Current public APB build: Jul 20 2019
Current public TSR build: <old as shit>
Oct 28 2019
-
Added a replacement for the help screen, based off the old Renegade in-game encyclopedia from it's single player mode.
- Toggleable via tt.ini
- Will show everything in MP, in SP will use older unlock logic.
Oct 27 2019
-
Overhaul of the muzzle logic, which allows for 26 different muzzle 'sets', each with a varying number of muzzle bones.
- Added options in the weapons to choose which muzzle sets a weapon uses, ideal for swapping weapons in a vehicle.
Oct 14 2019
- Added orthographic camera toggle to the view menu in Mammoth. Has some edge cases where object selection might not work as expected, otherwise fully functional.
- Added roll/pitch/yaw and orthographic view size to "Goto Location" (Ctrl+G)
-
Fixed editing objects that have non-zero X/Y rotation (previously, double-clicking on an object and pressing OK without any changes would rotate them in a weird way).
- Enabled X/Y rotation edit fields.
Oct 09 2019
-
New radar option: shows objects close to player and all allies regardless of distance.
-
ROM_Map script can set this new option:
0 = Show everything
1 = Show only close to player
2 = Show close to player and allies
-
ROM_Map script can set this new option:
Oct 08 2019
-
Scaling for proxied objects and infantry
-
Any proxy object in Max that has
$
as its first character will make use of the scaling information in the Max object (e.g setting the proxied object to have 200% XYZ scaling will make the object 2x as big when the level is loaded) -
Soldier presets have a new
ModelScale
setting. The camera height and origin offset will automatically scale with it. -
IMPORTANT:
- Only uniform scales are supported for now (same scale on all axes). Non-uniform scales will seem like they're working, but they will introduce subtle bugs!
- Non-mesh objects (e.g. zones) are untested and unlikely to work.
- Animated or otherwise moving/dynamic meshes (e.g. elevators, shatterable windows) are untested.
-
Oct 07 2019
-
Mouse steering improvements:
- Added a new flag to Controls that allows users to select whether they want mouse steering on VTOLs. Only affects vehicles that had mouse steering enabled in Mammoth (i.e things like APB Subs won't be affected)
- VTOLs with mouse steering can disable steering while holding the "Cursor Targeting" key (default is V), this allows them to look around without moving. Steering and strafing reverts to the keyboard-only versions while this button is held.
Sep 30 2019
-
Mammoth's "Export String Table" and "Import Tab Delimited" functions (English-only strings import/export) can now correctly handle newlines and other special characters.
-
Added functionality to add new key actions to the game after release.
-
default_input.cfg
gains a new section called "New Actions". The entries are of the formatActionName=BuildNumber
, whereActionName
is something likeJump
orVehicleToggleGunner
andBuildNumber
is the scripts build number in which the new action was introduced to the game (e.g. 10753). -
The engine saves its current build number into the config.dat file, separately for each every input config. It can then compare the saved build number to the entries in "New Actions" to determine whether those were added since the last time the player has played the game.
-
The new actions will automatically be bound to their specified default keys. The player will then receive an ingame-notification of the new action. If none of the default keys could be bound due to conflicts with existing keybindings, the notification will say so and direct the player towards the controls menu.
-
New strings.tdb entries:
IDS_VERSIONED_KEYBINDS_TITLE
: Title of the message window
IDS_VERSIONED_KEYBINDS_SUCCESS
: Message when default keys were successfully bound
IDS_VERSIONED_KEYBINDS_CONFLICT
: Message on failure due to conflicts
IDS_FUNCTION_VEHICLE_TOGGLE_GUNNER
: Translated name of the new action that was already introduced ages ago. Used for toggle gunner, CTOL landing gear toggle, jetpack toggle.
-
Sep 29 2019
- 64 bit builds of the engine (and editor, tools) are now officially supported, can be downloaded manually via Jenkins
Sep 23 2019
- Made light solve pass through translucent meshes (alpha test/blend). This usually improves lighting, makes it possible to decrease excessive fake lighting inside windowed buildings.
-
New console command
DEBUG_SHOW_DISTANCE
: Shows the distance to the surface under the crosshair in the top right.
Sep 21 2019
- Spectators no longer take damage from scripts and zones.
- Spectators no longer get blinded by the gap generator.
-
Added four new console commands to show bounding boxes:
-
CULL_SHOW_BUILDING_BOXES
for buildings -
CULL_SHOW_SOUND_BOXES
for sounds -
CULL_SHOW_PROJECTILE_BOXES
for projectiles -
CULL_SHOW_PHYS_BOXES
<type>
for physical objects.<type>
is a bitmask and can be specified with either decimal or hexadecimal numbers (with 0x prefix). This means you can add the values in the table below to display multiple types at once.Value Color Type 1 Magenta-ish ♦ Emitters 2 Any Color ♦ Static Objects (Elevators/Doors = Red, Damageable = Green) 4 Cyan-ish ♦ Soldiers / Vehicles 8 Yellow-ish ♦ Lights 16 Any Color ♦ Projectiles 32 White ♦ Others (Decorations, Pseudo-Vehicle Structures)
-
- (Started work on 64 bit port of the engine)
Sep 19 2019
-
IsDamageZone
weapons can hurt damageable static objects again (walls/gates). -
Sniper zoom now works in 10 consistent steps (one step per mouse wheel tick). Previously it was framerate-dependent in a weird way.
Sep 18 2019
-
Modified barrel bone code to also take
BarrelBxx
bones (currently setto a maximum of 2 each)
Sep 17 2019
-
Jetpack physics fixes:
-
Added actual momentum to the calculations, should make jetpack flight behavior much more consistent (will need to fine tune the parameters though)
-
Fixed the bouncy collisions, flight mode will simply make the model press and slide against surfaces (potential risk of getting stuck, but it's still better than the bouncy behavior)
-
-
Underwater physics:
-
Moved functionality of
RA_Underwater_Target_Hider
to the engine (script zone now simply sets underwater state). -
Added opacity parameter to global water FX settings
- Add a new Submerge Level setting to the "level settings" dialog and use it to determine when the submarine should submerge/surface. The current Water Level setting will be used to determine the surface of the water for the underwater tint, hurt unit script and underwater target hider.
