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Jerad2142 started following 1.2.3.5/1.0.1.5 Release (More crime updates and bug fixes)
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This patch was not originally meant to focus on crime, but after watching people play, especially KTFF, I realized the crime system had become overpowered and broken. Crime-related changes are now the main focus of this update, alongside several bug fixes and smaller tweaks. TARTGETED RELEASE: Late tonight or tomorrow. New Stuff Added the Undervolted Plasma Torpedo Launcher It has vastly more ammo than the traditional Plasma Torpedo Launcher, but also does less than 1/10th the damage and explosive range. The only way to acquire this weapon is from Cops working for the SCPD. This was added to nerf the SCPD - the OG Plasma Torpedo Launcher was vastly OP, especially with infinite ammo. Added a Humvee for Area 69 Main reason for this addition is I decided it was weird to have military soldiers come out of a police Humvee, so now they get their own car. Basically an HD version of the GDI Humvee. This Humvee has the physics of the other hummers in the game. Equipped with a 25 round machine gun with incendiary rounds. Added more reader boards to SCPD - two in the desert, one at Eric’s Autos, and one at the Arctic Airstrip. This is an ongoing effort of the governor of San Casina to advertise more high scores and other info. San Casina has realized its catch-and-release program for criminals is not working, so it has partnered with Flock Cameras and become a security state instead of fixing the core issue. These cameras can easily be run over or shot down, and they can also be repaired by the street sweeper. Both destroying and repairing them count toward high scores. If a Flock camera stays destroyed for more than an hour and a half, the city will repair it with magic. More Crime Overhaul I redid the math for gaining crime bounty. If you’re in pathfind, you get 100% of the bounty; if you’re outside of pathfind, you only get 10%. That value is then multiplied by (wanted level+1)/11. The final formula is: (InPathfind ? 1.0 : 0.1)*((wantedLevel+1)/11)*CrimeValue[CrimeType]. I repurposed and reworked an old crime system. Originally, killing cops would call in other cops. The system has now been expanded so that any crime can call cops, and after committing a crime, you will remain noticeable for roughly 30 seconds. The crime point scaling system is multiplied by 16 to determine the distance that cops can be called from. The Arrested/Killable Icon for collecting bounties now displays properly (it requires you be on the pathfind grind for at least 60 seconds). The Pathfind detection system has been tweaked. There is now a 5-second cooldown before you are considered not pathfindable, which should reduce the chance of vehicles doing jumps being counted as non-pathfindable. This cooldown does not apply to the bounty system; you must still be pathfindable for that to count. Once you reach wanted level 5, cops can track your cell phone using previously existing logic. You can now drop your cell phone, and cops will treat that dropped phone as your last known location instead. Reworked how bounties are calculated. Bounties are now based on crime type instead of the old RNG-based code. Assault = $1,000 Murder = $10,000 VehicleTheft = $500 VehicleAttacked = $1,000 VehicleDestroyed = $2500 GenericTheft = $330 AssaultingOfficers = $5,000 CopCarsDestroyed = $5,000 MilitaryEquipmentDestroyed = $25,000 DrugDealer = $1,000 SecurityCamera = $100 Heinous Crime = $100,000 Added the Heinous crime, which is applied when killing shipping ships or AI passenger planes. Reworked how EXP and wanted-level progression work. The system now follows a smoother curve. Listed below is how many kills it takes to level up if you are seen by cops or cameras, with one kill counting as about 25 points: Level 1 – 2.6 Kills Level 2 – 7.1 Kills Level 3 – 14.47 Kills Level 4 – 25.88 Kills Level 5 – 43.36 Kills Level 6 – 69.84 Kills Level 7 – 109.64 Kills Level 8 – 169.15 Kills Level 9 – 257.84 Kills Level 10 – 389.72 Kills Here is the crime pointing scaling (Old system besides the heinous crime): Assault = 2.5 Murder = 25.0 Vehicle Theft = 7.5 Attacking Vehicles = 2.0 Vehicle Destruction = 15.0 Theft = 1.0 Assaulting Officers = 5.0 Destroying Cop Cars = 10.0 Destroying Military Equipment = 75.0 Drug Offenses = 3.0 Destroying Security/Flock Cameras = 1.0 Henious Crimes = 625.0 Two more high scores have been added: one for reaching 5 PLECOSTOMUS and another for reaching 10 PLECOSTOMUS. Remade how police vehicles