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Patch Notes
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February 20, 2017, 06:22:47 pm by Daemon



15 Comments | Add Comment

Upcoming XR 1.1x patch
January 10, 2015, 09:55:15 pm by Daemon

Hello.

We've been working on multiple things for the past months, and they'll be hitting the genpop soon in the form of a new patch. Quite a few people collaborating on this one: Clemens, valli, Groentjuh, DJ, Gridfon and yours trully. Some of the more important changes:

1. Massively updated auth server (cuz of haxor!)
2. New masterserver free from the S2Games' one
3. Improved account database security
4. Account authentication through servers
5. Custom graphic mods + Options GUI
6. Ping faking cvars fixed & removed
7. More hax detection and prevention tools
8. Burrow/Outpost tweaks + undisclosed new content :)

Leaving all the new auth stuff out, here's some things that can be quickly explained:

FIXED:
Damage value on accuracy panel getting inflated from teamdamage.
Random keypress out-of-nowhere.
moneySpent when a unit was refunded.
DROPOFF_RESOURCES waypoint not completing if you enter a dropoff point without touching it (stood too far away or died).
Queue not updating for commander/clients when it's canceled due to sudden lacking resources.
AI code straining and limiting across the code; how AI target orders are handled when received.
Follow and cancellation orders not working as intended. Objects now no longer accept orders to follow themselves (I kid you not - Clemens).
Sensors not detecting gates sometimes (among other things - pretty much any non-client newer objects)

CHANGED:
Commander building waypoints now only reset when a new commander takes over.
Re-entering loadout cancels previously enabled auto-spawn.
GS Cvars gs_team_resource now works for all teams and all resources.
Object setting isWorker range increased to 2 from only 1. Worker counts are exclusive for isWorker==1
!spawnObject now checks a team's object's maxPopulation before spawning. Team0 and anything with no maxPopulation is unaffected.
Non-Siege NPCs no longer receive "attack enemy building" orders, which was not needed and caused lag.
If sadist award is tied, the award goes to the one with less deaths.


ADDED:
cmdrSelectionScaleAdjust  to object settings (adjusts the selection circle's scale).
The familiar "wavey line effect" from shields/spires to units and equipped items as well.
@hit script entry to non-clients (and technically non-buildings, too); melee only.
graphicmode - cvar for user-friendly way to load graphic archives/mods officially added to XR.
cl_blackignore - people show up colored black in userlist if they're on your ignorelist. (Works like cl_yellowme and cl_bluebuddy.)
Level 9 "helmets" for Shaman (previously present in Xmas pack) and Chaplain:



Multiple people reported presets not working for healers. I tried to fix it but i failed - i just can't figure out what's wrong. So if any of you peeps wanna help, try and do it yourselves and send me the fix! Thanks!



35 Comments | Add Comment

XR 1.0 Patch (20-09-2013)
September 20, 2013, 01:55:44 am by Daemon

Big and complicated patch!

Added smart Bots. They are now able to emulate real players!
Improved Tutorial section: Added Bot Duels & Skirmish Maps.
Fixed a number of trees that blocked weapon projectiles.
Added new anti-cheating measures and new detection tools.
Rebalanced Evolution units according to players' feedback.
Added a tutorial invitation for 1st time players clicking Play.
Changed default auth IP for servers (DJ's new Newerth server).
New bins across the spectrum! (OSX gonna be a couple hours late)

...and a bunch of fixes.

28 Comments | Add Comment

XR 1.0 Patch (06-01-2013)
January 07, 2013, 02:58:04 am by Hakugei

New AU/bins are up.
I don't know when US Leet will update, but it will probably be soon as I believe AU is enabled.
Groentjuh and I agreed on a compromise that he gets to test the server bins for 2 days before having to enable AU on G&G - so expect G&G back on XR1.0 in 2 days.

What has changed since the last big update, you ask?

Bug fixes:
  • /ref switchteam being too strict (this includes some improvements to how team joining works).
  • MACOSX being kicked for a wrong hash (sometimes).
  • Shadows not scaling correctly (at all) with object scale.
  • Server rules bugged.
  • Players using "BALL" as name showing up as Sweet's footy mod's ball icon on minimap.
  • Items switching slower (getting stuck) when switching via slot keys than via mousewheel.
  • Mod prefixes with the same substrings overwriting one another.
  • /ref python not accepting/using more than 1 arg.
  • Buddies showing even on the enemy team.