-
Add
Underwater Damage Warhead
,Underwater Damage Amount
andUnderwater Surface Type
toGlobal Settings/General
in Mammoth. When an infantry or vehicle unit is underwater, every frame tick it will apply underwater damage using the warhead and amount values. -
A soldier or vehicle is now considered underwater whenever it is below
Water Level
(level settings), but above a surface that has the typeUnderwater Surface Type
(Global Settings/General
, determined via raycast straight down). -
Several bug fixes (ongoing...)
-
- Fixed W3DViewer not respecting camera alignment flags on meshes.
Sep 16 2019
-
Add second warhead to
JFW_EMP_New
Sep 13 2019
-
Integrated underwater skyblocker and fog into level settings, will apply globally to all vehicles that enter the water death zone (except ships and submarines)
Sep 12 2019
-
Made ammo with
IsDamageZone
ticked no longer "collide" with terrain or teammates.-
This should allow using explosions or hitter effects for additional audio-visual feedback.
-
Note that this means they no longer damage non-targetable things like walls.
-
-
Changed name of console command
TOGGLE_PROJ_BOUNDS
toPROJ_BOUNDS_ENABLE
. -
Added console command
PROJ_SLOW_MODE <velocity>
. This will slow down time by a different amount for each projectile in order to make them hit a specific velocity inm/s
.
Sep 11 2019
-
Modified
JFW_Fog_Controller
, the script now only handles the APB Gap Gen effect. Swimming infantry and submarine fog and skyblocker effects have been moved to the engine.
Sep 09 2019
-
Moved the logic from
JFW_Swim_Script
into the human physics engine.-
Can copy the script parameters into the physics definition to get the same behavior.
-
Sep 08 2019
-
Added two flags to refinery building definition:
-
PlayUnloadAnimationAfterDock
: If ticked, instead of playing the refinery's docking animation as the harvester docks, it instead only plays it after it's docked. -
RefineryUnloadMeshName
: Name of the mesh that the refinery dump code looks for so that an animation will play when a harvester docks (was hardcoded to "REF_TIB_DUMP
").
-
-
New submarine physics:
-
Implemented a new physics type for submarines, derived straight from VTOL, so the old settings will result in the same behavior
-
The functionality from
JFW_Submarine
and related scripts are moved into the engine (not yet finished), so all visual FX will be handled on the client side, and all gameplay changes on the server side -
Added a new global parameter for levels to set the water level (default is
-1000
)
-
-
Massively enhanced gatling logic
-
First person gatling weapons are now doable; use same bone names (
spin_barrel_0/spin_barrel_1
) -
Gatling logic now has a sound slot for a motor sound (
GatlingContinuousMotorSoundID
), that can be affected by the rotation speed, and a min and a max pitch (GatlingMinimumContSoundPitch/GatlingMaximumContSoundPitch
)
-
Sep 01 2019
-
Added new surface type
Laser
(needs new Max 2017 plugin) - Enabled "lock vehicle camera to turret" option by default (for people who have never run the game before).
Aug 31 2019
-
Added optional frame interpolation to all grid texture mappers. Enable by adding
Interpolate=True
to the mapper arguments.
Aug 28 2019
-
Added wireframe mode to the renderer. Can be enabled globally in the editor and game (
R_WIREFRAME_ENABLE
console command).- Is internally available as a material property (so could be enabled for individual objects/passes), but is currently not exposed to mod developers (can be added on request or used for debug views).
- Added MSAA setting to the View menu in Mammoth, now defaults to 4x instead of OFF (helps wireframe mode in particular).
Aug 27 2019
- Some code changes to shader management (among other things like D3D resource leak fixes), project devs should regenerate the shader cache once (in Mammoth) to make live shader development easier for the coders.
Aug 26 2019
-
Added
ADDWEAPON
console command. Put player id and preset name and it adds an infinite ammo instance of that weapon to that player's current char class.
Aug 25 2019
- Fixed Max 2017 plugin not exporting static sort level
Aug 22 2019
- Fixed Max 2017 plugin not exporting smooth skinning flag
- VTOL engine flame bones no longer spin (use texture mappers instead)
Aug 20 2019
-
Significantly improved level export times:
- Add some more detailed timing output to Artillery and Mammoth.
- Artillery's asset collection after Mammoth export is now roughly 50x faster, making artillery overhead overall negligible
- Reduced Mammoth level load time in batch mode by roughly 50% (disabled shader compiles and constant buffer creation)
-
Added option to do a light solve only for the objects currently visible in the Mammoth viewport to help lighting design iteration (available in menu and toolbar and via
Ctrl+Alt+L
) -
New weapon flags
GatlingCannotFireWhileWarmingUp
andGatlingSpinningStopsDuringReload
Aug 18 2019
-
Added spinning barrel weapon logic. New parameters
UseGattlingLogic, GattlingWarmUpTime, GattlingWarmDownMultiplier
Aug 16 2019
- Added toolbar to Mammoth
- Fixed loud sounds playing when loading into the game (by muting the sound ololol)
Aug 14 2019
-
Improved performance of debug visualizers (used for pathfind visualization in Mammoth,
TOGGLE_PROJ_BOUNDS
ingame, etc.) - Added menu option to Mammoth to visualize the flight ceiling.
-
TOGGLE_PROJ_BOUNDS
now works in singleplayer games without thett.ini
entry (just likeEDIT_VEHICLE
, etc.)- Added shot direction indicator
-
IsQuickCastAbility
weapon flag:- Fixed erroneous server-side weapon fire on vehicle enter/exit.
