their related buildings get destroyed. Will include references to harvesters later to increase performance. ---- User: RypeL Date: 2009-08-25 21:33:38 UTC Revision: 591 Log: - fixed a Nullpointer (Ai-defenses have no Playerreplicationinfo) ---- User: RypeL Date: 2009-08-26 22:19:31 UTC Revision: 593 Log: Problem: C4s damage AGT and OBs MCTs Added a workarround for tomorrows build, to get a reference to the MCT of the AGT and Obi, cause for some reason those MCTs are not returned by VisibleCollidingActors(). This needs to be fixed asap though so that VisibleCollidingActors() returns those MCTs aswell, cause atm the C4 will damage actors returned by CollidingActors() and VisibleCollidingActors() twice (should happen rarely though). ---- User: RypeL Date: 2009-08-26 22:38:28 UTC Revision: 594 Log: - restricted the workarround to just the AGT and OB, cause that seem to be the only places where the problem appears ---- User: RypeL Date: 2009-08-27 18:27:37 UTC Revision: 597 Log: ---- User: RypeL Date: 2009-08-27 18:29:16 UTC Revision: 598 Log: - Harv now uses the proper Material from TeamMaterials ---- User: RypeL Date: 2009-08-27 20:49:36 UTC Revision: 601 Log: - fixed a Nullpointer (Bots dont have a Renegade-TeamInfo atm) ---- User: RypeL Date: 2009-08-27 21:08:08 UTC Revision: 602 Log: - Refinery creditsystem fixed ---- User: RypeL Date: 2009-08-27 21:22:45 UTC Revision: 603 Log: - the harv now has 4 minutes time to return to its base. If it doesent make it in time cause it got stuck somehow, it gets blown up. ---- User: RypeL Date: 2009-08-30 17:59:26 UTC Revision: 618 Log: - not possible anymore to buy chars after HOn/barracks got destroyed ---- User: RypeL Date: 2009-08-30 18:03:01 UTC Revision: 620 Log: - added a comment (cause one function did more then i expected) ---- User: RypeL Date: 2009-08-30 18:04:45 UTC Revision: 621 Log: - Harvs now dont get destroyed anymore when the WF/AS gets destroyed. They just dont respawn anymore. ---- User: RypeL Date: 2009-08-30 18:07:47 UTC Revision: 622 Log: - cant damage enemys anymore - cant 'convert' enemy harvesters anymore - doesent link onto targets anymore ---- User: RypeL Date: 2009-08-30 22:01:12 UTC Revision: 626 Log: - vehicles now drive away from WF/AS ---- User: RypeL Date: 2009-08-30 22:29:54 UTC Revision: 627 Log: - possible fix for harv getting stuck problem ---- User: RypeL Date: 2009-08-31 21:56:50 UTC Revision: 637 Log: - players no longer get kicked out of vehicles if they enter them while they are still driving out of the WF ---- User: RypeL Date: 2009-08-31 22:39:33 UTC Revision: 638 Log: decreased harv resettime to 140 seconds till i found out why it sometimes forgets its path ---- User: RypeL Date: 2009-09-03 20:51:22 UTC Revision: 648 Log: - fixed: Obi cant be glitched anymore (i think). Meaning that it should not shoot rocks anymore etc in some cases. ---- User: RypeL Date: 2009-09-04 19:34:17 UTC Revision: 649 Log: - more changes to make sure that the AI driver never gets out of the harv ---- User: RypeL Date: 2009-09-04 19:38:45 UTC Revision: 650 Log: - Threaded vehicles now steer like in Ren when driving backwards ---- User: RypeL Date: 2009-09-05 12:18:09 UTC Revision: 651 Log: More Renegade feeling: - when a player enters a vehicle the vehicles viewingrotation is now set to the rotation the player was facing at the time he entered the vehicle ---- User: RypeL Date: 2009-09-05 12:32:31 UTC Revision: 652 Log: - fixed the radar not rotating properly when in Vehicles ---- User: RypeL Date: 2009-09-06 21:35:23 UTC Revision: 653 Log: ---- User: RypeL Date: 2009-09-06 21:36:07 UTC Revision: 654 Log: - more precise aim ---- User: RypeL Date: 2009-09-06 21:43:28 UTC Revision: 655 Log: I think this could be it guys: Our vehicle-driveaway system I added two pathnodes for that: - RenX_VehParkPendingNode : this is the first node the vehicles will drive to (place only one for every side). When they reached it they will continue to one of multiple nodes of type RenX_VehParkingNode. They should pick one free node automatically. If all nodes are obscurred they will stop at RenX_VehParkPendingNode. ---- User: RypeL Date: 2009-09-06 22:19:34 UTC Revision: 656 Log: - does damage again ---- User: RypeL Date: 2009-09-08 20:14:29 UTC Revision: 657 Log: ---- User: RypeL Date: 2009-09-08 20:15:07 UTC Revision: 658 Log: ---- User: RypeL Date: 2009-09-08 20:16:08 UTC Revision: 659 Log: ---- User: RypeL Date: 2009-09-08 20:16:34 UTC Revision: 660 Log: ---- User: RypeL Date: 2009-09-08 20:17:29 UTC Revision: 661 Log: - harv now regenerates up to half its health at a rate of 2 hp/second ---- User: RypeL Date: 2009-09-08 20:18:04 UTC Revision: 662 Log: - mammoth now regenerates up to half its health at a rate of 2 hp/second ---- User: RypeL Date: 2009-09-08 20:20:06 UTC Revision: 663 Log: - vehs now get locked for 30 seconds after spawn with exclusive access to the veh buyer - vehs now pick a random free parkingspot instead of just the nearest one ---- User: RypeL Date: 2009-09-08 20:26:21 UTC Revision: 664 Log: ---- User: RypeL Date: 2009-09-08 20:26:40 UTC Revision: 665 Log: ---- User: RypeL Date: 2009-09-08 20:44:16 UTC Revision: 666 Log: - vehiclecounter now gets replicated ---- User: RypeL Date: 2009-09-10 19:57:59 UTC Revision: 669 Log: Fixed: - vehicles dont continue firing after reloading is finished even when the firing button is still pressed ---- User: RypeL Date: 2009-09-10 20:27:56 UTC Revision: 670 Log: Fixed: - vehicles dont go neutral when the driver leaves them ---- User: RypeL Date: 2009-09-15 21:44:03 UTC Revision: 678 Log: Fixed: - MRLS's Turret locking feature. MRLS will normally have it's turret locked by default in the local 0 axis. Clicking alt fire once will toggle the turret to unlock or lock in whatever rotation it is in. Double tapping alt fire will lock the turret back to the local 0 axis of the MRLS -> i didnt do all of this yet as even after tedious searching i havent found out how to untie the turrets rotation from the mouserotation. Because of that it can only lock and unlock to the local 0 axis atm by clicking alt fire. - All missile shooting vehicle weapons (MRLS, Stank, Mammoth Tank) Their missiles will explode if the target is 90+ degrees in any direction - If a newly purchased vehicle is still within it's buyer's 30 second lock, then do not switch it to neutral - If the player fires when the vehicle weapon is reloading, then the vehicle weapon will try to reload once again. Fix it so it does not try to reload again when you are already reloading ---- User: RypeL Date: 2009-09-15 21:44:41 UTC Revision: 679 Log: - If the player fires when the vehicle weapon is reloading, then the vehicle weapon will try to reload once again. Fix it so it does not try to reload again when you are already reloading ---- User: RypeL Date: 2009-09-15 23:03:55 UTC Revision: 680 Log: - increased range to 10000 UUs ---- User: RypeL Date: 2009-09-16 18:15:09 UTC Revision: 683 Log: - call to not existant timer removed ---- User: RypeL Date: 2009-09-18 20:30:15 UTC Revision: 688 Log: - Hud names/healthdisplay fix - upped time it needs before harv gets destroyed when getting stuck (240 secs now) - cant lock onto friendly anymore - vehiclecounter fix ---- User: RypeL Date: 2009-09-18 20:32:31 UTC Revision: 689 Log: ---- User: RypeL Date: 2009-09-19 00:15:17 UTC Revision: 690 Log: - players now switch to the standard weapon for a class they bought on the PT ---- User: RypeL Date: 2009-09-19 00:16:43 UTC Revision: 691 Log: - AGT Rockets now prefer attacking vehicles over attacking players. ---- User: RypeL Date: 2009-09-19 00:18:32 UTC Revision: 692 Log: ---- User: RypeL Date: 2009-09-19 00:58:22 UTC Revision: 693 Log: ---- User: RypeL Date: 2009-09-19 13:18:14 UTC Revision: 699 Log: - updated healthbar/names display to make it more relativ to the targeted objects position when looking at that object from a distance ---- User: RypeL Date: 2009-09-21 11:33:34 UTC Revision: 700 Log: - boinksound fix (Havoc needs to make it louder though as you can hardly hear it atm when using a louder weapon like the AS) ---- User: RypeL Date: 2009-09-21 11:37:15 UTC Revision: 701 Log: - fix for initial vehicle rotation not beeing correct in online games. ---- User: RypeL Date: 2009-09-21 11:38:13 UTC Revision: 702 Log: - when you target a MCT it now says "Master Control Terminal" and not the parents building name ---- User: RypeL Date: 2009-09-21 11:40:33 UTC Revision: 703 Log: - fixed a Nullpointer ---- User: RypeL Date: 2009-09-21 11:46:24 UTC Revision: 704 Log: Fixed: - a Nullpointer - cant lock onto friendlys anymore ---- User: RypeL Date: 2009-09-21 22:49:01 UTC Revision: 705 Log: - minecounter should be fixed - switching weapons no updates the weapondisplay in the hud immediatly so that you can now see what weapon your switching to - exchanged a call to Overlappingactors() in Renegade_HUD.uc with a call to AllPawns() which should be much faster as AllPawns just iterates over a linked list of Pawns. I think this actually gave me about 2-3 extra frames. ---- User: RypeL Date: 2009-09-22 21:13:00 UTC Revision: 708 Log: - things related to sniper zoom ---- User: RypeL Date: 2009-09-22 21:13:32 UTC Revision: 709 Log: - things related to sniper zoom ---- User: RypeL Date: 2009-09-22 21:13:59 UTC Revision: 710 Log: - sniper zoom should work now ---- User: RypeL Date: 2009-09-24 15:30:27 UTC Revision: 715 Log: - zoom of sniper can now be adjusted with the mousewheel ---- User: RypeL Date: 2009-09-24 15:31:37 UTC Revision: 716 Log: - sniper zoom can now be adjusted with the mousewheel ---- User: RypeL Date: 2009-09-24 16:20:45 UTC Revision: 717 Log: - small sniper fix ---- User: RypeL Date: 2009-09-24 16:24:17 UTC Revision: 718 Log: ---- User: RypeL Date: 2009-09-24 19:25:19 UTC Revision: 719 Log: - added manual vehicle reloading ('r' key) ---- User: RypeL Date: 2009-09-24 19:26:31 UTC Revision: 720 Log: - added dynamic crosshair color: white for no target, red for enemy, green for friendly and yellow when reloading ---- User: RypeL Date: 2009-09-24 19:27:42 UTC Revision: 721 Log: - added a fix that should make it even more unlikely that beacons get placed on vehicles. ---- User: RypeL Date: 2009-09-24 19:28:25 UTC Revision: 722 Log: - added manual vehicle reloading ('r' key) ---- User: RypeL Date: 2009-09-24 21:55:17 UTC Revision: 723 Log: - corrected name ---- User: RypeL Date: 2009-09-24 22:28:26 UTC Revision: 724 Log: - Destroyed buildings now are called beeing destroyed ---- User: RypeL Date: 2009-09-24 22:30:40 UTC Revision: 725 Log: - fixed a synchronization problem between the AS and its childbuilding. When the AS got destroyed the child wasent marked as destroyed. ---- User: RypeL Date: 2009-09-24 22:33:43 UTC Revision: 726 Log: - deactivated MRLS locking feature for now as its hard for me to fix and i dont want to waste more time on it anymore. So this will be delayed till the first patch i think. ---- User: RypeL Date: 2009-09-26 00:15:19 UTC Revision: 729 Log: Fixed: - weapons aiming too high in first person in online mode (problem was that the cammode was only switched on the client but not on the server) - deactivated function to cancel vehicleorder. It did this so that we dont forget cause this currently can be abused to generate an unlimited ammount of credits. Proex if you have time you could try to fix it though i think its not important atm. ---- User: RypeL Date: 2009-09-26 20:25:23 UTC Revision: 734 Log: Fixed: - MCT cant be damaged everywhere by instant hit weapons in thirdperson ---- User: RypeL Date: 2009-09-28 19:42:45 UTC Revision: 744 Log: ---- User: RypeL Date: 2009-09-28 19:45:12 UTC Revision: 745 Log: ---- User: RypeL Date: 2009-09-28 19:45:38 UTC Revision: 746 Log: ---- User: RypeL Date: 2009-09-28 19:47:41 UTC Revision: 747 Log: ---- User: RypeL Date: 2009-09-28 19:48:31 UTC Revision: 748 Log: ---- User: RypeL Date: 2009-09-28 19:49:18 UTC Revision: 749 Log: ---- User: RypeL Date: 2009-09-28 19:49:48 UTC Revision: 750 Log: ---- User: RypeL Date: 2009-09-28 20:21:13 UTC Revision: 751 Log: - corrected name ---- User: RypeL Date: 2009-09-29 21:19:38 UTC Revision: 766 Log: - increased harvesting time to 15 seconds ---- User: RypeL Date: 2009-09-29 21:20:56 UTC Revision: 767 Log: - possibly fix for the rockets spawning (kinda) in the middle of the turret problem ---- User: RypeL Date: 2009-09-29 21:22:51 UTC Revision: 768 Log: - included linkgun sound ---- User: RypeL Date: 2009-10-02 22:03:41 UTC Revision: 778 Log: Fixed: - GDI Ref is displayed as Nod Ref in Clients ---- User: RypeL Date: 2009-10-03 14:18:28 UTC Revision: 780 Log: Fixed a crash/runaway loop in Demos ---- User: RypeL Date: 2009-10-03 21:01:19 UTC Revision: 781 Log: - Made AGT and Ob a little less powerfull and more like in Ren: - OB and AGT now have a minimum Attackrange - If a player gets into the minumum Attackrange of the AGT it still continues to fire on him for 2 seconds like in Ren. - lowered Ob Firingrate from 2.9 to 3.2 seconds ---- User: RypeL Date: 2009-10-03 22:01:24 UTC Revision: 782 Log: ---- User: RypeL Date: 2009-10-03 22:03:36 UTC Revision: 783 Log: Fixed: - if GDI destroys the Airstrip last the game doesent end. ---- User: RypeL Date: 2009-10-06 18:49:31 UTC Revision: 789 Log: - fixed a mesh problem (propably also scare-crows) and so could reactivat replication relevancy checks (bAlwaysRelevant=false) ---- User: RypeL Date: 2009-10-06 19:13:39 UTC Revision: 790 Log: - quick fix ---- User: RypeL Date: 2009-10-06 19:24:36 UTC Revision: 791 Log: - bAlwaysRelevant=false. Author of Sentinel suggested putting it on but lets see. I dont see why it should be on. ---- User: RypeL Date: 2009-10-06 19:28:15 UTC Revision: 792 Log: - dont replicate location/rotation ---- User: RypeL Date: 2009-10-06 19:37:58 UTC Revision: 793 Log: ---- User: RypeL Date: 2009-10-08 20:18:42 UTC Revision: 799 Log: - deactivated feigndeath command as it can be used to climb walls in its current state ---- User: RypeL Date: 2009-10-11 14:55:38 UTC Revision: 810 Log: Fixed: - Reloadbug on Clients where the Client could shoot while reloading ---- User: RypeL Date: 2009-10-11 15:01:05 UTC Revision: 811 Log: - fixed another demo crash ---- User: RypeL Date: 2009-10-11 15:03:47 UTC Revision: 812 Log: - destroyed pawns/vehicles shouldnt outline anymore ---- User: RypeL Date: 2009-10-11 15:06:48 UTC Revision: 813 Log: Fixed: - vehCounter - mineCounter ---- User: RypeL Date: 2009-10-11 15:09:21 UTC Revision: 814 Log: - removed teamicon a bit ---- User: RypeL Date: 2009-10-11 16:09:25 UTC Revision: 815 Log: Fixed: - Mines explode multiple times ---- User: RypeL Date: 2009-10-11 17:38:08 UTC Revision: 816 Log: - vehiclecount fix - added EVA sounds for Refs ---- User: RypeL Date: 2009-10-11 17:59:22 UTC Revision: 817 Log: ---- User: RypeL Date: 2009-10-11 18:09:49 UTC Revision: 818 Log: ---- User: RypeL Date: 2009-10-11 18:57:12 UTC Revision: 819 Log: ---- User: RypeL Date: 2009-10-11 19:32:28 UTC Revision: 820 Log: - added Hourglass to the mapcycle ---- User: RypeL Date: 2009-10-11 20:14:20 UTC Revision: 821 Log: - another vehiclecounter fix ---- User: RypeL Date: 2009-10-12 18:16:55 UTC Revision: 824 Log: - another vehiclecounter adjustment ---- User: RypeL Date: 2009-10-13 17:35:30 UTC Revision: 827 Log: - increased AGT rockets damage from 80 to 105 - increased AGT rockets firerate from 2.5 to 2.25 ---- User: RypeL Date: 2009-10-13 19:35:13 UTC Revision: 828 Log: - decreased AGT reactiontime (still might react a littlebit slow sometimes since im not yet 100% sure how to make it look 360 degrees all the time) - increased AGT rockets speed ---- User: RypeL Date: 2009-10-14 21:14:03 UTC Revision: 829 Log: - AGT rocket damage 85 - AGT maxradius increased - AGT minradius increased - OB maxradius increased ---- User: RypeL Date: 2009-10-17 08:40:12 UTC Revision: 832 Log: - fixed offline reloadbug ---- User: RypeL Date: 2009-10-17 08:43:13 UTC Revision: 833 Log: ---- User: RypeL Date: 2009-10-17 09:27:41 UTC Revision: 834 Log: ---- User: RypeL Date: 2009-10-17 11:43:29 UTC Revision: 835 Log: - tweaked obelisks charge menchanics. It doesent stay charged so long anymore and it doesent stay charged when it has no clear line of fire - AGT MGs can not shoot through the AGt anymore ---- User: RypeL Date: 2009-10-17 18:34:28 UTC Revision: 836 Log: ---- User: RypeL Date: 2009-11-06 20:11:06 UTC Revision: 845 Log: - removed cntrl jump cause it interfered with radiocommands ---- User: RypeL Date: 2009-11-10 23:04:34 UTC Revision: 852 Log: - Harvester now respects teams vehicle queue when respawning - Removed dead vehicle wreckages - Enemys are only visible on the radar if they were aimed at by the other team. If they are not aimed at again within 5 seconds they will dissapear from the radar, till they are aimed at again. - Added Radiocommands (hold CTRL, ALT or CTRL+ALT and choose a command from the onscreen list by typing a number from 0:9) - Tweaks to vehicles weight system ---- User: RypeL Date: 2009-11-10 23:43:08 UTC Revision: 853 Log: ---- User: RypeL Date: 2009-11-11 00:24:09 UTC Revision: 854 Log: - adjusted wheel size ---- User: RypeL Date: 2009-11-11 00:24:41 UTC Revision: 855 Log: - limited ammount of radiocommands to 5 every 15 seconds ---- User: RypeL Date: 2009-11-11 00:25:15 UTC Revision: 856 Log: - increased veh respawn time from 3 to 5 seconds ---- User: RypeL Date: 2009-11-12 18:11:11 UTC Revision: 873 Log: - harv wreckage now also removed ---- User: RypeL Date: 2009-11-12 21:28:21 UTC Revision: 878 Log: - worked on harv vehicle queue problems - reckages collisionproblem should be fixed ---- User: RypeL Date: 2009-11-13 20:39:37 UTC Revision: 879 Log: - removed references to Titan Pack ---- User: RypeL Date: 2009-11-13 21:10:31 UTC Revision: 880 Log: - disable locking functionality till we had time to fix it ---- User: RypeL Date: 2009-11-13 21:11:02 UTC Revision: 881 Log: - version number changed to 4.0 ---- User: RypeL Date: 2009-12-29 21:08:35 UTC Revision: 900 Log: - Added Powerplant Code ---- User: RypeL Date: 2009-12-29 21:23:43 UTC Revision: 901 Log: ---- User: RypeL Date: 2010-01-02 18:53:12 UTC Revision: 907 Log: ---- User: RypeL Date: 2010-01-04 19:36:45 UTC Revision: 915 Log: ---- User: RypeL Date: 2010-01-04 21:26:32 UTC Revision: 916 Log: ---- User: RypeL Date: 2010-01-04 21:33:26 UTC Revision: 917 Log: ---- User: RypeL Date: 2010-01-04 21:43:57 UTC Revision: 918 Log: ---- User: RypeL Date: 2010-01-04 21:47:15 UTC Revision: 919 Log: ---- User: RypeL Date: 2010-01-04 22:16:45 UTC Revision: 920 Log: ---- User: RypeL Date: 2010-01-07 20:21:59 UTC Revision: 929 Log: upped harv selfdestroying timelimit from 4 to 8 minutes cause Under is so big ;D ---- User: RypeL Date: 2010-08-11 19:53:18 UTC Revision: 111 Log: - HUD works again. Since the last UDK Release they enforced the new Scaleform (Flash-based) UI and HUD. An explicit "bUseClassicHUD = True" is now needed to make Canvas-based HUDs running. ---- User: RypeL Date: 2010-11-06 15:51:18 UTC Revision: 149 Log: ---- User: RypeL Date: 2010-11-06 15:56:28 UTC Revision: 150 Log: ---- User: RypeL Date: 2010-11-06 16:17:28 UTC Revision: 151 Log: ---- User: RypeL Date: 2010-11-06 16:36:31 UTC Revision: 152 Log: ---- User: RypeL Date: 2010-11-06 16:37:34 UTC Revision: 153 Log: ---- User: RypeL Date: 2010-11-06 16:38:01 UTC Revision: 154 Log: ---- User: RypeL Date: 2010-11-06 16:41:00 UTC Revision: 155 Log: ---- User: RypeL Date: 2010-11-06 16:41:32 UTC Revision: 156 Log: ---- User: RypeL Date: 2010-11-06 16:42:00 UTC Revision: 157 Log: ---- User: RypeL Date: 2010-11-06 16:42:24 UTC Revision: 158 Log: ---- User: RypeL Date: 2010-11-06 16:42:46 UTC Revision: 159 Log: ---- User: RypeL Date: 2010-11-06 16:43:06 UTC Revision: 160 Log: ---- User: RypeL Date: 2010-11-06 16:48:07 UTC Revision: 161 Log: ---- User: RypeL Date: 2010-11-06 16:48:23 UTC Revision: 162 Log: ---- User: RypeL Date: 2010-11-06 16:49:04 UTC Revision: 163 Log: ---- User: RypeL Date: 2010-11-06 16:51:30 UTC Revision: 164 Log: ---- User: RypeL Date: 2010-11-06 16:52:25 UTC Revision: 165 Log: ---- User: RypeL Date: 2010-11-06 16:54:40 UTC Revision: 166 Log: ---- User: RypeL Date: 2010-11-06 16:55:33 UTC Revision: 167 Log: ---- User: RypeL Date: 2010-11-06 16:58:24 UTC Revision: 168 Log: ---- User: RypeL Date: 2010-11-06 16:58:35 UTC Revision: 169 Log: ---- User: RypeL Date: 2010-11-06 16:59:03 UTC Revision: 170 Log: ---- User: RypeL Date: 2010-11-06 16:59:23 UTC Revision: 171 Log: ---- User: RypeL Date: 2010-11-06 17:01:49 UTC Revision: 172 Log: ---- User: RypeL Date: 2010-11-06 17:02:05 UTC Revision: 173 Log: ---- User: RypeL Date: 2010-11-06 17:06:40 UTC Revision: 174 Log: ---- User: RypeL Date: 2010-11-06 17:08:00 UTC Revision: 175 Log: ---- User: RypeL Date: 2010-11-06 17:14:30 UTC Revision: 176 Log: ---- User: RypeL Date: 2010-11-06 17:14:55 UTC Revision: 177 Log: ---- User: RypeL Date: 2010-11-06 17:15:19 UTC Revision: 178 Log: ---- User: RypeL Date: 2010-11-06 17:19:13 UTC Revision: 179 Log: ---- User: RypeL Date: 2010-11-06 17:19:35 UTC Revision: 180 Log: ---- User: RypeL Date: 2010-11-06 17:20:08 UTC Revision: 181 Log: ---- User: RypeL Date: 2010-11-06 17:20:51 UTC Revision: 182 Log: ---- User: RypeL Date: 2010-11-06 17:21:17 UTC Revision: 183 Log: ---- User: RypeL Date: 2010-11-06 17:21:44 UTC Revision: 184 Log: ---- User: RypeL Date: 2010-11-06 17:22:25 UTC Revision: 185 Log: ---- User: RypeL Date: 2010-11-06 17:38:41 UTC Revision: 186 Log: ---- User: RypeL Date: 2010-11-06 17:38:58 UTC Revision: 187 Log: ---- User: RypeL Date: 2010-11-06 17:39:22 UTC Revision: 188 Log: ---- User: RypeL Date: 2010-11-06 17:40:19 UTC Revision: 189 Log: ---- User: RypeL Date: 2010-11-06 17:40:39 UTC Revision: 190 Log: ---- User: RypeL Date: 2010-11-06 17:41:17 UTC Revision: 191 Log: ---- User: RypeL Date: 2010-11-06 17:41:37 UTC Revision: 192 Log: ---- User: RypeL Date: 2010-11-06 17:43:30 UTC Revision: 193 Log: ---- User: RypeL Date: 2010-11-06 17:44:08 UTC Revision: 194 Log: ---- User: RypeL Date: 2010-11-06 17:44:25 UTC Revision: 195 Log: ---- User: RypeL Date: 2010-11-06 17:44:50 UTC Revision: 196 Log: ---- User: RypeL Date: 2010-11-06 17:45:46 UTC Revision: 197 Log: ---- User: RypeL Date: 2010-11-06 17:45:58 UTC Revision: 198 Log: ---- User: RypeL Date: 2010-11-06 17:46:13 UTC Revision: 199 Log: ---- User: RypeL Date: 2010-11-06 17:46:25 UTC Revision: 200 Log: ---- User: RypeL Date: 2010-11-06 17:46:56 UTC Revision: 201 Log: ---- User: RypeL Date: 2010-11-06 17:47:06 UTC Revision: 202 Log: ---- User: RypeL Date: 2010-11-06 17:47:29 UTC Revision: 203 Log: ---- User: RypeL Date: 2010-11-06 17:47:37 UTC Revision: 204 Log: ---- User: RypeL Date: 2010-11-06 17:47:54 UTC Revision: 205 Log: ---- User: RypeL Date: 2010-11-06 17:48:02 UTC Revision: 206 Log: ---- User: RypeL Date: 2010-11-06 17:48:28 UTC Revision: 207 Log: ---- User: RypeL Date: 2010-11-06 17:48:38 UTC Revision: 208 Log: ---- User: RypeL Date: 2010-11-06 17:48:49 UTC Revision: 209 Log: ---- User: RypeL Date: 2010-11-06 17:49:00 UTC Revision: 210 Log: ---- User: RypeL Date: 2010-11-06 17:49:40 UTC Revision: 211 Log: ---- User: RypeL Date: 2010-11-07 16:51:54 UTC Revision: 218 Log: package reorganization ---- User: RypeL Date: 2010-11-07 18:32:41 UTC Revision: 227 Log: - package reorganization - introduction of Interfaces for some classes The new packages compile now, but there is still quite some work to do before or references in the defprops are working again. ---- User: RypeL Date: 2010-11-07 18:32:51 UTC Revision: 228 Log: - package reorganization - introduction of Interfaces for some classes The new packages compile now, but there is still