spawn: Delorean, Crown Vic, Charger, and Bugatti spawn at the base wanted level. Wanted level 3+ police hummers will start to show up. Wanted level 4+ Area 69 hummers start to replace the other cop vehicles. Wanted level 5+ the Police Destroyer starts to stalk the ocean. Wanted level 6+ SWAT hummers (which have future soldiers) join the mix). Wanted level 9+ enforcers appear and replace all the previous. Wanted level 10 the police heavy APC joins the fight. Also rebalanced how weapons are spawned on passengers of vehicles via wanted levels: Civilians: 0 – food, knives and swords, pistols, 2 – shotguns and submachine guns, 3 - rifles. Police: 0 – tasers and pistols, 1 – shotguns, 2 – rifles, 3 - sniper rifles, flack cannons, 4 – gatling guns, rocket launchers. Military: 0 – shotguns, 1 – submachine guns, 4 – rifles, 5 - machine guns, gatling guns, 6 – sniper rifles, flack cannons, 7 – rocket launchers. Future Soldiers: 0 – energy pistols, 5 – energy shotguns, 6 – volt submachine guns, 7 – volt rifles, 8 – volt sniper rifles, 9 – undervolted plasma torpedo launchers. Tweaks Gatling tank is now spelled correctly, I totally didn’t learn how to spell it form C&C Generals. The Police Enforcer with the Plasma Torpedo Launcher now has a custom mounted version of the weapon that does less than 1/3rd the firepower and 30% the explosive range. Police and SWAT hummers now have more torque than their civilian counterparts (they used to be worse than the civilian variant). Hamina-class Missile Boat, Komar-class Missile Boat, Mark V Special Operations Craft, Pirate Ship, and the Gunboat now all use a much stronger armor and health type. Police Charger now has more armor - I’m not sure if it was a typo on my part but the previous instance had no armor at all. The Sea Monster is now named the Buck Ness Monster due to multiple rename requests. The Plasma Torpedo Launcher used by SCPD is now a fake version, which allows me to use LOD on it. After a lot of testing, I pinned this weapon down as a major source of client-side lag. Fixed a bug with the arrest messaging system not displaying when a player was killed/arrested and thus lost their bounty. Scrolling Marquees now show all disaster events. I’ve been forgetting to update that code for a while. Made a centralized function for detecting if AI can target an object - previously there was a ton of AI code that had different condition checks to see if they could attack a target. This slowly got out of sync over time and has lead to issues like some AI attacking players that were targeting Scuds as well as some other odd edge cases. In addition to the change above, Cop AI has been improved so it moves toward the player’s controlled vehicle or object. For example, cops will go to the Scud Launcher instead of the targeting object, or to the object holding the RC remote for a remote-controlled car. Driving police job vehicles now vastly increases the detection range of the bounty hunter job (General Camo suggestion). Bug Fixes Some ant spawners that were outside of pathfind. Red doors were updated in Renhalo incorrectly, which allowed players to fall into the void. Made some zones in the race track higher into the air, I had reports that players could jump some of them. All Police Enforcers now have proper weapon names. SCPD now properly blocks Ion Cannon Uplinks and Scud Launcher uplinks (not sure how long this has been broken for). Police Hotline now shows player bounties and wanted levels. It was still using the old bounty system, so it was never listing anyone. Calling the police hotline when you have a wanted level of 3 or higher now makes them properly triangulate you. Cops now properly arrest players instead of just standing there all brain dead. A69’s nuke will no longer chase the player into their next life, previously if you died the nuke would still show up and blast the hell out of you when you had no bounty. Destroying/Killing things with the scud launcher/ion cannon now says “X killed Y while targeting VEHICLE” instead of piloting. If an AI vehicle is destroyed by something the occupants can’t attack the occupants will no longer charge out and attempt to attack said object. Some more possible BlueHell fixes. Fixed some building specific announcements not showing up on the reader boards. Police Destroyer now marks criminals as seen if it sees them. Added a new flag and fixed two existing flags that were turning solid black due to light gen. Hovercraft should now make water sounds when hovering over the water. Crash Fixes Fixed an end game crash related to the Ogel system. Fixed a crash related to ambulances.