-
Now works with vehicles
-
ContinueReloadOnVehicleExit
intt.ini
must be false for this to really work (unless you want empty vehicles to just fire away) - Attached turret vehicles check whether their parent vehicle is disabled (e.g. underground) before firing
-
-
Added
IgnoreCollisionWithParentOfOwner
to ammo definitions. Use for attached turret vehicles to prevent misfire. -
Added
IsDamageZone
to ammo definitions.-
Instantly damages everything within a box of size
ProjectileExtent
-
Will spawn beam effects and explosions for every target hit (not well-tested!)
-
Range
is ignored, just set theProjectileExtent.X
value -
Box orientation affected by weapon spray/recoil
-
Set velocity to something greater than 0 or it will not work
-
Aug 13 2019
- W3D Exporter: Fixed an issue with zero bone weights
Aug 11 2019
- W3D Exporter: Fix issue where 2 materials with the same data but on different passes were incorrectly being combined into one material in the resulting w3d file
- Added a "MechWalker" script to simplify walkers. fix hitching and animation sliding/reversing issues
Aug 09 2019
- For coders: Migration to Visual Studio 2019 and Windows 10 SDK
Aug 07 2019
-
JFW_Kill_Message_Display
can now use unicode character strings.- It is suggested to move kill icons to the lower Private Use Area instead of replacing existing characters.
-
Animations for special damage types:
- Fixed special death animations not playing at all
- Added special wounded animations (animation files already exist, just weren't hooked up to code)
Aug 06 2019
- Added menu option to W3DViewer to toggle specular lighting
-
Added
R_SPECULAR_ENABLE
console command to toggle specular lighting
Aug 05 2019
-
New weapon preset flag
PBReloadUninterruptable
, means you can't interrupt the per-bullet reload (kind of using it more like a progress indicator)
Aug 04 2019
-
New special damage types
CHEM3/4/5
(respectively using emitterse_tib_dump_b/e_tib_dump_r/e_tib_dump
)
Aug 03 2019
- Mammoth strings editor now supports Unicode characters everywhere (including search)
- Added a lot of new strings to the database that were previously hardcoded
- JavaScript code now supports translations via string IDs
-
Added a mesh user text option "
TwoSidedLightsolve=true
"- Fixes problems where e.g. a two-sided fence model would be either fully light or fully dark on both sides depending on whether the actual front side faces the light, leading to inconsistent appearance
- This option causes light solve to always pick the lighter result (dynamically lit models already work 100% correctly as if they had duplicated faces)
- Not recommended for more "3D" meshes with multiple layers like bushes, which want to be darker on the opposite side of the light source
-
The game no longer crashes when it can't find a
config.dat
(saves which input profiles exist and which one is selected)-
You should no longer need to ship
config.dat
andinput01.cfg
in thedata/config
folder -
The only thing you need is a
default_input.cfg
in the always.dat
-
You should no longer need to ship
- Fixed various bugs with the input profile Save/Load/Default buttons
Jul 25-27 2019
-
New features for strings editor in Mammoth:
- Search by numeric ID, code ID and English string
- Import and export tab delimited string tables
-
Export Category and Import Category (the first one exports all the strings in a category to a tsv file including all the translations, the second one removes the category and all the strings in it and then loads all the strings from the tsv file)
-
Language specific mix file support:
-
If folders named
french/german/spanish/chinese/japanese/korean
exist underneath the main leveledit folder, their contents will be exported to*.dat
by the "export always" feature in Mammoth (artillery can also be made to export these by editingartillery.json
and adding them in there just like you would withalways2.dat
) -
-
You create the folder for any languages you have and put language-specifc files (art and audio) in there. You should only put files in there that override files in the main always files and not files that dont exist in the main always files.
-
When
strings.tdb
is loaded by the game, it will use the language set in the registry (Language
key next to registry settings likeClientChatLog
andHighQualityShadows
with 0 = english, 1 = french, 2 = german, 3 = spanish, 4 = chinese, 5 = japanese and 6 = korean). If no translated string exists for that language it will use the English string. -
When the game starts, it will load the correct
.dat
file for the language set in the registry (should that file exist).
-
Jul 22 2019
- Dynamically lit two-sided faces now calculate the proper inverted normal in the shader if viewed from the "back" side so that lighting appears fully correct
http://tacitus.w3dhub.com/plugins/servlet/confluence/placeholder/macro?definition=e2FuY2hvcjpBUEJ9&locale=en_GB&version=2
Jul 17 2019 - APB 3.4.1.0
-
Add a new flag
disable_armor
(off by default) todp88_veterancyUnit
. This will disable the code to change the shield/skin of the unit and is intended for vehicles that useJFW_Veteran_Armor_Deploy
or other scripts to manage their armor.
Jul 15 2019
-
Support numeric IDs in mammoth strings editor
- Removed TDBEdit.exe as it is no longer needed
Jul 13 2019
-
DamageableDoorPhys
can now have an Explosion instead of a sound effect. -
Added ability to load
dp88_Veterancy
system settings from aveterancy.ini
file-
Example INI file:
[Multipliers] RookiePointsValue=1.0 VeteranPointsValue=1.1 ElitePointsValue=1.25 [Points] UseCombinedPool=false BoostPrice=1 [SwitchCharacter] CarryOverPercent=0.6 ;InfantryCarryOverPercent=0.5 ;VehicleCarryOverPercent
-
Jul 11 2019
- Support for VTOL thrust vectoring for engine flames and engine rotation bones
Jul 10 2019
-
DamageableDoorPhys
now supports a destruction animation and sound
Jul 08 2019
- Added script MS_Destroyed_Remove_Key
Jul 07 2019
- Fix players getting kicked by the anti-cheat when they connect during the score screen intermission between maps.
-
Vehicles can now smoothly adjust their weapon barrel yaw towards their target (e.g. close vs far targets for multi-barreled vehicles)
-
Feature is enabled if bones named "
BarrelA0
,BarrelA1
, ..." are found. -
New settings
WeaponYawRate/Min/Max
-
Feature is enabled if bones named "
Jul 06 2019
-
Added
JFW_Spy_Beacon
* scripts for TSR spy logic
Jul 05 2019
- Changed the beacon explosion to do damage according to the building's armor type instead of the MCT's armor.