quite some work to do before or references in the defprops are working again. Revision: 6 Author: Rypel Date: Sonntag, 3. Juni 2012 19:33:13 Message: ModEditPackages=RenegadeX ModEditPackages=RenX_Base ModEditPackages=RenX_Content ModEditPackages=RenX_Game ModEditPackages=RenX_RCam ---- Revision: 7 Author: Rypel Date: Sonntag, 3. Juni 2012 19:40:39 Message: Initial MP code setup ---- Revision: 22 Author: Rypel Date: Montag, 18. Juni 2012 22:10:46 Message: Not needed anymore ---- Deleted : /UDK/Development/Src/RenegadeX Revision: 23 Author: Rypel Date: Montag, 18. Juni 2012 22:27:01 Message: - Added Nod Soldier and GDI Gunner - Added functionality to change chars. I uses way less code than the UT3 version and works quite different so it still might be buggy. In the UT3 system the characterclass info was stored in the pawn class but now it is stored in the respective FamilyInfo class. In the UT3 system the replication about a characterchange was also done within the Pawn class but now this is done by the Playerreplicationclass Rx_Pri - Removed Weaponattachmentcode from Rx_Projectile. A lot of Weaponattachment-class code was copied into Rx_Projectile for easy setup of impact effects in BD. This duplicated foreign code made the class very hard to read and Weaponattachment code simply doesent belong in a Projectile class. We have time now to try cleaner ways to achieve our specific Projectile effects. - Added Rx_Weaponifc - Added Rocketlauncher for the Gunner ---- Revision: 24 Author: Rypel Date: Montag, 18. Juni 2012 22:28:13 Message: - Added Nod Soldier and GDI Gunner - Added functionality to change chars (consolecommand = 'changeChars'). I uses way less code than the UT3 version and works quite different so it still might be buggy. In the UT3 system the characterclass info was stored in the pawn class but now it is stored in the respective FamilyInfo class. In the UT3 system the replication about a characterchange was also done within the Pawn class but now this is done by the Playerreplicationclass Rx_Pri - Removed Weaponattachmentcode from Rx_Projectile. A lot of Weaponattachment-class code was copied into Rx_Projectile for easy setup of impact effects in BD. This duplicated foreign code made the class very hard to read and Weaponattachment code simply doesent belong in a Projectile class. We have time now to try cleaner ways to achieve our specific Projectile effects. - Added Rx_Weaponifc - Added Rocketlauncher for the Gunner ---- Deleted : /UDK/Development/Src/RenX_Content/Classes/Rx_FamilyInfo_GDI_Soldier.uc Revision: 25 Author: Rypel Date: Montag, 18. Juni 2012 22:28:42 Message: - Added Nod Soldier and GDI Gunner - Added functionality to change chars (consolecommand = 'changeChars'). I uses way less code than the UT3 version and works quite different so it still might be buggy. In the UT3 system the characterclass info was stored in the pawn class but now it is stored in the respective FamilyInfo class. In the UT3 system the replication about a characterchange was also done within the Pawn class but now this is done by the Playerreplicationclass Rx_Pri - Removed Weaponattachmentcode from Rx_Projectile. A lot of Weaponattachment-class code was copied into Rx_Projectile for easy setup of impact effects in BD. This duplicated foreign code made the class very hard to read and Weaponattachment code simply doesent belong in a Projectile class. We have time now to try cleaner ways to achieve our specific Projectile effects. - Added Rx_Weaponifc - Added Rocketlauncher for the Gunner ---- Deleted : /UDK/Development/Src/RenX_Game/Classes/Rx_PawnSoldier.uc Revision: 27 Author: Rypel Date: Dienstag, 19. Juni 2012 21:49:24 Message: - reload animation now works in MP - fixed a Nullpointer in Rx_WeaponAttachment ---- Revision: 28 Author: Rypel Date: Dienstag, 19. Juni 2012 21:51:06 Message: - exec function ReloadWeapon() moved to Rx_Controller ---- Revision: 45 Author: Rypel Date: Dienstag, 26. Juni 2012 22:44:01 Message: ---- Revision: 46 Author: Rypel Date: Dienstag, 26. Juni 2012 22:44:25 Message: ---- Revision: 47 Author: Rypel Date: Dienstag, 26. Juni 2012 22:45:00 Message: ---- Revision: 48 Author: Rypel Date: Dienstag, 26. Juni 2012 22:45:56 Message: ---- Revision: 49 Author: Rypel Date: Dienstag, 26. Juni 2012 22:52:17 Message: - fixed: cameramode resets to firstperson on respawn - fixed: character isent equiped with his proper startweapons on respawn ---- Revision: 50 Author: Rypel Date: Dienstag, 26. Juni 2012 23:02:46 Message: - Refactoring ---- Revision: 51 Author: Rypel Date: Mittwoch, 27. Juni 2012 20:47:51 Message: - added new dodging mechanics - set DodgeStaminaCost to zero for now to make it easier to test the dodge system ---- Revision: 53 Author: Rypel Date: Donnerstag, 28. Juni 2012 20:59:30 Message: - added BD targeting box and some minor code changes. The targeting should later be replaced with a Scaleform version ---- Revision: 54 Author: Rypel Date: Donnerstag, 28. Juni 2012 21:31:55 Message: - Players in team 0 now spawn as GDI and players in team 1 now spawn as NOD ---- Revision: 61 Author: Rypel Date: Sonntag, 1. Juli 2012 23:14:51 Message: - refinements to the dodge system: - dodge speed now decreases during the dodge (mostly near the end of the dodge) - fixed a collision problem that could abruptly end the dodgesystem - fixed dodges not replicating - fixed rest stance not replicating - removed moving crosshairdot feature. it wasent very usefull and to make it smooth looking it did 6 expensive traces for every frame. Could have been optimized but still so much code and those traces for such a little and still not totally reliable feature isent worth it for now ---- Revision: 62 Author: Rypel Date: Dienstag, 3. Juli 2012 21:32:43 Message: - Its now possible to start a dodge while reloading. In that case reloading stops and then starts again at the end of the dodge. - Primary weapons are now shown at the back of the character when you switch to another weapon - If you are in 1st person view, you now go to 3rd person view for the time of the dodge - Hand IK-Controllers are not turned of during Relaxed stance, dodges and sprinting (makes animations a little smoother in some situations) - Fixed: putdown animations for weapons didnt play - Fixed: a recently introduced bug that would not give you the correct startweapons on respawn ---- Revision: 63 Author: Rypel Date: Mittwoch, 4. Juli 2012 19:44:40 Message: - fixed the issues the Grenadelauncher had with Rx_Projectile so that i can again extend Rx_Projectile ---- Revision: 65 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:50:00 Message: - added RenX_Vehicles package ---- Revision: 66 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:51:07 Message: ---- Deleted : /UDK/Development/Src/RenX_Base/Classes/Rx_GRI_MultiPlayer.uc Revision: 67 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:52:02 Message: - Rx_Game is the only gameclass now ---- Deleted : /UDK/Development/Src/RenX_Game/Classes/Rx_Game_Multi.uc Revision: 68 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:52:32 Message: ---- Revision: 69 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:56:02 Message: ---- Revision: 70 Author: Rypel Date: Donnerstag, 5. Juli 2012 21:57:30 Message: ---- Revision: 71 Author: Rypel Date: Donnerstag, 5. Juli 2012 22:00:37 Message: - added package RenX_Vehicle for vehicle related classes - added basic vehicleclasses - added Mediumtank and Humvee - added more basic classes that we will need along the way - added Rx_GRIIfc and Rx_TeamInfoIfc top open up Rx_GRI and Rx_TeamInfo to packages below RenX_Game - fixed: recoil on weapons and vehicleweapons happened before the shot so that you wasent directly firing at what you were aiming ---- Revision: 73 Author: Rypel Date: Samstag, 7. Juli 2012 19:14:55 Message: - some little fixes (nullpointer fixes, preventing log warnings, ...) ---- Revision: 74 Author: Rypel Date: Samstag, 7. Juli 2012 19:16:26 Message: - some little fixes (nullpointer fixes, preventing log warnings, ...) ---- Revision: 75 Author: Rypel Date: Samstag, 7. Juli 2012 19:17:15 Message: - some little fixes (nullpointer fixes, preventing log warnings, ...) ---- Revision: 81 Author: Rypel Date: Samstag, 7. Juli 2012 21:01:07 Message: - added Mammoth Tank ---- Revision: 93 Author: Rypel Date: Montag, 9. Juli 2012 19:33:27 Message: - added INT file for our RenX_Game gamemode. That fixes weaponnames not beeing displayed in the HUD ---- Revision: 94 Author: Rypel Date: Montag, 9. Juli 2012 19:33:55 Message: - replaced by RenX_Game ---- Deleted : /UDK/UDKGame/Localization/INT/RenegadeX.int Revision: 95 Author: Rypel Date: Montag, 9. Juli 2012 21:23:47 Message: - fixed names of vehicledrivers not showing up - fixed dodgespeed sometimes increasing - fixed changeChar sometimes not working - fixed shotgunpellets not displaying correctly in a network game - fixed ammocount not correctly showing up on the HUD in a network game - fixed dodging while reloading didnt stop the reloadanimation in a network game - Bots now spawn as random character and have a better understanding of what weapons to use ---- Revision: 100 Author: Rypel Date: Dienstag, 10. Juli 2012 23:33:40 Message: - fixed having Bots with a skill greater 4 would crash the game when they attempt to dodge - fixed bots not using strafing - changed (currently fixed) botskill from 2 to 4. They will strafe and sometimes dodge now and put up more of a fight. Though they will only deal reduced damage to the player. - Various improvements to Bots driving AI. - fixed shotgun reloading animation not stopping when dodging ---- Revision: 106 Author: Rypel Date: Mittwoch, 11. Juli 2012 23:10:07 Message: - updated Pathnodes ---- Revision: 107 Author: Rypel Date: Mittwoch, 11. Juli 2012 23:53:53 Message: - Fixed vehicle AI initiating a ranged attack even if the enemy is out of range - Fixed stealthtank and flametank AI aiming prediction problems which caused them to be inactive most of the time - Vehicle AI avoids collisions more likely now (unfortunatly the UT3 AI knows nothing about avoiding vehicle collisions so this is all up to our custom code and will need some time to become decent) - Improvements to vehicle AI attack pattern decision making based on driven vehicle, enemy distance and enemy orientation to driven vehicle - Since Apache Vehicle AI becomes inactive after some time of flying i made it so that bots can not enter the Apache anymore until i can fix this issue ---- Revision: 110 Author: Rypel Date: Donnerstag, 12. Juli 2012 18:15:58 Message: forgot to add Rx_BotIfc sorry :( Here it is ---- Revision: 112 Author: Rypel Date: Donnerstag, 12. Juli 2012 23:58:08 Message: - fixed players sometimes spawning at the other teams playerstarts. Still TeaNumber AND TeamIndex need to be set to the correct number (0 for GDI and 1 for NOD) ---- Revision: 115 Author: Rypel Date: Freitag, 13. Juli 2012 22:30:19 Message: - fixed Light Armoured Vehicle Damage Values not working - fixed seeking missiles sometimes flying in a weird back and forth pattern - added Rx_Utils class to contain basic utility functions that are used in multiple other classes (like currently functions to calculate the orientation of objects to each other) - vehicle AI is less likely to start a charge attack at a player on foot if a vehicle is in the way - vehicle AI now treets half the weapon range as optimal combat range and will try to fight at that distance when possible - fixed Artillery AI overshooting long range shots - some code cleanup ---- Revision: 116 Author: Rypel Date: Freitag, 13. Juli 2012 22:40:31 Message: ---- Revision: 117 Author: Rypel Date: Samstag, 14. Juli 2012 00:32:12 Message: - added Rx_Volume_Tiberium (Tiberium Damage Volume from BD) ---- Revision: 128 Author: Rypel Date: Mittwoch, 18. Juli 2012 16:39:26 Message: - fixed vehicle AI sometimes tried to reach an air pathnode even if not in an air vehicle - 'showdebug' and 'showallai' debug consolecommands now work in our gamemode - some code cleanup ---- Revision: 138 Author: Rypel Date: Freitag, 20. Juli 2012 15:46:30 Message: - added RepairGun code - some minor code changes ---- Revision: 145 Author: Rypel Date: Montag, 23. Juli 2012 21:44:32 Message: ---- Revision: 146 Author: Rypel Date: Montag, 23. Juli 2012 21:44:44 Message: ---- Revision: 147 Author: Rypel Date: Montag, 23. Juli 2012 21:48:12 Message: - fixed vehicles would reset 10 seconds after beeing healt - bots dont enter the harvester anymore - changechar will only change between the chars of the team your currently on - bots will only spawn as their teams chars ---- Revision: 148 Author: Rypel Date: Montag, 23. Juli 2012 21:51:02 Message: ---- Revision: 149 Author: Rypel Date: Dienstag, 24. Juli 2012 22:16:26 Message: - Set bBlockedForVehicles=true on Harvester Vehiclefactorys ---- Revision: 150 Author: Rypel Date: Dienstag, 24. Juli 2012 22:26:07 Message: - Vehicle AI strafes a bit more - bots wont try anymore to enter vehicles that already have a driver - vehicle AI will try to leave a littlebit more room to the other vehicles when driving in a squad formation - vehicle AI optimal fightingrange adjustment when fighting against players on foot ---- Revision: 156 Author: Rypel Date: Sonntag, 29. Juli 2012 00:23:49 Message: - fixed a Nullpointer ---- Revision: 157 Author: Rypel Date: Sonntag, 29. Juli 2012 00:26:34 Message: - Updated Repairgun ---- Revision: 161 Author: Rypel Date: Sonntag, 29. Juli 2012 20:22:39 Message: - Fixes to the RepairGun code ---- Revision: 167 Author: Rypel Date: Montag, 30. Juli 2012 21:03:45 Message: - Added Stealhteffect to Stealthtank ---- Revision: 169 Author: Rypel Date: Dienstag, 31. Juli 2012 21:47:25 Message: - lowered volume of beam sound so that the actual healing sound is more prominent ---- Revision: 170 Author: Rypel Date: Dienstag, 31. Juli 2012 21:49:52 Message: stealthtank changes: - added new Material for stealthed threads - when going out of stealthed state (for instance when firing) it now decloakes in a 0.3 second animation instead of instant decloaking ---- Revision: 173 Author: Rypel Date: Mittwoch, 1. August 2012 20:28:51 Message: - Fixed sprint command not working in multiplayer - Small fix to visibility of stealthtank threads at range - Stealthtank sound is now lowered for everyone but the driver when cloaked - Enemys wont get a targetingbox anymore on a cloaked stealthtank ---- Revision: 182 Author: Rypel Date: Freitag, 3. August 2012 22:54:11 Message: - Game will now end and restart, when all buildings from one side are destroyed ---- Revision: 183 Author: Rypel Date: Samstag, 4. August 2012 00:06:20 Message: - Buildings can now be healed - Fixed Repairgunbeam healeffect not always vanishing after repairing ---- Revision: 184 Author: Rypel Date: Samstag, 4. August 2012 00:22:13 Message: - Fixed targetingboxes for buildings not displaying when in a vehicle ---- Revision: 193 Author: Rypel Date: Dienstag, 7. August 2012 21:51:06 Message: - Fixed building targetingbox not displaying in multiplayer ---- Revision: 207 Author: Rypel Date: Sonntag, 12. August 2012 17:31:46 Message: - switching vehicle cameramode doesent change player cameramode aswell ---- Revision: 225 Author: Rypel Date: Mittwoch, 15. August 2012 21:51:32 Message: - fixed headshots damaging teammembers - fixed headshots only damaging health and never armour - fixed a warning showing up on all clients in multiplayer when a player goes cloaked with a stealthtank - fixed stealthtank threads not animating anymore when the stealthtank goes cloaked - fixed a problem with stealthtank sometimes hidden even for teammembers ---- Revision: 232 Author: Rypel Date: Donnerstag, 16. August 2012 21:11:49 Message: - fixed chaingun animation not playing in first person - fixed chaingun barrel animation not playing in third person ---- Revision: 242 Author: Rypel Date: Montag, 20. August 2012 22:47:42 Message: - added SBH stealhcode - made bots not entering Chinook or A10 because they suck at flying them atm - bots wont see you when stealthed in stealthmode SBH (still working on the same for the stealhtank) ---- Revision: 245 Author: Rypel Date: Dienstag, 21. August 2012 22:13:15 Message: - fixed Traces on the SentinelController for AGT/Ob failing most of the time even when they had clear line of sight to their target. They did hit anyways but only by doing very expensive workarrounds. This had a very big impact on performance in singleplayer and in multiplayer on serverperformance (This bug already must have existed in the ut3 verison aswell) ---- Revision: 252 Author: Rypel Date: Sonntag, 26. August 2012 02:12:25 Message: - Fixed SBH Laserrifle not fully cloaking ---- Revision: 273 Author: Rypel Date: Sonntag, 9. September 2012 18:28:46 Message: - First Iteration of Base Attack/Defense AI - Note for testing: By modifying the Orderlists in the defaultprops of Rx_TeamAI the ratio of attackers/defenders of both teams can be changed. The default right now is 50/50. - For Base AI Rx_BuildingObjective and UTDefensePoint Nodes must be placed and initialized with specific values in the Editor. So far those are only added to the CNC-TestMap_Bases map. - Couple of Nullpointer fixes and other small stuff ---- Revision: 274 Author: Rypel Date: Sonntag, 9. September 2012 18:50:05 Message: - Added Rx_BuildingObjective and UTDefensePoint Nodes for all Buildings which are needed for AI to attack/defend buildings - Removed Secondary Defenses for now because right now they are not really a subject of testing and mostly only annoy - Disabled AGT and Ob for now because right now they are still too strong for the attacking AI and just own them. So like the secondary defenses they are more bad then good for testing the baseeliminatiion mode right now. They can be activated in the Editor though with the two new Propertys bWeaponsDisabled (AGT) and bLaserDisabled(OB). I did set those to true specifically for this map so you need to set those to false for testing with AGT and OB. ---- Revision: 276 Author: Rypel Date: Montag, 10. September 2012 22:08:37 Message: - Fixed parts of SBH weapon still beeing visible when cloaked in an online match ---- Revision: 279 Author: Rypel Date: Dienstag, 11. September 2012 22:14:44 Message: - Added Harvester Code (traveling between Raf and Tib) ---- Revision: 280 Author: Rypel Date: Dienstag, 11. September 2012 22:15:50 Message: - Added Harvesters for GDI and NOD that will travel between the Refinery and the Fields ---- Revision: 281 Author: Rypel Date: Mittwoch, 12. September 2012 22:34:06 Message: - Upgrade to Attack AI so that it now attacks different buildings at once ---- Revision: 292 Author: Rypel Date: Sonntag, 16. September 2012 01:49:07 Message: - Added WF/AS logic so that its now possible to buy vehicles at the PT - Harvester now adds credits to the players (300) after unloading ---- Revision: 293 Author: Rypel Date: Sonntag, 16. September 2012 02:07:38 Message: - Fixed WF Garagedoor not properly opening when a new vehicle was spawned ---- Revision: 294 Author: Rypel Date: Sonntag, 16. September 2012 02:15:41 Message: - Added Rx_VehRolloutNode and Rx_VehRolloutPendingNode Aczors needed for the WF and AS to drive vehicles away from the spawn point ---- Revision: 295 Author: Rypel Date: Sonntag, 16. September 2012 16:33:27 Message: - added Setting needed for RypelCam demotool ---- Revision: 296 Author: Rypel Date: Sonntag, 16. September 2012 16:36:55 Message: - RypelCam now works in RenX demos and loads automatically when a demo is started. For it to work you also need to update your DefaultGame.ini and remove the UDKGame.ini so its updated with a new RypelCam specific setting from DefaultGame.ini ---- Revision: 297 Author: Rypel Date: Sonntag, 16. September 2012 18:16:42 Message: - Updated RypelCam to take advantage of the GetDemoFrameInfo() function which allows for more precise camerapaths then ever before in any RypelCam version. In UT3 GetDemoFrameInfo() was not available and so i had to rely on Worldinfo.Timeseconds, but that often becomes inaccurate/wrong in demos what especially made precisely timed camerapaths in longer demos extremly difficult. The GetDemoFrameInfo() function promises to fix this (if it isent bugged aswell) and so far i got very promising results with it. ---- Revision: 298 Author: Rypel Date: Sonntag, 16. September 2012 20:07:57 Message: - Fixed not taking over control when getting into a spawned vehicle before it reached its parking spot ---- Revision: 313 Author: Rypel Date: Donnerstag, 20. September 2012 23:10:59 Message: - First iteration of Bots buying AI. Bots will buy chars and vehicles. Its not just random, theres quite some logic behind it. Sometimes bots will even try to save up for better vehicles/classes. With a chance of 80% they prefer to buy vehicles if they are attackers. Defenders will only buy chars atm and will buy the top engineers with a chance of 50% over all other classes so healers get mixed in. I just finished since so im sure theres still bugs and lots of tweaking left to do on this. ---- Revision: 325 Author: Rypel Date: Samstag, 22. September 2012 17:22:50 Message: - fixed some pathing errors ---- Revision: 326 Author: Rypel Date: Samstag, 22. September 2012 17:53:25 Message: - added playerstarts ---- Revision: 332 Author: Rypel Date: Samstag, 22. September 2012 22:22:28 Message: - fixed rollout nodes on GR - activated defenses on the testmap ---- Revision: 333 Author: Rypel Date: Samstag, 22. September 2012 22:39:16 Message: - Harvester now respawns at WF/AS ---- Revision: 345 Author: Rypel Date: Montag, 24. September 2012 20:37:39 Message: - a try to keep vehicles from flipping ---- Revision: 346 Author: Rypel Date: Montag, 24. September 2012 21:31:27 Message: - Bot logic for what vehicle to buy updated so that they buy a greater variety of vehicles ---- Revision: 347 Author: Rypel Date: Montag, 24. September 2012 21:55:10 Message: - Damage to players doesent get reduced in singleplayer anymore if the gamedifficulty/botskill is below 4.5 (and ours is currently at 4.0) ---- Revision: 348 Author: Rypel Date: Montag, 24. September 2012 22:24:40 Message: - Bots wont try to buy vehicles anymore when WF/AS are detroyed. In that case they will now buy higher tier units. If the Bar/Hon is destroyed aswell they will buy a random free char. ---- Revision: 359 Author: Rypel Date: Mittwoch, 26. September 2012 22:33:30 Message: - Fixed harvester just idling after respawn - AI tweaks - Fixed some Nullpointers ---- Revision: 364 Author: Rypel Date: Donnerstag, 27. September 2012 21:34:36 Message: - Fixed AGT still shooting when destroyed - Fixed AGT gun model rotation beeing wrong when the AGT was rotated ---- Revision: 368 Author: Rypel Date: Montag, 1. Oktober 2012 22:43:46 Message: - Changed building targetingbox to work more like the original renegade building targetingbox. Meaning it will now be centered arround the crosshair and be limited in size. This fixes the issue with building health not beeing visible when close by or inside a building. - The vehicle targetingbox will now shrink when getting close to a vehicle. This is meant to fix the issue with vehicle health not beeing visible when getting close to a vehicle. ---- Revision: 371 Author: Rypel Date: Freitag, 5. Oktober 2012 21:14:31 Message: - Fixed Buildinghealth not showing when pointing at MCT and Doors - If vehicle AI bumps into another vehicle it will now stop for one to two seconds to give the vehicle in front a chance to get out of the way or further along. Though, because of the floaty UE3 physics, vehicles can still drive on top of each other now and