XR Additions:
  • Cvar 'sound_voipEnabled' to disable (with 0) VOIP. Reducing volume to 0 doesn't disable it; this cvar does. (Mainly a workaround so MACOSX can turn it off to prevent crashing.)

Improvement:
  • Greatly reduced the load that AI units (e.g. workers and monkits) have on server performance.
    (Stress tests showed that having 50 active AI around used up 100% of a weak server's CPU. Now it only takes up 4%. Obviously the real servers use less active AI and are stronger than our private testing server. :mrgreen:)
  • !search now uses an inbuilt own sorting algorithm instead of the slow one, thus using up less performance.
  • !spawnobject now adjusts the spawned object's rotation to the object that is spawning it.
  • Some minor clean ups here and there. Messy code makes kittens cry.

Modding additions (do not affect normal Savage):
  • "Unblockable" via states (already existed via objects). Allows attacks to be, you guessed it, unblockable.
  • Item/object merging. Two items, in your inventory, can combine to one stronger item. (For more info, PM me.)
  • Slots can now have levels; this includes level ups and GUI feedback. (For more info, PM me.)
  • Added cvars player_meleeDamage, player_rangedDamage, player_speed.
  • 'thornDamage' works for states now. (Works exactly like 'thornDamage' inside objects.)


Hope I didn't forget anything. :-P
If this new update causes any bugs, just report them as usual. I'll be around to check on the servers the next days.

(If a Newerth Admin wishes to compile a main page post or a dev blog post, feel free to.)

Enjoy your update.

7 Comments | Add Comment

XR RC3 & SFE2 Patch (06-11-2011)
November 06, 2011, 08:49:52 am by Mohican

This is the very final RC3 update, the next update will be XR1.0!   :evil:

(1) Added "Automatic Map Updating" in SFE2 (client will download newer versions of maps from the map server).
(2) Added support for new "config" files and assets in XR1.0 maps (see xr_mini).

2 Comments | Add Comment

XR RC3 Patch (10-10-2011)
October 10, 2011, 09:19:59 am by Mohican

This is probably the very last RC3 patch before XR 1.0 release!

- Added trigger support for "projectiles".
- Improved the console commands "givemoney" and "giveresource".

1 Comments | Add Comment

XR RC3 & SFE2 Patch (30-08-2011)
August 29, 2011, 07:43:45 pm by Mohican

* Fixed the annoying "Aborting JPEG load" error windows when minimap files are corrupted.
* Now showing red navigation lines for bridges in editor (after: navrep_render 0; navrep_process).

0 Comments | Add Comment

XR RC3 & SFE2 Patch (24-08-2011)
August 24, 2011, 10:01:52 am by Mohican

Fixed "settovalue", so people can't use it to change cheat-protected cvars.
Please keep reporting such issues to us in the future!

7 Comments | Add Comment

XR RC3 & SFE2 Patch (11-08-2011)
August 11, 2011, 08:51:56 am by Mohican

 * Moved logs to sub-folder /logs.
 * Servers logs now create daily log files (ie: logs/2011-08-11.log).
 * Some changes to improve network performance:
     - Pumped-up network frames buffer (from 64 to 512).
     - Now sending 1 reliable disconnect packet (instead of 3 unreliable packets!).
     - Replaced all "invalid sv frame" messages with meaningful explanations.

6 Comments | Add Comment

XR RC3 PATCH (06-08-2011)
August 06, 2011, 03:11:18 pm by Daemon

Hello.

I've replaced the mist shield effect with a new one. The old one was white, which made it invisible on most light-colored terrain and especially snow (not to mention when looking up, with the misted beast in front of the sky). This one will only be kept for a while, if feedback is not good.

Mist is supposed to create some kind of prism effect which allows light to go right through. So the new way it looks is it's actually colored, decomposed in basic rainbow colors. While being stationary it may look a little more visible, a misted unit becomes just as hard to spot while moving. The difference is that it is contrasts better with different kinds of terrain, the cycling colors making it so that you will see a contrasting color at one point or another.

Please let me know what you think.

Thank you.

