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  2. [blurb]This is just a small update that adds the B-52 Bomber, as well as several fixes and improvements.[/blurb] This is just a small update that adds the B-52 Bomber, as well as several fixes and improvements. New Features B-52 Bomber has been added, enjoy doing bombing runs on unsuspecting targets! Added some new net code to support syncing the B-52’s bombs (yes, they inherit the physics of the plane) Pin System has been reworked a bit to make it more secure: Server now logs players out after 2 minutes if they haven’t successfully entered a pin. Server now logs players out after 5 incorrect pin attempts. Improvements/Bug Fixes Updated taxi paths, taxis will now drop players off at the hospital, closer to the motel, and near the police parking garage instead of dumping them in the middle of the road. Updated the data in the crash dumps file to include a list of players as well as the game running time to assist me in debugging. Civilian cars no longer de-spawn on an empty server (This was originally in place to keep the server from being hammered all day, but the new server is plenty powerful to not suffer from this). Upgraded how serverStatus.txt is updated, during map loading it now is updated to “Loading…” If the server locks up it will now restart within 30 seconds, this originally wasn’t possible as I couldn’t detect when the server was loading, but that feature is now possible with bhs updates. Master of Disguise’s wording no longer implies that the player won’t be detected by home defenses. Code formatting and structure cleanup as usual to help my sanity.
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  4. This is just a small hotfix to address some of the bugs noticed in the first weeks of testing, as well as adding a new perk and drop helicopter. The sporadic server crashing is still an issue and I’m investigating what’s going on. Additions• Added a new Fire Fighting Suit perk which gives the player the FlameThrower armor type, requested by KillingYou. • Added a new drop helicopter that was requested by Number1Rival. Improvements• Armored Car now has a horn (new truck horn not previously in game). • Cargo truck now uses the common horn shared between most the trucks. Fixes• Fixed some of the custom player drop helicopters having collisions which caused weird clipping issues client side. • Reduced how often pets update their attack move, which should make them jitter along with their attack and move faster. • Made some slight improvements to pets so they attack empty vehicles that aren’t AI less when they’ve been given the attack AI command. • Rolled back some pathfind changes which were causing AI cars to get stuck far too often. • Civilian cars that get stuck in one spot for a long period of time no longer teleport home and make the attempt to get to their next location again (this was the cause of civilian vehicles randomly drive at 100 MPH across the empty fields) now instead they just remove themselves from the game. • Dancing License PT should no longer be floating off the wall client side. • Generalcamo Perk PT now gives the correct perk. • Shock Collar PT now has the correct name. Optimizations• Night map is now brighter in general. • Optimized some code to reduce checks made when entering and exiting vehicles • Fixed some code that was trying to update fog for AI bots. • Cleaned up some code in general that was overly complex. • Fixed some buffer overflows, I don’t think they were the cause of any crashes but at least it’s not even an option now. Modern Client• Forced MaxStaticLodBudgetOverride in tt.ini to 1 - This fixes the horribly broken LOD in the modern client (all the plants just appearing and disappearing at once as you rotate the camera) and helps peformance quite substantially (I can now run modern client at about 2k view distance and it stays around 30 fps when looking at the city instead of dipping into the 20 fps range; granted, still not as good as original release but better all the same). Known Issues• Right now the game is still crashing far more often when civilian cars are on the map, I have a few plans to attempt to mitigate the issue but in general it’s still under investigation. • Black screen is still an issue in the standalone release, I think it happens a little less often nowadays, but it 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. • Self-hosting is still far less stable than playing on the server (this is because rendering graphics adds additional complexity to the game). [blurb]This is just a small hotfix to address some of the bugs noticed in the first weeks of testing, as well as adding a new perk and drop helicopter. The sporadic server crashing is still an issue and I’m investigating what’s going on.[/blurb]
  5. [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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    Renegade's 22nd Anniversary Event, Day Six: Living the life
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    It's time for an ECW Game Night. Beware of deer and rabbits- Especially deer! They're very crafty creatures.
  12. 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]
  13. [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!
  14. [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!
  15. Just a small hotfix to address a few issues that have been spotted with the recent rollout of the 4.x client as well as some more long lasting issues. Both Full and Modern Client New secret vehicle cannot fire during certain states anymore. SCUD launcher targeting systems (missile sub included) should now show ammo correctly client side instead of always showing Added server-side code to allow for renaming players and deleting accounts (mostly for me for pruning up the data). Crime Bounty is no longer capped at $25,000,000.00; it now can proceed past that point although is drastically slower. Modern Client Weapon Ejections no longer make bounce sounds/hit effects as they were super spammy and did not make sense for some weapons (metal sounds with shotgun shells/plasma weapons/food). Max Island message sound now be fixed (Caps for the data class were increased by 4 times, so it might just crash instead, public testing adventure!). As a note we're still working on cleaning up some launcher issues, people are just busy with life for the time being, so I do apologize for the hoops that this patch will make the 3.4.4 users hop though to get it working again.