then. But it should happen less frequently now. ---- Revision: 376 Author: Rypel Date: Montag, 8. Oktober 2012 22:08:13 Message: - Bots on Attack with RepGun will now heal vehicles close by if they are not in a vehicle themselves - Bots on defense with RepGun will now heal vehicles if they are close enough to their defended objective (2500 UU atm) ---- Revision: 382 Author: Rypel Date: Donnerstag, 11. Oktober 2012 22:08:07 Message: - Updated Timed-C4 - Added Remote-C4 - Fixed weapons getting into an endless reloading animation loop when theres no ammo left ---- Revision: 385 Author: Rypel Date: Sonntag, 14. Oktober 2012 00:22:35 Message: - Updated C4 and Remote-C4 (they now have a targetingbox and can be disarmed) - Added Proxy-C4/Mines - A Problem with vehicles not getting damage from AGT MG and other weapons should be fixed - Fixed a Problem with Credits not beeing given out properly anymore after a map switch/restart ---- Revision: 386 Author: Rypel Date: Sonntag, 14. Oktober 2012 01:22:11 Message: - Updated C4 targeting box - C4 throw animation now plays ---- Revision: 390 Author: Rypel Date: Montag, 15. Oktober 2012 21:37:05 Message: - Added Nuke Beacon - Added Ion Cannon Beacon - Fixed a glitch with the targeting box where you could see parts of the targeting box even when the target is behind you - Removed targeting and damaging of building doors so that attackers cant just spamm the doors to attack a building - Proxy C4 now has a different trigger radius for chars and vehicles. This is mainly to prevent vehicles from beeing used to 'disarm' C4 near the doors of buildings ---- Revision: 401 Author: Rypel Date: Dienstag, 23. Oktober 2012 22:46:07 Message: - NOD vehicles not get delivered by the sexy C130 Cargoplane - ION/Nuke updated ---- Revision: 403 Author: Rypel Date: Mittwoch, 24. Oktober 2012 22:02:31 Message: - Updates to ION-Cannon/Nuke ---- Revision: 405 Author: Rypel Date: Freitag, 26. Oktober 2012 22:59:34 Message: - More fixes to Ion/Nuke ---- Revision: 406 Author: Rypel Date: Samstag, 27. Oktober 2012 00:06:20 Message: - Fixed an issue with stank getting invisible to you even if youre on the same team - C130 is now visible in multiplayer. However there is still an issue so that it will only be visible if you look in its direction when it spawns. ---- Revision: 418 Author: Rypel Date: Mittwoch, 31. Oktober 2012 22:08:27 Message: - Added Explosionlight and Camerashake to ION and Nuke - Added consolecommands 'EquipION' and 'EquipNuke' to equip ION and Nuke till we have them added to the PT - Fixed a problem with the Repairgun repairingeffect showing up even when not repairing - Fixed MCT now beeing shown as MCT in Multiplayer - Harvester now blows up and does not respawn after refinery is destroyed ---- Revision: 425 Author: Rypel Date: Dienstag, 6. November 2012 22:30:15 Message: - Fixed death and feigndeath animations behaving very crazy - The Problem where you could see parts of your players Mesh even when in firstperson view should be fixed - Disarming of Deployables should work again (got broken some commits ago) - Added red blinking light to ION and Nuke Beacons so that they are easier to spot - Harvesters are now automatically spawned by WF/AS at the start of the match. So mappers: you can remove the placed harvesters from your maps! - EVA building-attacked commands now only come once every 30 seconds, even if a different building is attacked in that time ---- Revision: 426 Author: Rypel Date: Freitag, 9. November 2012 23:57:06 Message: - Fixed C4 damage to MCTs (sometimes didnt do multiplied damage) - Fixed Mines colliding with building's door collision cylinder - Fixes weapon icons on the HUD when playing online - Fixed C4s not sticking to players - Fixed Boink sound playing when you killed yourself - Remote C4s can now be detonated immediately ---- Revision: 437 Author: Rypel Date: Donnerstag, 15. November 2012 23:00:39 Message: - Added ability to sprint diagonally forward - EVA now announces when Harvester is damaged/destroyed - Fixed ProxyC4 not working in singleplayer - Fixed ProxyC4 not doing damage to vehicles - Fixed repair gun not hitting the reticle in 3rd person - Fixed repair gun beam beeing kinda laggy in third person in multiplayer ---- Revision: 440 Author: Rypel Date: Freitag, 16. November 2012 22:17:32 Message: - play particle effect/sound for when C4s/beacons are disarmed ---- Revision: 441 Author: Rypel Date: Freitag, 16. November 2012 22:25:07 Message: - small fix to last commit so that disarmeffect also works in multiplayer ---- Revision: 444 Author: Rypel Date: Samstag, 17. November 2012 17:41:42 Message: - Fixed Obelisk effects not working correctly in single and multiplayer - Some Nullpointers fixed ---- Revision: 445 Author: Rypel Date: Samstag, 17. November 2012 19:33:28 Message: - Fixed Obelisk crystal not stopping to glow when Obelisk gets destroyed ---- Revision: 450 Author: Rypel Date: Sonntag, 18. November 2012 20:04:56 Message: - added new recoil system for char weapons ---- Revision: 453 Author: Rypel Date: Montag, 19. November 2012 22:29:01 Message: - Added renegade style playernames that show up on players within a certain distance (can be configured with DisplayNamesRadius in Rx_Hud) - Added RecoildSpread and RecoilDelay modifiers to Rx_Weapon - Fixed Scoreboard showing non players ---- Revision: 456 Author: Rypel Date: Mittwoch, 21. November 2012 22:42:01 Message: - Added more modifiers for weapon recoil - Added a bAutoFire modifier to Rx_Weapon. If set to false the weapon will only refire once you released and reclicked the trigger - Changed the Pistol to not use autofire and increased its firing speed ---- Revision: 459 Author: Rypel Date: Donnerstag, 22. November 2012 21:30:24 Message: - More recoil tweeks ---- Revision: 460 Author: Rypel Date: Donnerstag, 22. November 2012 22:39:17 Message: - Fixed Ion/Nuke sometimes not deploying in multiplayer ---- Revision: 463 Author: Rypel Date: Samstag, 24. November 2012 21:42:46 Message: - Fixed scoreboard still still showing guardtowers as players - Fixed playernames on vehicles not displaying in multiplayer - Fixed weapons not hitting where they should in multiplayer (but this means that the FireOffset value has to be adjusted for all weapons now) ---- Revision: 465 Author: Rypel Date: Samstag, 24. November 2012 23:05:16 Message: - little scoreboard fix ---- Revision: 474 Author: Rypel Date: Dienstag, 27. November 2012 15:20:03 Message: - merged displaying of playernames back in ---- Revision: 475 Author: Rypel Date: Dienstag, 27. November 2012 17:17:28 Message: - Added Camerashake to C4s - Excluded "Console events:" system-messages from beeing displayed on the chat ---- Revision: 476 Author: Rypel Date: Dienstag, 27. November 2012 18:02:08 Message: - Fixed Ob/AGT not deactivating when Powerplant gets destroyed ---- Revision: 477 Author: Rypel Date: Dienstag, 27. November 2012 18:12:37 Message: - little formatting change to system chatmessages ---- Revision: 481 Author: Rypel Date: Freitag, 30. November 2012 15:45:58 Message: - Integrated Gemini Online Service. The service stores the serverlist and can store other infos like total ammount of games played. Currently its used for a basic serverbrowser and stores total ammount of games and total ammount of wins for NOD/GDI. Till the serverbrowser is integrated into the game it can be viewd with this adress: http://www.geminionlinegs.appspot.com/browser.jsp?pass=k74nB9x&code=f140224&rank=0&view=true Stored stats can be viewed under this adress: http://geminionlinegs.appspot.com/service.jsp?pass=k74nB9x&code=f140224 (ammount of games that ended with a win for one team (online and offline), ammount of GDI wins, ammount of NOD wins) - EquipIon and EquipNuke commands now take away a 1000 credits so they are no longer free - Fixed refill at PT not always refilling your health back to full health in multiplayer ---- Revision: 482 Author: Rypel Date: Freitag, 30. November 2012 21:37:34 Message: - Added bThreadedVehReverseSteeringInverted. Default is true. Set to false if you dont want this inverted reverse steering. - left control doesent make you jump anymore because that interfered with the radio commands ---- Revision: 483 Author: Rypel Date: Freitag, 30. November 2012 21:47:38 Message: - Added radio commands. They act like in the UT3 version (CTRL,ALT or CTRL+ALT) but commands like "Destroy that vehicle!" now also display the name of the targeted vehicle/building. ---- Revision: 485 Author: Rypel Date: Samstag, 1. Dezember 2012 15:38:14 Message: - radio command sounds are now played - bots no longer try to shop at wf/as even if those buildings arent there. Meaning bots work again in the testmaps without wf/as - fixed some nullpointers ---- Revision: 488 Author: Rypel Date: Samstag, 1. Dezember 2012 17:46:13 Message: - didnt compile. fixed. ---- Revision: 497 Author: Rypel Date: Sonntag, 9. Dezember 2012 20:15:16 Message: - Ion/Nuke can now be baught from the PT. The console commands to get them were removed - Improved AI for NOD turrets and GDI Guardtowers - Fixed 'PTs can be used from the outside of buildings' - Fixed 'when you are damaged and get in and out of a vehicle (only tested with humvee) you get your health back' - Nullpointer fixes ---- Revision: 498 Author: Rypel Date: Sonntag, 9. Dezember 2012 20:25:32 Message: - reverted Rx_Vehicle because i accidentally commited it with a few experimental changes that brake more then they offer ---- Revision: 505 Author: Rypel Date: Mittwoch, 12. Dezember 2012 22:11:48 Message: - Added function AddKillMessage() in HUD classes to feed killmessages to flash - When in a vehicle: fixed a visual glitch where you could sometimes see an enemys targeting box even when your facing away from him ---- Revision: 507 Author: Rypel Date: Donnerstag, 13. Dezember 2012 21:59:46 Message: - Added code for first person running animations - Reverted character collision model back to UDK default - Adjusted the Rx_Weapon crosshaircolor code to reuse a trace from Rx_Hud instead of doing its own trace (saves a bit of performance) ---- Revision: 520 Author: Rypel Date: Samstag, 15. Dezember 2012 23:28:53 Message: - corrected scoreboard display ---- Revision: 527 Author: Rypel Date: Donnerstag, 20. Dezember 2012 00:21:05 Message: - 'Q' Key can now be used to initiate a variety of messages based on whats targeted. For example targeting the enemy harvester will trigger the "Attack the Harvester!" radio command - 'Q' can also be used to spot enemy targets within weaponrange. Just hold down 'Q' then mark some enemys and release 'Q' -> A text spotmessage and the radio command "Enemy spotted" will then be initiated informing your teammates about what you spotted and in what area. For 'Q' to work you have to update the DefaultInput.ini and delete the UDKInput.ini !!! - Vehicles now automatically get locked for 6 seconds after you left them. So that only you can enter them in that time. If you start repairing the vehicle within the first 6 seconds the time will be reset and it will again be 6 seconds after you stopped repairing. Besides repairing you can expand the locking time once to 45 seconds by hitting the 'L' key. You can also use the 'L' key to unlock a vehicle instantly ('L' to unlock can be used from inside and outside of the vehicle). - modified Rx_TeamAI so that the ratio of attackers compared to defenders is now 5:3 ---- Revision: 528 Author: Rypel Date: Donnerstag, 20. Dezember 2012 00:35:10 Message: - 'Q' is now spotting key - 'Tab' is now used to toggle the scoreboard ---- Revision: 529 Author: Rypel Date: Freitag, 21. Dezember 2012 01:45:21 Message: - Fixed manual reloading at the end of a clip lets you reload faster then auto reloading - Fixed buying Nuke from PT - Fixed bots still getting in locked vehicles - Fixed planting C4 and then switching teams would make the C4 damage your previous team and gave you credits - Fixed players in passengerseats could fire the vehicle weapon - Fixed trying to change vehicleseats or issuing radio command would make you leave the vehicle if you are the only one in the vehicle - Added Rx_SpottingArea actor that can be placed in the maps to name specific areas on the map for the spotting system. The actor has a NameOfArea property that can be set from within the editor to name the area - Added "Vehicle has been automatically unlocked" message to inform the player when the locking time of his former vehicle ran out - Some additional small adjustments ---- Revision: 530 Author: Rypel Date: Samstag, 22. Dezember 2012 00:18:43 Message: - Improved aim of Nod turrets - Endgame/winning team checks should work properly now and the player with the highest score of the winning team gets focused at the end of the match - 'changeteam' and 'suicide' commands are no longer allowed while in the PT because they could cause strange effects - Fixed credits of players that reconnected to a game dont update correctly - Fixed only killmessages related to your player are displayed ---- Revision: 539 Author: Rypel Date: Samstag, 22. Dezember 2012 20:39:45 Message: - Vehicleproduction delay is now 10 seconds if vehicles are queued up - Fixed defensive bot AI not properly realizing wich buildings need reaprairs (this logic was broken since a commit about a month ago) - If defending bots find an unoccupied vehicle and take it they now go on attack instead of camping with the vehicle in the base. An attacking bot that has no vehicle will then take their place as defender - Fixed scoreboard glitch when theres > 16 players. the last player was not displayed properly then. ---- Revision: 543 Author: Rypel Date: Samstag, 29. Dezember 2012 00:49:30 Message: - Fixed AGT not detecting a stealthed SBH - Fixed bots always detecting a stealthed stank - The UDK scoreboard should now show our playerscore and kills instead of just beeing empty. So that we have this as temporary endgame scoreboard till we designed our own. ---- Revision: 548 Author: Rypel Date: Samstag, 12. Januar 2013 01:31:51 Message: - Some little Bot AI tweaks in various areas - Added Rx_AreaObjective to mark areas on the map to control for the bots (WIP, especially changing Objectives is not in yet) - C4 damage fix - when killed by Ob/AGT it should now give a proper kill message ---- Revision: 549 Author: Rypel Date: Samstag, 12. Januar 2013 01:44:28 Message: - Added two Rx_AreaObjective nodes on the field for bots to roam arround (For the meantime they wont attack the bases anymore when there are Rx_AreaObjective nodes in the map) ---- Revision: 552 Author: Rypel Date: Freitag, 18. Januar 2013 21:31:06 Message: - Added Rx_VehicleBlockingVolume.uc ---- Revision: 554 Author: Rypel Date: Freitag, 18. Januar 2013 22:50:35 Message: - updated vehicle blockingvolume ---- Revision: 555 Author: Rypel Date: Freitag, 18. Januar 2013 23:45:44 Message: - Fixed Apache not visible in buy menu ---- Revision: 557 Author: Rypel Date: Samstag, 19. Januar 2013 00:39:05 Message: - Fixed zooming with a sniper in third person not working - a little tweak to the endgame scoreboard - reverted some troublemaking code related to harv pathfinding ---- Revision: 559 Author: Rypel Date: Samstag, 19. Januar 2013 01:02:35 Message: - Added code to trigger door sounds ---- Revision: 561 Author: Rypel Date: Sonntag, 20. Januar 2013 19:12:49 Message: - Fixed editor crashing when ending in-editor play. Its something related to the killmessages flash so i deactivated them for in-editor play only till we can find the problem ---- Revision: 603 Author: Rypel Date: Dienstag, 12. Februar 2013 22:45:40 Message: - AI now uses the lockon feature of MRLS/Stank etc. - Added upper right HUD scoreboard from the UT3 version (only one displaymode atm) ---- Revision: 607 Author: Rypel Date: Mittwoch, 13. Februar 2013 22:31:38 Message: - HUD scores display updated ---- Revision: 609 Author: Rypel Date: Donnerstag, 14. Februar 2013 19:52:55 Message: - added proper building names for chat/deathmessages ---- Revision: 613 Author: Rypel Date: Sonntag, 17. Februar 2013 21:33:00 Message: - Projectile impacteffects should show the correct effect now based on what object/material they hit - Added port of Rx_PlayAreaVolume from BD: It still needs to be adapted for MP and to support two volumes though. Havoc can you pls place two overlapping onces in a level for me to test with ? ---- Revision: 619 Author: Rypel Date: Mittwoch, 20. Februar 2013 22:26:12 Message: - Little fix to projectile impact effects - Updated Rx_PlayAreaVolume to support multiple connecting Volumes ---- Revision: 626 Author: Rypel Date: Samstag, 23. Februar 2013 00:53:12 Message: - Fixed Harv still respawning after AS/WF are destroyed - Fixed Impacteffects not displaying for non radiusdamage projectiles on players - Fixed Playareavolume bug with players - Playareavolume leaving killtime extended to 10 seconds - Refilling now also refills stamina - Nightvision on snipers is now disabled by default - Added customizable FireOffsetZoomed in Rx_Weapon_Scoped - Buildinghealth overview text added to the HUD (till it gets replaced by the buildinginfo on the scoreboard) ---- Revision: 627 Author: Rypel Date: Samstag, 23. Februar 2013 23:17:53 Message: - Tab key now brings up the console again instead of changing the scoreboard. a new key to toggle the scoreboard mode will be added later ---- Revision: 628 Author: Rypel Date: Samstag, 23. Februar 2013 23:26:57 Message: - Fixed footsteps not working properly in the Playarea Volume - Fixed Ob targeting/charging on players that are hidden behind a vehicle - Ob now stays charged for 4 seconds even when its target is not visible anymore - When playing with uneven teamnumbers in singleplayer the bot team will now always be the one with 1 more player ---- Revision: 629 Author: Rypel Date: Sonntag, 24. Februar 2013 00:30:14 Message: - Bots will now try to avoid repairing vehicles on tiberium - Bots will now proritize repairing vehicles instead of the harvester ---- Revision: 630 Author: Rypel Date: Sonntag, 24. Februar 2013 00:51:10 Message: - Bots will be a littlebit more carefull about stepping into a tiberium field ---- Revision: 632 Author: Rypel Date: Sonntag, 24. Februar 2013 22:12:55 Message: - Bots in vehicles would sometimes stop attacking and moving when they are very close to their enemy. This should be fixed now. ---- Revision: 637 Author: Rypel Date: Montag, 25. Februar 2013 23:15:23 Message: - Added harvester animations and refinerey animations (timing still needs to be tweaked and docking anim needs to be added) ---- Revision: 652 Author: Rypel Date: Donnerstag, 28. Februar 2013 22:27:09 Message: - Integrated Harvester Docking Anims - WF Door is not triggered by players anymore ---- Revision: 653 Author: Rypel Date: Donnerstag, 28. Februar 2013 22:41:03 Message: - little harv change ---- Revision: 656 Author: Rypel Date: Freitag, 1. März 2013 22:39:12 Message: - Adjustments to harvester docking ---- Revision: 665 Author: Rypel Date: Dienstag, 5. März 2013 22:02:42 Message: - Rx_PlayAreaVolume can be placed in the Editor again - Flametank trying to attack airvehicles, or players that it just cannot reach, should be fixed (will add this checks for other vehicle types aswell later) ---- Revision: 683 Author: Rypel Date: Dienstag, 12. März 2013 21:28:30 Message: - a crash in botmatches sometimes caused by the flametank AI should be fixed ---- Revision: 687 Author: Rypel Date: Donnerstag, 14. März 2013 20:51:21 Message: - Added code for buildingdamage based on damage lod levels ---- Revision: 688 Author: Rypel Date: Donnerstag, 14. März 2013 22:02:12 Message: - Updated Buildingdamage system: now also applies to interiors, should also work for Airstrip now, should also work in multiplayer now ---- Revision: 692 Author: Rypel Date: Samstag, 16. März 2013 21:51:16 Message: - little adjustments to scoreboard/killmessages ---- Revision: 693 Author: Rypel Date: Samstag, 16. März 2013 21:53:13 Message: - little changes to scoreboard/killmessages ---- Revision: 694 Author: Rypel Date: Samstag, 16. März 2013 21:58:26 Message: - added our new scoreboard (press F1 to view it). Still WIP. - Animations of the airtower antenna and the refinery pump should work now ---- Revision: 696 Author: Rypel Date: Sonntag, 17. März 2013 22:24:19 Message: - Building damage lods change back to normal now when the building is repaired ---- Revision: 710 Author: Rypel Date: Montag, 25. März 2013 22:46:33 Message: - AI will now use Rx_AreaObjective and Rx_ObservedPoint Actors as point of interests on the map that it will try to patrol and control (only setup for Islands so far) and will attack the enemy base when it thinks it has the upper hand at the outside of the enemy base - The AI will try to attack in waves now - Improvements to AI movement in combat - AI is less likely to get stuck in buildings - Tweaked AI buying decissionmaking ---- Revision: 711 Author: Rypel Date: Montag, 25. März 2013 22:52:25 Message: - Added special bot nodes (Rx_AreaObjective and Rx_ObservedPoint) for tactical AI ---- Revision: 712 Author: Rypel Date: Dienstag, 26. März 2013 22:20:48 Message: - Fixed AI sometimes continuing to shoot at the spots of dead players/vehicles - Tweaked AI attackingstrength calculation ---- Revision: 716 Author: Rypel Date: Mittwoch, 27. März 2013 22:59:41 Message: - More WIP updates on AI ---- Revision: 717 Author: Rypel Date: Mittwoch, 27. März 2013 23:12:22 Message: - Added Rx_AreaObjective and Rx_ObservedPoint actors that AI makes use of ---- Revision: 731 Author: Rypel Date: Freitag, 29. März 2013 16:13:49 Message: - Added Rx_AreObjective and Rx_ObservedPoint AI nodes to Mesa ---- Revision: 733 Author: Rypel Date: Samstag, 30. März 2013 02:50:50 Message: - Bots should get stuck in buildings much less often - Fixed bots sometimes going on defense when they shouldnt - Defending bots now also buy new classes when they have enough money and dont just stay soldiers forever - Fixed when dying while the "Out of area" messages is displaying it doesent go away upon respawn - A few more minor code updates ---- Revision: 737 Author: Rypel Date: Samstag, 30. März 2013 16:02:22 Message: - Fixed vehicle ai trying to go to the ai areaobjective on the non vehicle side of the map ---- Revision: 746 Author: Rypel Date: Mittwoch, 3. April 2013 22:17:06 Message: - Changed C130 to use a RypelCam path for movement which seems to fix the culling issues we had with just using an animation (still WIP) ---- Revision: 747 Author: Rypel Date: Mittwoch, 3. April 2013 22:22:04 Message: - moved RenX_RCam package up in the compiling order cause its needed for the C130 now ---- Revision: 749 Author: Rypel Date: Donnerstag, 4. April 2013 22:05:49 Message: - C-130 should be fully setup now and now also works in MP - Fixed harvester arms and harvesting anims not working in MP (but docking anims are still WIP) ---- Revision: 750 Author: Rypel Date: Donnerstag, 4. April 2013 22:56:57 Message: - little C-130 update ---- Revision: 759 Author: Rypel Date: Sonntag, 7. April 2013 22:07:26 Message: - Fixed a crash with bots on Testmap-MP and an Issue with bots not strafing anymore on Testmap-MP - Fixed C-130 Enginesound playing from the middle of the Airstrip for 0.1 seconds after you baught a vehicle - C-130 now flys a littlebit further into the distance before disappearing - Harvester drives backwards into the Refinery on its own now. Before we tried it with an animation but that approach had some issues we couldnt fix. For the harvester to properly drive into the refinery the pathnodes arround the ref-pathnode still need some tweaking on most maps. - Tweaked timing of Refinery Docking animations and they should also work in MP now ---- Deleted : /UDK/Development/Src/RenX_Vehicles/Classes/Rx_StaticDockingHarv.uc Revision: 760 Author: Rypel Date: Sonntag, 7. April 2013 23:03:42 Message: - little thing i forgot to include in last commit ---- Revision: 765 Author: Rypel Date: Montag, 8. April 2013 22:46:34 Message: - The game crashing when trying to connecting to GR or LS on a MP server should be fixed. ---- Revision: 768 Author: Rypel Date: Dienstag, 9. April 2013 22:20:08 Message: - Vehicles beeing able to push each other arround and beeing able to drive onto buildings might be fixed (still WIP) !? - Fixed bots not cloaking with an SBH - Fixed bots always having 100 health and normal armor regardless of their character - Fixed when changing chars you loose your Nuke/Ion - Fixed bleeding damage counting as headshots ---- Revision: 769 Author: Rypel Date: Dienstag, 9. April 2013 22:27:45 Message: - Fixed a compiler warning ---- Revision: 774 Author: Rypel Date: Mittwoch, 10. April 2013 20:49:44 Message: - Updated vehicle collision gripreduction code - Fixed that after my last commit all bots spawned as SBH ---- Revision: 785 Author: Rypel Date: Samstag, 13. April 2013 00:07:12 Message: - Harvester not blowing up when Refinery got destroyed through damage to the MCT should be fixed - Added 'ChangeBotsTo X' command to change the classes of all bots in the level for testing purposes. 