13 Comments | Add Comment

XR RC3 PATCH (04-08-2011)
August 03, 2011, 11:32:37 am by Mohican

Added a new cvar called "cl_port".

You can use this cvar to force your savage client to use the specified port (restart savage after changing the value!).
If the value is 0, savage will choose a free port automatically.

This option can be useful if your ISP throttles bandwidth on certain ports.

3 Comments | Add Comment

XR RC3 PATCH (07-06-2011)
June 07, 2011, 02:43:27 pm by Mohican

This is a mini-patch, that fixes some issues with server demos.
Replay servers will now play demos continuously, instead of reverting to game hosting.

Additionally, crosshairs will now flash when the ranged weapon hits a target (instead of when the weapon is fired).
The behaviour for melee weapons remains the same as before (crosshairs red during the attack window).

I can also reveal that XR 1.0 is getting very close to completion!
 :mrgreen:

26 Comments | Add Comment

XR RC3 PATCH (05-04-2011)
April 05, 2011, 08:33:23 am by Mohican

For the past few weeks, VaultDweller has been tweaking and streamlining the silverback rendering engine to make it more performant. In tests on various hardware, significant FPS boosts have been recorded in LOW setting mode (on my low powered laptop, for instance, a boot from 60 to 73 FPS).

VaultDweller's modifications have been released today as an RC3 patch.
He is now focusing on improving GLSL shaders rendering for HIGH setting mode.

We hope you will enjoy the nitro injection!

3 Comments | Add Comment

XR RC3 & SFE2 Patch (10-03-2011)
March 10, 2011, 06:43:11 am by Mohican

Several people have reported glitches with beast leaps over the past few days.
Recent patches have focussed on streamlining the physics code, which was very horrible and hacky.

Anyhow, after going through the code again, line-by-line, I found one discrepancy with the previous logics. The discrepancy has now been fixed in this patch.

I would appreciate feedback from the people who reported the glitch, to confirm the bug is now fixed.

8 Comments | Add Comment

XR RC3 PATCH (08-03-2011)
March 08, 2011, 12:17:17 pm by Mohican

(1) Fixed XR server crashing when SFE clients try to join an xr_ map.
(2) Fixed bug with LODs (by VaultDweller)

The next Patch will focus on Client Demos.
(compatibility with SFE demos, and better video encoding support).

15 Comments | Add Comment

XR RC3 PATCH (23-02-2011)
March 08, 2011, 12:16:35 pm by Mohican

(1) Fixed slow-down when walking around buildings.

0 Comments | Add Comment

XR RC3 PATCH (20-02-2011)
March 08, 2011, 12:14:56 pm by Mohican

This Patch is dedicated to Server Demos, which did not work in XR.

 - Fixed Server Demos
 - Replay of old Demos supported (including SFE).
 - New Server Demos replay commands: sdemoNext, sdemoEnd, sdemoPause, sdemoUnpause
 - Pause/Unpause can also be called by Referees or Votes.

0 Comments | Add Comment

XR RC3 PATCH (17-02-2011)
March 08, 2011, 12:13:54 pm by Mohican

(1) New cvars to control shimmying:
    * p_shimmyBuilding (default is 0).
    * p_shimmyTerrain (default is 1).
(2) New cvar called "p_steepSlopeDecel" (default value 0.1).
    Units that are sliding up steep slope get slowed by that fraction each frame (not corpses).
    You can revert to the old behaviour (which is an exploit!) by setting the value to 0.
(3) Fixed up-hill leaping sync' problems.
(4) SFE2 clients now compatible with XR effect emitters (example: flames in xr_amazon).
(5) New version of xr_mini, fully debugged and improved

0 Comments | Add Comment

XR RC3 PATCH (15-02-2011)
March 08, 2011, 12:10:36 pm by Mohican

(1) New Build/Mine anims (in SFE the NO animation problem is fixed).
(2) General Physics Code:
    * Normalized between all versions.
    * Improved interaction with dynamic props.
    * Shimmying now allowed only if touching terrain.
    * Improved anti-stuck code.

0 Comments | Add Comment

XR RC3 PATCH (04-02-2011)
March 08, 2011, 12:06:28 pm by Mohican

(1) Released Auto-Updater Patch for MacOSX XR RC3.
(2) Released SFE2 patch (XR content).

0 Comments | Add Comment
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