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Jerad2142 last won the day on October 19
Jerad2142 had the most liked content!
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308 ExcellentAbout Jerad2142

- Birthday 05/21/1988
Member Title
- Lead Producer of ECW
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Ingame Username
Jerad2142
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Gender
Male
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Location
South Dakota
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Interests
Modding C&C Renegade
Playing: Dragon Age Inquisition, BF4, BF2142, Deadspace, Horizon Zero Dawn -
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Jerad2142.com
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Jerad2142 started following 1.2.3.0/1.0.1.0 Relase (Tomorrow)
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[blurb]This release focuses on improving stability, also there has been progress made to improve the crime system, slot machines, as well as adding new highscores, perks, pets, and many other features.[/blurb]Note: Currently I'm trying to trace down one final crash (I think I've got it but I'm running the 4hour internal server tests right now to see if its actually fixed, if all goes well I'll have a release by tomorrow. This release features new jobs, crime system updates, slot machine improvements, custom drop helicopters, a plethora of crash fixes, tons of improvements, and a massive code overhaul that fundamentally changes players expectations and initial experiences. In 2023, the main code file was 61,760 lines of code. It is now streamlined to 32,599 lines and has been broken out into only 100 different files. New features Reworked the Private Contractor job into a Bounty Hunter job. You now search town for marks, and these marks either need to be killed or arrested. In addition, the job decides if you need to destroy or evict the marks from their vehicle. Payouts work by giving a small amount for each task completed, and a final payout once the entire contract is completed. The vehicle task makes up 25% of that total payout, and all the individual marks make up the rest of the payout. You can press Y while holding your contract to see what the payouts are. Added 9 high scores related to the new Bounty Hunter job. Vehicles that have had their passengers evicted now serve as a bonus to people driving vehicle carriers. Returning those vehicles to the Pay N’ Sprays will give some payout to the Bounty Hunter as well as the person returning the vehicle. Reworked the slot machines: Made the payouts more fair and common. Added new effects and sounds to make it a more enjoyable experience. Slot machines now have another perk to be unlocked. Added 8 highscores related to the Gmax shipping job. When committing crimes, wanted levels will now appear on the player HUD. As a reminder, a lot of crime needs to happen in front of a police officer. Law enforcement now has new vehicles. The wanted system adapts to the players’ destruction and reacts accordingly. Players can now customize their drop helicopters with 30 options (some of which have to be unlocked) by calling 555-4371. Added a hotkey to select handcuffs (default is U). Added the Shock Collar perk which gives your melee based pets an electric attack. Improvements The train blockers now only exist when the train is closer. This allows players to go over the tracks, and though it’s not a perfect system it’s better than what we had before, and it’s the best I can do with this version of scripts. Cleaned up how the Carryall’s determine what vehicle(s) are being held (thanks seifmagdi). Bots that are melee-only will now properly charge their enemies instead of standing there. Mutant Assault and Deer Hunter maps now show their time remaining at the bottom of the screen. Time remaining countdown is now displayed when a partial vote is completed. MA Island now shows a counter for how many rioters are remaining. General code cleanup, not going to list all the specifics. Revised how the racetrack code works to get some more performance improvements for the server (it now only scans the players instead of all the cars and infantry on the map). Simplified the weapon drop code to improve stability. Hovercraft that end up underwater can now resurface faster. The sea buoy drop helicopter purchase is now more… interesting, to say the least. Fishing boat script zones now only scan for players to further improve the performance of the FDS. The pathfind for AI has been massively extended. Osprey, X7-32, and Leopard Drop Ship have custom crash explosions. Osprey now has a custom crash model where the lights turn off. As usual, I updated the credits file to reference new assets. When infantry cap is reached, newly created infantry will exist for at least 3 seconds before being removed if they’re determined to be the furthest from player sight. Several updates have been made to pets: Pets now follow the player at a further distance (an additional 2.5 meters). Added a pet duck. Added a pet pig. Civilian Car Road System: Cars will now drive in the parking garages of the following: Hospital, Apartment, 8 Green Bottles, skyscraper, Police Station, and Better Stay Motel. Cars will now drive in the downtown parking ramp. Cars will now drive around Mr Limmers. Fixed a problematic railroad crossing by the park that often would result in cars backing up and ending up in the water. Fixed a corner where cars were turning too tight near Fancy Pants. Road system pathfind has been rebuilt and taxis can now drive players from all locations... with minimal stupidity. Fixed a corner where cars were turning too wide near the Christmas shop Crime/Police