1-13 for GDI classes and 14-27 for Nod classes in the order as defined in Rx_PurchaseSystem ---- Revision: 791 Author: Rypel Date: Sonntag, 14. April 2013 21:38:03 Message: - Fixed when exitting a vehicle in MP the camera is somewhere else for a few frames bevor switching to your character what made exitting pretty unsmooth - When entering a vehicle the vehicle view will now initialy be in the direction you were heading before entered it instead of always in the vehicles forward direction. This should help with orientation after entering the vehicle and is also the way ren handeled it - Fixed bots in a stank beeing fully cloaked to you even if your on the same team - Fixed "Our of Area" message appearing when leaving a vehicle from a passengers seat - Integrated ironsight code from http://forums.epicgames.com/threads/938255-UDK-Ironsight-Tutorial-%28Blender%29?highlight=ironsight. Its currently only activated for the AR and the pistol and a couple things like spread reduce are not in yet and Animations need to be created for it - Fixed that when in MP and placing and detonating your first remote C4, then placing the next and then switching to another weapon you cant change back to detonate the second remote - Fixed when issuing radiocommands while beeing in a vehicle in MP it could switch you to another vehicleseat - Fixed when harvester was destroyed during docking or during harvesting it sometimes doesent want to leave the tibfield after respawning - Homing missiles from vehicles are now much stronger against aircrafts (still needs to be tweaked for the soldier rockets as they are currently using different code then the vehicle rockets) ---- Revision: 801 Author: Rypel Date: Dienstag, 16. April 2013 22:40:17 Message: - Updated Ironsight mode ---- Revision: 809 Author: Rypel Date: Samstag, 20. April 2013 01:03:32 Message: - Increased trackingstrength of the missilelauncher missiles against aircrafts - Reduced vehiclerockets trackingstrength against aircrafts a bit now that aircrafts strafe slower - Beeing in range of an active obelisk as GDI will now make you unable to sprint. This is an experiment to fix the problem of beeing able to outrun the obelisk by sprinting which allowed simple GDI soldiers to reach every building in a NOD base without beeing hit by the Ob which is not supposed to be doable - Added first prototype code for an authentication system. The plan is that the steam-id´s of the betaters will be stored on an authentication server and then have them login with their steam-id. If the authentication fails they wont be able to play online or offline and the game will quit itself. This should keep our beta more secure. Id need a few of your steam-id´s and then this might be ready for testing sometime next week. ---- Revision: 810 Author: Rypel Date: Samstag, 20. April 2013 14:40:52 Message: - Added Ironsight modifiers for recoil in Rx_Weapon (At default most of them are at value 2 meaning their effect is halfed when in ironsight): var float IronSightMinRecoilDamping; var float IronSightMaxRecoilDamping; var float IronSightMaxTotalRecoilDamping; var float IronSightRecoilYawDamping; var float IronSightMaxSpreadDamping; var float IronSightSpreadIncreasePerShotDamping; - Added bDisplayCrosshairInIronsight modifier to specify what weapons should have the crosshair when in ironsight (later on we can make this customizable) - Fixed Obelisk having a too big blind spot at its back ---- Revision: 821 Author: Rypel Date: Sonntag, 21. April 2013 22:57:56 Message: - Crosshair size now increases with recoilspread. How much it increases based on the recoilspread can be defined by changing RecoilSpreadCrosshairScaling ---- Revision: 823 Author: Rypel Date: Montag, 22. April 2013 22:47:47 Message: - Maprotation should work now (Its currently: "CNC-Field","CNC-WallsFlying","CNC-GoldRush","CNC-Hourglass_ii","CNC-Islands","CNC-LakeSide","CNC-Mesa_ii". Can be configured in DefaultGame.ini) - Added mapvoting for next map to be played ---- Revision: 828 Author: Rypel Date: Mittwoch, 24. April 2013 22:09:29 Message: - Headshots of instanthit weapons should be fixed ---- Revision: 834 Author: Rypel Date: Samstag, 27. April 2013 00:38:28 Message: - AGT now also prevents enemys from sprinting - Fixed Recoilspread crosshair increase not working for projectileweapons in MP - The Scoreboard now shows the proper teamscores - Steam authenticationsystem should be ready for testing. Ill announce the details later in the forums. ---- Revision: 845 Author: Rypel Date: Montag, 29. April 2013 22:51:19 Message: - Fixed particle brightness now switching to the mapspecific values in mp - It should no longer be possible to get -1 votes in the votemenu ---- Revision: 851 Author: Rypel Date: Samstag, 4. Mai 2013 01:42:11 Message: - Bots now have a "[B]" before their names - Added a RecoilYawMultiplier value to change the ammount of yaw recoil (RecoilYawModifier is for preferred direction left/right of yaw recoil) - fixed a bunch of ironsight related issues mainly animation and replication related - added visual recoil to medtank,lighttank and artillery - fixed playernames not displaying and added a fade out effect to them ---- Revision: 856 Author: Rypel Date: Samstag, 4. Mai 2013 21:23:21 Message: - debugging stuff ---- Revision: 857 Author: Rypel Date: Sonntag, 5. Mai 2013 02:35:06 Message: - Added visual recoil to mammoth, stank and mrls ---- Revision: 861 Author: Rypel Date: Sonntag, 5. Mai 2013 19:12:43 Message: - Added Rx_AreaObjective and Rx_ObservedPoint AI-Nodes for tactical AI behaviour ---- Revision: 862 Author: Rypel Date: Sonntag, 5. Mai 2013 21:27:57 Message: - Adjusted 3rdperson vehicle cameralocations to be a bit further away. We had them so close to give people oportunities to plant c4 unnoticed. But since we now have the 1stperson mode, and i think people will use it quite often, this gives plenty of opportunity to the enemy to plant c4 unnoticed. So i think we can give 3rdperson cams a little more overview again. - Font of playernames isent compromised anymore when radiocommands are displayed ---- Revision: 863 Author: Rypel Date: Montag, 6. Mai 2013 01:44:42 Message: - Some fix stuff for some AI stuff that im too tired to explain ---- Revision: 864 Author: Rypel Date: Montag, 6. Mai 2013 01:49:57 Message: - rollback of a harvester health change that i accidently commited ---- Revision: 868 Author: Rypel Date: Dienstag, 7. Mai 2013 00:15:45 Message: - Fixed Projectile flighteffects vanishing instantly when projectile explodes midair - Homing capable vehicles and the rocket soldier will now change crosshair when locked on to a target - Rx_Vehicle and Rx_Pawn now have modifiers 'SeekAimAheadModifier' and 'SeekAccelrateModifier'. setting them to higher values then 0.0 will make it easier for the homing missiles to track them - Rocket soldier now uses the same homing code as the vehicles - Fixed weapon not playing idle animation after going out of ironsight - You can now order bots to follow you by targeting them and hitting 'Q'. Hitting 'Q' on them a second time will make them stop following you. There are situations though when they will not do it like when they baught a vehicle (then they will prefer getting to that vehicle first). In Testmap_MP it also doesent work properly cause the bots act a littlebit different in the buildingless TestMap_MP. - You can also target Friendly humans now and hit 'Q' to issue the 'Follow me' radio command with their name in it - Upped the max ammount of active emitters from 200 to 250 and changed a config value so that the log wont get spammed anymore when the emitter cache is exceeded - Increased vehicle spawntime after the harvester was spawned to prevent the next spawned vehicle from blowing up the harvester - AI of SAM-site and the new GDI AA-Tower is in place now and only targets aircrafts - Moved locking code that was redundant in the vehicle classes to the base vehicle class - Increased visual recoil of the stank a bit ---- Revision: 869 Author: Rypel Date: Dienstag, 7. Mai 2013 00:28:53 Message: - Forgot to include the DefaultGame.ini in my last commit ---- Revision: 872 Author: Rypel Date: Dienstag, 7. Mai 2013 16:55:53 Message: - Added hit indicators (with temp crosshair texture) - Score is now replicated as int and not as float as the clients only care about the int value anyway. This results in much less score updates across the network in mp ---- Revision: 877 Author: Rypel Date: Mittwoch, 8. Mai 2013 22:20:39 Message: - Integrated new locked-on indicator and hitindicator - Added clientside hitdetection for the AR ---- Revision: 889 Author: Rypel Date: Samstag, 11. Mai 2013 01:20:50 Message: - Added clientside hitdetection for all projectileweapons and all vehicleweapons except for homing rockets - Fixed homing missiles acting strange on Apache/Orca - The normal Nod-Turrets and GDI-Guardtowers dont target aircrafts anymore - Fixed repairgun getting in your face sometimes in first person in multiplayer - Fixed bleeding damage getting multiplied by headshotmodifier - Some little performance optimizations ---- Revision: 895 Author: Rypel Date: Samstag, 11. Mai 2013 20:25:18 Message: - Possible fix of a homing missile issues where they are not hitting you when you dont move ---- Revision: 896 Author: Rypel Date: Samstag, 11. Mai 2013 21:37:48 Message: - Tweaks to Orca/Mammoth and Apache weapons so that you can repeatedly fire them by holding down the firebuttons ---- Revision: 899 Author: Rypel Date: Samstag, 11. Mai 2013 23:11:59 Message: - Added forced steam authentication for the beta2 build. After the beta2 build has been made we will deactivate the forced authentication again. If you are not authenticated yet open steam and start the game. The game should then kick you but if you go into the UDKGame/Logs folder and look into the latest log and look for a line like this "[0022.88] ScriptLog: steam-id:0x0110000101BE6F47" then send that id to kenz so that he can add you to the list of authenticated steam users. Though we will turn forced authentication off again after the beta2 build has been made so that you dont have to be online in steam all the time when just using the SVN version. ---- Revision: 909 Author: Rypel Date: Sonntag, 12. Mai 2013 22:10:32 Message: - steam authentication deactivated again so that the SVN version doesent need steam ---- Revision: 914 Author: Rypel Date: Donnerstag, 16. Mai 2013 22:29:25 Message: - Fixed non weapondamage not doing damage online (like c4, tib, fallingdamage or beeing run over by a vehicle) - Fixed hitindicator appearing when shooting at teammates - Fixed Firinganim/sound repeating after the bullets did hit a target even when not firing anymore - Vehicles are not locked anymore when someone is in them so that passengers can enter without the driver having to unlock the vehicle ---- Revision: 917 Author: Rypel Date: Freitag, 17. Mai 2013 23:01:28 Message: - Fixed players starting with C4/grenade in hand (online) - Bots should not leave their vehicles anymore. Previously they would sometimes left them when they were on low HP and this could cause vehicle pileups etc. - All Instanthit weapons now use clientside hitdetection - Adjusting the number of GDI and Nod bots aswell as their skill in the Frontend menu is not just visually anymore and is now applied to the game ---- Revision: 918 Author: Rypel Date: Samstag, 18. Mai 2013 00:51:47 Message: - Adjusted 3rdperson player cam so that it doesent clip against the top of doors anymore ---- Revision: 936 Author: Rypel Date: Mittwoch, 22. Mai 2013 21:53:32 Message: - Added two missing Rx_ObservedPoint AI nodes ---- Revision: 942 Author: Rypel Date: Donnerstag, 23. Mai 2013 23:09:05 Message: - Instanthitweapons doing doubledamage should be fixed - Its not possible anymore to stick a tankbarrel inside a building and fire into it. If it clips inside the building you cant fire. - Possibly fixed vehicleweapons sometimes doing doubleshots - Mediumtank now has 80% throttle when turning while driving at high speeds as its realistic that tanks loose some speed when turning. But i made it much slighter then in ren (wich had this to the extreme). Theres also a vehicle param to tweak it for each vehicle 'ReducedThrottleForTurning'. Though it only works for the medtank right now ---- Revision: 947 Author: Rypel Date: Dienstag, 28. Mai 2013 22:15:29 Message: - Added functionality to test the PT showing of players/vehicles ---- Revision: 948 Author: Rypel Date: Dienstag, 28. Mai 2013 22:17:50 Message: - When exiting Apache or Orca you exit closer to the vehicles now so that for instance you are less likely to fall of the building if you exit after landing on the HON - Skirmishoptions for Bot Attacker percentage, vehiclelimit and minelimit should now apply to the game - Added functionality for PT to show selected players/vehicles (WIP) and can be tested in TestMap_MP. Havoc could you update the PT Scene ? For it to work with this the PT-Scene would need the following adjustments: - Rx_CameraActor needs to replace the CameraActors. The vehicle CameraActor needs its property 'bVehicleCam' set to true - Rx_PTPlayerSpot needs to be placed at the spots where the playermodels should be displayed - Rx_PTVehicleSpot needs to be placed at the spots where the vehicles should be displayed - All those actors have a TeamNum var that needs to be set to Nod=1 for the Nod ones - You can now exit the PT with the use-key ---- Revision: 962 Author: Rypel Date: Montag, 3. Juni 2013 21:20:15 Message: - Fixed Minelimit beeing at 0 when not starting from skirmishmenu - Fixed PT spawning bots after leaving it - More work on PT player and vehicle display (still WIP!) and added 'SkeletalMeshForPT' var in Rx_Vehicle that should be assigned the skeletalmesh for use in the PT for every vehicle - HUD now updates the minecount ---- Revision: 963 Author: Rypel Date: Dienstag, 4. Juni 2013 19:46:34 Message: - Disabled lightenvironment for PT vehicles - PT Player- and Vehiclespot actors are displayed with a sprite ---- Revision: 966 Author: Rypel Date: Dienstag, 4. Juni 2013 21:27:59 Message: - FOV values within PT should change accordingly now - Work on PT playerdisplay (WIP) - ION/Nuke dont stick to vehicles anymore ---- Revision: 967 Author: Rypel Date: Dienstag, 4. Juni 2013 21:38:38 Message: - PT playeranim update ---- Revision: 969 Author: Rypel Date: Dienstag, 4. Juni 2013 22:16:54 Message: - Another PT characterdisplay update ---- Revision: 971 Author: Rypel Date: Mittwoch, 5. Juni 2013 20:19:54 Message: - Buildingrepairrate has been doubled since we found that somehow it was only half the speed from what it was in ren - Beacons can be disarmed again - Fixed a problem with not beeing able to leave ironsight ---- Revision: 979 Author: Rypel Date: Freitag, 7. Juni 2013 23:44:54 Message: - PT mp adjustments - Scoreboard now shows kills in mp ---- Revision: 981 Author: Rypel Date: Samstag, 8. Juni 2013 02:29:19 Message: - Reduced usage of projectilelights on fast firing weapons as it improves fps a lot ---- Revision: 1002 Author: Rypel Date: Montag, 1. Juli 2013 21:37:57 Message: - Some Performanceenhancements for turrets, projectiles and ai pathfinding ---- Revision: 1017 Author: Rypel Date: Sonntag, 7. Juli 2013 02:31:04 Message: Networking: - Hitmarker is not delayed by ping anymore - Fireeffects of instanthit weapons arent delayed by ping anymore - Splashdamge is now also calculated clientside - Fixed fireeffects on clients with high ping sometimes repeated after firing had already stopped - Fixed high ping sometimes causing more bullets beeing fired than the player had in his clip - Fixed high ping sometimes causing more than one shell at a time beeing fired in an artillery,light tank or medtank - Fixed errormessage regarding "SETSOUNDMODE Default" on a dedicated server AI: - Bots should be better with handweapons now, especially with leading rockets and doing splashdamage - Bots now take the recoilspread of the weapons into account and stop firing from time to time to cool down the recoil if it gets too high General: - Improved HUD performance - Fixed Buildingstats on the HUD not showing all buildings - Fixed healthbar of a beacon always showing 0 HP when it repaired - Swapped order in which weapons are beeing switched - Fixed vehicles not beeing able to do headshots - Changed Obelisk chargeup and fireinterval to from 3.2s for both to 2.2s for chargeup and 4.0s for inbetween the next shots. This matches the renegade timing more closely ---- Revision: 1021 Author: Rypel Date: Montag, 8. Juli 2013 21:54:51 Message: - Fixed beeing able to continue firing in a vehicle during manual reload in an online match - Emmiterpoolsize is now back to its default 200 (from 250) for now to improve performance - Minor fixes ---- Revision: 1026 Author: Rypel Date: Donnerstag, 11. Juli 2013 21:57:25 Message: - Vehicle and Player targetingbox animation deactivated for now as it was a little too distracting - Fixed instanthit weapons doing doubledamage in SP - Orca got experimental guncam ---- Revision: 1030 Author: Rypel Date: Freitag, 12. Juli 2013 23:49:26 Message: - Assigned GunCamView socket to orca and apache ---- Revision: 1031 Author: Rypel Date: Freitag, 12. Juli 2013 23:56:17 Message: something ---- Revision: 1032 Author: Rypel Date: Samstag, 13. Juli 2013 00:13:19 Message: - Some more clientside hitdetection and other damage related fixes - Reactivated authentication for the build. If you need it off open the file Rx_Controller.uc and erase this line "SetTimer(1.0,false,'CheckAuthentication');" ---- Revision: 1044 Author: Rypel Date: Sonntag, 21. Juli 2013 22:53:10 Message: Vehicles: - Fixed lighttank/artillery and medtank sometimes beeing able to fire at half their fireinterval - Fixed lighttank/artillery and medtank reloadsound starting after half the reloadtime and not at the beginning of the reload Online Service - I started creation of our own Online Service that runs and is hosted on Google App Engine. It is meant to store and manage our serverlist aswell as playerstats etc. It can also host HTML sites to display the data so that way i made some early test pages of a serverbrowser, a leaderboard and a playerpage: - Serverbrowser: http://renegadexgs.appspot.com/browser.jsp?view=true (checks for inactive servers every 60 minutes and deletes them) - Leaderboard: http://renegadexgs.appspot.com/leaderboard.jsp - Playerpage: http://renegadexgs.appspot.com/playerpage.jsp?playername=rypel (playername needs to be specified in the URL) Right now your stats are collected and should be displayed on this sites if you are logged in with steam and finish a map. The Java Code and the other files for the Online Service i will add to SVN later on. ---- Revision: 1046 Author: Rypel Date: Mittwoch, 24. Juli 2013 22:03:01 Message: - Added first iteration of Code for the Silo-Techbuilding. This building cant receive damage but can be captured with the repgun. The owning team gets 5 credits every second (can be adjusted by setting "CreditsGain" in Rx_Building_Silo_Internals) ---- Revision: 1079 Author: Rypel Date: Samstag, 17. August 2013 23:37:15 Message: - Fixed a issue that spammed the log - Fixed healthicons for buildings always showing red - Fixed placement of RypelCam help infos a bit ---- Revision: 1085 Author: Rypel Date: Samstag, 24. August 2013 13:52:37 Message: - The start of a sprint should not be delayed in mp anymore - Fixed muzzleflashes not appearing with rypelcam - Minor code cleanups ---- Revision: 1086 Author: Rypel Date: Samstag, 24. August 2013 14:25:34 Message: - Nullpointer fix ---- Revision: 1087 Author: Rypel Date: Samstag, 24. August 2013 15:52:43 Message: - Added seekToFrame console command to rypelcam. Its more precise than a seek based on timestamp. ---- Revision: 1090 Author: Rypel Date: Sonntag, 25. August 2013 14:32:30 Message: - Removed ability to dodge for the moment as it is bugged (and hard to fix) in mp and wasent very well received by the testers overall - Fixed C130 not beeing displayed correctly when rypelcam is loaded - Fixed Apache muzzleflashes of the missiles appearing always appearing at the missile pod on the other side and not the pod where the missile was actually spawned - Fixed Apache muzzleflashes not beeing displayed in mp and rypelcam - Added some additional info to the rypelcam overlay that now always shows distance to the last campoint and frametime diff to the last campoint ---- Revision: 1093 Author: Rypel Date: Sonntag, 25. August 2013 20:51:40 Message: - Fixed tracking issues of Towers and the Apache ---- Revision: 1094 Author: Rypel Date: Sonntag, 25. August 2013 20:53:37 Message: - Mammoth tracking issues should be resolved aswell now ---- Revision: 1095 Author: Rypel Date: Sonntag, 25. August 2013 20:56:02 Message: - reverted changes from my last commit. these changes werent meant to be commited yet ---- Revision: 1109 Author: Rypel Date: Mittwoch, 4. September 2013 01:13:58 Message: Netcode optimizations: - The processing power a dedicated server uses per connected player has been drastically reduced on all maps with buildings and even more on maps with AI-Defences. Performance for the clients should be improved aswell (especially with moderate and high number of players on the server). Bugfixes: - Fixed hitting a building too far from its middle point would not damage it. Especially with hand weapons. - Fixed the game crashing when exiting a map with AI-Turrets in solo mode ---- Revision: 1113 Author: Rypel Date: Mittwoch, 4. September 2013 22:48:19 Message: Ironsight: - Hitmarkers are now displayed in ironsight mode - Gunmodel is more stable in ironsight mode - Smoother gunmodel transitions into ironsight and out of ironsight - Doesent automatically go back into ironsight mode anymore after reloading - AR and Pistol now change gun fov when in ironsight - Movementspeed in ironsight mode increased for AR and pistol Techbuildings: - Can now only be captured by targeting the MCT - Now change from enemy team to neutral and then to your team instead of changing directly from enemy team to your team during capturing ---- Revision: 1114 Author: Rypel Date: Mittwoch, 4. September 2013 23:07:01 