  16. Shipping lane noise may affect residents Water is water, after all. Cats Players are not the only people finding it hard to drive in ECW physics lag Like magnets! The police force in this game is too hard, we need pole-spawning weapons. Jerad plsfix. Debris infighting Doc, Marty, Santa and the Elves meme template Dammit Marty, we stayed too long! But Doc, the elves had such nice ringtones on their Motorolas. Help me shut these gullwing doors! And put out that plasma candy cane, it stinks! Ouch my graphics Why are the wheel arches drawing ontop? And why is the body transparent? I'm lost. I'll write this off as an organic Delorean with four hands. I think my mipmaps are hiding a gambling problem. Server record for street maintenance I've tried, no it doesn't work. Worldbuilding and backstory The police are very... Blase? I think they've seen some stuff. They don't even care about the skin-crawling groupies after the Bugatti. Let's not ask what's happening on the left side of the picture, I think this must be some police department sport day (with reps from every county). Paradise at the park. Veyrdite is all powerful Behold: My secret? Suppository piloting trains me for strength. Jetpack on mount chiliad Monster infighting A possible intended entrance to the black market? This photo is taken from the bottle-and-doughnut town. From inside the black market: there is a blocked off entrance that looks like it goes up. Perhaps it was once intended to be accessible through here?
  17. I am pleased to announce that a 4.x client has been created for ECW. Players can now connect to the ECW server with a more modern engine that outperforms the original in many ways. In addition to the new client, ECW is also getting two new vehicles and many other tweaks and updates! Modern Client Let it be known that this client is a rough alpha and does expect to see new bugs and issues. However, initial testing has shown tons of improvements, including: Proper widescreen support Aircraft no longer leave sound effects behind when taking off Mechs do not leave footprints everywhere Hovercraft hover code has been optimized and should be vastly more stable Increased stability for other sound effects, like radios. General stability improvements for the client Animations play from much further away, windmills now appear to turn from a distance! The new client beats the old 3.4.4 release in almost every way except framerate, because of that I will be maintaining both clients for the foreseeable future just in case some people with older hardware can’t handle it. Client Configuration This client is a very rough draft so it currently does not have proper launcher setting configuration, so here is a little guide to get you setup and going while the proper launcher is being finalized: To get to the basic graphical settings to go to the game’s install folder, easiest way to access this is just through the launcher Once there, open config.exe as ADMIN and it should be smooth sailing from there. Changing draw distance - To change the draw distance, go to the install folder, then go to the data folder. There you will find a file call tt.ini in it there is a field called DrawDistance, this can be any value between 300-4000. Changing Dazzle Settings – Go into the install folder’s data folder, there you will find a DazzleConfigSettings.ini, change the values you want. New Vehicles With this update ECW gets two new vehicles: Dodge Grand Caravan A new secret military vehicle that I am not going to spoil here. Originally, I had planned to add several other vehicles, however, the addition of a new client to help people getting black screens took priority. Improvements And Bug Fixes Updated the shiny effect on several vehicles to prevent weird colors in white light. Charger seat count is now accurate Fixed the alpha channels of many of the plants so they do not have obvious outlines Removed an oddity from ammunition, apparently it had several texture projectors all these years that were not visible in the 3.4.4 version, however in 4.x they were. These have been removed and hopefully improves performance in both releases “Noon” time of day now has warmer colors and is slightly brighter “Morning” time of day is more of a yellow now and brighter in the shadows. “Night” and “Dusk” shadow areas have been made brighter Known Issues There are of course several known issues with the new client, this is mostly due to the desire to release the client to the public rather than spending a couple more weeks polishing it: If the modern client doesn't launch you might have to go to the "install folder" and run config.exe as admin at least once. The new client current runs as “Rengade”. This is something that will be cleaned up in the weeks to come Some menus list keys on top of text, in the traditional 3.4.4 release of ECW we resource hacked those away, but 4.x is a bit more robust and requires more research before it can be cleaned up Currently you will have to launch the modern client through the games listing on the play now button. Have fun! [blurb]With the latest version of ECW; you get two new vehicles, a new client to join the server on, as well as many other changes![/blurb]
  18. [blurb]First patch of the new year brings several new units as well as many improvements! Hope you enjoy! [/blurb] First patch of the new year brings several new units as well as many improvements! Hope you enjoy! New Features A Dodge Charger has been added to the civilian unit roster. It is RWD, does 0-60 in about 5 seconds, with a top speed of about 200 MPH. (I wanted to do Mustangs and a few others but the license for these vehicles requires you email Ford to ask permission and I honestly couldn’t be bothered.) The San Casina Police Force has now upgraded to these Dodge Chargers as well, although they use a slightly older model than the civilian version. Their Charger is AWD, does 0-60 in a little under 5 seconds, and also has a top speed of about 200 MPH so they are almost identical in stats and performance. A new mech, the Juggernaut, has also been added to the fighting force. This mech has twin gatling guns as well as dual-particle cannons. It can overcharge its weapons as well in addition to its normal mech abilities. Fixes and Improvements Fixed a bug in the file hashing making it much slower than it had to be. Hopefully this fixes players who were stuck waiting for long periods of time (to the point of thinking they had crashed on initial load). Removed a bunch of old textures that were no longer in use. Fixed DM_MysteriousForest not ending at game over. Reduced the opacity of vehicle dazzle effects so they are less blinding at daylight times. The AI Police DeLorean no longer has super sight (for some reason it was able to see up to 1000 meters instead of 300). 15 more buildings can now catch fire. Morning and dusk times of the day are now brighter. Check-in streaks now will always work even if the server hasn’t crashed since the player had last earned one. The 3 mech PTs now are re-placed randomly at the 3 locations every time one is bought. 1.2.2.3 Hotfix Quick fix for the Police Charger's LOD was snuck in, on low LOD it looked like the lights were on.
