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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
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Author Topic: XR 1.3 Followup Patches (3-4-2017 to 7-4-2017)  (Read 7025 times)
Hakugei
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« on: April 05, 2017, 02:20:57 am »

Patchnotes 1.3 Followup
1.3 bugfixes, 1.3 adjustments, new wishes, and additional pre-1.3 bugfixes.

Bug Fixes:
  • Under specific circumstances, callvote could crash the server
  • player_healernearby not going away once alive or showing for enemy healers
  • /kill circumventing resource dropping
  • Perma-mist
    • Let me know if it fully works now, as there might be another hidden bug
  • Server Python
  • Auto-buffing was always off
    • It wasn't intended, though most people enjoyed playing without self buffs
  • Items fell (spawned, actually) through map props
  • Balloon (human_transport) not dropping new goodies
  • Altars being free
  • Chaplain potions multiplying regen
  • Caches not having a T3 skin
  • Jumping corpses (especially Behemoth) upon death
  • Outpost/Burrow not allowing some siege units to spawn
  • Exploit allowing players to circumvent shop spawning restrictions
  • Melee items, while melee is equipped in a shop, being falsely flagged as "Your inventory is full"
  • Players sometimes receiving extra gold when team gold is full
  • markEnemies and cloaking will correctly reset upon death and revival
    • I actually liked cloaked corpses, though
  • Fixed splash damage denial from potion states
  • Reduced potion states levels of energyArmor to 1.05, 1.1, 1.15
  • Server error message involving human_heal & beast_heal (did not impact gameplay)

Improvements/Changes:
  • Re-enabled shuffle for 2 team matches
  • Numerous Profanity Filter Upgrades
  • Unbuyable items (playercost -1) now replenish themselves for free (like weapon ammo does)
  • When team gold is full, comm tithe tax does not take effect and the player receives the full share
  • Conflux and Shaman Shield sound volumes and falloff
  • Behe and Summoner sprint animations
  • Commander Worker Order Queue hotkey moved from ALT to SHIFT, and Commander Mass Order hotkey moved from SHIFT to CTRL instead
  • /dropgold has received an upgrade
    • During WARMUP: Minimum 10, even while dead
    • During MATCH: Minimum 100, not while dead
    • Chat echo for success
  • /donate has received a chat echo for success
  • Conflux, Heavy Transport (Bus), Guardian (Tree), Transport (Balloon) have had their maxPopulation reduced from 3 to 1 for now
  • Conflux and Heavy Transport (Bus) have had their costs increased from 100 & 15k to 250 stone & 25k gold for now
  • Added lockspec & nocomm votes to lobby vote panel
  • Outpost (Magpost) and Enchanted Burrow (Heal Burrow) upgrade cost reduced to 500/1000
  • Conflux and Bus are now buildable from Garrisons/Subs and Magposts/Heal Burrows
  • Altars and Caches cost reduced to 50 energy
  • Separated Resource Dropping into sv_goodieDropPlayerResources (default off) and sv_goodieDropNonPlayerResources (default on)
    • Firstly, this means that workers and carts dropping their carried resources can now happen without the need for players to do the same
    • In fact, players no longer drop their carried resources, while workers still do
  • If sv_goodieDropPlayerResources is on, reloc-ing drops the resources
    • Since sv_goodieDropPlayerResources is turned off now, this only takes effect on special gamemodes and maps, not standard
  • More /xrinfo
    • I would like to add more, what would players/admins like to see there?
  • _auto_attack adjustment
  • Removed some performance wastage involving lagcompensation code
  • Crashday's Cel Shading (BETA)
« Last Edit: April 08, 2017, 02:08:32 am by Hakugei » Logged
KingKong_
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« Reply #1 on: April 05, 2017, 09:34:45 am »

I figured out why I couldn't load maps. Well not why, but how to get around it. Seems I have to rename maps inside the editor now, can't do it in Windows. Maybe Win10 fucks with the file structure upon renaming or something, I wouldn't know. (At least I'm pretty sure I could do this before, as I do the non-terran related map editing with WinRar and Notepad anyway. Or perhaps I just remember wrong)

Anyway, I made XR_Bubbles use the new effect script, seems to work, however, a question before I bully a map admin to uploading it:

Quote
!playeffect target _streamsound_ nearby

Does this execute !spawneffect on all clients at the location of the target (like I want, and like sound effects typically work), or is the triggering client the only one this gets executed on? If the latter, then I can perhaps get what I want with some further scripting, but I'd like to know if that's actually needed before I figure out how to do that.
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Hakugei
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« Reply #2 on: April 05, 2017, 12:39:20 pm »

I figured out why I couldn't load maps. Well not why, but how to get around it. Seems I have to rename maps inside the editor now, can't do it in Windows.
Because renaming just the map file shouldn't be enough, it keeps the same naming inside many of the files as well.
Probably need to rename those as well, because I remember renaming just the map file has never worked for me in the past.

Quote
!playeffect target _streamsound_ nearby

Does this execute !spawneffect on all clients at the location of the target (like I want, and like sound effects typically work)
That's the idea. Let me know if something is wrong.  Afro
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KingKong_
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« Reply #3 on: April 05, 2017, 12:51:23 pm »

Probably need to rename those as well, because I remember renaming just the map file has never worked for me in the past.

