Après trois béta patchs, Dynamix vient enfin de sortir le patch officiel qui transforme Tribes 2 en ce qu’il aurait du être à sa sortie: un jeu à peu prés stable et rapide sur une bonne config. La liste des corrections est très impressionante.
(Source: Pred qui est sur irc dès 9h00.)[–SUITE–] Avant de le patcher, si vous êtes en version beta n’oubliez pas d’appliquer le reverse patch.

I. LATEST CHANGES
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– (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

– (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

– (bug fix) Immersion iForce force feedback mouse is now working properly again.

– (bug fix) The « flag jumping » bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

– (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

– (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

– (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

– (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

– (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

– (bug fix) You won’t try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

– (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn’t seem to hover in place for a split-second during the explosion.

– (bug fix) Bomber bombs now tumble properly and won’t seem to disappear when falling.

– (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

– (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

– (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option…see the post in T2FAQs called « How do I TELNET INTO A PURE SERVER? » for more information on
how to use this ability.)

– (bug fix) The « cloning » issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

– (bug fix) Another « cloning » issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

– (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

– (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

– (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

– (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

– (bug fix) There was a rare bug where, if a player was standing in a force field’s position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF
position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

– (improvement) The « redjack » icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under « NETWORK SETTINGS »
for more information.)

– (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a « base » server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a « Base » game is really a « Base » game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as « variant » instead of « base » on the
master server list.) NOTE: See « PURE SERVER » below for more information on this.

– (improvement) Old Password is now required in order to enter a New Password when editing your account.

– (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

– (improvement) Made more room for player names to display on the Server Info box.

– (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish
in color.)

– (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

– (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

– (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

– (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

– (improvement) Added observer points to Tombstone (it previously had none).

– (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it’s just easier
to throw it out to max range now.)

– (community) Player histories are now accurate.

– (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.

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NETWORK SETTINGS
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Settings:
The packet rate and packet size sliders have been removed. More connection choices have been added to the preset list. NOTE: Your connection has been forced to 56K modem for now. If you would like to change those settings, you should go to SETTINGS/NETWORK and try one of the other
presets.

*** NOTE *** You should go to your Network Settings and choose the Preset that you want to use. Please do this EVEN if you have a 56K Modem, just to be sure that the settings are recorded in your prefs file correctly.

When connected to a server a new graph display will be shown in the network settings dialog. Each metric can be toggled on/off by clicking on the text whose color corresponds to the line in the graph. The user will
want to maximize throughput while minimizing packet latency. The ‘send packets’ metric corresponds to the ‘Client Update Rate’ slider.

The user needs to be careful not to set network settings too high. When connected to a small game with little action, a modem user could probably get away with setting their network preset to ‘Cable’ or ‘T1/Lan’. But,
when connected to a game with many players and vehicles and lots of action, the user could experience stutters and high latency with that setting.

Hud:
The user can activate the network hud by pressing ‘ctrl-n’. This hud has two states, the first being identical to the graph in the Network Settings dialog. Pressing ‘ctrl-n’ a second time will toggle the hud into it’s other state. This hud shows the ping (ms) and packet loss (%) on the top and has two progress bars to display packet throughput. The top bar measures the percentage of maximum packet send throughput given the settings you have selected. The bottom bar measures the maximum packet receive throughput. These bars will not necessarily reach peak, since the server may be capping the number of packets the user receives per second. They will indicate, however, when there is a problem with the network connection.
If these bars become erratic or drop to their minimum position, then the user is probably experience connection problems with the server.

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PURE SERVERS
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Q: What is a PURE server?
A PURE (« base ») server is a dedicated Tribes2 server which is running only the scripts and missions that are part of the most recent version of Tribes2 – the authorized version distributed by Dynamix. NOTE: A server MUST
be a DEDICATED SERVER in order to qualify as a « pure » server.

Q: Why would we care whether a server is a PURE (« base ») server?
There are two reasons. Because of the versatility of the Tribes2 scripting language, a server can be customized to a great extent. Some servers have been set up with modifications such as discs that shoot twice as fast, or sniper rifles that can kill a heavy in one shot. Some servers are playing brand new game types with different rules. We created the PURE server so that before joining a server, a player will know whether they’re playing Tribes2 as it was originally designed by Dynamix, or if they may
encounter some (really fun, but) unexpected features.
The other reason is to ensure the integrity of a tournament match. On a PURE server, no custom scripts or changes to missions are permitted on the server. Even commands entered directly into the server console are filtered
to prevent a « biased » server operator from influencing the match.

Q: Is a PURE server « better » than a modified one?
Absolutely not. There have been many different modifications made by people hosting their own servers which have been incredibly fun to play. This is just a way of identifying which servers have been modified. For
beginners, it is recommended that they first join a PURE (« base ») server in order to first see Tribes2 as the designers at Dynamix created it.

Q: How can I tell if a server is a PURE (« base ») server?
After you log in to Tribes2 and switch to the « Join Server List », PURE (« base ») servers are the ones that are listed in blue. If the server has a different version number than you, the server may show up in grey, however,
the « Rules Set » column will still say « base ». If you are hosting a PURE server, the console prompt will be « PURE% » instead of just a « % ».

Q: Will joining a PURE server stop me from using my own client scripts?
No, PURE servers only change how the server is hosted. You don’t have to download anything to join a PURE server, and all your custom client scripts will work as before.

Q: How do I Host a PURE Server?
There are two ways of hosting a PURE server. From the « Host Game » screen, press the « Advanced Options » button. A new « PURE Server » switch has been added beside the « Dedicated » switch. Make sure it is on, press the « Save » button to close the options dialog, and then press the « Start Game » button, and you will launch a PURE server. The second method is if you start a server from the command line. In the latest version, when executing « Tribes2.exe -dedicated », PURE mode is on by
default, unless you also include a « -mod … » argument. If you want to host a non-pure dedicated server, you have to include a « -nonpure » argument.

Q: What happens to my server scripts when hosting a PURE server?
Any scripts which are not distributed by Dynamix, and are not part of the official Tribes2 release (ie. are not found in scripts.vl2), will be filtered when executed. Only statements assigning variables beginning with « $Host:: » will have any effect. All other statments will be ignored. This includes all function calls, function definitions, datablock definitions, and any access to game objects or fields of game objects.

Q: I can’t type « quit(); » anymore. How do I shut down my PURE server?
To re-emphasize, on a PURE server, there are no function calls permitted. Since functions can be redefined, and can have compromising results, they have all been prevented. To shut down a PURE server you have to close the
console window.

Q: I tried creating a dedicated server, but it didn’t show up as PURE , and my console prompt isn’t « PURE% ». What happened?
In order to create a PURE server, we must first verify that your installation of Tribes2 has not been compromised. The things that can prevent a server from being PURE are:
1. If you launched the server from the shell, but the PURE SERVER switch wasn’t set to « on ».
2. If your copy of console_start.cs has been modified in any way.
3. If your copy of scripts.vl2 has been modified in any way.
4. If your copy of missions.vl2 has been modified in any way.
5. If you have added or downloaded any « missions/*.mis » files. PURE servers only run the missions distributed by Dynamix.
If any of these things are true, the server will not show up as PURE, but will still function fully as a dedicated server.

Q: I want to create a PURE server, but I have an admin script with which I need to manage it. Is there any way I can execute this script?
Unfortunately not – it is impossible to determine the intent of a function. We can only guarantee our own functions against results that could compromise a server.

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