- The tabbed sidebar now has a separate tab for equipment.
-
Add a "moon is earth" checkbox to the "sky settings" dialog (this does the same thing as the existing
JFW_Moon_Is_Earth
script and will change the moon textures except that its easier than using the script). -
Add a menu item that reloads the per-map sky settings so you don't need to close and re-open your level every time you change the settings.
Jul 04 2019
- Added option to stop the recoil aimpoint from shifting when it reaches the top of the recoil size. This makes it more Battlefield-esque.
Jul 03 2019
- The recoil resistance multiplier while you are in a scope now increases based on zoom level. At minimum zoom, it's just the amount set in the definition. At maximum zoom, the amount of resistance is doubled.
-
Combined the sound definition pitch settings with the ones you can set for humans and jetpacks. Both will now affect the pitch and its randomization (the former will change it each time the sound is instanced, the latter will set a fixed random offset for each human instance)
-
Tweaked the recoil code and made it more customizable. Has separate resist and recovery settings again. Recovery can be turned off entirely by setting either the pattern size or the recovery strength to zero.
-
Recoil resist now only counteracts the recoil impulse, it does not move aim back to the original target (see Recoil)
- Things that squish vehicles now also squish unsquishable soldiers.
Jul 02 2019
-
Added
CMD_Kill_Message
andCMD_Kill_Message_Display
scripts. Requires a more complicated killmessage ini file:-
StringFormat=KillerPlayerString,KillerString,KillString,KilledPlayerString,KilledString
controls what the end result of the kill message is -
PresetXStringIDKilledString, PresetXStringIDKillString
andPresetXStringIDKillerString
replacePresetXStringID
-
PresetXStringIDKilledString
is for the killed player's object, like a tank -
PresetXStringIDKillString
is for a snarky message, eg " put a dozen holes in " -
PresetXStringIDKillerString
is for the killer's object
-
-
Added a "sprint multiplier" parameter to the Human physics definition, so now every definition can set a different sprint speed w.r.t their normal move speed.
-
Sprinting is disabled completely if the multiplier is less than 1.0
-
Sprinting is disabled completely if the multiplier is less than 1.0
-
Sprinting now supports both looping and one-shot sounds
-
Moved the sound pitch factor and randomization parameters to the physics definitions (human and jetpack).
Jun 30 2019
-
Added
R_WATCH_SHADER
console command to recompile all instances if a shader file changes on disk. - Improved performance of shadow rendering in some circumstances, particularly with stealth units
Jun 29 2019
- Added command history to the console, using the up/down arrow keys.
Jun 28 2019
- Moved recoil parameters from soldier and vehicle definitions to weapons
Jun 27 2019
-
New medic beacon logic script:
JFW_Medic_Case_Beacon
-
Deploys an AoE healing beacon when the
Deploy
keyhook is pressed - Can be disabled by enemy fire
- Can be picked back up by the medic
- Is destroyed if the medic dies
-
Deploys an AoE healing beacon when the
Jun 26 2019
- Implemented lock on time for tracking weapons.
-
Implemented jumping sound slot for Soldiers, can be set in the human physics definition.
Jun 25 2019
- Ported vehicle squishing from AR to 5.0
- Ion Storm script now also changes sky color
- Weapons can now have a custom weapon ready time from exiting sprint mode. If not set, it uses the default switching time as before.
- Fix projectiles with extensions so they don't pass through geometry if they spawn inside.
- Fixed bullets spawning behind the turret for certain types of vehicles.
Jun 24 2019
-
Created new physics type STOVL Aircraft, which can switch between VTOL and CTOL physics. When using this physics definition, make sure to set the vehicle type to 'CTOL Aircraft'.
-
Switching between flight modes is done using the 'drop flag' command (currently not yet bindable in the menu, can be set in
input01.cfg
withDropFlag_Primary=KEYNAME
) -
Switching from CTOL to VTOL is only allowed if the aircraft is within a certain threshold of rotation and angular velocity (i.e is not upside down or spinning too fast)
-
Jun 23 2019
-
Added
DamageableDoorPhys
, will fully open when destroyed, then swap model (animation is not easily possible) - Fixes to fog object handling for APB (underwater vision blocker)
- AI harvesters can now open locked doors
-
Ported
CheckCanEnterParentOnEntry
vehicle def setting from AR to 5.0- Checks whether the parent object of an attached vehicle (e.g. cruiser, battle fortress) is currently being controlled by the same team before allowing a player to enter.
-
This does not prevent a player from entering the attached vehicle first and then an enemy to "hijack" the driver's seat in the parent object.
-
Changed some scripts to make the following sequence fully prevent mixed teams on the same combined vehicle:
1. On the parent object, setDriverEnterCustom
ondp88_CreateAttachedObject
to68470001
2. TickCheckCanEnterParentOnEntry
on the attached vehicle preset
3. AddCMD_Eject_On_Custom
to the attached vehicle withEjectEnemiesOnly=true
andToggleVehicleTransitions=false
-
Changed some scripts to make the following sequence fully prevent mixed teams on the same combined vehicle:
-
Ported objective markers from AR to 5.0. See
AR_Obj_Marker_*
scripts and[Objective Markers]
hud.ini
section.
Jun 22 2019
-
Added
RequireCrouch
flag for weapons -
Added refinery hack logic to
dp88_buildingScripts_functionMoneyHack
, distributes half of the funds to enemies -
Add support for a visibility blocker object to the underground script.
-
Create a Simple object preset with
DefaultPlayerVisible
set to false and an appropriate model and assign it to the "blocker" param of theSH_UndergroundVehicle
script. -
When the script is created, the blocker object is created at the
Origin
bone of the vehicle and then attached to that bone (because ofDefaultPlayerVisible
being false the blocker object is invisible). - When the script is destroyed, the blocker object is also destroyed.
- When the vehicle goes underground, the blocker object is made visible for all occupants of the vehicle.
- When the vehicle surfaces, the blocker object is made invisible for all occupants of the vehicle.