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APB 3.8.1.0 Release General Reduced explosive barrel HP from 60 to 30. Reduced AT mine layer count to 6 (was 8). Removed Spy’s ability to steal vehicles. Fixed stealth info box exploit. Made a change that reduces stuttering. Disabled leg twist. Added normal maps for several defenses, vehicles, and weapon projectiles. Bots Now engine-based, rather than scripts based. Bot count can be chosen from the game host menu. They can now appear on the tab player list and score screen. Added some expanded and refined behavior, such as sprinting, dodging fire, returning to base to refill after taking damage, and more. Pathfinding Update Updated pathfinding logic. Support added for Recast Navigation "https://github.com/recastnavigation/recastnavigation" Added navigation meshes per map for Recast Navigation integration. This new system allows for dynamic pathfind changes on maps. Hedgehogs, Walls, and Wall Hubs now open up to pathfinding once they are destroyed. Navy Reduced gravity on Helicarrier rockets to 0.1 (was 0.5). Reduced RepairVehicles warhead effectiveness against VehicleBote, VehicleCruiser, and VehicleHelicarrier to 0.4 (was 1). Tracking Overhauled tracking to have the option to utilize a cone instead of a raytrace. This should reduce the requirement to pixel hunt your way to being locked onto a target. MANPADS have a lock-on cone of 7.5 degrees. The MiG has a generous lock-on cone of 10 degrees. Most other weapons have a lock-on cone of 5 degrees. MANPADS (Redeye, Strela) have a lock-on timer of 1 second, but a much faster velocity. Lock-on weapons now have sound tones for tracking and being locked on. Overhauled SAM Site to behave closer to the original game cutscenes, with a lock-on timer of 5 seconds and significantly faster velocity. Longbow, Hind, Yak, and MiG now have warnings when being tracked, locked onto, and having homing missiles fired at them. Strela and Redeye tracking time reduced from 2 seconds to 1 second Strela and Redeye range increased from 170 to 200 to account for firing delay Strela damage increased from 70 to 85 Redeye damage increased from 90 to 110 Phase tank and chrono tank missiles now have a tracking time of 0.25 seconds. Most missiles not otherwise mentioned now have a tracking time of 0.5 seconds. Reworked the Stinger "AT Launcher" into the M47 Dragon, an advanced anti-tank missile with reticle-tracking missiles. MiG Grom Increased targeting range from 150 to 175. Increased tracking time from 0.01 to 0.75 seconds. Increased velocity from 175 to 250. Sounds Drastically increased weapon sound ranges to allow the distance filter to work better. Added damage alarm sound to more vehicles. Added turret traverse sounds to some of the tanks. Added original German (censored) death sounds to Volkov's death sound twiddler as rare easter eggs. Added new fire sound to the Dragon (this is the AT Stinger weapon). AA Gun Increased rate of fire from 8 to 10. Increased burst count from 2 to 4. Decreased burst delay time from 1.0 to 0.25. Decreased damage from 50 to 20. Increased truck spray from from 2.0 to 2.5. Added proximity extent of 2.5m (0.15 second fuse). Decreased camera shake intensity from 2.0 to 1.0. Increased clip size from 20 to 40 (truck from 10 to 20). Decreased camera shake duration from 0.25 to 0.1. Truck explosion damage decreased from 22.5 to 10.5. Truck explosion inner radius increased from 0m to 10m. Has a new reload sound. Updated firing sound to use the new weapon tail sound mechanic, to reduce muddiness. Tanya Added dual-wielded pistols. Added an alternate fire for the Colt 45, which fires both guns at once (at the cost of ROF). New reloading sound. Maps Brightened Antlion slightly. Removed Siege. Removed visible boundary stripes on remaining maps. Bonsai Fixed floating tree. Canyon River New ambient sounds and updated reverb areas. Hostile Waters Paradox Replaced legacy Gem Silos with the terrain versions (proxied ladders, etc). Added the Soviet Helipad and Soviet barrack that are on Hostile Waters. Lunar Paradox Added script that teleports players into their purchased vehicles. Assigned radar blips to the vehicles. The Woods Today Added lower LOD stages to a couple of the houses features on TheWoodsToday, which may improve performance. Jukebox edited. Switched out "Shut It" for "Traction". Adjusted Oak Tree leaves to improve performance.