Message: - little fix to last commit ---- Revision: 1142 Author: Rypel Date: Freitag, 13. September 2013 19:00:27 Message: - Fixed NOD Building icons ---- Revision: 1154 Author: Rypel Date: Montag, 16. September 2013 22:34:28 Message: Misc: - Fixed Obelisk laser starting from the middle of the map and not from the obelisks tip on mp and demos - Some WIP buildingcode adjustments aimed at improving mp performance - Fixed killmessages sometimes starting to flicker repeatedly instead of dissapearing AI: - Fixed bots never buying humvee or buggy - Fixed an issue that sometimes caused bots stopping to attack their current enemy even if the enemy is perfectly visible to them and in good weapon range - Fixed bot difficulty levels in the menu not not beeing applied to the game directly so that the bot skill level was capped at level 4 while it should go up to 7 for the highest difficulty - Bots will for now buy a random vehicle if they have more then 1500 credits so that we have more different kinds of vehicles in the map when filming for the trailer - Fixed bots often stopping fire for no apaarent reason in vehicles with fast firerate weapons, especially the flametank RypelCam: - Fixed an issue with timedpaths sometimes not starting - Added ability to script slowmotions for a campath ---- Revision: 1156 Author: Rypel Date: Dienstag, 17. September 2013 22:06:12 Message: - Bots now use sprint ---- Revision: 1157 Author: Rypel Date: Dienstag, 17. September 2013 22:19:13 Message: - Increased skill for bots that are added with the 'addbots x' console command from 4 to 5 ---- Revision: 1158 Author: Rypel Date: Dienstag, 17. September 2013 22:30:51 Message: - Small fix to last commit ---- Revision: 1164 Author: Rypel Date: Donnerstag, 19. September 2013 22:44:45 Message: - Fixed another issue with bots sometimes getting stuck in the rangedattack state in vehicles ---- Revision: 1173 Author: Rypel Date: Sonntag, 22. September 2013 20:01:17 Message: - Another attempt at fixing a crash when exiting the game through the pause menu (reminder to self: no local variables in AIController states, UDK dont like!) ---- Revision: 1174 Author: Rypel Date: Sonntag, 22. September 2013 21:57:27 Message: - Fixed compiler warnings ---- Revision: 1175 Author: Rypel Date: Sonntag, 22. September 2013 22:50:11 Message: - More vehicle-AI tweaks ---- Revision: 1177 Author: Rypel Date: Montag, 23. September 2013 20:59:13 Message: - Weapons that have RecoilSpreadIncreasePerShot > 0.0 now dont have any spread at the first shots or in other words the shots where the recoil is at 0.0 will have no Spread. Also recoilspread is now added after the shots and not before them. - Added IronSightSpread Array that when defined in a Weaponclass defines the initial Spread in ironsight mode. This doesent affect spreadincrease though. To affect spreadincrease per shot IronSightSpreadIncreasePerShotDamping needs to be changed ---- Revision: 1182 Author: Rypel Date: Mittwoch, 25. September 2013 21:07:47 Message: - Some nullpointers fixed for PT when playing in maps without the base buildings ---- Revision: 1190 Author: Rypel Date: Freitag, 27. September 2013 19:31:32 Message: - Fixed weaponspread not increasing with rapid fire ---- Revision: 1198 Author: Rypel Date: Samstag, 28. September 2013 22:18:01 Message: - Goldrush: Added SpottingArea Actors and fixed some missing propertys assignments in the BuildingObjective Actors. Both are AI related. ---- Revision: 1207 Author: Rypel Date: Dienstag, 1. Oktober 2013 20:31:19 Message: - When bots have over 1000 credits to spend on a char they´ll random one. Temporary change to give us more variety for the trailer (set credits to something high like 50000 and bots will all random vehicles and chars) - Fixed bots equipping C4 (what they shall not waste there time with till they are programmed to be ble to use it properly) - Minor AI tweaks ---- Revision: 1208 Author: Rypel Date: Dienstag, 1. Oktober 2013 21:23:21 Message: - Added IronsightMouseSensitivityModifier to Rx_Weapon. At default its set to 0.5, so half the normal sensitivity. Note: Fovangle also plays a role so mousesensitivity is basically: basesensitivity*fovangle*IronsightMouseSensitivityModifier (when in ironsight) ---- Revision: 1218 Author: Rypel Date: Sonntag, 6. Oktober 2013 22:00:43 Message: - Fixed damageindicators not working properly - Fixed bAutoFire=false not always working properly on hand weapons. Like when zoomed in with a sniper and holding the right mousebutton while the sniper reloads it would autofire at the end of the reload. - Renamed IronSightSpread modifier to IronSightAndScopedSpread. It now also changes spread for snipers when zoomed. - Minimap doesent show stealthed units ---- Revision: 1227 Author: Rypel Date: Donnerstag, 10. Oktober 2013 00:09:36 Message: - Nullpointer fix ---- Revision: 1236 Author: Rypel Date: Freitag, 11. Oktober 2013 23:39:59 Message: - Adjusted hitdetection code so that Airstrike projectiles now deal damage and are visible to the instigator in mp - Nuke and Ion are now visible in demos ---- Revision: 1247 Author: Rypel Date: Samstag, 19. Oktober 2013 21:55:30 Message: - Fixed airstrikes not doing damage to vehicles - Added some Rx_Areaobjective botnodes to hourglass ---- Revision: 1259 Author: Rypel Date: Dienstag, 22. Oktober 2013 21:06:57 Message: - Building netcode adjustments - Nullpointer fixes ---- Revision: 1263 Author: Rypel Date: Mittwoch, 23. Oktober 2013 22:03:51 Message: - Replication issues with Shotgun, Flakcannon and Voltautorifle should be fixed - Removed sprint nerv when in sight of AGT/Ob ---- Revision: 1265 Author: Rypel Date: Donnerstag, 24. Oktober 2013 23:15:37 Message: - Fixed not beeing able to fire one-shot vehicles anymore when initiating a manual reload in mp - Fixed IronSightFireOffset and IronsightMouseSensitivityModifier not working in mp - On vehicles that dont have a unique secondary firemode the secondary firemode will now toggle the cam mode between first and thirdperson - Nullpointer fixes ---- Revision: 1267 Author: Rypel Date: Samstag, 26. Oktober 2013 02:03:45 Message: - Fixed Heavy Pistol and SMG not doing Headshotdamage - Fixed Scoreboard beeing in the way at the start of multiplayermatches - Added commands to the CTRL Radiobutton Menu to add/remove bots. These commands can also be used by non admins so that everyone can add bots to the server on their own now. These are only temporary commands and will later get replaced by a vote menu that lets you vote for adding/removing bots among other things - Bots now buy random chars/vehicles when they have more than 15000 credits ---- Revision: 1275 Author: Rypel Date: Sonntag, 27. Oktober 2013 14:57:22 Message: - Fixed Chinook projectiles not dealing damage - Fixed Chinook weapons not showing the targeting box - Fixed both Chinook guns displaying fireeffects even when only one gun is fired - Nullpointer fix - Reactivated authentication for the build. (So when you update and recompile the scripts the editor wont work anymore. To disable authentication open the script file Rx_Controller and add "//" to the start of the line that says "SetTimer(1.0,false,'CheckAuthentication');") ---- Revision: 1276 Author: Rypel Date: Sonntag, 27. Oktober 2013 20:12:26 Message: - Airstrikes now csubtract 700 credits - Fixed airstrike weapon not beeing put down automatically after deployment in multiplayer - Fixed remaining in walking speed after deployment of airstikes ---- Revision: 1280 Author: Rypel Date: Dienstag, 29. Oktober 2013 21:46:58 Message: - Deactivated authentication again so that it doesent bug us during development ---- Revision: 1286 Author: Rypel Date: Samstag, 2. November 2013 02:01:31 Message: - Fixed PT prices not showing up properly in mp ---- Revision: 1291 Author: Rypel Date: Sonntag, 3. November 2013 02:06:21 Message: - Cant enter turrets anymore - Sometimes slow animation bug when equipping weapons in multiplayer kinda fixed though its not the optimal solution yet - Activated authentication again and switched its target IP to the new MPF US server ---- Revision: 1294 Author: Rypel Date: Sonntag, 3. November 2013 20:31:50 Message: - Minor code fixes ---- Revision: 1295 Author: Rypel Date: Montag, 4. November 2013 22:28:02 Message: - More netcode improvements - Fixed destroying a turret counting as vehicle kill (cause of that the vehiclecounter sometimes showed negative numbers) ---- Revision: 1296 Author: Rypel Date: Montag, 4. November 2013 22:44:32 Message: - something i forgot in last commit ---- Revision: 1297 Author: Rypel Date: Montag, 4. November 2013 22:51:51 Message: - correction to last commit ... ---- Revision: 1298 Author: Rypel Date: Dienstag, 5. November 2013 22:49:59 Message: - Stank doesent kick up dirt anymore when stealthed - When SBH cloaks all SBH weapons go cloaked in third and firstperson - Missilelauncher now only locks on target when zoomed in ---- Revision: 1301 Author: Rypel Date: Mittwoch, 6. November 2013 22:28:27 Message: - Fixed floating point damage not beeing applied when damaging vehicles (for instance 0.7 damage would do 0 damage and 2.4 damage would do only 2 damage) - Fixed damaging vehicles not giving credits ---- Revision: 1302 Author: Rypel Date: Sonntag, 10. November 2013 00:57:46 Message: - Using ADS in 3rdperson now switches to 1stperson - Fixed weapon muzzleflashes of other players only beeing displayed when they are very close to you - Onscreen scoreboard now shows number of players before each teamname - C4/Beacons now damage the player who planted them (but still dont damage his teammates to prevent people from harassing their own team) - Remote C4 can now be detonated instantly after beeing thrown - Fixed instant hit weapons in some situations beeing able to shoot over obstacles even if the line of fire from the gun to the target is blocked by the object - Boltreload Sniperrifles now go out of zoom when reloading - On weapons with a low firerate (snipers/grenadelauncher) automatic reloading after emptying the weapon now starts much sooner and should have no more awkward delay - Removed unzoom sound from sniperrefles when going out of zoom ---- Revision: 1307 Author: Rypel Date: Montag, 11. November 2013 23:38:20 Message: - Fixed repairgun sparks not working in 3rdperson - Fixed repairgun sparks effect sometimes beeing delayed by up to two seconds before showing up - Fixed repairgun sparks sometimes showing up even when the target is not targeted correctly and not healed - Fixed two issues with repairgun beam hitdetection inprecision. Hopefully it should be working properly in all situations now... ---- Revision: 1319 Author: Rypel Date: Mittwoch, 20. November 2013 01:35:28 Message: - Fixed some weapons not beeing able to damage buildings - Fixed an issue with the sprinting firstperson animation sometimes beeing canceled and overridden by the weapons idle animation even if still in sprint - Fixed repairgun beam not beeing drawn when its not hitting something - Fixed building targetingbox not beeing displayed - Can now leave zoom in the snipers even when they are reloading - Fixed beeing able to sometimes kill another player by running into them - Fixed firstperson weapon display sometimes beeing bugged when changing from 3rd to 1stperson while firing or while still equipping that weapon - Fixed first shot of charged weapons always beeing targeted at world center location ---- Revision: 1331 Author: Rypel Date: Freitag, 22. November 2013 02:02:34 Message: - Buildings should now receive proper floating point damage (was only working partly before) - Repairgun fixes - Spotting should work properly again (for instance no more "Follow me" commands without even targeting someone) - Fixed 'Q' command on friendly harvester resulting into a "Follow me" command instead of "Defend the harvester" - Ammount of Messages like "Defend Building" is now limited to 5 within 15 seconds - Changing character now keeps items (Airstrike, Nuke/Ion) - Potentially fixed occasional bug where players dont get starting credits and no credits per second (hard to test, so we´ll have to see if its really fixed for everyone) - Fixed Harvester spawning without a C130 animation - Fixed shotgun/ramjet reload animation not working in mp - Fixed proxies disappear once you die - Opening the pause menu while firing now cancels firing - Fixed an issue with buildings that slipped into my last commit ---- Revision: 1332 Author: Rypel Date: Freitag, 22. November 2013 17:34:41 Message: - Removed radiobutton keybinds to add/remove bots that are now redundant cause of the vote menu - Reactivated authentication so that we can do a build - Bots that you ordered to follow you now automatically stop following you when you or the bot dies - Fixed SBH not going into stealth after refilling with low HP - Fixed destruction of a weaponsfactory with ramps does not prevent the GDI harvester from respawning - Little tweak to restart and changemap vote options - Fixed if you keep holding down fire while Chaingun/LCG is reloading, you by-pass the rev-up and you go directly into full auto ---- Revision: 1337 Author: Rypel Date: Samstag, 23. November 2013 00:56:35 Message: - Targetingboxes for chinook fixed again after code got lost in action ---- Revision: 1338 Author: Rypel Date: Samstag, 23. November 2013 12:57:56 Message: - Fixed a recent issue with C4 not damaging buildings ---- Revision: 1339 Author: Rypel Date: Samstag, 23. November 2013 13:03:56 Message: - Fixed a recent issue with ion cannons main explosion effect not beeing visible ---- Revision: 1341 Author: Rypel Date: Samstag, 23. November 2013 17:41:49 Message: - Pawn cam adjustment ---- Revision: 1373 Author: Rypel Date: Dienstag, 17. Dezember 2013 22:07:44 Message: - Going in and out of ironsight is much smoother now in multiplayer (especially with ping > 100) cause it wasent properly synced between client and server ---- Revision: 1376 Author: Rypel Date: Donnerstag, 19. Dezember 2013 23:35:06 Message: - New targetingbox animation when targeting units, vehicles and buildings (building anim was replaced cause i think it had a bit too much movement in the animation. new animation is a more subtile zoom in animation, very similar to the one used in ren) - Buildings can now be targeted from far away (to check their health). crosshaircolor shows if its out of weaponrange (white=out of range, red/green=in weaponrange) - Fixed vehicles and some weapons like repairgun not showing colored crosshairs when targeting enemys/friendlys or when reloading - Fixed MRLS Rockets not leading to their target when the angle between the MRLS turret and the aimlocation was > 180 degrees - Some minor Nullpointer fixes ---- Revision: 1379 Author: Rypel Date: Sonntag, 22. Dezember 2013 22:51:35 Message: - Fixed Remote C4 colliding per poly - Fixed C4 collision so that they collide in proper distance to the MCT - Added some repgun aimassist code for disarming C4 (keeps the repgun looked on the C4 after targeting it one time even when the aim goes of the collision box again. is applied in a small area arround the c4) - Spotting distance is now 8000 units (or weapons range if thats greater than 8000 units). So spotting isent limited anymore to weaponrange so that you can also spot with weapons that have a short weaponrange - Radiocommands like "Affirmative" and "Need repairs" now make that persons name blink for 3.5 seconds - Added "player x destroyed building y" EVA chat messages - ADS is now "click and hold" by default instead of "click again to stop ADS". If you prefer the old method set bClickToGoOutOfADS to ture in the UDKInput.ini - Removed automatic switch to ADS after sprinting if were in ADS before sprint - Fixed an issue with PIC, Ramjet and some other weapons not letting you out of ADS for some time after a shot - Vehiclephysics are less likely to climb things they shouldnt ---- Revision: 1380 Author: Rypel Date: Sonntag, 22. Dezember 2013 22:53:07 Message: - See notes in last commit ---- Revision: 1381 Author: Rypel Date: Sonntag, 22. Dezember 2013 22:54:56 Message: - See notes in last commit ---- Revision: 1387 Author: Rypel Date: Montag, 23. Dezember 2013 22:34:27 Message: - Fixed targetingbox on dead players/vehicles - Fixes to ADS "press and hold" mode - Reactivated authentication for the build ---- Revision: 1388 Author: Rypel Date: Montag, 23. Dezember 2013 22:46:16 Message: - Fixed targeting doors sometimes shows the destroyed building targeting box even when the building isent destroyed ---- Revision: 1415 Author: Rypel Date: Montag, 30. Dezember 2013 22:38:55 Message: - Silo Techbuilding now changes flag color based on its current team ---- Revision: 1441 Author: Rypel Date: Samstag, 4. Januar 2014 23:04:24 Message: - Damage lod levels can again be used for buildings ---- Revision: 1445 Author: Rypel Date: Sonntag, 5. Januar 2014 16:49:38 Message: - bStatic=false on Rx_VehicleBlockingvolume so it can be changed through level events ---- Revision: 1449 Author: Rypel Date: Sonntag, 5. Januar 2014 21:34:38 Message: - Silos flag is now neutral at the beginning - Fixed Silo repairspeed getting doubled - Silo targetingbox now only appears when its MCT is targeted with a repgun - Silo´s flag now moves up/down the flagpole when captured - Fixed an issue with the gunmodel beeing in your face when changing to firstperson while sprinting - Vehicle targetingbox now vanishes instantly when you enter that vehicle - MCT now shows "Master Control Terminal" again in its targeting box - 'K' key now makes upper right scoreboard show credits and location of your teammates ---- Revision: 1450 Author: Rypel Date: Sonntag, 5. Januar 2014 21:39:36 Message: - K-Keybind added (see last commit) ---- Revision: 1455 Author: Rypel Date: Montag, 6. Januar 2014 20:52:57 Message: - Added Rx_DamageVehicleVolume wich is a volume that does damage but only to vehicles (damage can be tweaked by setting DamagePerSec and PainInterval) ---- Revision: 1456 Author: Rypel Date: Montag, 6. Januar 2014 22:51:48 Message: Implemented crates probability modifiers: - Money Crate: Odds increase when the player's Power Plant or Refinery is dead. - Random Character Crate: Odds increase when the player's soldier factory is dead. - Random Vehicle Crate: Odds increase when the player's vehicle factory is dead. Disabled for the first 5 minutes of the game. - Spy Crate: Odds increase the longer the game goes on. Disabled for the first 5 minutes of the game. The propability´s for this can be tweaked in the UDKRenegadeX.ini. The defaults are: CrateProbabilities[0]=0.100000 CrateProbabilities[1]=0.300000 CrateProbabilities[2]=0.200000 CrateProbabilities[3]=0.100000 CrateProbabilities[4]=0.050000 CrateProbabilities[5]=0.250000 MoneyCrateProbabilityWhenPPorRefDestroyed=0.400000 RandomCharCrateProbabilityWhenRacksDestoyed=0.300000 RandomVehicleCrateProbabiliyWhenWFDestroyed=0.250000 SpyCrateProbabilityGainPerSec=0.0001 MaxSpyCrateProbability=0.200000 ---- Revision: 1457 Author: Rypel Date: Montag, 6. Januar 2014 22:52:35 Message: Implemented crates probability modifiers: - Money Crate: Odds increase when the player's Power Plant or Refinery is dead. - Random Character Crate: Odds increase when the player's soldier factory is dead. - Random Vehicle Crate: Odds increase when the player's vehicle factory is dead. Disabled for the first 5 minutes of the game. - Spy Crate: Odds increase the longer the game goes on. Disabled for the first 5 minutes of the game. The propability´s for this can be tweaked in the UDKRenegadeX.ini. The defaults are: CrateProbabilities[0]=0.100000 CrateProbabilities[1]=0.300000 CrateProbabilities[2]=0.200000 CrateProbabilities[3]=0.100000 CrateProbabilities[4]=0.050000 CrateProbabilities[5]=0.250000 MoneyCrateProbabilityWhenPPorRefDestroyed=0.400000 RandomCharCrateProbabilityWhenRacksDestoyed=0.300000 RandomVehicleCrateProbabiliyWhenWFDestroyed=0.250000 SpyCrateProbabilityGainPerSec=0.0001 MaxSpyCrateProbability=0.200000 ---- Revision: 1462 Author: Rypel Date: Dienstag, 7. Januar 2014 21:44:04 Message: - Teamstatus info on the upper right HUD now also shows Harvester health (and is now triggered with F2/V as opposed to K-Key) ---- Revision: 1463 Author: Rypel Date: Dienstag, 7. Januar 2014 21:44:42 Message: - Teamstatus info on the upper right HUD now also shows Harvester health (and is now triggered with F2/V as opposed to K-Key) ---- Revision: 1479 Author: Rypel Date: Samstag, 11. Januar 2014 00:38:38 Message: - Changed Auth-Server IP to Jam´s server - Crate only give credits/refill/death for the first five minutes now and only 100 credits if you get a money crate in the first five minutes of the game - Fixed mega death crate not killing the player who activated it - Fixed serverlist incorrectly showing 0 players on a server after a map switch till a player connected/disconnected - Possibly fixed servers sometimes getting removed from the serverlist even if they are still up - Fixed playernames of players in vehicles beeing rendered twice, looking akwards - Fixed PlayAreaVolume not preventing you from driving out of it with a vehicle (still doesent apply properly to passengers but this has to wait till next build) ---- Revision: 1501 Author: Rypel Date: Sonntag, 12. Januar 2014 21:58:28 Message: - Fixed beeing able to steal credits from others by donating a negative ammount of credits ---- Revision: 1502 Author: Rypel Date: Sonntag, 12. Januar 2014 23:01:30 Message: - Silo now gives 2 credits per second instead of 1 ---- Revision: 1515 Author: Rypel Date: Montag, 13. Januar 2014 20:38:52 Message: - Building deathmessages ---- Revision: 1516 Author: Rypel Date: Montag, 13. Januar 2014 22:15:48 Message: - Fixed bots not repairing - Fixed some onlineservice calls happening in singleplayer ---- Revision: 1517 Author: Rypel Date: Montag, 13. Januar 2014 22:20:52 Message: - Upped default timelimit to 40 mins ---- Revision: 1519 Author: Rypel Date: Dienstag, 14. Januar 2014 00:13:33 Message: - Revert of a change that accidentally deactivated the ingame serverbrowser ---- Revision: 1547 Author: Rypel Date: Dienstag, 21. Januar 2014 23:33:50 Message: - Tapping the firebutton in the single shot reload tanks should much less likely result in skipping a shot - Fixed Silo Flag displaying as neutral to players that joined mid game even if the silo was captured already - All C4 do a bit of burn damage now - Fixed Mines not damaging players when they were placed by a Nod Player and that Player had died since he placed the mine - Fixed beeing able to jump over mines without triggering them in some occasions - Mines do less damage now when you trigger them without exposing yourself directly to them (i.e. having a wall between you and the mine) - Tweaked mine damage and explosion radius to match ren more closely - "Building Repaired" EVA message now only plays every 4-8 seconds for a particular building so that it does not get spammed anymore when a building is continualy damaged and repaired - When the radio commands menu is displayed hitting a number key wont switch weapons or vehicle seats anymore - Removed "Follo me" message when targeting a player (use the radio command instead wich also makes your name on character blink so everyone can see and decide if they wont to follow you) - Fixed beeing able to add more bots then the playerlimit on the server - Fixed issue where a team couldnt loose by base destruction if they still had silo buildings captured when their last building was destroyed - Fixed "Return to Battlefield" onscreen message not beeing visible in multiplayer - "E To Enter Vehicle" message now only appears for vehicles that