Improvements: AI cops now know how to actually push the gas pedal down and accelerate. Cleaned up a ton of cop-related code so I don’t have to add the new cop vehicles into 100 spots. All cop cars now have horns (These can be used both by players and AI, middle mouse and right mouse control lights and sirens now). All police and military vehicles are now labeled correctly. Cops should now more consistently use their handcuffs when the player gets tased. The updated road locations above mean that cops can better locate players in those locations, be warned (blame it on security cameras or something). Rebalanced when the different tiers of police weapons, vehicles, aircraft start to show up. Civilian cars and taxis will now try to steer the opposite direction 50% of the time when backing up. This greatly reduces the chances of those cars getting stuck. Phones now support leading zeroes (0) on all numbers (A limitation made by how the system was originally built). PINs can also have leading zeroes as well. Trains, mechs, and dropships don’t use explosions to emulate collisions anymore. This is now all done in the code which saves a ton of network spam and extra code from being run. Cops and drug dealers will now move toward the doors of buildings instead of chilling out in the middle of road intersections blocking traffic. The Ghost Strike Craft now slides more, like a real hovercraft. Fixed an issue with the preset used to generate Pathfind (walkthrough). It was able to climb slops at super steep angles, which made AI think they could also climb those super steep slopes. Bug Fixes Quick fix for the Druggy script that was breaking for players when they road as a passenger. Fixed the E2 Hawkeye showing its passenger outside of the aircraft. Fixed “They see me trawlin’”. It was working in reverse, so now best case it will payout about $300,000 in 9 minutes. Sharks no longer break the trawlin’ perk. Small fix so the shipping job entry questionnaire can’t be spammed. Fixed a bug that spawned AI through the ground a lot when exiting vehicles. If an event is setup to give the player a pet, it no longer gives the max pet count. In addition, it doesn’t charge the player. Cleaned up the announcement text that used to have “Host:“ at the start of the message. Cleaned up how some of the message in the bottle code and bot code works to make it more stable in race conditions. Went through a ton of code that I made when I was 15 and added default constructors to reduce the chance of race conditions hitting uninitialized variables (changed 23 files and who knows how many objects). Basically, more code fixes. Fixed a bug that was causing cops to attack other cops if there was friendly fire. Cops now disengage the second the player is dead. Fixed a bug with 13 systems that were using game objects instead of id’s and thus could lose their references and end up crashing everything. More code stuff that works better for everyone. Fixed a couple of crashes that happened on loading the next map. Fixed a crash with the player pet system (it was using Get_GameObj_By_Player_Name, which is unstable in the version of code the ECW server uses). Fixed base defenses not attacking enemies when attacked. Fixed math behind the Gambler perk. Fixed some crashes (Calling Get_Sex in this version of the code has a stroke if the model is null). No sex for you, sorry. Fixed a bug that could cause destroyed or kicked vehicles not to spawn any civilians. AI exiting vehicles have to exit closer now, which will hopefully reduce the chances of them falling through the ground. Empty hands are no longer considered a beacon which was leaving projectiles scattered around. Improved housing garage and other zones to only scan for the player instead of all objects on the map which once again should help the FDS. Changed several zones from ‘script zone all’ to ‘CnC’ so that those zones will only scan for players to help with the performance and FDS more. The ocean entry of the Gas Station now is properly sloped instead of making people run over a curb. Reduced flickering in the desert. Police Charger headlights no longer have a red flash which would confuse the front of the vehicle irl. Fixed the police helicopter spotlight (pulled the version form Bear Island Redux) so it doesn’t artifact all over the screen. Curbs on the bridge are lower so AI can easily get up off the roadway (makes AI less exploitable). Fixed some aggregates that were being duplicated due to my sloppy work over the years. Sewer swimming zones now only check for players, the chances of AI ever getting down there is low so no reason to make the server scan all objects. Food Items and other beacon class items should no longer randomly cause the sky to reset or slowly fade red. Fixed several potential infinite loops, although rare for the server to just lock up. I did have it happen several times while testing crime so I’d like to imagine I’ve fixed all of them. Fixed a potential crash with the Jail system caused by an undersized array. Fixed a bug with the mech shutdown text being initialized wrong which could reduce game stability. Fixed a few memory leaks with how strings were being handled. Fixed an overflow with how death messages were being generated, which made the Chronovirus event less stable. Fixed a bug with how the server loaded certain config files. Potential fixes in the phone code (I say potential because I never saw it cause an issue to begin with). Fixed a bug with the Delivery Job that wasn’t formatting the payout correctly. Fixed a possible crash caused when the AI go to “hang out” with their friends. Fixed a crash with the wild deer if they didn’t load a place to go hang out with first. Fixed a potential