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ug777netph1 changed their profile photo
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Gh0st started following CNC Renegade - PS Vita Port
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Every day I am closer to a complete Renegade port on PS Vita. This will supersede any PSP development since the PSP is not a good candidate for any further work. So far we almost have a complete M00 Tutorial running flawlessly, including audio. More polish required, but its a valid WIP.
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On September 5th at 7 PM GMT
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Thank you for your report. They will be addressed in our upcoming release.
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Description Bad values at script build (revision looks fine), armor and health in a vehicle. Reproduction Steps join in buy hotwire and med tank / technician and buggy type in fds console: podump and pddump and look on that values More visible at attached screenshot. Here is console outpu: >pddump Start PDDump output 1;RandomPlayer;0.000000;1;0;HIDDEN;HIDDEN;165;1;0;0;6937.585938;-1.000000;573.053528;2000000;HIDDEN;HIDDEN;5;9000 End PDDump output >podump Start PODump output 1;RandomPlayer;1500000325;CnC_GDI_Engineer_2SF;1;55.312;-57.558;1.702;3.108;200;100;200;100;1500000368;CnC_GDI_Medium_Tank;54.415;-56.805;1.070;3.108;200;100;200;100 End PODump output Tested with: The version of bandtest.dll on this machine is 4.800000 r9000
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On August 29th at 7 PM GMT
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Hi there. Done!
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Hi there! Have you tried deleting the package-cache folder for that particular game? Sometimes a particular zip file gets stuck.
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Hello, gentlemen! I am willing to change my W3D account's Display name from Igor The Bylarge to Igor_The_Bylarge since new launcher I am trying to switch to due to downloading issues of the old one (I am tired of restarting the download 5000 times), yet the new launcher appear to dislike spaces in my nick when I try to authorise. And authorisation is mandatory for me for perfoming my duties as a Tester. I can't change it myself - turns out I need to ask one of forum's moderator\admins to do that for me. So here I am. Thanks in advance to whoever will be first to see and respond to this request.
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Corsica started following TRS Fail to install
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Hello everyone. I tried to refrain from asking but I am stumped. I'm tryin to install TSR while running W3D as admin. It has failed to download at least 10 times and I'm clearing my directory and restarting the launcher after each try. Thanks for reading. Error log: 2026/08/20 19:02:23 Application version: 0.14.0.0 W3D Hub Launcher.exe -------------------------------------------------- [ERROR] An error occurred whilst performing a Install installation of tsr, channel release into directory 'D:\W3D Games\games\tsr\release' Exception (Exception) One or more packages failed to download Stack Trace; at W3DHub.Launcher.Servicing.Legacy.GameVersionInstaller.DownloadPackagesAsync() at W3DHub.Launcher.Servicing.Legacy.GameVersionInstaller.PerformInstallationAsync() Inner Exception (InvalidOperationException) Sequence contains no matching element Stack Trace; at System.Linq.ThrowHelper.ThrowNoMatchException() at W3DHub.Backend.Client.PackageServerClient.<>c__DisplayClass3_0.<GetPackageDetailsAsync>b__1(Package p) at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](List`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) at W3DHub.Backend.Client.PackageServerClient.GetPackageDetailsAsync(IReadOnlyCollection`1 packages, CancellationToken cancellationToken) at W3DHub.Backend.Packages.PackageDownloader.DownloadPackagesAsync(IReadOnlyCollection`1 packages, IProgress`1 progressCallback, CancellationToken cancellationToken) at W3DHub.Launcher.Servicing.Legacy.GameVersionInstaller.DownloadPackagesAsync() Device Specs: Device Name DESKTOP-KEJTK02 Processor 11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz 3.50 GHz Installed RAM 128 GB (128 GB usable) Storage 954 GB SSD SanDisk SDSSDH3 1T02, 932 GB SSD WDC WDBNCE0010PNC Graphics Card NVIDIA GeForce RTX 3070 Ti (8 GB) Device ID 6FE76B63-26BD-43BF-885E-37BD87ED1979 Product ID 00326-10885-07444-AA460 System Type 64-bit operating system, x64-based processor Pen and touch Pen support