dont have a driver (even though you can still enter them but it was a bit annoying when the message constantly showed up when youre repairing a vehicle) - "E To Enter Vehicle" and Buildingstatus HUD Info is updated less often now to save performance (from every tick to every 0.15 seconds) - Fixed teamsize not beeing displayed on the upper right scoreboard in multiplayer - Artillery now keeps showing the enemys targeting box if you keep hitting it so that you dont have to move your aim down that often to make the targeting box visible again - Fixed C4 beeing invisible after using it and refilling it in singleplayer - Items (Beacon/Airstrike) dont cost double the price anymore after Power Plant gets destroyed - Fixed Nightvision staying on without a way to turn it off when you used it while placing an airstrike - Increased tossing strenght for tossing C4´s a bit - Fixed vehicle health not beeing displayed when beeing a passenger in a vehicle - Tweaked "ReducedThrottleForTurning" values for vehicles a bit - Fixed destroyed vehicles not ejecting passengers when the driver of the vehicle had left the vehicle before it blew up ---- Revision: 1548 Author: Rypel Date: Mittwoch, 22. Januar 2014 00:10:39 Message: - Forgot a file in my last commit - Fixed EVA sometimes saying the wrong status´messages for the GDI Powerplant ---- Revision: 1554 Author: Rypel Date: Donnerstag, 23. Januar 2014 22:15:38 Message: - Fixed SBH and Stank having playernames visible on them after taking damage - Fixed SBH not uncloaking when planting beacons - Harvester now plays credit flow sound when unloading - Donate is now triggered with CTRL/ALT+N - Fixed advanced crates not beeing disabled the first five minutes after mapswitch ---- Revision: 1565 Author: Rypel Date: Sonntag, 26. Januar 2014 21:06:12 Message: - F2 does no-vote again ---- Revision: 1567 Author: Rypel Date: Sonntag, 26. Januar 2014 23:30:17 Message: - Cant change to gunner seat from pilot seat in orca/apache anymore to prevent pilots constantly hopping to gunner seat and back to use both pilot and gunnerseat weapons midair - Fixed targetingbox sometimes showing up on dead bodys and vehicle pieces - Fixed reticle not turning yellow during boltaction reload - C4 attached to players or vehicles will not shield them anymore from taking damage - Fixed boltaction reload not playing in SP for Railgun and PIC - Fixed boltaction reload sound not playing online - Fixed neutral vehicles sometimes beeing able to crush players - Spotted targets should get cleared now from minimap after 10 seconds ---- Revision: 1576 Author: Rypel Date: Montag, 27. Januar 2014 22:28:54 Message: - 'K'-Key now shows scoreboard ---- Revision: 1577 Author: Rypel Date: Montag, 27. Januar 2014 22:34:27 Message: - Scoreboard now shows Buildinghealth - Vehicles sometimes disappearing should be fixed - Fixed Spycrate probability miscalculation ---- Revision: 1578 Author: Rypel Date: Montag, 27. Januar 2014 22:50:11 Message: - Removed XMountain for beta13 as it still needs some work to work properly in win32 and as its currently rescaled ---- Revision: 1579 Author: Rypel Date: Montag, 27. Januar 2014 22:51:07 Message: - Removed XMountain for beta13 as it still needs some work to work properly in win32 and as its currently rescaled ---- Revision: 1589 Author: Rypel Date: Dienstag, 28. Januar 2014 21:32:21 Message: - TAB-Key now shows the scoreboard - K-Key now toggles the upper right scoreboard mode - F3 for chat command - F4 for teamchat command ---- Revision: 1590 Author: Rypel Date: Dienstag, 28. Januar 2014 21:38:43 Message: - Fixed Scoreboard not updating while shown - Scoreboard now switches to End Game Scoreboard when the map ends and shows a victory message. End Game Scoreboard is WIP though. ---- Revision: 1595 Author: Rypel Date: Mittwoch, 29. Januar 2014 21:26:47 Message: - Fixed not beeing able to change to a different weapons in MP while reloading - Fixed weaponlist shown on the HUD beeing out of order after bying an item or a sidearm in the PT ---- Revision: 1638 Author: Rypel Date: Montag, 10. Februar 2014 23:01:17 Message: - Fixed Projectiles with splash radius doing double damage to buildingwalls - Players can now enter vehicles without directly facing them. When more than one vehicle is in entering range the vehicle the player faces most directly will be entered - Fixed Game ending by Timelimit always showing GDI as winner - More WIP code for the Endgame Scoreboard - SBH decloaks when planting and Airstrike - Disarming a beacon/C4 now gives points and credits - Gunemplacements now have a 'OwningTeam' variable that can be set in the editor based on maplayout. If set to -1 anyone can enter. If its set to 0/1 only the specific teammembers can enter ---- Revision: 1646 Author: Rypel Date: Mittwoch, 12. Februar 2014 22:14:19 Message: - Port should be calculated properly now - Little fix to Gun Emplacement OwningTeam setting - Fixed vehicle explosion sometimes getting skipped - Decreased lifetime of vehicle gibs from 10-12 secs to 4-6 secs ---- Revision: 1660 Author: Rypel Date: Sonntag, 16. Februar 2014 21:43:21 Message: - More stuff is send to the masterserver for display in the serverbrowsers (WIP) - Fixed not beeing able to manually reload multiweapon vehicles like orca/mammoth - Fixed some issues with spotting - Fixed SBH sometimes unstealthing for a bit after switching weapons - Fixed SBH/stank beeing visible on the radar and crosshaircolor while beeing shot - Fixed spotting icon not beeing displayed on top of the spotted actor - When you spot enemy players they will not appear on friendly radars for 10 seconds - Empty weapons now keep beeing in the inventory - Fixed Gunemplacement secondary fire not working in MP - Fixed Gunemplacement secondary fire also causing primary fireeffects ---- Revision: 1684 Author: Rypel Date: Dienstag, 18. Februar 2014 23:22:39 Message: - Added OwningTeam var to the gunemplacement vehiclefactorys. Evan/Havoc: Pls set that to 1 for the nod turrets in whiteout - Reverted weaponswitching time back to 0.5 secs cause otherwise it could look glitchy cause of not enough time for the weaponswitchinganims and also there is still a bug sometimes on weaponswitching in MP that results on no hands beeing drawn. with lower weaponswitchingtime this bug got more likely. ---- Revision: 1698 Author: Rypel Date: Mittwoch, 19. Februar 2014 22:14:09 Message: - Fix to GunEmplacements ---- Revision: 1712 Author: Rypel Date: Donnerstag, 20. Februar 2014 22:27:00 Message: - Selected Sidearm and Selected Explosive should now be saved in MP ---- Revision: 1725 Author: Rypel Date: Freitag, 21. Februar 2014 19:20:36 Message: - Removed 'Delete' and 'End' Bindings as they made the character model disapear in third person cause of a switch to an unsupported default UDK camera mode ---- Revision: 1730 Author: Rypel Date: Freitag, 21. Februar 2014 23:43:24 Message: - GameVersion="Beta 14" is now in the ini so that it can be accessed by outside game apps ---- Revision: 1731 Author: Rypel Date: Freitag, 21. Februar 2014 23:51:38 Message: - Fixed not beeing able to destroy the breakable HON glass in MP - bRequireSteam serveroption is send to the online service - for shahman: ListServers[i-1].bPassword is set - Fixed 0% health targeting box beeing shown for fracturedmeshes and vaulting actors ---- Revision: 1732 Author: Rypel Date: Samstag, 22. Februar 2014 02:19:37 Message: - 'togglescreenshotmode' now removes the upper right scoreboard aswell ---- Revision: 1733 Author: Rypel Date: Samstag, 22. Februar 2014 04:10:12 Message: - Fixed AGT sometimes shooting empty enemy vehicles - Performance improvements to AGT targeting ---- Revision: 1747 Author: Rypel Date: Samstag, 22. Februar 2014 18:32:45 Message: - Updated tank crosshairs ---- Revision: 1760 Author: Rypel Date: Samstag, 22. Februar 2014 22:19:30 Message: - Flametank should be able to do damage again in MP ---- Revision: 1780 Author: Rypel Date: Sonntag, 23. Februar 2014 15:58:26 Message: - CurrentExplosiveWeapon should now always be set so that the last explosive weapon that was chosen is selected again when you open the PT - Added more checks to make sure that you should not be able to end up with double C4 or double mines anymore - Changing from a hotwire/technician to another character does not transfer over the repgun and other weapons of the engineer anymore - Fixed InterpActor showing a "destroyed" targetingbox - Fixed beeing able to queue up additional vehicles when the vehiclelimit is already reached ---- Revision: 1783 Author: Rypel Date: Sonntag, 23. Februar 2014 18:20:13 Message: - Adv. Engineers not getting the Multi-C4 when baught should be fixed ---- Revision: 1788 Author: Rypel Date: Sonntag, 23. Februar 2014 22:24:32 Message: - Added keybinds for Scoreboard,Toggline Miniscoreboad,Team Statusinfo,Chat,Teamchat and Spotting to the main menu´s bindings list ---- Revision: 1789 Author: Rypel Date: Sonntag, 23. Februar 2014 22:27:27 Message: - GameVersion is "Open Beta 1 RC" again ---- Revision: 1793 Author: Rypel Date: Sonntag, 23. Februar 2014 23:52:32 Message: - Disabled vaulting - Fixed beacons credits bug ---- Revision: 1795 Author: Rypel Date: Montag, 24. Februar 2014 00:19:17 Message: - beacons again ---- Revision: 1800 Author: Rypel Date: Montag, 24. Februar 2014 02:31:13 Message: - less Multisampling and AA settings cause thosse who want those higher will probably check this settings anyway - medium mode now uses bloom&dof instead of Dynamic Lighing. This is a needed change i think cause without bloom&dof especially the darker maps like field and mesa look absolutely terrible. Dynamic Lighting doesent seem to be as important though it uses even more processing power than dof&bloom even though they look better ---- Revision: 1802 Author: Rypel Date: Montag, 24. Februar 2014 04:16:38 Message: - Adv. Engineers should start with proxys again ---- Revision: 1803 Author: Rypel Date: Montag, 24. Februar 2014 04:38:33 Message: - Changed initial graphic settings to resemble the medium settings ---- Revision: 1813 Author: Rypel Date: Montag, 24. Februar 2014 16:21:35 Message: - Two simple Nullpointer fixes to prevent two log warnings ---- Revision: 1814 Author: Rypel Date: Montag, 24. Februar 2014 16:57:31 Message: - Ok so i was wrong and offline match stats actually were send to the stats server. This should be fixed now ---- Revision: 1815 Author: Rypel Date: Montag, 24. Februar 2014 17:34:27 Message: - Fixed Railgun and PIC not doing the proper damage to MCT´s ---- Revision: 1816 Author: Rypel Date: Montag, 24. Februar 2014 20:08:45 Message: - DynamicLights on by default, DynamicShadows off by default and on medium setting cause it causes shadow flickering ---- Revision: 1817 Author: Rypel Date: Montag, 24. Februar 2014 20:34:47 Message: - More changes based on havocs requests ---- Revision: 1819 Author: Rypel Date: Montag, 24. Februar 2014 21:27:05 Message: - Based on my framerate tests we need a default setting with Dynamic Lights off but Bloom&DepthOfField on since that is a good combo that gives alright looks with good performance. It is a good compromise between speed and looks so i deactivated dynamic lighting again for low ---- Revision: 1862 Author: Rypel Date: Montag, 3. März 2014 23:30:35 Message: - Removed Building Repaired EVA sound as it is not important enough to be a sound announcement and it got really annoying (especially as its often quickyl followed after the 'building damaged' message when the building is healed up quickly again) - Fixed Sidearms removement code not working in MP (worked fine in SP) - Added bBotsDisabled server parameter and added it to the serversettings info list - Scoreboard: updates at 0.5 times per sec in Endgame Mode as opposed to every 0.1 secs (less often seems better for now in case scoreboard has something todo with the crashes on mapswitch) and fixed Endgame mode not working anymore after Jeep included some Nullreference checks (Scoreboard.GotoAndStopI(10) activates 'ScoreboardVictoryReason' and 'ScoreboardVictoryMsg' but was never executed anymore cause the new null check on 'ScoreboardVictoryReason' and 'ScoreboardVictoryMsg' came too soon and prevented the initialization. i kept the nullchecks but rearranged them accordingly) - Fixed PT not closing when in PT while the map ends - Fixed hitting left Alt (walking mode) and releasing it while in ADS allowing you to go back to normal speed while staying in ADS - Increased vote time to 20 seconds - Fixed stank kicking up dirt after it has been shot once (till it fired and cloaked again) - Added nullref check to the Targetbox class cause i was suddenly getting Canvas nullref errors ---- Revision: 1868 Author: Rypel Date: Dienstag, 4. März 2014 22:12:07 Message: - Fixed bolt action reload weapon fast firing bug - Fixed bots beeing able to see stealthed units - Fixed beeing able to lock onto stealthed units ---- Revision: 1891 Author: Rypel Date: Samstag, 8. März 2014 23:00:55 Message: - Hack to enter enemy PT´s should not work anymore - Fixed dying while in PT screen didnt close the PT and then buying something spawned you at the middle of the map - Fixed Deathcrates still happening in the first 5 mins even when their probability was set to zero. Also disabled the deathcrates explosions so that they only kill the player triggering them - Fixed PIC/Railgun loading longer in MP then in SP after my last change to them - A cloaked Stank can be seen from further away ---- Revision: 1898 Author: Rypel Date: Sonntag, 9. März 2014 23:27:28 Message: - Fixed that C4 that destroyed a vehicle also damaged the ejected driver ---- Revision: 1899 Author: Rypel Date: Sonntag, 9. März 2014 23:34:24 Message: - Added code to fill the new servername row in the scoreboard with the servername ---- Revision: 1900 Author: Rypel Date: Montag, 10. März 2014 00:02:59 Message: - Reduced default deathcrate probability to 0% for now after discussing it with Havoc. We want to rethink them after the patch. ---- Revision: 1916 Author: Rypel Date: Dienstag, 11. März 2014 20:38:36 Message: - ShowOwnName -> false by default so that your own name isent displayed on your behind in third person ---- Revision: 1918 Author: Rypel Date: Dienstag, 11. März 2014 23:03:28 Message: - Moved up RCam package cause it needs acces to RxPriIfc in Renx_Base -> pls rebuild your UDKEngine.ini otherwise you wont be able to compile the code anymore ---- Revision: 1919 Author: Rypel Date: Dienstag, 11. März 2014 23:09:05 Message: - Added "recordDemo" command that lets you start a serverside demo without having to be logged in as admin - Added ReplicatedNetworkAddress var in Rx_Pri. It is currently used to display player IP in demorecordings - Vote default time from 45 to 30 secs - Nullref fixes for when viewing demos ---- Deleted : /UDK/Development/Src/RenX_Base/Classes/Rx_C130.uc Revision: 1926 Author: Rypel Date: Donnerstag, 13. März 2014 00:40:51 Message: - Demos started with the 'recordDemo' command only last two minutes to save up space on the server. Recording a full demo on the server remains limited to the control of admins by the admin command "admin demorec" for now - Fixed all players appearing on GDI on the scoreboard - Players IP Address is now only replicated into demos - Changed Proxy C4 detonation delay to 0.05 sec - 'F' key now used to toggle between first and thirdperson in demos as well - We now have a global IP Ban list. Upon connecting to an MP Server a players IP is now checked against a IP list maintained on the masterserver. If a players IP is on the list he gets kickbanned from the server immidiatly after connecting. ---- Revision: 1938 Author: Rypel Date: Donnerstag, 13. März 2014 21:12:22 Message: - Global Ban List now also supports and checks against Steam-ID (when a player has steam running) ---- Revision: 1943 Author: Rypel Date: Freitag, 14. März 2014 22:12:24 Message: - Deactivated a log message for doors cause it spammed the serverlog a bit - Fixed an issue with bots that could crash a server - Some changes to destroy code that might fix crashes on mapswitch - Fixed deadvehiclelifespan on air and harvester still beeing 0.1 instead of 1.0 seconds. If we are lucky this might fix crashes on vehicleexplosions - Nullref fixes ---- Revision: 1944 Author: Rypel Date: Freitag, 14. März 2014 23:12:23 Message: - Fixed Player IP not beeing displayed in demos most of the time ---- Revision: 1984 Author: Rypel Date: Mittwoch, 9. April 2014 22:36:16 Message: - Some attempted Nullref fixes ---- Revision: 2334 Author: Rypel Date: Sonntag, 5. Oktober 2014 01:39:03 Message: - SBH and stank now use the new materialparam from havocs last commit and calculate the distancevalue in code (revealdistance can be tweaked by modifying the new 'StealthVisibilityDistance' parameter). This fixes the issue of the stealtheffect beeing less visible the more you look directly in the direction of the SBH/stank. - Fixed SBH not litting up properly when getting shot while cloaked - Fixed Stank not litting up properly when getting shot while cloaked (though its still WIP as a proper fadeout effect is missing, but this can be added later on) - Fixed Stank often beeing and staying visible from any distance after getting shot - Spotting an SBH will now give a "Spotted SBH near X !!!" message instead of just the usual "Spotted 1 infantry near X" - Previously you could never use spotting on an SBH when it was cloaked. Now you can do a spotmessage for a short time after it got hit even when its cloaked - Enemy Beacons aswell as friendly Beacons can now be targeted with 'Q' to display a message about their location for your teammates - Added the option to display an EVA message when a dev enters a server. What kind of message for what person gets displayed is stored on the google server that also does the serverlisting so that we can change the messages independant from the gameupdates - Fixed an issue with the explosives in the PT so that for instance buying a Hotwire/Technician and then switching to another character giving you grenades instead of C4 as default - Limited max number of players per server to 40 ---- Revision: 2340 Author: Rypel Date: Sonntag, 5. Oktober 2014 23:16:05 Message: - Added MaxStealthVisibility and MaxStealthVisibilityWhenSprinting params to SBH - Fixed Friendlys beeing able to reveal an SBH when firing at it - Fixed Friendlys seeing SBH not at full cloak visibility - Other Stealthchanges accoring to Havocs feedback - Added 'GlobalStealthAddTranslucencyBias' to Rx_MapInfo so that it can be set in the editor to make SBH a bit more visible/invisible based on map ---- Revision: 2345 Author: Rypel Date: Montag, 6. Oktober 2014 22:25:30 Message: - Removed RypelCam reference for now since i figured that RypelCam does not work anymore since the codepackages were reorganized. This should now cause static decals to appear again and prevents logspam cause of missing rypelcam stuff that happened in the RC builds. ---- Revision: 2347 Author: Rypel Date: Dienstag, 7. Oktober 2014 01:45:19 Message: - Stank and SBH stealth updates and fixes ---- Revision: 2352 Author: Rypel Date: Dienstag, 7. Oktober 2014 20:47:55 Message: - Beacons now spawn exactly at the planters location instead of like 20 centimeters before him. This should make it harder for players to place beacons into undisarmable spots. ---- Revision: 2354 Author: Rypel Date: Dienstag, 7. Oktober 2014 22:35:02 Message: - Added a memory cleanup call when entering a PT. Theory around this: UDK normally does this memory cleanup calls when your player dies. But since in RenX the PT refill can keep you alive for quite some time this might cause memory to get dirty and might cause the midgame freezes that are most likely caused by memory cleanup aswell that the game initiates when it really needs to. So doing memory cleanup on PT entering might reduce the need for doing memory cleanup mid fight which might reduce mid game freezes and crashes. If we think this addition would cause trouble it can be deactivated in the UDKInput.ini by setting "bNoGarbageCollectionOnOpeningPT=true" under [RenX_Base.Rx_PlayerInput] - Added two console commands 'ForceGarbagecollection' and 'ForceGarbagecollectionFullPurge' that can be used to initiate a memory cleanup any time. This might help giving us more clues on when to do a memory cleanup when crashing still happens and if more meory cleanups could prevent the crashing. ---- Revision: 2358 Author: Rypel Date: Mittwoch, 8. Oktober 2014 20:49:42 Message: - Fixed garbage collection hapening on every E press - Added check to minimap to prevent tick updating when minimap is closed ---- Revision: 2368 Author: Rypel Date: Sonntag, 12. Oktober 2014 20:05:58 Message: - Harv is less likely to stop moving and if it does pushing it around can now make it go again ---- Revision: 2369 Author: Rypel Date: Sonntag, 12. Oktober 2014 22:04:56 Message: - Fixed spotting not working properly outside of the bases - Fixed a Nulllref logspam issue in the new SBH and stank stealth code ---- Revision: 2398 Author: Rypel Date: Sonntag, 19. Oktober 2014 21:07:10 Message: - Added NetWaitTime ---- Revision: 2399 Author: Rypel Date: Sonntag, 19. Oktober 2014 21:12:46 Message: - Fixed Ref harvester docking door not opening/closing in MP - Donations are not allowed for 'DonationsDisabledTime'. Default is 3 minutes. - You will not get a refill crate when your ammo and health are above 75% - You will not get a character swtiching crate if you already have a non free character - Crates now will spawn at the beginning of every game minute to make them less random - Initial Money ctate credits changed from 100 -> 150 - Remote C4 does not influence the teams minelimit anymore. Instead there is a special remote c4 limit per person now as with the AT mines (currently set to 2) - The start of an online match is now delayed by NetWaitTime (set in UDKRenegadeX.ini, default is 20 seconds). The start of the match will be delayed till either the server filled up or till NetWaitTime ran out. Then a 10 second counter will start after witch the game begins - Hud doesent show passengers of enemy vehicles anymore so that you can not judge the danger of an APC rush so easily anymore - Fixed hitmarkers showing when shooting dead bodies/vehicles - Fixed a logspam issue with seeking rockets ---- Revision: 2405 Author: Rypel Date: Montag, 20. Oktober 2014 21:58:18 Message: - Added DonationsDisabledTime ---- Revision: 2413 Author: Rypel Date: Mittwoch, 22. Oktober 2014 22:32:46 Message: - Added mapspecific mine- and vehiclelimits that can be configured in the UDKRenegadeX.ini. See DefaultRenegadeX.ini for examples. - Optimized the ammount of calls that are sent to the masterserver informing it about a change in playernumber. This should help reducing issues of the serverbrowsers sometimes not showing the correct ammount of players in a server. ---- Revision: 2444 Author: Rypel Date: Sonntag, 2. November 2014 02:22:03 Message: - Character Crates wont award free chars anymore - Fixed Harv sometimes spawning in the main menu level - Added a 'Your score this minute' info to the HUD - Fixed points system not always awarding points/credits based on actual inflicted damage. For example running an enemy over with a vehicle could sometimes award you 2000 points/credits. And doing the last 1% damage to an enemy could award you the same ammount of points as dealing like 20% damage. - SBH sometimes beeing visible to you, when you switched teams from Nod to GDI or connected mid game, should be fixed - Increased Personal Remote C4 limit from 2 to 4 - Stolen vehicles dont count