infinite loop with the nuclear power plant is in meltdown mode (don’t think this was possible to have happen but fixed all the same). Changed how the code handles strings and made things a bit safter. Some minor fixes in Death Match. Some minor fixes on MA Front Lines. Cleaned up the formatting of numbers and fixed a bug on the Delivery Job code. Fixed a possible crash with the Deer AI on the main map. Fixed a lockup that could be caused by the nuclear power plant, although I think its unlikely that could have ever happened. Fixed an edge case that could cause the tutorial to crash the game if you managed to have no weapons and hit the drop key. Player Jail times should now be properly recorded. Added a fix for Mech voice lines. Previously, Mechs could potentially crash the game if you had enough voice files queued up. Added a fix for the Chronovirus event that was causing the game to crash (The death message said “The Chronovirus” but the algorithm used to detect gender was only expecting 2 letters like A or An at most. Fixed an out of bounds array in loading shaders. Fixed a bug that would allow certain housing objects to have more health and armor than their max. Fixed a bug in how PINs were hashed which could cause the hashes to not match on next game load. Fixed a bug with how phone numbers are transmitted to the client. The number should no longer do weird rounding as it gets really long. Fixed a bug with phone pound numbers (#) that could cause an array overflow and crash the game. Fixed a crash that has been in the game since the military base first started firing ICBMs. If the ICBM exploded on its way up the game would crash. Cleaned up some poorly formatted perk text. Pet cat attack now works properly. Fixed MA Front Line (oh shit I think it's been broken for like 2 years). Full Release Improvements Fixed bluehell thanks to jonwil for supplying some legacy code so I could rebuild some of the older files used by the server and standalone release! Restored stock printscreen code, this means that screenshots will work in Windows 10/11; however, they will be in .tga format. 4.x Client Improvements Now supports controllers, make sure to have the controller plugged in and turned on before starting the game. Fixed water now having shadows on it. Fixed a bug causing some vehicles to fire when they shouldn’t be. Task Manager will now correctly list the game as Expansive Civilian Warfare Updated game icon to be the ECW icon. Updated some text strings that used to refer to “Renegade” Instead of Expansive Civilian Warfare. Updated the config.exe and added the option to center the window, if not selected it will use the top left corner of the screen like stock. Known Issues Although I put countless hours into fixing crashes and lockups there definitely still is one or two floating around in the code that can cause the game to sometimes crash minutes into the game, other times hours. It doesn’t seem to be directly caused by killing and destroying units but it's always hard to say how things are interacting. Black screen is still an issue in the stand alone release, I think it happens a little less often nowadays but it definitely still is an issue. As such, I recommend anyone encountering it to just use the Modern Client, as that’s far easier to deal with than trying to pin down why standalone won’t work. Although tons of work was done to improve systems and add more stability, some of the changes I made can have the end result of truncated strings (instead of overflowing into memory). If you see any strings that are garbled nonsense or truncated please report them. Although tons of things have been improved, I still recomend playing on the server as hosting the standalone relase is less stable than the server due all these "futuristic" graphics pushing things to hard sometimes. Special Thanks To the creators of CppCheck which helped me make my final code cleanup pass days before release. To Jonwil for saving me tons of time. He was able to identify which crashes were related which helped keep me from thinking things hadn’t been fixed when they had. And as always W3DHub and their support along all these long years.
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Jerad2142 started following Scripts 4.8 Update 4 is now available and Threve's ECW Guide
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Perk unlocks are permanent, server saves once every 5 minutes.
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I would like to thank Unstoppable, dblaney1 and cyberarm for their contributions to 4.8 Update 4 (If I missed anyone else who contributed to 4.8 Update 4, sorry). [blurb]Added new features, scripts, bug fixes, and more![/blurb] New scripts and changes to existing scripts by Jerad2142. New scripts and changes to existing scripts by Unstoppable. Added preliminary support for controllers - enjoy smooth vehicle steering! Added a potential fix for vehicle limits randomly breaking after custom maps. Added a new LevelEdit setting, “HideTeamBattlefieldInformation”, which will make the building icon not show up on battle field and team information screens. Added a copy constructor and equals operator overload to HashTemplateClass. (Credits to Tuna for figuring out). Added the engine call Set_Enable_Foot_Steps which can enable or disable the footstep effects and sounds of a specific infantry. Added the tt.ini keyword ReplaceBeaconWithEquipment which turns the Beacon object in the PT into an equipment menu. Added PDDUMP and PODUMP console commands that dump information about player data, objects and vehicles. Added the engine call Trigger_Smooth_Skeleton_Height_Resize which allows the programmer to make a soldier’s skeleton