-
Create a Simple object preset with
Jun 20 2019
- Made next/prev weapon key modify spectator speed in freelook mode. Added maximum speed to Mammoth global settings (general), defaulting to 5.
Jun 19 2019
-
Added script
JFW_Attach_Script_Custom_Until_Custom
-
dp88_RegenerateHitPoints
: accept float interval values
Jun 14 2019
- Added support for XInput gamepads (XBox controller). Left/right stick axes are hard coded to move and look, everything else can be bound to actions in the controls menu as usual.
- Added "toggle gunner" input to options menu because it is used by aircraft and jetpacks.
Jun 13 2019
-
SSGM: Simple objects with encyclopedia type "Building" get
SSGM_Building
attached - Anti-Aliasing setting can now be changed while ingame and applies immediately (except in exclusive fullscreen mode!)
-
Shader developers can now recompile all shaders from disk using the
RESETSHADERS
console command (previously crashed the game)
Jun 12 2019
-
Implemented ingame editing dialogue for weapon recoil parameters:
EDIT_RECOIL
-
Implemented ingame editing dialogue for humans and jetpack physics:
EDIT_HUMAN
-
Jetpacks:
-
Added engine flame support (max. 4 bones, names starting with
ENGINEFLAME
) - Added fuel parameter
- Added flag for temporarily enabling/disabling the use of jetpacks from scripts code
-
Added engine flame support (max. 4 bones, names starting with
Jun 11 2019
-
EMP now affects
JFW_Deployable_MSA
.
Jun 09 2019
- Flying infantry can now be locked on by tracking weapons.
Jun 08 2019
- Moved vehicle turn radius parameter to wheeled vehicle physics definition (used by AI, fixes weird behavior with tracked vehicles that erroneously had non-0 turn radius set).
Jun 06 2019
-
Added
AllowClientSpectators
boolean setting in tt.ini. Allows clients to use theTOGGLE_SPECTATOR
console command on themselves (player ID not required).
Jun 04 2019
-
Added a stealth effect variant that is non-recursive, but has much better performance. Can be activated by setting
CheaperStealthEffect
to true in the object preset definition.-
Other stealthed units won't be visible at all when looking through this effect, so use with care. Recommended for small and numerous objects (e.g. the APB mines) where visual accuracy is less important and the performance impact is high.
-
- Ported a bunch of changes to JMG Utility scripts from 4.x to 5.0
Jun 03 2019
-
Added per-map
dazzle.ini
(MAPNAME_dazzle.ini
) and per-map sky textures to allow for more drastic differences in sun/moon appearance-
New sky texture settings in
MAPNAME_map.ini:
[SkyTextures] StarTexture=Star.tga LightningTexture=LightningBolt.tga LightningSource=LightningSource.tga SunTexture=Sun.tga SunHaloTexture=SunHalo.tga MoonHaloTexture=MoonHalo.tga CloudTexture=CloudLayer.tga
-
- Add new surface types Blue Tiberium, Red Tiberium and Tiberium Veins for TSR.
- Texture quality and filtering settings can now be changed while ingame and apply immediately
Jun 02 2019
- Implemented soft flight ceiling for jetpacks
Jun 01 2019
-
Changed
JFW_EMP_New
to not do friendly fire - AI using splash against infantry will now target swimming infantry directly (splash causes them to miss)
May 31 2019
- Added ability for semi-automatic ammo types (where you must click after every shot). Arthritis ho!
-
Implemented a form of aim-assist on weapons where the ammo uses
AutoAdjustMuzzlesOnEnemyTarget
. Muzzles will be adjusted to an estimated distance for a fixed time after losing the target.
May 30 2019
- Fixed weapon burst fire behavior
- Fixed MSAA not working on very old GPUs (D3D feature level 10.0)
-
Added EMP effect texture support (
REN_emp.dds
), controlled byJFW_EMP_New
May 29 2019
- Added reverse torque scaling setting to tracked vehicles (allows setting a limit on how fast they can reverse)
-
Added
ION
console command to test theIon_Storm_New
script
May 28 2019
- Option to clear light solve data in Mammoth (check the option, save and reload!)
May 27 2019
-
Moved functionality of
IJ_Aircraft_Landing_Gear
into aircraft phys definition.
May 26 2019
-
Added a sprint sound option to human phys def
- Added flag that tracks which team the user is on, can be accessed from JS to create per team HUDs.
May 22 2019
-
Editor Combat Simulator now takes per bullet reload weapons into account.
- Editor Combat Simulator now takes range (damage falloff) and whether you want to target a building's MCT into account.
-
Added new human physics for flying infantry (
JetpackPhys
)
May 20 2019
-
Added ability to dynamically set targetability (visual target boxes around object)
-
Also added ability to make a target untargetable by enemies.
-
Added script for APB to allow submarines and such to be untargetable by enemies if submerged (
RA_Underwater_Target_Hider
)
-
May 19 2019
- Script parameters are no longer limited to 256 characters total (and won't currupt objects.ddb anymore...)
- Added version check to objects.ddb so that a file saved with a newer version of Mammoth will show a warning when opened with an older version of Mammoth (prevents crashes and file corruption in rare circumstances)
May 18 2019
-
Added
CMD_Supply_Truck_Miner
which adds a more "Generals-y" version of the miner, which can go to a docking area, drive in, collect the goods, drive out then do the same sort of thing at the refinery.-
It requires on the refinery zone and ore zone 2 waypaths each, one for entering and one for exiting. On the zones themselves (as in the actual instantiated zones), you will need to add the
CMD_Supply_Zone_Waypath
script, and put the waypath IDs for the entry and exit waypaths into it. -
Also added a new scripting command;
Does_Waypath_Exist
. Put the waypath ID in as a parameter and it will return whether it exists or not. -
Slightly shortened
Drive_Forwards_Into_Dump_Zone
intoDump_Forwards
. -
Added
CMD_Supply_Dropoff_Animation_Zone
, which allows a simple object to run an animation when a supply truck arrives at an ore zone.