towards the vehicle limit of either team anymore - You now get 10 damage per sec when standing on an active air vehicle to prevent vehicle surfing - Harvester respawntime increased by 10 secs - Respawntime for vehicles created after a harvester increased by 2 secs to make it less unlikely for them blowing up the previously spawned harv - Added check to prevent players from placing beacons inside their own base (the check is based on the spotting locations/buildings if the nearest spotting actor is a friendly building the beacon cant be placed. The player gets a message informing him about it) - Fixed killing yourself or teammates with your own beacon awarding you points - Added visual countdown to the beacons targetingbox indicating how much time is left to disarm it - Decreased beacon disarm reward from 300 to 200 ---- Revision: 2464 Author: Rypel Date: Mittwoch, 5. November 2014 22:53:01 Message: - Reenabled SeamlessTravel so that for instance teambalancing should work again. Every 6 hours a non SeamlessTravel mapstransition is forced to clear up memory on the servers. - Fixed play from editor not working since my last commit ---- Revision: 2481 Author: Rypel Date: Sonntag, 9. November 2014 18:03:00 Message: - Test of code triggered dynamic HDR brightness adjustment when switching between indoor and outdoor. Only applied to Complex for this test. -0.5 is added to the HDR tonemapperscale when beeing outdoors. Indoors it leaves it at the default setting. The indoor/outdoor detection and the HDR change is purely triggered by code so this approach doesent rely on any extra PP volumes. ---- Revision: 2579 Author: Rypel Date: Mittwoch, 10. Dezember 2014 22:37:51 Message: - Time till PlayAreaVolume damages players can now be set in the editor by adjusting 'DamageWait' ---- Revision: 2580 Author: Rypel Date: Donnerstag, 11. Dezember 2014 22:21:25 Message: - upped field default minelimit again from 15 to 30 now that field is more open ---- Revision: 2581 Author: Rypel Date: Donnerstag, 11. Dezember 2014 22:28:15 Message: - Fixed issue with harvester not starting - Fixed initial harv respawn beeing 10 seconds longer - Fixed issues with C130 animation starting too soon when spawning harvesters or for the next vehicle after spawning a harvester - Fixed players joining midgame starting in spec mode ---- Revision: 2594 Author: Rypel Date: Dienstag, 16. Dezember 2014 21:02:15 Message: - Field minelimit back to 30. was accidently changed back to 15 when the compley minelimit was added. ---- Revision: 2651 Author: Rypel Date: Freitag, 9. Januar 2015 22:44:53 Message: - Fixed Repairgun Beam display issues in demoplayback ---- Revision: 2657 Author: Rypel Date: Dienstag, 13. Januar 2015 22:22:14 Message: - Fixed instanthit weapons not dealing damage at cheastheight in MP (Reasoon was an issue with headshotdetection, not with the hitbox itself) ---- Revision: 2667 Author: Rypel Date: Samstag, 17. Januar 2015 18:20:12 Message: - Added a Rx_SoftLevelBoundaryVolume that has an arrow component. When a player enters he gets the out of area message and must leave the volume on that side of the volume that the arrow is pointing to. If the player leaves the volume on another side the damage countdown will continue until he exited this or any other of this volumes on the correct side. NOTE: To make this work you first need to change the arrow component till it faces the right exit direction AND then you need to put the arrows rotation values in the 'ArrowRotation' setting of this volume aswell (only then will the code really know the arrows rotation). ---- Revision: 2670 Author: Rypel Date: Samstag, 17. Januar 2015 22:42:49 Message: - Fixed that when you were killed on first person you couldnt see your killed player model with the death cam - When you get killed the camera now rotates towards your killer so that you can see what direction you were killed from ---- Revision: 2671 Author: Rypel Date: Sonntag, 18. Januar 2015 16:56:20 Message: - "Your Score this minute" info now only displays when your HUD is in the 'V' mode - Deactivated dynamic tonemapping testcode for complex - Added Rx_BlockedForHarvesterPathnode Pathnode that can be used to block passenges the harvester should not use (while every other AI can use them as normal). So to block a certain passage for the harv remove the normal pathnodes at that passage and replace them with this new pathnode - Fixed GDI Harvester spawn causing the C130 to appear - When you die from C4/Mines the kill message should now always display the C4/Mine owner as your killer instead of just "you suicided/died" - You can now disarm your own mines to place them somewhere else (With secondary repairgun fire you can still heal them aswell) ---- Revision: 2672 Author: Rypel Date: Sonntag, 18. Januar 2015 19:00:15 Message: - Body damage now causes blood splatter effects. It uses the following emitter: class'UTEmitter'.static.GetTemplateForDistance(GetFamilyInfo().default.BloodEffects, LastTakeHitInfo.HitLocation, WorldInfo); - Camera doesent get attached to head gibs anymore when they happen on death - Removed blood splatter decals cause they looked kinda out of place (they were black and could attach weirdly to the environment) ---- Revision: 2680 Author: Rypel Date: Montag, 19. Januar 2015 22:13:11 Message: - Added CNC-Deck to the maplist (will play as TDM map if voted) ---- Revision: 2681 Author: Rypel Date: Montag, 19. Januar 2015 22:14:56 Message: - Added bAllowWeaponDrop setting ---- Revision: 2682 Author: Rypel Date: Montag, 19. Januar 2015 22:25:00 Message: - Added bAllowWeaponDrop serversetting. If activated weapondrop chance is 50% - Aded bIsDeathmatchMap property to Rx_MapInfo. If activated players spawn at random places as random char and weapondrop is activated by default. Its TDM currently. Timelimit is 10 mins. Team with most score at the end wins. ---- Revision: 2683 Author: Rypel Date: Montag, 19. Januar 2015 22:29:32 Message: - Readded CNC-Deck as TDM testmap ---- Revision: 2726 Author: Rypel Date: Dienstag, 27. Januar 2015 21:59:07 Message: - Bots should now be able to fly Apaches and Orcas reasonably well ---- Revision: 2727 Author: Rypel Date: Mittwoch, 28. Januar 2015 22:26:28 Message: - Bots will now buy apache/orca on air enabled maps - Small tweak to how bot ai uses the Apache rockets - Bots will now parachute when they are ejected from their aircraft - Bots shouldnt leave low health vehicles anymore ---- Revision: 2730 Author: Rypel Date: Donnerstag, 29. Januar 2015 22:44:17 Message: - Fixed beeing able to destroy enemy vehicles unharmed with a stank if you drove your stank under the enemy vehicle. You can still glitch your stank under/inside other vehicles but when you do you wont be able to fire your rockets anymore. - Bots will now keep moving when patrouling an Rx_AreaObjective instead of stopping frequently - Defending Bots now stop for a shorter ammount of time at the defence points - Fixed sometimes getting a crate even when the crate has had its chance set to 0 ---- Revision: 2733 Author: Rypel Date: Samstag, 31. Januar 2015 13:28:22 Message: - Using certain radio commands will now make an icon appear above people/vehicles (WIP) - Fixed playernames always beeing drawn regardless of distance or blocked vision. In that case they were drawn with 0 oppacity but now they are not drawn at all in this cases. possibly saves a tiny ammount of performance ---- Revision: 2734 Author: Rypel Date: Samstag, 31. Januar 2015 15:20:04 Message: - Added new simple auth system for the closed beta. The last one we used was hosted by Jam and since hes not available we cant use that again. And the one we used before that needed a tool to on on some server which was sometimes unreliable and had to be restarted every time the server restarted/crashed etc. So i did a new simple potato auth system that checks against a list on the master server. This should provide a reliable authentication since the master server is a payed service thats never down. As before the auth checks against players steamID so every closed beta member needs to have steam running. The auth is deactivated in the SVN version and needs to be activated for the closed beta build by activating the line "SetTimer(1.0,false,'CheckAuthentication');" in Rx_Controller ---- Revision: 2740 Author: Rypel Date: Montag, 2. Februar 2015 23:08:47 Message: - Fixed bots buying air on non air maps ---- Revision: 2744 Author: Rypel Date: Dienstag, 3. Februar 2015 21:31:54 Message: - only applied last bot fix to GDI. now for nod aswell. ---- Revision: 2745 Author: Rypel Date: Dienstag, 3. Februar 2015 22:40:52 Message: - Defending Bot AI tweaks ---- Revision: 2772 Author: Rypel Date: Mittwoch, 11. Februar 2015 03:06:44 Message: - fixed a server crash that could happen when AT mines were present on the server - fixed B4 servers getting removed from the serverlist after idling for 60 minutes - fixed start of game message saying "match begins in 5" instead of "waiting for players" - fixed that if you scope in with a sniper and then press F (toggle third/first person), you will have a third person scope that shows your head and is a bit higher - fixed timelimit staying at the default 10 mins matchtime for deathmatch even after switching to a C&C mode map - fixed disarming your own mines awarding you points - fixed beeing able to deploy beacons while parachuting - fixed SBH not uncloaking on the other players point of views when the SBH was doing headshots - fixed hitmarkers not showing when scoped - fixed not getting points for a kill - Reduced volume of some of the GDI Airstrike sounds - removed spread from ramjet but slowed its firerate by 0.25 secs - removed headshotmodifier from flametank and adjusted damage (probably needs more tweaking. also flametank range and possibly damage falloff at range should be looked at) - disabled ability to throw weapons ---- Revision: 2773 Author: Rypel Date: Mittwoch, 11. Februar 2015 21:48:49 Message: - The visibility of the targetingbox now matches the weaponrange more closely - Inreased vertical movementspeed of Apache/Orca to make them more fun to fly ---- Revision: 2775 Author: Rypel Date: Donnerstag, 12. Februar 2015 23:09:54 Message: - Ramjet firerate back to 1.5 - LCG fireinterval from 0.08 to 0.1 - Slight LCG spread increase - Airstrikes cant be placed near a beacon anymore - Airstrikes have a 30 second cooldown per team - First iteration of Airdrop code. They become available with a 2 mins cooldown and increased cost when WF/AS gets destroyed ---- Revision: 2801 Author: Rypel Date: Dienstag, 17. Februar 2015 22:35:13 Message: - Airdrop fixes ---- Process finished with exit code 0 Revision: 2803 Author: Rypel Date: Tuesday, February 17, 2015 10:39:52 PM Message: - synchronized code to ref 2801 ---- Revision: 2836 Author: Rypel Date: Sunday, February 22, 2015 1:57:07 PM Message: - Fixed an Airdrp replication issue - Fixed beeing able to target something things through statis meshes - Removed an unneeded reference to KismetExamples.PS_HitEffect - Obelisk now only charges if he has a clear line of fire - Fixed Airstrike cooldown counter in MP - Disabled weapondrop for now (we will get back to it later) - Repairguns secondary firemode now automatically keeps firing for about 25 seconds (can be canceled/reset by pressing either secondary or primary fire again) ---- Revision: 2877 Author: Rypel Date: Tuesday, March 3, 2015 10:30:23 PM Message: - Added Rx_SeqAct_GetCredits and Rx_SeqAct_RemoveCredits kismet actions They take a PlayerController as input. ---- Revision: 2878 Author: Rypel Date: Tuesday, March 3, 2015 10:37:23 PM Message: - Moved new kismet actions to new kismet category Actions->Ren X ---- Revision: 2881 Author: Rypel Date: Wednesday, March 4, 2015 8:41:05 PM Message: - Updated Credits kismet actions ---- Revision: 2887 Author: Rypel Date: Thursday, March 5, 2015 10:49:46 PM Message: - Commented out CollisionHeight in Orca properties cause we dont know what it was supposed to do atm and it was causing a problem with spawning the Orca in certain places ---- Revision: 2899 Author: Rypel Date: Sunday, March 8, 2015 10:39:05 PM Message: - Integrated airdrop animation - Some additional hit replication into demos (for cheatdetection purposes when viewing demos) ---- Revision: 2913 Author: Rypel Date: Friday, March 13, 2015 10:10:46 PM Message: - How To Play screen up as loading screen ---- Revision: 2914 Author: Rypel Date: Friday, March 13, 2015 10:23:04 PM Message: - Doubled ConfiguredInternetSpeed and MaxInternetClientRate which might result in smoother online play. This values should be more appropriate for our 40 player servers. Upping this settings seemed to have helped Chivalry and RO2 servers aswell so lets see. - Added GameViewportClientClassName=Renx_Game.Rx_GameViewportClient ---- Revision: 2915 Author: Rypel Date: Friday, March 13, 2015 10:26:25 PM Message: see previous commit message ---- Revision: 2916 Author: Rypel Date: Friday, March 13, 2015 10:41:49 PM Message: - Refinery still giving 1 credits per sec when destroyed - Harvester airdrops with a 6 min cooldown if AS/WF are destroyed - First three lower tier char classes are still available when HON/Bar are destroyed at an increased prize - Death of PP now inly causes a 50% cost penalty instead of 100% - Airdrop cooldown set to 4,5 mins ---- Revision: 2931 Author: Rypel Date: Wednesday, March 18, 2015 8:57:40 PM Message: - Fixed harv not docking at refinery - bloom setting should work now - Fixed entering a vehicle within 1 sec after spawn causing the player to be trapped at the spawn area ---- Revision: 2932 Author: Rypel Date: Thursday, March 19, 2015 8:56:10 PM Message: - Upped GameVersionNumber to 4007 ---- Revision: 2933 Author: Rypel Date: Thursday, March 19, 2015 9:35:44 PM Message: - HON status shows as "LIMITED" instead of "ACTIVATED" in PT when HON is destroyed - Removed "Player entered the game" message as it was requested by TMX cause it messes with their own player join messages and cause the message was redundant anyway (since there is also a "player joined nod/gdi" message showing up in the lower left killfeed area ---- Revision: 2935 Author: Rypel Date: Friday, March 20, 2015 8:09:50 PM Message: - By default dont show own name when in vehicle as it is pointless and decreases immersion ---- Revision: 2936 Author: Rypel Date: Friday, March 20, 2015 8:31:07 PM Message: - Disabled static decals on all but very high and ultra settings cause they still like to cut framerate in half in some areas - set mesh lod to very high in high settings cause otherwise vehicle first person looks very ugly. So it should really only should be lower than very high in medium settings and below ---- Revision: 2937 Author: Rypel Date: Saturday, March 21, 2015 12:57:40 AM Message: - Added commands to change netspeed on the fly so that i can try out if different netspeed settings might improve online smoothness. I limited access to those command to my steam-id cause they could be abused. ---- Revision: 2949 Author: Rypel Date: Sunday, March 22, 2015 8:25:04 PM Message: - Reverted vehicle physics changes - Fixed vehicle explosion not showing in MP - Deactivated repgun alt fire for now cause it might be the cause for server crashes. need to investigate that further. ---- Revision: 2950 Author: Rypel Date: Sunday, March 22, 2015 8:55:03 PM Message: - Vehicle physics friction change also for non driving physics ---- Revision: 2951 Author: Rypel Date: Sunday, March 22, 2015 9:08:40 PM Message: - deactivated vehicle collision on explosion ---- Revision: 2962 Author: Rypel Date: Thursday, March 26, 2015 11:43:33 PM Message: - Increased the time between queued airdrops by about 20 seconds - Increased infantry costs when Barracks/Hand of Nod to be twice as much as the normal cost - Increased vehicle airdrop costs to be twice as much as the normal cost - Moved third person MRLS cam up a bit for a better overview - Made Stealthtanks rockets initial rotation to be less random ---- Revision: 2996 Author: Rypel Date: Saturday, April 18, 2015 2:17:37 PM Message: - Added Rx_CapturableMCT as a sort of capturable MCT. Kismet can then be used to get its team number and do/restrict stuff based on it (Was requested for the Community Map CnC_CrashSite). ---- Revision: 3004 Author: Rypel Date: Tuesday, May 5, 2015 9:15:00 PM Message: - Fix to the GetCredits Kismet node ---- Revision: 3016 Author: Rypel Date: Thursday, May 21, 2015 8:09:53 PM Message: - Infantry splash weapons do self damage ---- Revision: 3017 Author: Rypel Date: Thursday, May 21, 2015 9:26:17 PM Message: - BuildingInternalsClass not a const anymore so that it can be changed with mutators ---- Revision: 3018 Author: Rypel Date: Thursday, May 21, 2015 9:29:36 PM Message: - GFxHud can show health when viewing a demo ---- Revision: 3019 Author: Rypel Date: Thursday, May 21, 2015 9:52:55 PM Message: AirdropCooldownTime is now an ini setting ---- Revision: 3020 Author: Rypel Date: Thursday, May 21, 2015 10:00:07 PM Message: - Ref gives 50% less credits when dead - Silo gives 0.5 credits per sec - Theres a glitch that lets you run arround fast and invisible to other players. Added some code to prevent/detect/punish using this glitch. I am not yet sure what the cause for it is and if it is a UDK or self introduced issue - Reduced Apache and Orca Health to 375 - Flak secondary consumes two ammo - Fixed a bug in the missile launcher tracking code that could cause CPU spikes ---- Revision: 3044 Author: Rypel Date: Monday, June 8, 2015 7:07:49 PM Message: - Last Stank commit from Havoc to remove spread accidently deactivated two function that had nothing to do with spread aswell. Corrected that. ---- Revision: 3088 Author: Rypel Date: Thursday, July 23, 2015 11:24:53 PM Message: - Added buildingArmorPercentage modifier ---- Revision: 3089 Author: Rypel Date: Thursday, July 23, 2015 11:39:14 PM Message: - Introducing building armor. A percentage of a buildings health can be defined as armor (buildingArmorPercentage modifier in UDKRenegadeX.ini). If buildingArmorPercentage is >0 only the armor part of a buildings healthpoints can be repaired. So if one team manages to remove all armor of a building the building will take permanent damage to its non armor health portion. The armor portiion of a buildign can be repaired at all times. - Added explicit position update call to all deployables 0.5 secs after they landed. This could possibly fix a desync in client/server deployable location (i.e. floating mines). (Though since floating mines etc are hard to reproduce i couldnt confirm that this will defo fix it) ---- Revision: 3094 Author: Rypel Date: Friday, July 24, 2015 6:06:31 PM Message: - Reenabled Building Armor by default. Yosh will not include it in the next patch. So if someone wants to disable it by default you can do that shortly before the next patch. In the meantime new features need to be kept enabled in the dev build so that devs test it. Disabling a new feature right away in the dev build makes 0 sense. If you dont want something enabled in a certain build you disable it before doing that build. ---- Revision: 3318 Author: Rypel Date: Wednesday, January 6, 2016 11:11:41 PM Message: I´m back - "Friendly Beacon placed!" message now gives info about location aswell so that its not needed anymore to spot a friendly beacon - Yesterday someone managed to place an ION on the Hand of the HON. Added additional checks to prevent beacons beeing placed on top of buildings. - Beacon weapondrop experiment: - Beacons drop on death - Beacons can be thrown with the 'throwweapon' command - Dropped Beacons disappear after 10 seconds - Enemys cant pick it up - When dropped a chatline comes up saying "beacon dropped near location x" - Have not tested this in MP yet! ---- Revision: 3322 Author: Rypel Date: Thursday, January 7, 2016 10:04:54 PM Message: Added spotting messages for C4: "Defend >>C4<< at MCT/Building X" / "Spotted ENEMY >>C4<< at MCT/Building X" Spotting Vehicles and Infantry now adds their type to the spotting message. Fixed not beeing able to deploy beacons on top of the WF (Fix to last commit) ---- Revision: 3327 Author: Rypel Date: Saturday, January 9, 2016 3:38:09 PM Message: Schmitzenbergh fixed the quotation marks problem and added a new "Skip intro movies" option in the top section of the launcher. ---- Revision: 3336 Author: Rypel Date: Sunday, January 10, 2016 9:16:09 PM Message: Fixed vehicles sometimes not shooting where youre pointing. This could happen especially on like the tibfields of XMountain and Whiteout. But Trees for example also caused this issue so when i started playing more the last few days i realised how annoying this issue really could be. It also affected first person view. Though not as bad as 3rdperson. This could come at a slight loss in performance (i modified a trace and im not sure if the new modified trace might be a bit heavier though they probably are equal). With a single vehicle i could not measure a change in performance but i still have to test this with more bots and vehicles to make sure. Then again i already planned to take a look at script performance in general once again in the next week anyway. ---- Revision: 3337 Author: Rypel Date: Sunday, January 10, 2016 9:57:31 PM Message: Seeking rockets should no longer boomerang back to sender like they did in some situations. (was a similar targeting issue as the commit before) ---- Revision: 3344 Author: Rypel Date: Monday, January 11, 2016 10:42:47 PM Message: Fixed vehicle sprinting. When on a MP server it was more like 'vehicle drifting'. I found the reason for it not beeing ping, but unfinished replication. Now online and offline vehicle sprinting should behave exactly the same. ---- Revision: 3351 Author: Rypel Date: Sunday, January 17, 2016 9:16:36 PM Message: Friendly Airstrike messages now include their spotting location ---- Revision: 3352 Author: Rypel Date: Sunday, January 17, 2016 11:33:05 PM Message: Switching between 1st/3rdperson doesent offset the point looked at anymore (or just very slightly) Aircrafts now also got a vehiclesprinting replication fix ---- Revision: 3382 Author: Rypel Date: Thursday, February 4, 2016 10:00:22 PM Message: Removed replication of IP into demos, so demos can be shared publically without giving away the IPs of every player ---- Revision: 3396 Author: Rypel Date: Monday, February 8, 2016 10:35:40 PM Message: Things to prevent beacons beeing put into glitchy places: When over a ledge while placing a beacon the beacon will now be placed on the ledge the player is in contact with.In my tests this seems to work pretty much anywhere besides with barracks ramps. Something about the barracks collsision seems to be different to the other buildings. In the case of the barracks and other places where the new placing algorithm might fail the beacon is placed using non poly collision, meaning that also in that cases it cant be thrown into tiny holes and into geom of something else anymore. It might look like it floats a bit after placing, but then again this issue only seems to happen when placing it in those abusive places on the barracks ramps ---- Revision: 3402 Author: Rypel Date: Saturday, February 13, 2016 4:09:12 PM Message: - Increased spawndelay for vehicles after a harvester delivery by 3 seconds - Ref/PP names now include their teamname so they can be differentiated in spotting messages etc ---- Revision: 3403 Author: Rypel Date: Saturday, February 13, 2016 6:56:52 PM Message: Addes Refilldelay. I made it 5 seconds for now. There needs to be a solution for people circumventing