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  1. #121
    Whicked Sick Higor's Avatar
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    Suicides no longer count as deaths (eff not altered).
    Fixed division by zero on Eff calculation (0 kills + 0 deaths now counts as 1).

    Visual feedback of RU earned/lost.
    - Values are nominal, don't account for min,max limits.
    - Feedback lasts 3.5 seconds, then resets.
    Click image for larger version. 

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    EDIT
    bEffBasedRUKill is now enabled by default.
    Last edited by Higor; 08-10-2015 at 04:14 PM.

  2. #122
    Whicked Sick Higor's Avatar
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    Added bNoFractionUpgrade flag to sgBuilding to prevent fractionary upgrades, buildings that use it:
    - sgItemTranslocator
    - sgItemJumpBoots
    - WildcardsPoisonGuardian
    - sgEditBuilding (edit mode marker)
    Also upgrading now never goes beyond a level's integer value (ex: 2.3 -> 3.0)
    Upgrade costs not bugged if starting level has a fraction, instead the use the starting level's.
    Upgrading buildings has same lock behaviour than upgrading players (no lock).
    BuildIt bind doesn't lock constructor, instead the action performed does (in this case, building and one-shot repair).
    Fixed multibuild exploit.
    Upgrading a player now substracts score from upgraded.

    Removed unused sgWarhead2 class.

    Widened XC_AntigravityPlatform's antigrav cylinder at higher levels.

    Reduced biobomb's blob spawn distance from 65 to 55.

  3. #123
    Whicked Sick Higor's Avatar
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    Ownerless teleporters can be removed.

    Jetpack fixes:
    - Pressing jump if walk key is already pressed does nothing.
    ** Lets you immediately start flying post-jump.
    ** Doesn't override the walk key during flight (can press and unpress while pressing walk safely)
    - Jump bind mode doesn't cause the player to be stuck walking when killed.

    Researched and rewritten the client simulation of jetpack physics. NOW JETPACKS LOOK ZEROPING.
    - Fixed double thrust.
    - Reduced thrust skipping due to an internal engine limitation.
    - Simulator no longer required to reside in the collision hash (or octree in XCGE).

  4. #124
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    Mines and derivates no longer detonate if they have < 0 health or if they're being deleted from the game.

    Translocator fails to locate the player inside enemy solid buildings.
    - No longer removes/adds bBlockPlayers to all sgBuildings in the middle of a translocation.
    Translocator module goes through friendly non-blocking buildings.
    Fixed accessed none warning for when module is touched by a Monster/sgBuilding.

    All sgBuildings cannot be encroached (same behaviour as Super Container)
    - Container no longer takes damage from encroaching.

  5. #125
    Whicked Sick Higor's Avatar
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    Minishields also receive directional amplified damage from Super Protectors (the closer to center point, closer to double damage).

    Some sgBuildings have a GUI icon representation.

    Constructor no longer uses translocator model.
    - Removed option to select old constructor model.
    Constructor animates when switching categories and when repairing.
    Added DeepakOV's third person view (and pickup) of the new constructor model.
    Added DeepakOV's constructor icon.
    Repair can now target players behind buildings and non-solid collisions, performs a single trace instead of two.
    Reworked constructor panel texture, has a black background now so the modulated panel stays as dark as possible.
    Implemented RenderTexture on the constructor panel.

    * So far the Repair function has been added, uses the repair criteria to provide live feedback on what you're about to repair (99% accurate).
    Click image for larger version. 

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  6. #126
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    Added simple display for other functionalities.
    Platforms can now fit smaller spaces (as Super Containers can).
    Removed deprecated EXM code from platforms.
    Default pub profile now limits minishields to 4.

    To be internally released as 0019

  7. #127
    Whicked Sick Higor's Avatar
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    0020 changes from this post and on:

    Unreal 1 weapon hack implemented, now Unreal 1 weapons fire in online play (bUnrealWeaponHack, default=True).
    ** Uses the original weapon classes, no replacement at all!

    Constructor panel's traces called during Tick instead of RenderTexture.

    Only clients using XC_Engine's octree will now receive anti-imagedrop updates, it's safe to keep the ImageDrop fixer enabled now.
    ** Clients must authorise the server first, then clients will double check before doing a positional adjustment demanded by the server.

    Translocator targets won't print accessed none logs if player shooting it disconnects.
    Last edited by Higor; 10-19-2015 at 06:58 PM.

  8. #128
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    Item spawner entry count changed from 24 to 32.
    Item spawner entries have now a new parameter: Overtime (only spawns during overtime)

    Grenade launcher has new PickupAmmoCount codes:
    - 23: Full EMP
    - 24: Full Napalm
    - 25: Full Toxic
    - 26: Full Fragmentation

    Core Rules now have a 'SuddenDeathScale' setting (default 1), when overtime is reached all Core's HP are multiplied to that value.

  9. #129
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    Build rules (RULE) now have a new parameter: Overtime
    ** Building only available during overtime
    "Because sometimes, someone decides to not have fun"

    Hyper Leecher build modifications:
    - Cost: 275 RU
    - Build time: 1 second
    - Changed damage reduction from 66% to 75%
    ** Effective HP changes from 600 to 800
    ** Effective container heal changes from 3x to 4x
    "Hyper Leecher binds are your way to show disapproval of explosive spammers"

    Gas grenade modifications:
    - Slowness factor doubled.
    - Gas deals damage in 3 instances: damage-2, 1, 1
    ** This decreases the effectiveness of armor, as 1 damage instances are dealt directly to the player (unless he's using shield belt)
    "Biological wars are a part of siegeing, just as old as the mongols that caused Black Death"

    sgBaseBuildRule:
    - Added GetRuleString( bNegative) method, to be used to describe a requirement for building locked builds.
    "Your constructor is your new handbook, read it carefully"

    sgBuildRuleCount:
    - Packed all booleans into the same 4 bytes, added bOverTime and bOverTimeReached booleans.
    - Added GetRuleString( bNegative) submethod, possible strings:
    ** Negative responses marked with (N)
    -- (N) "Not available in overtime"
    -- "Wait: overtime"
    -- "Wait: X seconds"
    -- "Cooldown ready (X)"
    -- (N) "Expires in X seconds"
    -- (N) "Limit: NAME (X/Y)"
    -- "Need: NAME (X/Y)"
    "You know what to do"

    sgBuildRuleNot:
    - Added GetRuleString( bNegative) submethod, triggers a negative response from child rule.

  10. #130
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    sgPlatform:
    - Can be placed in tighter spots.
    - Insertion takes one less FCollisionHash query.

    XC_AntigravityPlatform
    - Insertion takes one less FCollisionHash query.
    - Removed unused EXM code.
    - Cannot block map teleporters.

    Removed Unreal 1 weapon hack (better handled in XC_Engine)

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