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1.2.3.3/1.0.1.3 Release (Major stability improvements and bug fixs)


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[blurb]The PLECOSTOMUS have grown fat on people's internetz for far too long, it’s time for them to go on a diet.[/blurb]This release contains massive stability improvements (for the server), some rework to the crime system and treasure chests, and tons of bug fixes.New Stuff

  • Treasure chest system has been reworked:
    • There are now only 3 treasure chests at the bottom of the ocean instead of 20.
    • Treasure chests are now generated once every 1-3 days after a chest was found.
    • Treasure chest locations are now saved between games, so even if the server restarts/crashes the chests will be in their same spot on the next load.
    • There is now a treasure map that gives hints where the treasure chests are located.
    • Treasure chests are now worth $25,000,000 to $50,000,000.
    • image.png
  • Players will now see security cameras scattered around the map, while in line of site of these cameras any crime committed will go toward the players bounty (previously only 10% of the crime was counted when out of line of site of cops, now 0% is counted but obviously with cameras the chances of being spotted is much higher). There is also now a high score for killing these cameras.
  • The crime system now has indicators below the radar on the HUD:
    • Green (Pathfind Icon) means you’re in a pathfindable zone, you must be in pathfind in order to gain bounty.
    • Yellow (Camera/Eye) means you are in line of sight of a security camera (newly added all over the map) or a police officer/vehicle, this is required to gain crime stats.
    • Red (Hand Cuffs) means you can be arrested/killed to get the bounty, for the most part this requires you being in a path findable areas, and having been in game for a few minutes.
    • image.png
  • Mars Rover can now over heat, running the laser too long will cook the driver (there may or may not be a perk that will extend the time the laser can be run without cooking the driver). There have been some new high scores added related to this as well.
  • I'm shipping the original release with a slimmed down version of scripts, that seems to decrease blackscreen issues (this is just a trial run) in order to host locally you'll need to rename scriptsFull.dll to scripts.dll.
  • Beyond that there has been no new content as previously mentioned.

Improvements/Tweaks

  • TONS of pathfinding changes, for the most part the pathfind area is much smaller than it used to be; however, this also will improve stability (basically the issue was if a VEHICLE tried to pathfind out of certain spots, the pathfind network would overflow and choke itself if it couldn’t figure out how to get to the target location). I’m not promising 100% no crashes, but this is a MASSIVE improvement. Notes:
    • Roofs and building interiors are no longer pathfindable.
    • If you wedge yourself into a spot a cop car can't get, chances are it is out of pathfind, and if its not there is a chance that that spot can cause a crash.
    • See Images bleow to get a better idea of how much smaller the pathfind area is now.
    • image.pngimage.png
  • Increased the resolution of the HUD_Main and made radar markers besides the star smaller (goal here is to make objective markers easier to see when lots of markers are on the radar).
    • image.png
  • The Crime system now has different jail sentence times based on the crime committed, previously it was just randomly generated and the same for all crimes.
  • Bail costs now cost roughly 10x as much as they used to.
  • Special thanks to Seifmagdi, he reverse engineered “Is_In_Pathfind_Sector” previously I was detecting pathfind by testing if a bot moved toward a player which required a ton of extra checks and a lot more time to scan if the bot made the attempt, now the code can check it live.
  • Added 21 more message in a bottle hints and updated several of the old ones.
  • More train blockers now only exist when the train is near by (specifically the ones on the main land).
  • Volorus Cervous now weighs more (this will make it slightly more sluggish to change directions).
  • Being pathfind has been reduced certain events (Ants/Abominations) have to have been repositioned so they spawn in pathfind still.
  • Several spots on the map have had their terrain smoothed out to make pathfinding easier (the ledge by the little park near the housing, the step drop off by the road and fountains, and the super steep hill by the bridge).
  • Removed 309 draw calls from the main map, probably won’t make any difference but you never know, could help lower end machines.
  • Server crash dumps now report players in game as well as their locations, which will help me pin down other pathfind related crashes in the future.
  • Cops will now go to the location of the criminal at higher wanted levels instead of just parking at the end of the block.
  • Cat unlock code is now tied to a different thing (possibly something Mutant Assault related).
  • Pole dancer payout has been reduced from 25 to 10.
  • Renegade weapons now cost 10x what they used to, they were the stock Ren prices which made them horribly disbalanced once favorited.
  • Nerfed the professional racer perk, it only does 2.5% instead of 10%.
  • 911 should now list all players that have a bounty over 50k.
  • General code cleanup of several systems.
  • Reduced how long players are counted for “being seen” (cops used to count a player as being in the line of sight for up to 15 seconds after last being seen, now this has been reduced to 5 seconds).

Bug Fixes

  • Fixed a crash with the original release that could cause the game to crash if there were too many human characters on the map at once.
  • Fixed the LOD for the industrial train station and tunnels in A69’s underground popping out too soon.
  • Cops should no longer just forget about people that attacked them if those people don’t have a wanted level currently.
  • Fixed a bug that would cause cops to hate you forever even after you’d died and lost your wanted level.
  • Fixed a bug that would cause damaging cops/vehicles to count for multiple crimes instead of a single offense.
  • Selected perks code will no longer overflow the text buffer if the player has a lot of perks with long names.
  • Possible crash fixes with the high score system, although I don’t think they could ever be hit, so its more of a fix for Visual Studio so its not throwing warnings anymore.
  • Player cat and several other player characters no longer get armor and health they shouldn’t.
  • Phone no longer works while in the sewers, just too far under ground to get a signal.
  • Tutorial house no longer sells for NaN.
  • Fixed some bugs in how ECW’s date calculations worked, in theory they could bug and cause undesired issues.
  • Credit cards can now be charged vastly more, preventing players from being stuck in jail forever if they have large bounties.
  • Fixed a script that was repositioning objects client side… or suppose to at least… to actually do so.
  • Motel shades should now be in their correct positions instead of floating off the walls.
  • Fixed some high scores not showing up on the in game reader boards.
  • Ogel cat now has a high score for being killed.
  • Fixed a bug that would cause multiple treasure chests to spawn in the same spot.
  • Fueling technician perk now unlocks correctly.
  • Fixed a bug with the Gmax Job that would give you tips for the Hazmat job instead.
  • Fixed a script that wasn’t sending the message from the player, which resulted in several high scores not being tracked correctly.
  • Train job now tracks player squishes correctly.
  • Players will no longer be able to pick up their own debt cards after dying.
  • Fixed a bug that would cause cops to be unable to see players driving vehicles.
  • Cops should no longer continue to unload their weapons if a friendly drives into their line of sight.
  • Fixed several weapons being able to be refilled off the PT terminals that say "unavailable." 
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