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[blurb]Water focused, new vehicles, events, bug fixes, stability improvements, and more![/blurb] Planned release should be tonight. The original goal of this release was to address a lot of water related issues, things that just looked ugly or needed polish; although still highly water focused, this update has added some new jobs, vehicles, disaster events, pets, and some terrain rework. It also makes the usual attempts to increase server performance and address crashes. New Stuff A new shipping lane system that lets the AI know what safe paths around the main land masses are. The ocean is now populated with cruise ships and cargo ships, these happy fellows just put around the ocean on their way to deliver their people or cargo. The San Casina Police Department shelled out a ton of money and purchased an old destroyer, expect to see this show up if people with a wanted level of 5 are in the area. The ugly old fishing buoys have been replaced with actual fish, birds, and other sea life. A new daycare has moved into San Casina, feel free to visit or call the Quality Learing Center for any childcare related needs! Fishing Boats now show the 5 nearest fishing spots - Also added two new perks for the Fishing Boat, one will make it so you see the 10 nearest spots, the other will make the markers on the radar show up colored (Blue = Normal, Better = Orange, Best = Light Green, Trash = Black). Added 3 new events, one is completely water based, one is mostly water based and one only starts and ends in the water. Enabled an old event from 2020 that was disabled due to how unstable the Pathfind was (it would often crash the server within 5 minutes of starting). Also touched up the effects of this mystery event. Added 3 new sea-based houses (they’re ex-military bases floating on ice bergs). Each house can have a favorite ship and helicopter. These houses also serve as docks for fishing and show up as closest locations when boating about. A new store has moved into San Casina that sells Ogels! Minifigs & Bricks has opened its doors and will pay good money for Ogel sets! Sure there might have been some rumors of them not paying, but everyone the owner knows has got payouts. Added 5 new player controlled boats! Speed Boat 1 (yeah, I don’t have a creative name here) Speed Boat 2 (same as above) Yacht Mark V Special Operations Craft Hamina Class Missile Boat A new city beautification project has been put underway; this project aims to revitalize some parts of town and make it look lusher and greener (and totally wasn’t done to simplify terrain/pathfind to increase stability). Added two new pets - Giant Spider and the Rabbit. Added some more Easter Eggs to the map. Added 23 new high scores for the player to master. Added a new system for the perks system that will notify players if a perk requires more than one use. Perks like Sniper now require at least 2 uses to have any effect, same for Master of Disguise. A system has been added to make holiday events happen automatically. New Years, Valentines, April First, Easter, Fourth Of July, Halloween, Thanksgiving, and Christmas should now automatically trigger without having me to remember to update the server files. Tweaks/Improvements Shrank the size of the circle marker on the radar, it was far too big. Increased the size of the ocean by 1000 meters to the South (And then even more after that, I’m guessing I added 1000 more to the East, forgot to put it in my notes of how much). Fixed some alignment issues with the ocean water. There used to be some visible gaps. Increased the polycount of the ocean so when the fog rolls in the player is no longer trapped in a sea of gray. This also has the benefit of casting slightly better shadows. Nullwave Repeater now carries less ammo and is now more expensive. Several building LODs have had their distance increased to make the pop-in less painfully obvious: Gas Station, Westwood Warehouse, Limmers. Bushes, Ferns, and other plants now have a slightly farther LOD distance, so they don’t pop in all of 5 meters away from the player. Increased the suspension of the Fiat Tipo so it gets hung up on curbs a bit less. A bunch of news updates now come from “SCPR” Made the Message In A Bottle’s LOD less awful to look at. It’s a little harder to spot now but it also doesn’t look like complete ass when you drive 5 meters away from it. Shooting AI Jets down now increases your wanted level even if the cops don’t see you do it, FBI or something. Weapons that have been favorited now will update their price the next time you purchase them if they’ve had increases or decreases over the years. Hovercraft that get EMP’d now fall into the water. This is an old system that I’m 90% sure was working at some point and just got broken. Made a simpler system for cleaning up data at the end of a game. This should help make game over and next map loading be more stable. Empty street sweepers now repair signs, making them less exploitable. The Mutant Takeover perk now unlocks by winning the Mutant Assault instead of losing (harder to unlock this way but doesn’t encourage the team to work against itself). Vehicles from a player’s garage are now only worth 1/10th their price, this is to reduce an exploit where players would sell them for full price instantly on spawn. Improved how exiting water with swimming