Mod Updates

picea_sitchensis
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Joined: Wed Jul 15, 2020 8:16 am

Re: Mod Updates

Post by picea_sitchensis »

Cool. What sort of changes are being made?
AnniDv6
Posts: 1031
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »

This next patch is going to focus on the core game play of the mod in Capture the Flag(CTF), address some old bugs, and also bring some new content.

Here are some examples:
- Flags can now bounce off of the Out of Bounds grid in the same way players currently do if they are high enough up or just going fast enough when they pass the grid.

Having this predictable arch will make it easier for flag chasers to return their teams' flag. It also chucks the flag back into play instead of Out of Bounds.

- Flags that are lower and/or slower and do escape the Out of Bounds grid no longer take the default flag return time of 45 seconds to return and will return after 15 seconds of being beyond the grid.

- When voting a random mission type and selecting a type other than CTF-Ground the server no longer defaults to the CTF-Ground category of maps and will correctly select a random mission from the selected type.

- Any mission type other than CTF (Ground, Indoor, Air, etc.) will default back to those CTF types once that mission ends. This will help stop Spoonbot, Race and Spawn maps from continuing on after there's nobody in the server.

- The admin command for picking the next mission works correctly again. This will override any server mission changes (see above).

- The Out of Bounds grid is now more difficult to indefinitely bounce back and forth on for players and their bodies. The grid can now detect too many bounces in too short amount of time. This will stop players from bouncing from one side of the grid to the other hundreds of times a minute, but shouldn't be noticeable during game play or when bouncing normally.


What do you want to see in the next update?
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LunaticChick
Posts: 428
Joined: Fri Dec 09, 2011 6:13 pm

Re: Mod Updates

Post by LunaticChick »

WoW thanks :)
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KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Mod Updates

Post by KILROY »

:ttup:
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Mod Updates

Post by perrinoia »

AnniDv6 wrote: What do you want to see in the next update?
Replace Jail Gun with Stun Gun.
Remove Jail Tower.
If damaged by an enemy stun bolt wrote:
  • player is stunned equals true
  • play death animation
  • observe self
  • schedule wake up after 4 seconds
if stunned observer triggers or jumps wrote:
  • do nothing
if stunned player contacts not stunned player wrote:
  • take items from stunned player
  • give items to not stunned player
wake up wrote:
  • player is stunned equals false
  • client controls player
Image
AnniDv6
Posts: 1031
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »


Pushed a beta build of v6.0 to live on the main server.
Some new stuff to try out:
Gunship Packs return, now modified
Droids return
Depolayable Solar Panels return, new shape
Accelerator Devices return, now modified
Springboards return, now modified
Tribes Racer maps (vehicle race maps that function like the ski maps do with checkpoints)
Deployable Control Jammers, new shape & terrain deploy only
New map categories for S_hifts, Plasmatics, Ghosts, Hamsters, Perrinoais, Bongwaters & Tribes Racer maps
Flags can now be bounced off the out of bounds grid
Flags can return faster if they land outside of bounds on the terrain
Out of bounds grid gives very slight damage on bounces and will eventually return a nonbounce if you bounce on them a lot in quick succession

Player profiles are cleared for now on this build since we're testing it out, but feel free to make a new one on your name.
Type #help in game for the command list or type
#register emailaddress@emailprovider.com passwordhere
Example text would be to type:
#register fakeemail@gmail.com bestpassever
That is the format.

The server will give you a message saying you registered. It may not make the profile right away so if you leave and re join and it still doesn't give you a login prompt do not register again or try to make a new password. Just wait and the server will create the profile. When it does and you join on that name you will be prompted to type
#login yourpassword here
Example text would be to type:
#login bestpassever


Server name is:
Annihilation Community <!> LM {OZ} & BR Clans
Server IP:
67.222.138.46:28007

You can also join the server by pressing the key above Tab on your keyboard to open the Console and copy and paste this and hit Enter:
connect("67.222.138.46:28007");

AnniDv6
Posts: 1031
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »

Added a small hotfix last night. 9.17.2020

Some more stuff to try out:
Ghost added a lasting beam to the Chameleons' Sniper Rifle weapon similar to the beam that the Particle Beam Weapon leaves after firing. This is intended to make it a bit easier to fight against an armor that has invisibility AND a rifle (thanks obama) The beam time, amount of light the beam creates where it hits, etc. will all likely be balanced slightly in the future, but feedback is appreciated. (should this beam only show up if a Chameleon fires WHILE invisible, for example??)