smoothly rescale at a set speed without spamming the network. Added PCC, PCCT and PCCP console commands to print text to client's console. Detect if FDS is running under Wine on Linux and fix console output if so. Changed how the TRAIN_TRACK_COLLISION_GROUP works (now only collides with itself). Changed how the TRAIN_COLLISION_GROUP works (now only collides with TRAIN_TRACK, SOLDIER, DEFAULT, BULLET, and C4 Improved the equipment menu to now check if your weapon is full, in which case it will block you buying more. Soldiers will have to reload guns as it only fills your bag rounds unless you don’t have the gun at all. This is unfortunately just the way powerups work and I wasn’t going to rework the system. The gameover command can now be used in single player to end the level. Note: this will result in 3 stars at best. Fixes so team GDI can now own an Obelisk. Fixed Giant Kane Hologram’s mouth movement in single player so he talks once more. Fixes for the Remote FDS Console and the opening if the F8 console is active. Vehicle Management Dialog now shows the name of AI in your vehicle instead of “None” Removed outdated code from the equipment menu that would block beacons from being purchasable unless settings had been chosen on the server. Fix PLAYER_INFO not printing some players when the player limit changes and there are more players than player limit. Fixed an issue with hearing sounds ahead of the player when game ends or if the player leaves while zoomed in with a scope. Custom Scripts Requests (That I know of): Added JMG_Utility_Zone_Damage_While_In_Zone for Mortalc13 Added JMG_Utility_Visible_Vehicle_Occupants for rackz Added JMG_Utility_Zone_Disable_Specific_Weapon_Presets for rackz Added JMG_Utility_Zone_Damage_While_In_Zone_Presets for ExEric3
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Jerad2142 started following Renegade Chaos Edition 2.0
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Version 2.0.0
89 downloads
Have you gotten tired of the same old C&C Renegade? Why not make things a bit chaotic! Config Overview: ; The directory of the clean un-mixed Renegade files SOURCE_DIRECTORY "C:\Program Files (x86)\XCC\Utilities\Renegade" ; The directory that the mixed files should be written out to OUTPUT_DIRECTORY "C:\Westwood\Renegade - Copy\Data" RAND_SEED_OVERRIDE -1 ; The seed to use to randomize the textures, -1 allows for random at app launch MIX_DDS_FILES YES ; Should .DDS files be mixed MIX_TGA_FILES YES ; Should .DDS files be mixed MIX_WAV_FILES YES ; Should .WAV files be mixed MIX_MP3_FILES YES ; Should .MP3 files be mixed MIX_TXT_FILES NO ; Should .TXT files be mixed (WARNING: This can be game breaking) IGNORE_RETICLE_CURSOR YES ; Should textures for the mouse pointer and reticle be ignored IGNORE_HUD_FILES YES ; Should textures used for the HUD be ignored IGNORE_DAZZLE_FILES YES ; Should textures used for the dazzle effects be ignored IGNORE_FONT_FILES YES ; Should textures used for the fonts be ignored CHAOS_REDUCTION YES ; HUD, loading screens, and objective pogs will be filtered out of the texture pool ; Use the following to reduce the chaos further ; EXCLUDE Exclude these files from the mix ; INNER_MIX Only mix the files in this grouping ; FULLMIX Mix them with all the rest of the textures/sounds MIX_VOICES_AND_SOUNDS INNER_MIX ; Mix standard named dialog files be mixed with all the other sounds. MIX_WITH_POWERUP_TEXTURES INNER_MIX ; Mix the texture powerups in with all the other textures. MIX_WITH_VEHICLE_TEXTURES INNER_MIX ; Mix the vehicle textures in with all the other textures. MIX_WITH_WEAPONS_TEXTURES INNER_MIX ; Mix the weapon textures in with all the other textures. MIX_WITH_CHARACTER_TEXTURES INNER_MIX ; Mix the character textures in with all the other textures. REUSE_ALL_TEXTURES NO ; Allow the textures that were used in the previous categories to show up again in other spots. REUSE_ALL_SOUNDS YES ; Allow the sounds that were used in the previous categories to show up again in other spots. -
View File Renegade Chaos Edition 2.0 Have you gotten tired of the same old C&C Renegade? Why not make things a bit chaotic! Submitter Jerad2142 Submitted 02/11/2025 Category Misc. Files
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Very sad news, sorry to hear we've lost another very creative person in the community. I hope you guys have luck finding more of his works, I know one of my biggest fears would be the loss of what I've worked on over the years.
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[blurb]Added new physics, added a new job, 6 new vehicles, event updates, crash fixes, bug fixes, and more.[/blurb] Giving a little taste for the patch that I plan to release on the 7th for the event. New Features/Improvements: • Thank you Seifmagdi for your skills with ASM code! Due to this the following improvements have been made: Vehicle speed gauges now correctly show the speed of what the engine thinks the vehicle is traveling, the result is that the numbers don’t jump around all random anymore. Chinook helicopters, and other vehicle transports, can now “throw” vehicles by dropping them while in motion. Crashing aircraft now carry their motion over into the crash, no more falling straight down! Random vehicle damage while traveling at high speeds shouldn’t happen anymore! • Players can now buy up to 10 perk slots! (Yes! This is very expensive, 550,000,000 in total if you’re getting them all from scratch). You can only select up to 5 perks on non-San Casina maps. • A new "House" has been added, this "home" is an ex Area 69 Outpost right along the desert highway: It features 3 weapons lockers, a mini fridge, and item safe. It has purchasable security. One vehicle parking spot. And one aircraft