Ok, my memory was just off here, haven't touched mapping in a while. Sorry for the confusion.

Quote
That's the idea. Let me know if something is wrong.  Afro

Great. In that case, I got the fixed map ready to upload. But of course the rights system prevents me from doing it because the map is onlined. Could you offline it (EDIT: done, thanks DRK) so I can upload the updated map and overhead (made other minor improvements). By previous experience, it'd take several days of spamming the forum and in game chat to get a map admin to do it.

http://www.newerth.com/?id=maps&mid=2539


edit:

fixed version is now online thanks to DRK, seems to be working!
« Last Edit: April 05, 2017, 01:29:01 pm by KingKong_ » Logged
Necrophiliac
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« Reply #4 on: April 05, 2017, 05:01:27 pm »

Great fixes and changes.
Really enjoyed self buffs being off, was new and refreshing :/ miss it already!
I feel the transporter is more reasonably priced now too.

Two more things that may have been fixed/looked into are:
1)Firewards/mines killing units when they are being resurrected.
2) I mentioned briefly units were showing as transporters on ts mini-maps. I would like to expand on that by saying both teams had this problem, meaning that the units on t1 were showing as transporters and t2 were showing as conflux. The size of the transporter/conflux on the minimap would also increase in size when the player had died. 
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Daemon
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« Reply #5 on: April 05, 2017, 06:20:49 pm »

Updating mods is a major task. As of right now - they're not to be expected to function properly until 1.3 goes stable both in features and in bugs.
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Hakugei
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« Reply #6 on: April 05, 2017, 07:07:13 pm »

Really enjoyed self buffs being off, was new and refreshing :/ miss it already!
Good times.  Grin

1)Firewards/mines killing units when they are being resurrected.
While resurrection is happening, you can take damage?
The resurrectee or the resurrector?
Enemy wards/mines, allied ones, or your own ones?

2) I mentioned briefly units were showing as transporters on ts mini-maps. I would like to expand on that by saying both teams had this problem, meaning that the units on t1 were showing as transporters and t2 were showing as conflux. The size of the transporter/conflux on the minimap would also increase in size when the player had died.
Thank you for the additional info.
In case updating mods (when the time comes as Daemon said) doesn't fix this issue, I'll take a look.
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Bullet
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« Reply #7 on: April 05, 2017, 07:19:16 pm »

A feature suggestion:

Longer recharge time on bow increases its damage, shorter means lower damage. Like discharger.

Since this is potentially a nerf for humans, atleast if max damage isnt raised, i suggest raising the max damage with 10 (or something like that)
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« Reply #8 on: April 05, 2017, 08:23:54 pm »

bug (recorded today):

https://drive.google.com/file/d/0B1gpTwfEsdA_YlpRWkJwU2RGT3M/view?usp=sharing

The bug occurs in the 15th minute in the demo. Im summ, with Chiprel as summ behind me. No gold bags are around me on the ground.

I hit shield first once (and get 581 gold), and second shot, i kill the shield tower and gets 1378 gold from that last shot (?)...

Its worth mentioning that I had some fire wards around from earlier in the game, but heard none of my  firewards going off.

I literary got no idea where that extra gold came from.
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Daemon
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« Reply #9 on: April 05, 2017, 08:56:48 pm »

I watched the replay and even though you can see the 1371 gold coming at once, you can also hear a multiplied sound of gold income, like when picking it up stacked gold bags. The question really is whether the shield came down in 1 or 2 hits.
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« Reply #10 on: April 05, 2017, 09:04:34 pm »

Chiprel hit it once he said, and he was the summ right behind me. Since i hit it tvice, that equals three hits.
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Daemon
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« Reply #11 on: April 05, 2017, 09:17:27 pm »

Okay then it's a thing related to the new change that makes players receive all the gold when the team gold is full.
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Hakugei
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« Reply #12 on: April 05, 2017, 09:21:04 pm »

The amounts of hits are fine, there were enough summs and shots, and beasts were attacking it for a while (including sacs).

I hit shield first once (and get 581 gold), and second shot, i kill the shield tower and gets 1378 gold from that last shot (?)...
I literary got no idea where that extra gold came from.
I looked at the demorecord and I can tell you where the gold came from:
  • When team gold is full, comm tithe tax does not take effect and the player receives the full share
Your team gold had just reached full a moment before you received your gold.
You receiving more is not a bug.

However, you receiving that much more is related to a different bug that I couldn't reproduce alone (when I coded it) but was expecting that it might happen in a real match with a lot of simultaneous players. You've confirmed for me that said other bug is real and not just my crazy imagination. Afro
I'll try to fix it now that I know it's real.
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« Reply #13 on: April 05, 2017, 11:26:06 pm »

bug:


6th sense minimap surveilance doesnt stop after youre dead.
It should  Smiley

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Hakugei
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« Reply #14 on: April 06, 2017, 01:13:30 am »

6th sense minimap surveilance doesnt stop after youre dead.
You mean while you're a corpse?
Which can be revived?
Or when you respawn?
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