v1.2b & Eden

  • Offline AgentRev
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v1.2b & Eden

« posted: Mar 03, 2016, 09:05 AM »
v1.2b

Some of you may have noticed I released v1.2b about a week and a half ago; I just made another update to that release with some minor fixes and other stuff.

Original changelog:

[Changed] Hostile Heli (single) crates now spawn on touchdown
[Changed] Lowered Ifrit center of mass to reduce rollovers
[Changed] Updated antihack database
[Fixed] Saved grenades not throwable on rejoin
[Fixed] Corpses not ejecting from vehicle wrecks
[Fixed] Items not dropping from vehicle wreck corpses
[Fixed] Revive not triggering properly on fatal shot
[Fixed] Vehicle turret ammo saving issues
[Fixed] Veh respawn not being delayed when owner is within 1km
[Fixed] All armor values showing 0 in general store
[Fixed] Supplies category in general store sometimes empty
[Fixed] Server rules not showing anymore in map menu
[Fixed] Territory info overlapping with vehicle HUD
[Fixed] Vehicle contents selling money exploit
[Fixed] Various minor bugfixes and optimizations

New changes:

[Added] Scoreboard scrolling via mousewheel
[Added] New paintjobs for Kajman, Strider, Gorgon, Hatchback
[Fixed] Too low damage resistance during revive mode
[Fixed] UGVs not airliftable via R3F (v1)
[Fixed] Revive broken after getting run over by vehicles
[Fixed] Antihack kicks not always working properly

And couple more things as usual, check the commits for more info.


Eden

I released an updated mission.sqm for Eden on the dev branch of Altis and Stratis, please test to check for any issues. If you get "no leader" spam in the RPT log, I know about it, it's Bohemia's fault, and it should be fixed soon.

The migration was not a completely straightforward process; the player spawns got borked up, I had to switch the store NPCs to civilians because they didn't migrate properly, all the custom buildings and objects were a bit misplaced (especially on Stratis) so I had to go over each of them individually, and other minor issues, but for now it looks like it's working properly.

Eden conversion guide: http://forums.a3wasteland.com/index.php?topic=2505.0
Read it fully even if you have converted before.

Re: v1.2b & Eden

« Reply #1 posted: Mar 03, 2016, 03:08 PM »
A more detailed process as to how to migrate the mission would be good. I'm merging your changes in now otherwise. Thanks for the update!

Re: v1.2b & Eden

« Reply #2 posted: Mar 03, 2016, 05:59 PM »
Well you script to prevent rollovers from the ifrit seems for me a bit to extrem i set the mass a bit higher. But otherwise a great update! Thanks for your work!

And as feedback your try to keep the AI in the vehicles doesn´t work^^
  • Offline AgentRev
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Re: v1.2b & Eden

« Reply #3 posted: Mar 03, 2016, 07:55 PM »
Well you script to prevent rollovers from the ifrit seems for me a bit to extrem

...How is that extreme? I just lowered the center of mass by like 0.1m because the thing constantly flips on its side when you try to turn at 50+ kph, now the behavior is more similar to the Hunter.

And as feedback your try to keep the AI in the vehicles doesn´t work^^

Yeah, I don't know what else I can do at this point, besides ductaping the frickin' doors from the outside. You shoot a pistol bullet at a goddamn tank and those idiots bail out and run off like headless chickens. I mean, what the hell.
  • Offline JoSchaap
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Re: v1.2b & Eden

« Reply #4 posted: Mar 03, 2016, 11:01 PM »
Awesome work once again!  8)

Re: v1.2b & Eden

« Reply #5 posted: Mar 03, 2016, 11:10 PM »
Well as i tested the Ifrit work now as a kind of tumbler. Also if you drop it fliped on the roof it turns around back on the wheels. So maybe i´m just not bad enough to flip it or i did something wrong. ^^
  • Offline AgentRev
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Re: v1.2b & Eden

« Reply #6 posted: Mar 03, 2016, 11:21 PM »
if you drop it fliped on the roof it turns around back on the wheels

Cannot reproduce, mine stays upside down unless I push it enough for it to fall back on its side.

Re: v1.2b & Eden

« Reply #7 posted: Mar 03, 2016, 11:34 PM »
Okay maybe just my fail. But for the problem with the AI it should help to set the command :
Code: [Select]
allowCrewInImmobile true; and if that is not enough 
Code: [Select]
{_x disableAI "FSM"} foreach crew this can help.
  • Offline AgentRev
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Re: v1.2b & Eden

« Reply #8 posted: Mar 03, 2016, 11:39 PM »
Okay maybe just my fail. But for the problem with the AI it should help to set the command :
Code: [Select]
allowCrewInImmobile true; and if that is not enough 
Code: [Select]
{_x disableAI "FSM"} foreach crew this can help.

1. I don't want them to stay inside a broken vehicle, they should flee if it isn't operational anymore.
2. I don't want to make them even dumber.
3. I already read the BIS forum thread you copypasted this from, along many more.

Re: v1.2b & Eden

« Reply #9 posted: Mar 03, 2016, 11:52 PM »
Ok^^ I tested around some and disableAi makes no different so the only question is at which point they should be allowed to leave. So maybe a little workaround with some checks as canFire and canMove. Beacause I think an AI in a Tank shouldn´t jump out into gun fire with the only reason that the tracks are damaged.

But just an Idea^^
  • Offline AgentRev
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Re: v1.2b & Eden

« Reply #10 posted: Mar 03, 2016, 11:54 PM »
I can tell you haven't checked the dev branch within the last hour.

Re: v1.2b & Eden

« Reply #11 posted: Mar 03, 2016, 11:57 PM »
Your right, but which one you mean?  :D
  • Offline AgentRev
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Re: v1.2b & Eden

« Reply #12 posted: Mar 03, 2016, 11:58 PM »
Your right, but which one you mean?  :D

Well, there's only 2 to check from...

Re: v1.2b & Eden

« Reply #13 posted: Mar 04, 2016, 12:04 AM »
Ok nice hope it works now in every case but wait one BIS update and they will  destroy it again^^

Re: v1.2b & Eden

« Reply #14 posted: Mar 04, 2016, 01:01 AM »
Will there be a upgrade guide for those with servers?