Almost every action in the Tab menu now has a slight click sound. This makes the menu feel more responsive. Press Tab in game and click around on your options, voting etc. to try it out.

Admins now have much more options under Equipment Options in the Tab Menu. See Equipment Options - Weapons and Packs
Also check out Turret Options for 'Disable deploying turrets' which will remove all deployable turrets from inventories. These new admin settings can be enabled/disabled on the fly now. Want to play a custom match with no ghost packs no deployed turrets no airbases or gunship etc.? Go for it.

In addition to pilots of vehicles now being able to maintain their velocity after ejecting, there are now some different animations while piloting. Pilots of Interceptors are now invisible. Light armors (Angel, Chameleon) now crouch when piloting a Bomber. After ejecting from a plane it's possible for pilots to lay completely flat in a 'death' animation until they jet or move. In other words you can superman fly out of a vehicle and grab the flag at this point..
*Note these new animations also being tested, will probably be balanced

Base Turrets (the ones that come with the map) each have a distinct active sound now. (Plasma, Rocket, Indoor, Elf and Mortar Turrets)
They play their active sound only if functioning and will stop playing it if destroyed or disabled.

Pitchfork can now detonate enemy mines and necromancers grenades on contact with the pitchfork beam. Use this to safely detonate mines from a distance, set off left over necromancer grenades, detonate enemy mines right as they try to drop them on you etc.

Droids are sort of a work in progress right now:
Survey Droid: can deploy a beacon, just fly up close to surface and mouse click fire to deploy one. Each survey droid can only deploy one beacon.
Suicide Droid: uses the trolls suicide det pack explosion, so it should be the same damage, distance etc as the suicide det pack for reference.
Probe Droid: now fires the same missile that the Irridation turret fires, same damage etc. This thing can be deadly.
-**NOTE*** deploy your teams Control Jammer pack in Builder armor to detonate enemy droids within a large radius of the deployed Control Jammer. These can only be set on the terrain now so be careful of droids on air maps. Also droids can be disabled entirely by admins in the equipment settings.

Bug fixes:
Did a pass on the new map categories' maps to fix any with a visual distance over 600. Tribes 1.4 configs crash on maps that use visual distances of 1000 for example, which a lot of the Plasmatic maps used back in the day for some reason. There were also a few Hamster ctf maps that had 1k visual distance.

I fixed the visual distance on those maps and made them reflect something closer to Scarabrea or Rollercoaster. All crashes from maps should be resolved now on the new maps added.



Server name is:
Annihilation Community <!> LM {OZ} & BR Clans
Server IP:
67.222.138.46:28007

You can also join the server by pressing the key above Tab on your keyboard to open the Console and copy and paste this and hit Enter:
connect("67.222.138.46:28007");
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KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Mod Updates

Post by KILROY »

Thanks again AnniDv6 and Thanks Ghost!
AnniDv6
Posts: 1031
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »


Small patch to head into 21' with.

This was initially just going to be some back end stuff and the vehicle crash fix, but I had some extra time over holiday break so I threw in some things to address some of the feedback about the mod received in 2020 in game, on discord and pm's. Hopefully this makes beacons feel a little less spammy and maybe a little less set and forget.

*Reduced the cool down time on players being able to activate the Accelerator Devices from five seconds to two seconds.
This means it's now easier to chain together boosts from Accelerator Devices deployed at some distance from each other or run back into one for another boost if you need one.

*Fixed an issue with the Bomber vehicles pilot animation causing certain clients to crash when someone was piloting a Bomber.

*Reduced the time Chameleon and Necromancer armors' invisibility beacon lasts from Twenty seconds to Twelve seconds (8 seconds less) and added a Five second cool down when the invisibility beacon ends before one can re-activate another invisibility beacon.

*Reduced the time Titan armors' Emergency Shield beacons last from Twenty seconds to Fifteen seconds (5 seconds less) and added a Five second cool down when the emergency shield beacon ends before one can re-activate another shield beacon.

*Reduced the number of beacons carried by Chameleons, Necromancers, Trolls, Titans and Tank armors' from Five beacons to Three.
Angel and Warrior armors still retain their Five beacons each and Builders still have One beacon.



:yahoo: Happy New Years :zig:
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KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Mod Updates

Post by KILROY »

Whoa! This is going to be interesting to see how it plays out now.

As always, Thanks AnniDv6!
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