-
- Error log contents are now deleted on first write so we don't end up with 100s of MBs of logs after a while.
-
Added 'Host bone offset' vector to PhysicalGameObj, and a scripts function
Set_Host_Bone_Offset()
. Makes it possible to attach an object to a bone with a fixed offset without requiring a bone.
May 15 2019
-
Added extra parameter to
dp88_Ore_Miner: Drive_Forwards_Into_Dump_Zone
-
Added team parameter to
JMG_Utility_Apply_Damage_While_In_Zone
- Fixed the muzzle flash bug, transitions (switching camera, sniping, etc) no longer cause a muzzle flash to go off for no reason.
May 13 2019
-
Added configurable Stealth on/off SoundIDs to global settings
Mar 07 2019
-
Added damage by poke script pair:
MS_Damage_By_Poke_Poker, MS_Damage_By_Poke_Target
May 06 2019
-
Added ability to choose which vehicle types an ammotype can track. This is based on the internal type of vehicle, set on a vehicle's Settings tab.
May 05 2019
-
Added ability to visualise the projectile bounds in game with the
Toggle_Proj_Bounds
console command. NOTE: Cannot be toggled without addingAllowDebugVisualisation = true
inTT.ini
-
Added a parameter to weapons,
CannotFireWithoutLock
which means that weapon cannot fire without a tracking lock-on (if the ammo it is trying to fire can track)
Apr 21 2019 — APB 3.4.0.0
-
Added
CMD_Repair_Zone_Anim
, which will run animations on the service depot nearest this zone (so ideally the zone that spawned it)
Apr 18 2019
-
Vehicles can now have multiple ejection ports, named under the same scheme as the muzzle bones. Eg.
MuzzleA0
should haveEjectA0
,MuzzleB2
should haveEjectB2
, etc.-
If the secondary fire mode is being used and the game can't find an
EjectB
bone, it'll look for the equivalentEjectA
bone. -
If any numbered bones can't be found, it'll look for a simple
Eject
bone. If it can't find that, it won't bother.
-
Apr 17 2019
-
Modified continuous emitters and weapon code to use a rough estimate for particle travel time (stops them from going through walls)
- Merged "Gunplay" branch into 5.0, tons of new stuff available, in particular detailed recoil controls.
Mar 31 2019
-
Vehicle doors now open for bots too
Mar 20 2019
-
Various improvements to dynamic lighting, now actually uses the light intensity value and is consistent with the calculations of light-solve
Mar 16 2019
-
Made
Ranged_Damage_To_Buildings
and related scripts functions use the same logic as the beacon for scaling the damage: Find the closest hit geometry polygon.-
Previously, the building controller position was used, which caused inconsistency between nukes and demos/MADs and unintuitive behavior for large buildings
-
Take note that underground geometry can be hit and might be closer to the explosion than intended!
-
Mar 15 2019
- First public release of Max 2017 export tools!
Mar 14 2019
-
Implemented multiple target bones and compatibility with tracking weapons. They will lock onto the tracking bone closest to where the user is aiming. Bone names are all that start with
TARGET
. -
Added specular lighting.
-
Material setup: Set specular colour in the Material Editor and shininess to a value between 1 and 1000. Lower values will cause the specular reflection to be very wide angled and diffuse, higher values will show up very tight and pinpoint.
-
To enable, create a new ini called RendererFeatures.ini and put these two lines in it (also put this in the W3DViewer folder):
[RendererFeatures] SpecularEnabled=true
-
-
W3DViewer
-
Display camera and poly values, animation frames and FPS.
-
Implemented "Copy Screen Size To Clipboard"
-
Implemented "Generate LOD"
-
Implemented "Record Screen Area"
-
Implement "Import Facial Anims"
-
Keyboard shortcuts for animation commands:
Key
Action
P
Play
Space
Pause/Resume
S
Stop
Left/Right Arrow
Step Back/Forwards
-
Mar 10 2019
- "Prelit" is now a mesh flag instead of a user text addition in the new Max 2017 export tools.
Mar 08 2019
-
Added new physics flag
SmoothTurning
for tracked vehicles and walkers that allows them to have smoother steering.
Mar 05 2019
-
Allow the JS hud to use .ttf fonts. This requires setting a font name in hud.ini, as well as defining a
FontSize
for that element.
Mar 03 2019
-
Changed maximum client→server net update rate (
NUR
) from 30 to 75.
Feb 26 2019
-
Added new script
CMD_Eject_On_Custom
to force the driver and any passengers to eject from a vehicle on custom68470001
(CMD_CUSTOM_EJECT)
.
Feb 21 2019
-
Added
TOGGLE_SPECTATOR <playerid>
console command (host only).
Feb 18 2019
- Reimplemented untrack timer for tracking weapons. Last ammo fired (primary/secondary) will be used for the tracking logic.
Feb 17 2019
-
Added new console command,
ADDWEAPONS <playerid>
. This adds all the weapons that have the flagAGiveWeaponsWeapon
set in them. Useful for testing things. -
Also added the ability for ejected shotgun shells to have a different sound when they hit the ground. Use flag
EjectIsShotgunShell
in the weapon.
Feb 16 2019
-
Improved weather system (snow in particular):
- Fixed flickering/Z-fighting for surface-aligned particles (snow that has hit the ground)
- Surface-aligned particles can now be seen from the other side of a window
- Particles outside of the view cone are skipped during render processing
-
Maximum particle count can now be configured in tt.ini (can also be set per-map using xxx_tt.ini):
MaxWeatherParticles
(default10000
)- Set with care, this can affect performance significantly at higher densities
-
Reduced performance impact of excessive density settings, but still: Don't do that!
- Performance deteriorates when moving quickly, can also freeze the game for a bit on teleport/respawn
-
Check whether particle count is at maximum via
r_stats
console command ingame, reduce density accordingly (maximum might not be hit exactly)
- Improved roll response of aircraft mouse steering. CTOL Aircraft has a new parameter "Roll Auto-Leveling Anti-Wobble" that will allow you to tune the auto-leveling separately.