parking spot. • Added the Gmax Shipping Job: Players have to take an intake test to deliver packages for Gmax Shipping, this intake test requires at least a 60% to pass, failing the test makes the player wait a minute before taking it again. Once a player has passed the delivery test they can buy a Gmax Shipping Truck, once inside the truck the player is given a package and an address to deliver the package to. Upon delivering the package at the address the package will be picked up by the owner within two minutes, upon which the driver is paid. Players can set down a package at any time and get back in the truck to get a new one (old package will eventually disappear). Players can steal other players DROPED OFF packages, this will get them a random item. Players that lose more than 3 packages in a row will be fired, lose all raises, and have to retake the entry test. Sometimes packages will be a letter bomb, if you hear suspicious sounds call 911 to have all letter bombs removed from your inventory. Added 11 new delivery package items for the player inventory for the Gmax shipping Job. • Added 6 new vehicles: Fiat Tipo Honda E Mazda 6 Tesla Model Y Toyota Land Cruiser Vehicle Transport - a vehicle transporter • Dodge Viper now has 6 alt colors (Black, Blue, Gray, Orange, Red, White). • Main bridge no-longer has vehicle collisions by the sidewalks that trap vehicles up on the sidewalk. • Cargo Hovercraft can now carry a vehicle (even as large as a Mad Deer). • Maxwell Cat Event Updates: Maxwell will last at least 5 minutes longer now. Maxwell the Cat now chooses spots nearby randomly more often so it doesn’t spend a quarter of its time walking back and forth between the desert and the city. Maxwell will no longer pay players that are unspawned. Maxwell Cat now has a weapon name so that it no longer gives odd kill strings. Civilian traffic should now yield for Maxwell instead of driving straight into him. Maxwell will now randomly sit at the same position for up to 30 seconds. • Made some fixes with how the building data and teleport location data is loaded. • Killing yourself with the “End Key” now displays a message of "[PLAYERNAME] used the unstuck key to flee [PLAYER INFANTRY SEX] existence in this world." • Buying new characters at the PCTS should no longer force players to exit and re-enter the zones to buy another character. • The Abomination Attack now causes the military base to lose power, now that the military base works correctly after the last patch the Abominations were unable to get out due to the base killing them first. • Reduced the sight range of housing secrurity cameras from 70 meters to 25 meters so they don't shoot a mile down the road at you. • Rearranged the code more for my own sanity 🦌 Bug Fixes:• Skoda Superb’s windows now have projectile collisions. • Gmax Shipping Truck Adjustments: LODs have been fixed. Text has been brightened. Fixed headlights and Tail lights. More suspension height. • ODRDNPA Fixes: Bounty payout is now distributed between all players. Event should no longer leave Daves Arrows laying around. No longer gives payouts if it self destructs. • Housing and Security: Bill autopay SHOULD now correctly appear when a player logs in if they’ve been charged when offline. House Security now ignores the Maser Of Disguise perk. Changed how the perk “Advanced Security” unlocks and it should unlock sooner now. Stability changes that should result in less server crashing. Turrets should no longer deploy if no one owns the house. • Cleaned up some vehicle textures and shininess masks. • Moved a random bush off the road (super exciting I know). • Transport hovercraft has its foam trails once again which was lost when it was turned to its new white skin. • AI won’t spawn with the Cupid Bow anymore. • Weapon “Organs Gun” now has costs money. • Some bug fixes with pets that should make them more stable to use in general. • PCT no heal zones now correctly work once more, no more getting full health and armor (which you should have to buy) buy simply pressing refill at the PCT. • Fixed a housing bug that was causing apartments not to register security systems (turrets and doors) correctly. • Fixed a bug with how pins were being saved, there shouldn’t be anymore issues with this system hopefully. • Harrier is hopefully not a buggy pile of crap anymore. • Cleaned up some weapon grant and drop code, might not have fixed anything but makes me happier. • Fixed a housing bug that was causing the player to die in order to access their weapons cupboards after purchasing a house. • Fixed a bug causing houses to change the player weather to the arctic instead of indoors. • Fixed the weather system slowly being corrupted each time a player spawns in their home. • Housing security cameras will no longer attack empty vehicle or player vehicles (Thanks again to seifmagdi for getting me some ASM code that makes it easy to detect if the vehicle is AI controlled). • Hopefully fixed a bug that was allowing AI to randomly decide they hate you. Crash Fixes:• Fixed a crash caused by sitting on the (enter your perk number) screen and letting the server run for more than a minute and a half. • Fixed a crash caused by players that had more than 5 perks (could happen if you had the long in streak perk unlock). • A69’s nuke was overflowing memory, so if you did enough crime it could cause a memory overflow, this has been fixed. • Fixed a crash with the ECW dynamic clocks (It crashed on the testing server at least, so I’ve made the potential impossible). • Fixed a crash with the code that made civilian vehicles follow roads. • I think I've fixed a crash that happens the first 5 minutes of gameplay and possibly randomly after that.
