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Classic v1.4 final change list

Historical capture recovered from the Wayback Machine · captured 2003-11-27 · 72 posts
The mod is done and is now at the assembly plant awaiting packaging and shipping.

List of changes:

- Added Spawn CTF gametype.

- Cloak Pack energy drain reduced, matches Jammer Pack. This was changed
to improve the pack slightly due to a bug introduced in version
25034 that allows cloakers to be detected by cameras.

- The Mortar Turret unfolds, fires and deactivates quicker. This reduces,
but does not prevent, the frequency it has at damaging teammates.

- Chaingun damage reverted to base T2 value, lowered spread and increased
velocity due to interpolate settings abuse.

- Increased damage to beacons from mines so beacons do not linger when
marking mines after the mine is destroyed.

- Added lava under terrain of every mission that has an MPB available.
This fixes the problem of a team losing their MPB when it fall through
the terrain.

- Shocklance no longer applies an impulse to MPBs.

- Removed ability to deploy multiple satchel charges.

- Increased minimum deploy distance for deployable invnentories to address
issue of player getting stuck in the trigger on deploy.

- Added missing energy checks to Sniper Rifle and Shocklance.

- Added minimum flght ceiling to all missions (350 meters). If flight
ceiling is below minimum, it is set to minimum.

- The key that takes you out of camera projectile observer in practice mode
was changed from the jet key to the throw grenade key.

- Team Rabbit 2 is now disabled by default. See the variable
$Host::ClassicLoadTR2Gametype to change this for your server.

- Changed repair pack to issue points when something is enabled instead of
waiting for the object to be 100% functional.

- New idle sounds for base turrets.

- Streamlined turret pack datablocks.

- Enhanced LogEcho function to export admin actions to file.

- Wait period for spawn position and team switch reduced to 15 seconds
instead of 20.

- Updated mod load screen.

- More points awarded to unmanned turret kills, was 3, now 5.

- Added Anti-Turtling to CTF and Spawn CTF. Flags are automatically
returned to stands after specified time. This feature is disabled in
Tournament Mode.
Default time is $Host::ClassicAntiTurtleTime = 5; minutes.

- Added beacon marker to deployed inventories.

- Mines do less damage to MPB, tank, grav bike and turrets.

- Added vote menu entries for Random Teams, Fair Teams, Armor Limiting and
clearing a server.

- Added serverside bad word filtering.

- Added admin commands to Mute, Freeze, Boot to rear and explode disruptive
players.

- Added "Get Player Info" to player pop-up menu. Thanks MeBad (Rapture Admin
Mod).

- Fixed vehicle purchase server lag exploit.

- Fixed when running only one mission on server, cycling to next mission
hangs server. It now cycles to same mission.

- Fixed unlimited energy/repair exploit when in an MPB station while it is
destroyed.

- Fixed exploit where you can use repair gun without the repair pack
mounted.

- Fixed energy recharge rate bug when ELFed.

- Fixed deployable inventory stations not working when restored from file
in Practice CTF.

- Fixed some radius explosion console spam.

- Fixed an observer bug that occurred when observing a client in vehicle
whether or not you were observing the vehicle, your camera was set to it.

- Fixed many inventory related console spam

- Optimized code in various files.

- Fixed an issue where Super-Admins could not force themselves to obs or
send private messages.

- Added Super Admins can issue console commands on the server via
Admin Hud. $Host::ClassicAllowConsoleAccess must be set to "1".

- Added the ability for clients to switch their clan tags without
leaving the server via Admin Hud hud.

- Reverted the change made to beacons in Classic 1.1. Target beacons are
back in effect. This is because there is now no way to prevent auto-
beacon.





Post edited by ZOD at 7/20/2003 2:37:23 PM
First
:o
Originally posted by: ZOD

- Added the ability for clients to switch their clan tags without
leaving the server via a new hud.




Thanks for all the hard work ZOD!
I'll get the thread rolling.

All these changes are crap.

NM. Nice. No plasma change though, or did I miss it?
Post edited by Oreos at 7/20/2003 2:32:59 PM
"Target beacons are back in effect"

time to place beacons under enemy vehicle stations
like all the changes except this one:

- The Mortar Turret unfolds, fires and deactivates quicker. This reduces,
but does not prevent, the frequency it has at damaging teammates.



how about,
- The Mortar Turret has now been REMOVED!


dunce's skinning

excellent work, ZOD
Zod, as a guy trying to help all of us with this mappack, its a thankless job, actually a fucking bitchfest, just wanted to say....

THANK YOU FOR THE WORK TIME AND EFFORT.



these guys in here wont do shit, but will try to tell everyone how they messed in their oppinion.