- Made aircraft lift scale down towards 0 when rolling the plane upside down instead of always working 100% towards the top of the plane
Feb 15 2019
-
Added active brakes for MotorVehicle physics model (used by Wheeled Vehicles), new parameter
BrakeStrength
. Press crouch or jump to trigger. - Fixed the sound engine not getting the correct length of pitch shifted sounds (noticeable on Jukeboxes with pitch shifted songs)
Feb 14 2019
- DeadFactoryHarvesterSpawn setting on the vehicle factory now respects the SpawnDelay of the spawners
Feb 13 2019
- Changed vehicle engine sound pitch shift behavior for various vehicles. VTOLs and planes now use thrust, tracked vehicles use torque.
-
Improved "fake HDR" rendering for the sun
- May require changes in dazzle.ini and/or better dazzle textures since they weren't as visible before.
Feb 12 2019
-
JFW_Airstrip_Reload_Zone now forces the plane to reload when it lands
- Aircraft advanced controls (keyboard) now enable FollowVehicleOrientation on the camera profile so you don't have to take your hands off the keyboard (see cameras.ini)
-
Added command line option to specify light solve thread count in Mammoth:
--light-solve-threadcount X
- Use 1 if you consistently run into weird issues like infinite loops or light solve timeout
-
artillery.json can pass the argument to mammoth by adding it in the "export options" section
"export_options": { "SOME_LEVEL.lvl": "--light-solve-threadcount 1", },
Feb 11 2019
- Fixed JFW_Airstrip_Sell_Vehicle allowing more than one sale of the same vehicle if you spammed the key
-
Improved aircraft mouse steering by implementing a PID controller
- 4 new tunable parameters per rotation axis (see CTOL Aircraft, use edit_vehicles ingame)
- Reduces oversteering/wobbling and allows the steering to overcome potential pushback from the physics
Feb 09 2019
- Added facilities for ingame GPU & CPU statistics. Use console command R_STATS to toggle display.
Feb 08 2019
- Players can now exit planes that have safely landed anywhere on the map
- Added MenuPushedColor in hud.ini to set the color of pushed buttons in menus
Feb 07 2019
- Changed CTOL flight ceiling behavior and added three new parameters in CTOL Aircraft: Buffer Zone, Z-Velocity Threshold and Thrust Loss
Feb 06 2019
-
Projectiles can now have an animation. The flag C4Animation is now ProjectileAnimation and enables it.
- Export the projectile as a Hierarchical Animated Model and tick the box
- Fixed crouch movement speed, implemented option for crouch toggling
Feb 05 2019
- Weapon settings: Removed "auto-switch to last weapon when fired" logic from IsQuickCastAbility, moved it to its own setting "AutoSwitchOnFire"
- Fixed the ore truck never spawning again when it is destroyed before taken over by the refinery (or when WF dies while delivering and DeadFactoryHarvesterSpawn is enabled)
Feb 01 2019
-
Added an option to take all screenshots without the HUD regardless of whether it's globally enabled
- Toggle ingame using HUD_DURING_SCREENSHOT console command (faster typing: "HUD" + Tab + Enter), also gets saved between sessions in game.cfg
Jan 31 2019
- Bots can now detect enemies on radar
-
Bots can now respond to killing enemies (section
[EventKiller]
inbot_config.cfg
, analogous to[EventKilled]
) -
Mammoth: Added buttons for testing pitch factor and pitch randomization to the "Play Sound" dialog (also fixed crash when closing this dialog)
-
Mammoth: Added "Play Sound" button to the sound preset settings
- Fixed weapon rate of fire timer resetting when sprinting or switching weapons. Allows weapons to have a lower switch delay than ROF interval without being abusable.
Jan 30 2019
-
IJ_Aircraft_LandingZone_Aircraft now disables collision damage on aircraft within the landing zone against everything except terrain
- Implemented crash landing for CTOL aircraft
- Fix ingame freezes and stuttering from superfluous shader compilation (particularly stealth shader)
Jan 27 2019
- IJ_Aircraft_LandingZone_Aircraft now disables collision damage on aircraft within the landing zone
-
Bots can now respond in chat to being killed, messages configurable via
bot_config.cfg
(which is an INI file in disguise)-
New section
[EventKilled]
, entriesEnabled
(int)
,ResponseCount
(int)
andRespX
(string)
, whereX
is an integer index
-
New section
Jan 26 2019
- Added CollisionDamageMultiplier to vehicles, does damage on collision with any other object
- Improved suspension physics behavior
- Added separate flight ceiling setting for CTOL aircraft
Jan 25 2019
- Fixed loading screen text
-
Decoupled weapon tracking logic from primary ammo def
- Weapons can have fully different stats for primary and secondary fire without messing up tracking.
- The HUD displays and targeting are calculated based on whether the player used primary or secondary fire last.
-
Not setting a secondary ammo no longer causes a crash, No secondary ammo type means the weapon won't fire if secondary fire is pressed.
Jan 24 2019
- Added support for rotatable textures for the GraphicInterface/JavaScript UI (including an offset for the pivot)
-
Replaced WeaponDefID and WeaponRounds in armed game objects (i.e. vehicle and soldier presets) with a list of IDs and ammo counts
- Backwards compatible, i.e. weapon list will load the old values in, filling "zero" WeaponDefIDs with empty slots (can be deleted if not needed)
- Preset list dialogs (e.g. this, twiddlers, spawners) now support drag & drop reordering and can add/edit extra data (in this case ammo counts for every weapon preset given to a character/vehicle)
-
Ammo count can be edited via double click on the corresponding column entry, list items are now deleted via the
DEL
key
- When switching to a camera profile with FollowVehicleOrientation enabled, automatically face forward. This makes it slightly more useful, but exiting from a vehicle still points you in a semi-random direction.
- New weapon preset option "DelayedChargeFire", delays firing for charging weapons until trigger is released
Jan 23 2019
- Fixed sound pitch control and randomization (@devs: check all your sounds for pitch settings that until now didn't do anything!)