it by like buying free engies over and over instead of refilling. To prevent that i made free purchases use the delay aswell. If you have a better idea then pls mention it. ---- Revision: 3404 Author: Rypel Date: Sunday, February 14, 2016 6:14:00 PM Message: Made respawntime gradually increase over time from 3 to 8 seconds in the span of 40 mins (for now. more on respawntimes later - first need a score based even snowball mechanic for the winning team before respawntimers could be linked to score to give something to the loosing team) ---- Revision: 3405 Author: Rypel Date: Sunday, February 14, 2016 6:52:28 PM Message: Allow Rx_Mutator to send additional serverinfo to the online service via Rx_Mutator.GetAdditionalServersettings() Meant to be used to allow the Map-GUIDS Mutator to work without hickups (and so that i dont have to include the mutatorcode into the game yet) and could be used to add further serversettings in the future to be used by the launcher ---- Revision: 3406 Author: Rypel Date: Sunday, February 14, 2016 7:13:05 PM Message: Small adjustments and refactorings to make most of the HUD elements and the 3rdperson playercamera work in demos (also needs a new RypelCam version for full potential that im still working on and will release later) ---- Revision: 3410 Author: Rypel Date: Monday, February 15, 2016 7:41:32 PM Message: Changed RefillCooldownTime to 8 seconds as voted by CD´s ---- Revision: 3411 Author: Rypel Date: Monday, February 15, 2016 9:30:31 PM Message: Some change from some guy named something like ruud for something regarding capturable MCT´s to do something with meshes or something ---- Revision: 3415 Author: Rypel Date: Thursday, February 18, 2016 9:28:55 PM Message: Fixed harvester sometimes crushing enemies to his sides or in his back ---- Revision: 3419 Author: Yosh Date: Sunday, February 21, 2016 3:41:23 PM Message: + Fixed MY HUD =( not updating credits when I was in the vehicles. [*cough* RypeL *cough*] + Added some extra precautions to the Tac-Rifle to reduce no-fires when switching between the grenade/rifle with a high ping. ---- Revision: 3425 Author: Rypel Date: Monday, February 22, 2016 12:53:57 PM Message: Fixed infinite loop i think that could be caused by beacon based weapons. The problem was that isMoving() in the class caused a switch to the active state. The active state then was aborted again by BeginFire->isMoving(). So BeginFire->isMoving()->GotoState('Active')->BeginFire->isMoving()->GotoState('Active') caused a infinite loop. The fix i applied was to add ClearPendingFire() before isMoving() switches to the Active state. Cause then the Active state wont trigger BeginFire again, wich called isMoving(), thus preventing the infinite chain of events. ---- Revision: 3431 Author: Rypel Date: Tuesday, February 23, 2016 8:27:06 PM Message: Reduced range of Ob/AGT Reduced speed of AGT rockets Added a bit of spread to AGT MG´s ---- Revision: 3434 Author: Rypel Date: Thursday, February 25, 2016 10:52:00 PM Message: Fixed a Nullpointer in the TargetingBox Class Fixed an issue with Rx_SeqAct_Modify_Interface ---- Revision: 3444 Author: Rypel Date: Thursday, March 3, 2016 8:26:34 PM Message: Removed the "Fetching Server List Complete" message for the ingame server browser so refreshing the serverlist gets more fluent as per player request ---- Revision: 3445 Author: Rypel Date: Thursday, March 3, 2016 9:27:47 PM Message: Added Kismet Action to toggle Ob/AGT ---- Revision: 3448 Author: Rypel Date: Saturday, March 5, 2016 12:37:45 AM Message: Inventorymanager provents switchting to the already equipped weapon now. This should fix the floating arms problem and maybe more as switching to the same weapon could have maybe screwed up more in the system. ---- Revision: 3452 Author: Rypel Date: Sunday, March 6, 2016 8:16:58 PM Message: New implemetation fo the 'Tank Dot' showing where the barrel is actually firing at when that points differs from the point the crosshair is targeting (for instance, when you try to aim really close to your tank to fight of infs) ---- Revision: 3453 Author: Rypel Date: Sunday, March 6, 2016 8:28:49 PM Message: Forgot a file in my last commit ---- Revision: 3478 Author: Schmitz Date: Tuesday, April 19, 2016 8:41:45 PM Message: Improved RypeL's ToggleDefences code as it had a major bug. When the defence was toggled(To off) everything was fine, but all the damage taken was reset when it was toggled again(To on), thus making the code rather useless. (Unless you want some kind of timelimit on damage to a building) Now the toggle does not only turn of the power, but turns the power + the defence back on without resetting the whole building. The toggle also checks if there is an active powerplant so if the powerplant is destroyed, it wont turn the defences back on. ---- Revision: 3720 Author: Rypel Date: Thursday, June 30, 2016 10:53:26 PM Message: - AI: Banshee and Wolverine AI is less likely to stop firing when attacking enemies ---- Revision: 3945 Author: Rypel Date: Wednesday, August 3, 2016 8:03:33 PM Message: - Preventing projectile explosion effects from spawning if the player is far away and has no direct line of sight or if the explosion is behind the player and relatively far away (and no line of sight either) - Doesent affect Airstrike projectiles - Doesent affect explosionsounds ---- Revision: 4806 Author: Rypel Date: Sunday, January 7, 2018 6:23:41 PM Message: Beacon Fixes: - Beeing able to glitch them into the foundations of buildings should be fixed - They wont slide down slopes anymore, so that they can no longer slide into cracks - Fixed beeing able to place glitch therm into/onto: - Turrets/SAMs - Airtower radar - WF chimneys ---- Revision: 4807 Author: Rypel Date: Sunday, January 7, 2018 7:45:06 PM Message: Fixed beeing able to plant beacons ontop of no ramp Refinerys (could easily be done by jumping on the refinerys from the top of a vehicle) ---- Revision: 4808 Author: Rypel Date: Sunday, January 7, 2018 11:59:48 PM Message: When trying to plant a beacon in an invalid location the "Planting Beacon failed: This location is invalid!" message now lets you know immidiatly (as opposed to after the planting animation as it was untill now) ---- Revision: 4809 Author: Rypel Date: Monday, January 8, 2018 9:53:51 PM Message: - Added tracking of VP gained outside of your base to Rx_Pri. Just because this could maybe be used as a building block for future gametype experiments... - Added ShowTeamVP() console command that shows total VP and total offensive VP gained per team - Added NotifyBuildingDestroyed() event to Rx_Mutator so that Mutators can more easily track Building Deaths ---- Revision: 4814 Author: Rypel Date: Saturday, January 13, 2018 1:43:37 AM Message: - Fixed Mines beeing able to sink into building geom. Could happen especially at some no collision geom at Ref/PP doors and near the HON MCT - Fixed Mines sometimes beeing placed slightly away from the planters location ---- Revision: 4826 Author: Rypel Date: Monday, January 15, 2018 10:35:30 PM Message: - Using the Sprint Toggle in settings now applies to the player (somehow could not yet find the place to do the same for crouch toggling, so thats for later) - Going into ironsight while sprinting now works (and stopps the sprint) ---- Revision: 4829 Author: Rypel Date: Wednesday, January 17, 2018 10:39:38 PM Message: - Fixed a bug with crates sometimes wrongly giving you the last added crate type (which right now is the Bradley). This could also result in a Bradley spawning indoors. ---- Revision: 4834 Author: Rypel Date: Saturday, January 20, 2018 8:49:15 PM Message: - Added more Beacons checks to prevent people from beeing able to plant beacons onto non ramp versions of the Airtower, Barracks and Powerplant (like for example on Under you could jump ontop the Airtower from the rocks with a speedcrate and plant a beacon) ---- Revision: 4839 Author: Rypel Date: Monday, January 22, 2018 11:38:06 PM Message: - Fixed a bug/exploit with respawntime: New joiners always started with a 3 second respawntime even if the game was already running for 2 hours. Also you could quit and rejoin to reset your respawntime back to 3 seconds. - Added more stuff in preparation for RypeL´s mission to brake the game with weird ideas (Addition/Replication of RespawnTimeModifier,Veterancy_Points, NonDefensiveVeterancy_Points) ---- Revision: 4842 Author: Rypel Date: Tuesday, January 23, 2018 10:56:48 PM Message: - Fixed (i think) beeing able to overcome the PlayAreaVolume borders by parking a vehicle on a border and then leaving it at the non PlayAreaVolume side, avoiding the UnTouch() event of the Volume ---- Revision: 4852 Author: Rypel Date: Friday, January 26, 2018 9:22:46 PM Message: - Vehicles from the WF/AS now drive to the parking spot thats closest to the buyers location and free, instead of just picking a random free parking spot - Fixed beeing able to enter vehicles that are outside the PAV from inside the PAV, tricking the out of bounds check - Fixed a Nullpointer in Rx_Controller ---- Revision: 4854 Author: Rypel Date: Saturday, January 27, 2018 2:36:48 AM Message: - Maybe fixed Harv sometimes getting stuck on next credit dump if killed while doing a credit dump. I couldnt reproduce it 100% of the time so i couldnt fully check if this fixes it but atleast it shouldnt make matters worse. ---- Revision: 4877 Author: Rypel Date: Saturday, February 3, 2018 12:44:16 AM Message: - Fixed some accessed none errors ---- Revision: 4878 Author: Rypel Date: Saturday, February 3, 2018 12:46:06 AM Message: small fix to last commit ---- Revision: 4886 Author: Rypel Date: Monday, February 5, 2018 5:04:27 PM Message: - Fixed a bug with defensive VP modifiers not always applying when they should - Added (temporary) Mutator Hook for the check if a Pawn is in his own base in order to tweak teambase volumes with code before applying those changes to the maps themselves ---- Revision: 4916 Author: Rypel Date: Wednesday, March 14, 2018 11:52:59 PM Message: Specmode adjustments: - added 'spectate' console command. mainly for testing, not sure if needed as its also possible to get into specmode via rcon etc - can cycle between players via mousewheel in specmode - HUD and scoreboard fixes for it to show in specmode - spectators are names [Spectator]Playername ToDo: - show name of spectated player - improve vehicle cams - ... ---- Revision: 4917 Author: Rypel Date: Thursday, March 22, 2018 10:45:32 PM Message: Specmode Updates: - Playerview rotation fixes and smoothing - vehiclecam fixes - L-Key to lock/unlock rotation to player/turret rotation - Mousewheel to switch players - Alt Fire to switch to Freeview - Most of the HUD elements should work in spec now - Specs are displayed properly in the playerlist (but hidden if you only view your playername) How to use: - Server needs to have MaxSpectators > 0 in the UDKGame.ini (default is still 0, we might want to change that ?) - people can join as a spectator by typing "open IP?SpectatorOnly=1" (there might be other ways, not sure right now. A button in the menu/launcher would be nice) ---- Revision: 5486 Author: Rypel Date: Saturday, January 12, 2019 1:11:35 AM Message: - Incorporated improvements from the UT Sentinel v1.1 mutator into defenses. So far AGT and Ob AI were based on its 1.0 version - While at it reviewed their code again and made additional tweaks and bugfixes to both performance and aim Generally, in most cases, they now need to see less of a body and much less of a vehicle before beeing able to shoot back. Still the ammount of traces needed could be reduced significantly, which should result in better performance ---- Revision: 5487 Author: Rypel Date: Saturday, January 12, 2019 1:55:36 AM Message: - Reduced initial windup time for AGT MG´s from 0.25s to 0.1s ---- Revision: 5509 Author: Rypel Date: Monday, January 28, 2019 10:29:30 PM Message: - Fixed old bug with Ob laser sometimes zigzaggin/lagging behind its target - Possibly fixed old bug with Ob laser sometimes switching targets during its animation - Improvements to Ob/AGT-Rocket Aim - Correction to my last commit: Fixed Ob sometimes staying charged forever even when it cant take a shot ---- Revision: 5516 Author: Rypel Date: Wednesday, January 30, 2019 11:45:54 PM Message: AGT/Ob view isent blocked anymore by smokegrenades from their team ---- Revision: 5517 Author: Rypel Date: Thursday, January 31, 2019 8:50:55 PM Message: Fixed warning ---- Revision: 5630 Author: Rypel Date: Friday, March 8, 2019 6:24:40 PM Message: Made weapon models feel more natural and less stiff when aiming down sights ---- Revision: 5636 Author: Rypel Date: Friday, March 8, 2019 8:25:31 PM Message: Fixed divide by zero error when Rocket Emplacement gets destroyed ---- Revision: 5641 Author: Rypel Date: Monday, March 11, 2019 10:32:19 PM Message: Took away some of the stanks climbing hooks. It must learn that its dream of becoming the next spiderman isn´t meant to be, unfortunately. ---- Revision: 5646 Author: Rypel Date: Tuesday, March 12, 2019 10:21:53 PM Message: anti-spidertank v2.0 ---- Revision: 5664 Author: Rypel Date: Wednesday, March 27, 2019 12:29:35 AM Message: Healing your mines is now done with primary fire instead of secondary fire. so secondary fire now disarms ---- Revision: 5665 Author: Rypel Date: Wednesday, March 27, 2019 1:00:30 AM Message: Fixed repgun sparks appearing on fully healed building attachments ---- Revision: 5670 Author: Rypel Date: Saturday, March 30, 2019 9:04:54 PM Message: Fixed visual mp only bug with the Ob laser sometimes not shooting at the right spots or through rocks on field etc. The fking LastHitLocation apparently was never replicated even though thats its sole purpose. Most random stupid bug ive ever seen. Thx to limsup for showing me how to replicate the effects of it and thus making me realise. ---- Revision: 5671 Author: Rypel Date: Sunday, March 31, 2019 12:37:55 AM Message: When switching to first-person in a vehicle where your firing wasent shown correctly on other clients. Especially when targeting things near by. This should now be fixed. ---- Revision: 5672 Author: Rypel Date: Sunday, March 31, 2019 7:29:08 PM Message: Fairly reduced the ammount of clipping you can get through building walls and such. As a result disarming mines from outside a building shouldnt be possible anymore. ---- Revision: 5693 Author: Rypel Date: Monday, April 8, 2019 12:05:46 AM Message: Added a Titan_C variant of the Titan_B. It´s my experimental WIP variant of the Titan_B that is supposed to be more stable.. Added an Rx_AnimBlendByInput AnimNode that blends to 'Inactive' if steering and throttle of a vehicle are both zero. Its WIP and i´ll probably change the name later to Rx_AnimBlendByVehicleInput or something to be more specific. ---- Revision: 5696 Author: Rypel Date: Monday, April 8, 2019 8:00:52 PM Message: Giving the Mech more power so that it slows down less when climbing slopes ---- Revision: 5697 Author: Rypel Date: Monday, April 8, 2019 11:30:28 PM Message: Titan_C can now sprint ---- Revision: 5700 Author: Rypel Date: Wednesday, April 10, 2019 9:20:35 PM Message: reduced MRLS rockets lifetime when fired from locked turret mode to make like B2B harder/impossible. when you wanna target an Arty/Building or something very very far away just unlock the turret first ---- Revision: 5722 Author: Rypel Date: Wednesday, April 17, 2019 7:41:24 PM Message: Fixed an issue with the shuffleteams balancer not fully pupulating the GDI/Nod-Playerlists for the next map. Since non-seamless travel its necessary to fill those lists fully as the normal team affiliations is lost on maptravel. As a result of this fix balancing should work more like intended and it doesent unintentionally result in increased chances of people staying together anymore. This is just a quick fix for the current system. More of an overhaul is supposed to follow but im not yet sure if we can have that ready in time for the next patch. ---- Revision: 5724 Author: Rypel Date: Thursday, April 18, 2019 9:40:11 PM Message: Autobalance: - now adjusts if players leave at the start of the next map - when in need to even teamssize it now tries to switch the lowest ranks instead of random players - rank for now is calculated as 'log(score) + log(kills-deaths / 2)' - added mutatorhooks to be able to easily observe/tweak autobalance till we find a good balance ---- Revision: 5727 Author: Rypel Date: Friday, April 19, 2019 5:28:22 PM Message: The engine doesent seem to translate mouse movement that, after fov modifiers etc, goes in the range between -1.0 and 1.0. Setting it to 1.0/-1.0 in those cases seems to fix this issue. ---- Revision: 5736 Author: Rypel Date: Friday, April 26, 2019 5:54:07 PM Message: Bots now only pick a random char if the map is set to deathmatch (before it was decided based on whether an airstrip is present or not) ---- Revision: 5739 Author: Rypel Date: Sunday, April 28, 2019 3:42:49 PM Message: - Fixed stanks sometimes loosing grip forever after hitting another vehicle - Fixed 3rd-person cam beeing able to clip into the players head when backing up against a wall - Fixed an inaccuracy with teambalancing ---- Revision: 5767 Author: Rypel Date: Tuesday, May 7, 2019 10:42:50 PM Message: - Added camera transition when entering/exiting vehicles (- Fixed a Nullpointer in Rx_GfxDamageSystem) ---- Revision: 5773 Author: Rypel Date: Thursday, May 9, 2019 11:16:36 PM Message: Vehiclecam transition should now work in any player/vehicle 1st/3rdperson combination ---- Revision: 5776 Author: Rypel Date: Friday, May 10, 2019 11:36:42 PM Message: Fixed getting visible weaponmodel when zoomed ---- Revision: 5777 Author: Rypel Date: Saturday, May 11, 2019 5:29:58 PM Message: Fixed 1stperson to vehicle cam-transition in TS mode ---- Revision: 5781 Author: Rypel Date: Sunday, May 12, 2019 12:31:18 AM Message: When leaving your vehicle you are now placed on the side of the vehicle that is opposite from where your turret is pointing. Meaning you are now more often placed in cover of your vehicle, making it safer to leave and making it more convenient when you wanna hop out for a moment to repair. ---- Revision: 5786 Author: Rypel Date: Tuesday, May 14, 2019 10:32:31 PM Message: After beeing killed the camera now smoothly, but quickly, rotates towards the killers location ---- Revision: 5787 Author: Rypel Date: Wednesday, May 15, 2019 11:03:31 PM Message: Deathcamera Adjustments: - snap speed is now consistent among different framerates - snap now zooms in on the killers location. More so the further it is away. - snap now only activates when killed by non explosive damagetype (as there are issues zooming in on owner of the explosive damage) ---- Revision: 5837 Author: Rypel Date: Sunday, June 9, 2019 7:57:10 PM Message: Fixed overview map increasingly filling texture memory when opened. On a full server this could quickly result in fps drops and could even crash your game if you left the overview map open for a few mins or so depending on hardware ---- Revision: 5841 Author: Rypel Date: Tuesday, June 11, 2019 7:08:57 PM Message: Fixed Warning ---- Revision: 5842 Author: Rypel Date: Tuesday, June 11, 2019 8:20:54 PM Message: Fixed a nullpointer ---- Revision: 6011 Author: Rypel Date: Wednesday, August 7, 2019 10:49:08 PM Message: - its now possible to exclude up to 15 of the recent maps (was capped to 9 before) ---- Revision: 6027 Author: Rypel Date: Sunday, August 11, 2019 5:24:49 PM Message: - Added experimental 3rd person camera bobbing. Disabled by default. You can toggle it via console command "ToggleThirdPersonEyeheightBob" - Misc cleanup in Rx_Sentinel ---- Revision: 6088 Author: Rypel Date: Sunday, August 25, 2019 6:19:58 PM Message: don´t allow walkers to get stuck to other vehicles ---- Revision: 6089 Author: Rypel Date: Sunday, August 25, 2019 7:50:51 PM Message: - fixed Walker not falling down cliffs when no movement key is pressed - fixed walker falling down very slowly and added a configurable FallingSpeed var to the Walker class ---- Revision: 6461 Author: Rypel Date: Saturday, November 9, 2019 5:38:02 PM Message: soft bounds can now be limited to a specific team (by setting bLimitToOneTeam and TeamNum). Dakuya wants to experiment with this ---- Revision: 6463 Author: Rypel Date: Saturday, November 9, 2019 6:28:34 PM Message: - added time and playerscore info to TeamJoin message - moved ClearTeams() for convenience ---- Revision: 6464 Author: Rypel Date: Saturday, November 9, 2019 7:26:30 PM Message: - readded MinPlayersForNukes config value (defaults to 0) - if MinPlayersForNukes is greater 0 and not reached the required ammount of players is now shown in the PT Nuke/Beacon menuitem ---- Revision: 6465 Author: Rypel Date: Saturday, November 9, 2019 7:35:31 PM Message: - Addition to last commit ---- Revision: 6467 Author: Rypel Date: Saturday, November 9, 2019 9:35:50 PM Message: Killcam adjustments: - possible fixed issues that might sometimes have caused wrong rotations - now only activates when fragged from mid to long distance (> 500 UUs distance) - rotation now starts slower and speeds up instead of being linear all the way ---- Revision: 6501 Author: Rypel Date: Wednesday, November 13, 2019 10:38:24 PM Message: - Added 'AdminWarnPlayer(string PlayerToWarn, string Msg)' command - Added 'AdminSay( string Msg )' command (message to all players) They display Messages for the targeted players that they can close only by hitting 'Enter' A warning confirmation will be displayed for the admin/mod issuing the warning (or a error message if you misstyped the targeted players name) ---- Revision: 6649 Author: Rypel Date: Friday, December 20, 2019 8:10:44 PM Message: - Fixed a NP that might have had something todo with some gamecrashes lately ---- Revision: 6669 Author: Rypel Date: Sunday, December 29, 2019 12:56:42 AM Message: Fixed stank sometimes unable to fire when close to another stank or any other same team vehicle ---- Revision: 6672 Author: Rypel Date: Sunday, December 29, 2019 4:02:36 PM Message: Disabled stank no-fire code when close to other vehicles. Doesent seem to be needed anymore. IF STANKS ONCE AGAIN ABUSE THIS BY GLITCHING INTO/UNDER ENEMY VEHICLES AND THEN SHOOTING THEM WITHOUT THEM BEEING ABLE TO SHOOT BACK THEN PLS REMEMBER THAT WE SHOULD LOOK AT THIS ONCE MORE ---- Revision: 6697 Author: Rypel Date: Monday, January 6, 2020 10:18:25 PM Message: Added TeamMmrAnnouncementInterval float. Its set to 180, so 3 minutes, by default in the DefaultRenegadeX.ini. It means that every 3 minutes a EVA message pops up in chat informing players about the current combined MMR of both teams. This could help make team imbalances more transparent and could encourage players to switch to the weaker team ---- Revision: 6730 Author: Rypel Date: Saturday, January 11, 2020 8:33:30 PM Message: Players dont keep credits when switching teams anymore. Unless they are switching to a team that has atleast 3 players less. ---- Revision: 6729 Author: Rypel Date: Saturday, January 11, 2020 7:52:57 PM Message: Added defaults for mapspecfic Min/Max-players. If current playercount doesent match the map wont be included in the mapvote. Like: MapsWithPlayerNumLimits=(MapName="CNC-Oasis",MapMinPlayers=0,MapMaxPlayers=30) MapsWithPlayerNumLimits=(MapName="CNC-Tomb",MapMinPlayers=0,MapMaxPlayers=50) ... ---- Revision: 6728 Author: Rypel Date: Saturday, January 11, 2020 7:52:20 PM Message: Mappool for mapvote now takes current ammount of players into account and excludes maps from the vote based on mapspecific min/max-settings in UDKrenegadex.ini ----