  19. Enjoy a small hotfix for the holidays! The server will also have 10x payouts for jobs Christmas day (being the 25th CST).[blurb]Enjoy a small hotfix for the holidays! The server will also have 10x payouts for jobs Christmas day (being the 25th CST).[/blurb] Bug Fixes/Improvements: Updated the credits file (It was missing some creators of 3D models). Fixed some typos Defaulted the Nuclear Power Plant dazzle setting to 0 for max client performance. Fix for the infinite ammo/money glitch when players had tons of money in the bank and bought a weapon with cheap ammo. Added some more animal animations. Tornados now ignore players that are in spawn mode. Merry Christmas and happy New Year!
  20. Time for a late 2020 update! Added some new weapons, animals, and performance enhancements for online play! New Features: Added a new config file called DazzleConfigSettings.ini (in the data folder) which allows players to reduce or disable dazzles in game. Due to the research of Veyrdite and GeneralCamo it was discovered that the dazzles (the Nuclear Power Plant specifically) were hitting some computers extremely hard (I never noticed because when developing ECW you have to host the game, and it always runs pretty crappy in that case). The dazzles file has been added with a default setting that only has the red lights turned on the Nuclear Power Plant, which should help significantly increase player FPS, and you can turn more off by tweaking it. As a note you will have to restart the game each time you change these settings. Two new pets; the Cow and Mouse have been added! Good luck on the hunt! A new weapon has been added, the Pepper A Salt gun (same gun from Bear Island) has been added so you can annoy players with poofs of salt. A new item, the Portable Pump Jack has been added (once again, same thing as from Bear Island). This item will give the player a slow trickle of money when placed close to other pump jacks. Added 4 new high scores all relating to the Portable Pump Jack. Removed all EA branding as requested by the new community modding guidelines. Bug Fixes: Minor housing fixes so the remaining time updates when players are not on the main map. Fixes to the crap code that is responsible for preventing the random 2-billion-dollar flood that shows up once in a while. Made the Vengeance PT lower so players could access it without jumping. Light vehicle armor no longer takes melee damage. Tornados no longer pick up players in spawn (post patch server side only right now 11/14/2020) [blurb]New Pets, Weapons, and Performance Buffs![/blurb] Side Note: I have added some new file validation (did it as part of the system to change the dazzle effects). You might notice a slower load time for the game.
  21. [blurb]Housing and other server side fixes, as well as new hardware for the ECW server![/blurb]Hardware updateUpgraded the ECW server (was running an i5-3570, now running an i7-4770). Initial tests show much better SFPs, lowest I ever saw during a disaster was the nuclear disaster with 10 SFPS (there was one point where the framerate dropped way down but fairly sure it was caused by bad physics). Housing Scripts updates• Fixed a bunch of issues with the housing system: I noticed recently that a couple players had homes that hadn’t been online in over 3 months, after looking at the code I discovered it was only counting time while players were in game, this has been fixed. Expect those homes to open up within the next month or so. The Bill Auto Pay message now displays correctly with the proper information. Bill Auto Pay is now cheaper in general (lowered the surcharge). Bill Auto Pay now scales depending on the rent period so players with short rent times don’t get ripped off horribly. Server Scripts updates from back in March:• Several fixes with the secret object added last patch that allowed its position to be desynced client side. • A certain secret character can’t use vehicles or be favorited anymore. • Previously mentioned character won’t be attacked by other characters of its type. • A few phone fixes, it should disconnect from the previous call for most numbers now (let me know if you find one that doesn’t). • Housing Improvements that let you know when your house can’t have security. • Added a key to quickly to quickly repurchase defenses on your home. • Made several fixes to the housing system. FPS Improvement DemoBelow is a quick video of one of the disaster events, as you can see it's holding closer to ~20 FPS, where it used to drop as low as 5-7 at times.
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