- Fixed weapon firing sounds getting cut off at high RPMs
- Added option for random pitch shift on vehicle engine sounds
-
Added new weapon preset options IsQuickCastAbility and QuickCastAutoSwitchDelay, intended to be used in conjunction with IsCooldownAbility
- Will fire immediately upon switching to it, then switch back to the last weapon after QuickCastAutoSwitchDelay (in seconds)
- Will immediately switch back to the last weapon when interrupted by entering a vehicle, getting on a ladder, etc.
- Cannot be selected via mouse wheel to prevent misfire, cannot be switched to at all if not ready
- BUG: if you have a charging QuickCast weapon out while entering a specific vehicle for the first time, the vehicle will fire once (only on FDS, involves lag and is difficult to fix)
-
Added MouseSteering_Sensitivity and MouseSteering_AggressiveTurnAngle to aircraft physics definitions
- Sensitivity is a Vector3 for roll/pitch/yaw (in that order)
- Aggressive Turn Angle designates the angular difference threshold beyond which the mouse steering will fully roll towards the target by pointing the plane's topside towards it
Jan 18 2019
-
Added flap movement to aircraft, using the bones
AILERONxxx
,RUDDERxxx
andELEVATORxxx
Jan 16 2019
-
Added FPS limiter to client, maximum read from engine.cfg (
MaxFPS
, default 300), can be set byMAXFPS
console command- Alt+Tab was changed to not disable rendering and instead limits frame rate to 40fps
- New mouse steering implementation for aircraft, less likely to tilt your plane down for no reason
Jan 14 2019
-
Added new scripts IJ_Aircraft_Landing_Gear and IJ_Aircraft_LandingZone_Aircraft
- Allows manual landing gear deployment (add the name of a custom key hook to the landing gear script (e.g. "Deploy")
- Replace dp88_Aircraft_LandingZone_Aircraft with these two scripts, copy all parameters
-
Aircraft thrust now shows/hides the
EXHAUSTxxx
bones of the model - Added an InfantryOnly parameter to script zones (if both InfantryOnly and VehicleOnly are checked, either class can activate it)
Jan 13 2019
- Implemented soft flight ceiling for CTOL aircraft
- Fix to make model-based script zones work if not placed at 0,0,0
- Fixed dazzles not appearing
- Added a VehiclesOnly parameter to script zones
Jan 12 2019
-
Added placeholder HUD for CTOL aircraft
-
Added CameraBone and DisableFloatingPlayerName parameter to cameras.ini. See documentation: cameras.ini.
Jan 11 2019
-
Added edit_camera console command to modify camera profiles (does not write to ini file, like edit_vehicles)
-
Added MaxCruisingSpeed parameter to aircraft presets
Jan 8 2019
-
JFW_Airstrip_Repair_Vehicle now autostarts instead of waiting for a key press
-
MS_Jukebox new parameters:
-
Delay
delays the first song by x seconds -
FirstSong
forces the first song in the playlist to be played first instead of it being random
-
Jan 5 2019
-
Added repair delay to JFW_Airstrip_Repair_Zone/JFW_Airstrip_Repair_Vehicle
Dec 31 2018
- Bots now dynamically change roles from offensive to defensive on demand as respective defensive/engineering objectives appear/disappear (first 3 bots used to be forced to always be defenders/engineers)
Dec 29 2018
-
Add new flag
NoLoop
to MS_Jukebox, plays only the first song and then stops
Dec 28 2018
-
Added the ability to add loading screen music on a global and per map basis.
-
Uses LoadingMusic key in tt.ini (for global) and in [mapname]_map.ini for per map basis. Fades out after loading is complete in 1 second.
-
-
Added MS_Jukebox script for sound objects, references a Twiddler that contains the list of music tracks to play
- Bots now grab their vehicles faster and leave less vehicles crowding at the WF (mostly affects APB bots)
Dec 26 2018
-
Added ability to point filter textures. Controlled via TextureManager.ini.
Dec 24 2018
- Fix so pre-placed vehicles dont crash
Dec 23 2018
-
Added a parameterised repair delay to JFW_Repair_Zone_2, as well as 2 versions for APB that have Boats/Non-boats filtering.
-
Added a safety timeout to Mammoth light solve due to a deadlock bug with unknown causes and solutions
-
Added a progress bar and a few printouts to Mammoth batch mode (needs updated artillery)
Dec 20 2018
- New Aircraft physics model!
Dec 19 2018
-
Fix fullscreen mode when DPI scaling is active on Windows 10
-
MouseSteering VTOLs now strafe by default
Dec 13 2018
-
changed settings to enable mouse steering without forward movement
Dec 12 2018
-
Added weapon preset option
CooldownAbility
to always reload on a fixed cooldown, even if not currently held. The cooldown is equal to the reload time and starts as soon as the current clip is non-empty.
Dec 9 2018
-
Enabled texture quality setting
-
Menu and loading screen backgrounds are loaded just like ingame models, so they must have no mipmaps to not be affected by texture quality (other UI textures still waste space if they have mipmaps, but it won't cause visual issues)
-
Dec 7 2018
-
Made several logging facilities use a separate thread to write to disk (reduces stutter, especially with active anti-virus programs running)
-
Client chat log, server console log, anti-cheat log, engine diagnostics
-
-
Converted client chat log to UTF-8, unicode character messages aren't just empty now
Dec 6 2018
-
New scripts JFW_Tint_Controller and JFW_Water_Tint_Zone
Dec 3 2018
-
Added FollowVehicleOrientation parameter to cameras.ini. See documentation: cameras.ini.
Dec 2 2018
-
Multi-file drag-drop in w3dviewer
Dec 1 2018
- Remove "Generate LOD" from w3dviewer as no-one seems to need it at this point and finishing the implementation is a fair bit of work. If it (or any of the other w3dview features I decided not to support) turns out to be useful we can go back and implement it later)
Nov 30 2018 — APB 3.3.1.x
- Fix Mammoth pathfind generation for doors
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