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A couple of months ago, I was inspired to add scrolling marquees to ECW. While digging through the code, I was angered by how poorly so much of it was written, which spooled into a massive refactor and cleanup effort, which in turn spooled into adding some new content. Thus, I give you... Expansive Civilian Warfare - version 1.2.2.8/1.0.0.7! New Features: A new boat - the Russian Komar-class missile boat has been sighted in the waters around San Casina! This small but fast boat is armed with 2 KT-67 missile launchers and a 25mm gun. Players can now see all their high scores in game on five scrolling marquees placed around the city. In addition to announcing any disasters currently happening, these will also display the current temperature, as well as any special events that building might currently be having. Housing: Housing Security has been completely redone with the addition of new security camera models, as well as a new security option that upgrades your cameras from the base model to something more powerful. All houses (including apartments) now have security cameras. The apartments now have one free camera that respawns roughly 5 minutes after death. The Mars and Forest houses will keep their 3 free cameras to balance not having a garage. All homes now have a fridge and a weapons safe, which means all homes can now store a combination of 3-5 weapons/items. Housing security zones will now trigger from AI entering them as well. The score for intruding in a house now requires the house to have a security package that detects intruders. “House for sale” signs will now correctly re-appear instantly when the house goes back up for sale. The automatic payment system for security has been reworked; You can no longer pay it a day in advance as before, so be sure to enable auto-pay if you want to keep your security more than 5 days. If the player is in game when their housing and security is renewed, they will now get a message about it. Pets are finally smart enough to use house doors, and will no longer fight with the house defenses. The CZ-75 has been added along with a drum mag that holds 50 rounds. There are three new disasters, two of which you may have already seen some info about. They are very meme-ey, very creative and relatively complex. Fireworks have been added! (These are the same fireworks that were seen in the recent Renegade Event). The portable igloo has been added! This item acts as mini tank trap, but slowly melts when the weather is above 32F. Added 10 new civilian vehicles: Skoda Superb Chevy Volt Volkswagen Golf Subaru Legacy Dodge Viper Chevy Tahoe Honda Pilot Mustang GT Gmax Shipping Truck The M978 Tanker Truck has been added! It can be driven down to the gas station, filled with fuel, and then used as a pseudo bomb truck (mix it with the suicide bomb for extra effect). Roughly 10 new easter eggs have been added! I would expect new players to find these first, as a lot of the easter eggs are in reference to things that already existed but did nothing previously. A total of 4 new perks have been added! Two of them are related to housing. 15 new high scores have been added, mostly related to the new events! Improvements/Changes: Cop AI will now attempt to dodge vehicles as well as move to stay out of their target’s line of fire. The Church bell system has been reworked completely. In the 7 years the bell has been in game I have only heard it ring once, maybe twice, and this was due to multiple issues. One was that a player had to be within 300 meters to see the animation (sound was tied to the animation), and the other was that it only went off twice a day – once at noon and once again at midnight. Now the bell rings on the hour, every hour, one ring per count of the hour (up to 12, then it starts over). The church has been changed into a church for the Cult of Deer, and as such, any prayer/event text has been realigned accordingly. Pepper A Salt gun has been nerfed greatly and will no longer get one shot kills on humans. However, it is now ten times as effective against mutants. The player login streak system now grants the player an extra perk slot if they hold a streak for 10 days or more. However, daily payouts have now been reduced, and each day gives 25k, stacking up to 250k at the 10-day mark. The turrets in the military base now have indicator lights so players know when they have power, or a lack thereof. This is useful for when players cut power to the military base via the wind turbines. In addition, the BWP maintenance boat has had its respawn time increased from roughly 20 minutes up to 1 hour and 30 minutes. The Littlebird has had its exit positions tightened up. This will make it easier to use when trying to get out on top of a small object. Added another pump jack. Hint: It is in a cold area. Large planes like the Boeing 747 and C130 now have collision detection on the wings, so be cautious when flying between buildings. Additionally, they will now have a bit of tilt when they move vertically. The sun is no longer a sad, small, dim spot. I have reverted it to an upscaled version of the stock Renegade sun. There is something about trees here in my notes… not sure what changed, looks pretty much the same to me. The nuclear power plant now has an additional stack of barrels for the Cargo job. The barrels at the nuclear power plant also respawn faster, giving the player more reason to revisit it. Civilian cars now drive more aggressively. I’ve tweaked the way the road point system works so they don’t try to brake instantly when getting to the last point. This will result in more vehicles getting into wrecks, but I think the faster traffic is a massive improvement. Modern clients will now start with extras enabled by default. No more having to type “extras” at the game start to access the second page of the PT menus. The price of the following vehicles has been increased: Abrams AC130 A10 Apache APC Chinook DPV, Harrier Paladin, Hydra Nuclear ICBM Launcher Ion Cannon Satellite Leopard Dropship Mammoth Hovercraft MRLS V22 Osprey Railgun Hover Tank Scud Launcher Urban Defense Vehicle IFV War Train. *The Pirate Ship had its price decreased. Using the redial system on the phone now displays the number pulled up in HUD text like the rest of the dialing system. Made Dusk a bit brighter, also made morning brighter and use more warm colors. Many cars now have different engine torque curves to make them feel more distinct, which results in what often feels like a hesitant transmission. Bug Fixes: The Van now has a proper Multi PT option, allowing you to switch between the white and black version and no longer spawns the broken old yellow model. Vehicle drop cinematics have been tweaked so that they no longer stall during the last second of their animation. Police Littlebird was missing a death explosion when it hit the ground - this has been fixed. The mysterious Tower’s