works. There used to be some code that would block you from flying out of the water if you bounced on the surface, this is now handled by setting you Z velocity to 0. Added some new net code that will allow me to make certain objects only update if they are misaligned by a set amount client side. Bug Fixes A certain door in Renhalo has been fixed to work with the red keycard once more. Removed a delay from the Nullwave Repeater that made it silent for a split second when being fired. The simple fountain mesh now correctly lights with lightgen - no more glowing poles at night. Fixed some misaligned ID’s that caused doors not to open on certain buildings client side. Fixed 4 spots in the ocean where if you were swimming, you’d suddenly just fall. Fixed 4 high scores that have not been recording. The Killed messages would occasionally say killed instead of destroyed, this has been corrected. Fixed a bug with the Jackpot system that would cause the Jackpot to slowly decrease as the player gambled more. (already live on the server). Ambulance Job no longer pays money to the driver if the driver was the one hurting the person being healed. Fixed a bug that was causing trains to sometimes have odd collisions on create that would vanish after the player started moving. One of the basic hunting AI scripts wasn’t wandering around the map if it couldn’t find anything to hunt. Changed how my custom date time code works, broke more than it fixed at first. Pets no longer try to teleport to their owner repeatedly while the owner is swimming. Performance Reduced the number of draw calls on the graveyard Added a preset specifically for collision testing to reduce processing on the server. Added BillBoard textures to 3 of the common trees in San Casina to reduce impact on the client at range, managed to get the pop-in to not be completely horrible. Future Cop vehicles (APC and Enforcers) now have a final LOD that brings their poly count down to around 600. I’m noticing a pretty bad performance impact when the city is full of cops on the highest wanted level. Unfortunately, while this improved it, it didn’t completely fix it. Trains and Parachutes now use different objects to detect collisions; this reduces the number of script zone hits on the server. Simplified what types of objects are used for swimming to reduce the number of script zone thinks are needed. Fishing Schools now only scan the smart game objects list instead of the simple object list, which was resulting in 300 fishing spots checking roughly 5000 objects each 10 times a second, it got bad enough that I could start to “feel” the stutter when hosting locally. The change has made local hosting feel buttery smooth. This same update has been applied to things like EMP, Kezlarbo, chinook, and the vehicle transport. Increased the initial load speed of the game. Crash Fixes Ghost Strike Craft is no longer an instant crash (something caused its scripts to get blanked out). Player Controlled V22 Osprey will no longer crash the server when it’s destroyed. Fixed 10+ pathfind crashes, some in the industrial area, some by the gas station, a couple in parking garages, a few by the little park in the residential area. Original Release Specific Made the executable support up to 4GB of ram, which fixes 99% of the random crashing it was getting previously. Modern Client Specific Fixed some issues that could cause it to crash almost instantly on join. Fixed a bug with the object that created bubbles for people swimming, this was causing network issues with the modern client that would cause crashes, lockups, and disconnects. Massive UFO’s motion is now synchronized on 4.x if the player quits and rejoins. Boring Stuff Much of the code base now runs in VS 2026 (dropped VS 2008 support, a more modern debugger and night mode are godsends) I made the server crash logger a bit more robust, not sure if it'll actually help much with tracking the pathfind crashes but one step at a time.
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Game Night Expansive Civilian Warfare Game Night
cyberarm posted a topic in Expansive Civilian Warfare
On August 22nd at 7 PM GMT -
AquaSonoa started following Interim Apex Game Night
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Joel started following Modern Gaming Financials
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gamedoithuongscom changed their profile photo
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Description It happens randomly from 90 seconds to 20 minutes of gameplay (or for as long as the game is running). There are no steps for it to happen, just randomly occurring whenever it wants to. I'm adding 2 of the 8 dump files I got just tonight, so you guys could please help me.
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- Interim Apex
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- Apocalypse Rising
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- A Path Beyond
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