[13:40] <]G[ http://www.teamwarfare.com/forums/showthread.asp?forumid=4&threadid=68291
[13:40] <]G[ start complaining about shit

wah 1.4 sucks wah
Originally posted by: Flyguy
Zod, as a guy trying to help all of us with this mappack, its a thankless job, actually a fucking bitchfest, just wanted to say....

THANK YOU FOR THE WORK TIME AND EFFORT.



these guys in here wont do shit, but will try to tell everyone how they messed in their oppinion.

signed


Thanks ZOD

Originally posted by: Flyguy
these guys in here wont do shit, but will try to tell everyone how they messed in their oppinion.

What?
happy with all, GJ zod.
Originally posted by: Flyguy
Zod, as a guy trying to help all of us with this mappack, its a thankless job, actually a fucking bitchfest, just wanted to say....

THANK YOU FOR THE WORK TIME AND EFFORT.



these guys in here wont do shit, but will try to tell everyone how they messed in their oppinion.

useless!

It seems like after looking at the changes that the cloak sound still exists. Therefore removing any bitching I had about classic 1.4. gw
Almost signed.
Why the deal about mines to the mpb?

She don't eat meat but She sure likes the BONE!
Holy Sh*t....still no plazma turret changes........waaahhh
Originally posted by: ZOD
- Added Anti-Turtling to CTF and Spawn CTF. Flags are automatically
returned to stands after specified time. This feature is disabled in
Tournament Mode.
Default time is $Host::ClassicAntiTurtleTime = 5; minutes.

Would this return both Storm's flag and Inferno's flag if Storm's flag had been held as long as the time limit, or just Storm's flag?

Nice fixes, thanks for all your hard work
Thank you for the hard work in putting all this together. You really make T2 continue to grow. Also, from everyone in the siege community, thank you very much for not changing the cloaking sound. We much appreciate you listening to the feedback presented (though some could have put it much more politely) and hope that future updates go much smoother than this one appears to have gone for you.

Laeren Misha, 3rd god from the right, on until sunrise.
--Proud to be a wow! http://www.wookieesofwar.com
Originally posted by: Silverspirit
Originally posted by: ZOD
- Added Anti-Turtling to CTF and Spawn CTF. Flags are automatically
returned to stands after specified time. This feature is disabled in
Tournament Mode.
Default time is $Host::ClassicAntiTurtleTime = 5; minutes.

Would this return both Storm's flag and Inferno's flag if Storm's flag had been held as long as the time limit, or just Storm's flag?

Nice fixes, thanks for all your hard work


Both teams flags.
Looks good. Would you mind posting the new cg variables?
I have a feeling I will new chain

HollowPoint
[viva la resistance]
zod

Now, when will this be released and approved for twl comp so I can put it on my server?
Fix the tanks! or get rid of them.
Originally posted by: Captain_Kibitzz
Thanks for all the hard work ZOD!

Originally posted by: T-Bone
Almost signed.
Why the deal about mines to the mpb?


Damage to vehicles was overpowered..

Great changes ZOD, nice work!!
Nice
Sweet!

Now if DT is ready, those targeting beacons can be used for full effect without having to rely on spampoints via scripts.
Originally posted by: ZOD
Originally posted by: Silverspirit
Originally posted by: ZOD
- Added Anti-Turtling to CTF and Spawn CTF. Flags are automatically
returned to stands after specified time. This feature is disabled in
Tournament Mode.
Default time is $Host::ClassicAntiTurtleTime = 5; minutes.

Would this return both Storm's flag and Inferno's flag if Storm's flag had been held as long as the time limit, or just Storm's flag?

Nice fixes, thanks for all your hard work


Both teams flags.


explain more pls
if flag is dropped on one side then repicked up does this negate the 5 minute timer?
or if flag is dropped on both sides?
I'm asking this because ppl will just do this to hold on to flag
and is there an option to turn off this feature?
Take the disc explosions out of the plasma turret projectiles thx
If theres been a standoff. A person drops a flag, someone picks it up, then you kill that person and retreive, you still get the 15 point bonus for breaking a standoff. So the timer that was built into the game for that somehow knows the difference, but how it works exactly i dunno.
Post edited by Julius* at 7/20/2003 4:38:39 PM


Word, looks OK
Tons of awsome work ZOD but again why was the chaingun changed? Ive been in a few scrimmages since IP has entered the picture and nothing has changed. The only people that have complained are the ones who didnt/cant chain anyways. Envy (a LD/LO who's skill I respect) said it sucked and no one has told me how to set up 1.4 to test it out.

I still see no reason to change the chaingun and change gameplay at this point in the game. The cloak change isnt a huge gameplay change and the mortar turret will have to be tested in a scrim situation to see how it changes gameplay. But in all honesty this brings back bad memories of the T1 ren dev team forcing changes upon the community which made gameplay suck. Then we got you to fix it. :
Ne ways thx for the effort.
woohoo, more points for farmers!!!!!