collision has been improved. Fixed a bug with the map voting system that allowed players to change the map after a vote had been completed. The forever ash bug should now hopefully be fixed. It was caused by any item that could be placed, as well as a few things people probably didn’t realize were items (handcuffs). Fixed a bug with the recon plane job that caused its objectives to appear outside the bounds of the map. Players shall no longer witness AI planes flying backwards. The code that caused it has been fixed and we are now free from that blight. AI planes now have proper forward collision detection. Fixed some weapons PT holders disappearing too early due to LOD. Added some way paths that might help the AI navigate odd parts of the map. Renamed all text that had “debit cards” being called “credit cards”. Some minor phone bugs which could leave the call going on until the player hits the clear key have been fixed. Fixed a bug with the disaster system that was not always resetting how much damage the player had done, resulting in players who did not do any damage getting payouts. Fixed a major bug with the military base defenses that would cause them to not fire at targets. This issue turns out to have been caused by the drop-in animation. The drop technically creates them way up in the air, so the defense AI would look at where they were created and then scan from that location, which caused the issue. Changed the turrets and Anti-Missile System in A69 to be of type tank instead of turret, because it turns out that the fly-in was causing their actual position to be desynced client side, which is why sometimes players could not see them shooting when in reality, they were. As a result, for the first time in what feels like 10 years, you will see the Anti-Missile Systems shooting once again! Wii score record is now tracked for the Wiis that can be destroyed. Reduced the default draw distance of the modern client to 1000, as a lot of players struggled to run at 2k with the modern client at a decent frame rate. Improved overall game stability - I doubt I fixed all the issues that caused it to crash on the next map load, but it should be better now. MA_Island should be stable now as well - The map has been re-saved and re-exported, which should fix the issues from script(s) that had missing parameters. The War Train no longer counts as a job, being it is a war vehicle. Made some additional stability fixes to the server; I am not sure if these are actually going to improve anything, but time will tell. A larger patch was planned originally, but a surprise ECW event was created one day before my birthday, so I figured we might as well make the event as big as possible with what is ready. Enjoy! [blurb][/blurb]
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Expansive Civilian Warfare 1.2.2.7/1.0.0.4 Released!
Jerad2142 replied to Jerad2142's topic in Expansive Civilian Warfare
Haha thanks, don't do it as often as I used to, usually comes in short bursts nowadays. -
[blurb]This release adds new pets, an item, redesigns the weather/temperature screen fade system, adds discord integration to the modern client, and more![/blurb]This release adds new pets, an item, redesigns the weather/temperature screen fade system, adds discord integration to the modern client, and more! New Features Food and drinks now modify your body temperature! If your body temperature is up by a degree it takes about a minute to get back to normal. Consumable Degrees Pizza +2.0 Water Bottle -5.0 Burger +2.0 Burgershot Meal +4.0 Cluckn Bell Meal +4.0 Coffee +10.0 Fries +1.0 Popcorn +1.0 Soda Cup -10.0 Soda Can -5.0 Completely redid the weather and heat screen fading system, it is now better tied in with the damage, heat, and other systems that used to fade the screen. Now eating too much hot or cold food will fade the screen as your body temperature gets to high or low, in addition placed fires will also fade the screen visibly. Also while improving this system I came across the bug that causes your screen to throb when your injured sometimes, I’ve always liked the affect so instead it is now properly coded into the system and will happen reliably. A new item, the coffee cup has been added, it has the same attributes as the soda cup except it gives heat instead of takes it. Added two new pets to the pet system; one is the turkey, a weak but cheap pet. The other is a mystery and is definitely not totally overpowered in anyway. Modern Client Update 1.4 Discord integration has been added thanks to Unstoppable's work! VSync is no longer needed in the modern client, it will frame cap at 300 and also uses proper refresh rates (Thanks to Dblaney1). Other tweaks and fixes may apply that were in the last 4.7.2 Renegade update (and technically it has everything that was in the latest 4.7.3 release too). Tweaks/Improvements Pop can price has been reduced from $75 to $25 Pets are now smart enough to switch to a secondary weapon… not that there are any pets that have one… The old energy shield script has been improved to be able to use more than 100 shield… not that there are any units that have more than 100. Taxis are now much more forgiving if the player jumps out and resummons it right away again, they’ll let the player do this roughly 3 times before getting tired of them and just leaving. Taxis no longer try to use the map’s pathfind grid to get to their first road point, this was causing them to drive all over the place before following the road… I suspect I originally did this because there is a rare opportunity for the AI to be moved by another unit or miss their first point, in which case it would spend a bunch of time stuck before getting back on path. However, the way it was working pretty much always made it drive like a complete nut until getting to the first point. Bug Fixes Weapons crate now tells you the weapon is full instead of giving you some abstract “No ammo for this weapon” message. When drinking too much of something it used to say something along the lines of “I can’t take anymore” now it says “I can’t drink anymore.” Lighting effects in the night club now better respect damage and heat effects (it's far from perfect). Server Patches (Updated 5/17/2022) The following are issues I found post push to the server and will be rolled out for all people hosting in the next patch. Fixed a bug causing the Multi PT's arrows to be mis-positioned on the 4.x client (not sure if this was a recent bug added by 4.x updates or if I had been missing it all along). Fixed an issue causing one of the pet PT's to be invisible (id collision). More improvements to the pet AI: Pets are now on the Renegade Team. Pets now actually use line of sight to do attacks. Pets will no longer attack the vehicle the player is in. Pets can now fight other pets and ignore other pets you own. Fixed an issue with the new pet perks causing them not to load. And that's all for this release, have fun!
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Technically the physics is glitching at any framerate that's different than 60, it just gets more issues the further from 60 you get. As far as hardware goes all we have to test with is screens that do 300, I saw no increase in studders compared to having vsync on/off with the new cap (Can't test without vsync on the old version because its literally unplayable being the game is constantly running at 1000+ fps on my laptop). Heck, emitter motion inheritance breaks if you go above 30fps lol luckily nothing in stock game even makes use of the feature. Looks like screens that have refresh rates at 360Hz exist now, but my desire to shell out 500 bucks to test Renegade's performance on such hardware is kind of low lol. New players that join have tendency of bringing up their game is broken, IE: They can't jump or there is constant footstep noise, I've only had 3 or 4 people come to me about the issue the last couple years but just like any issue, if it's bad enough some people just quit instead of trying to debug it. Also, as far as servers are concerned if you can lock them at 60 that'll be best for the physics, if there is a lot of variance it will only make the physics sync up worse (movements between the frame deltas get miscalculated).
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[blurb]We've added a new weapon and cupid deer model for Valentines day![/blurb]Early happy Valentine’s Day! For any players that end up bored tomorrow, ECW is happy to bring you the Cupid Deer celebration! Players joining tomorrow will play as the cupid deer (Special thanks to @ Romanov ). In addition, players will as be granted the Cupid bow! A weapon that heals 25% of a soldier’s health each hit, but if the soldier is full health the bow will be an instant kill. The event will start the 14th at midnight CST and go on until midnight of the 15th CST. As a side note the launcher has been fixed so the play now button allows you to launch the modern or original client correctly! Have a good cupid day!
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[blurb]We're excited to kick off the new year with updates from APB, GZ, and Crazy Co-Op![/blurb]Welcome to the 26th edition of W3D Weekly! And the first of 2022! We already have a bunch of exciting progress to kick off the new year! Jerad's Crazy Co-Op @ Jerad2142 finally got around to uploading a video of the Gobbling Gorge as well as updated made it so the turkeys that fly in during the final boss can be shot down. Bear Island has been updated,@ Jerad2142 has added a bonus turkey objective to the map in an attempt to address broke players that join in the later midgame when pumpjacks have not been activated/repaired; currently, this often leaves players struggling to get that initial cash needed to get a vehicle or engineer to accomplish some of the objectives and get their own cash flow rolling. This turkey objective spawns some turkeys near the main base providing safety and a simple if not grindy method to make money. These turkeys spawn for roughly the first 28 minutes until the last 5 minutes before they flee into the wild. Players hunting them can make roughly 100 a minute if they are good at hunting them down. Crazy Co-Op/ECW Stats Website In addition to updating Bear Island @ Jerad2142 is working on a few updates for the website (http://Jerad2142.com). ALL - Adding a feature so when you go under a player's stats you can hover over each score listed and see a little popup of who has the top score. In addition, scores you currently hold a record for will show up in gold. (Renhalo is WIP). Bear Island - Addition of the turkey objective stats (killed turkeys and collected turkeys). Bear Island - Tweaking the Rank system so it takes in account of the new turkey objective, probably just making them count for 0.1 of a rank at best if you're the top of the stats. Tiberian Dawn: Ground Zero @ CMDBob is at it once again! The next stage of rigging @ Synaesthesia 's structures has been completed, this time with the Hand of Nod! Just like the Airstrip, the elevator that was once there has been replaced with a ramp, which makes getting around quickly much easier. On a personal note, @ Killing_You has gone on record and stated that this is his favorite building in the entirety of W3D History! You might notice that the PTs from the Airstrip aren't present. That's because they've been replaced with a new model that will be the standard for PTs in GZ going forward. See if you can spot them in this weekly and the next before we officially show them off! Red Alert: A Path Beyond RA_Volcano is seeing some pretty major adjustments from our friend @ ryknow69 ! Overhead Map Comparison <- Before and After -> We've included a few screenshots of the rework below, including the remodeled volcano itself and all the infantry tunnels running through it. There is more planned and it's definitely not dressed up yet, so keep in mind that this is a work-in-progress. Until Next Week!Happy New Year's Guys! Stay tuned for next week's update!
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I feel like I missed out.