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October 31, 2014, 10:19:25 pm

Author Topic: Public beta test #16 changelog  (Read 21534 times)

Philpax

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Public beta test #16 changelog
« on: August 30, 2013, 02:48:59 pm »
Welcome to one of our last tests! As we're coming closer to a first release, we're polishing up and cleaning up the loose ends in JC2-MP; as a result, we've got a lot to show! Just in case you need them, you can find a list of times when the test will start for you here.

Parachute Sync
See your friends fly through the sky!



One of the most requested features of all time - parachute sync! It's here, and it's worth the wait. After some extensive reverse-engineering and implementation work, we've managed to bring one of JC2's most distinctive features to JC2-MP!

No longer will you see others glide through the sky, powered by thin air; you'll see the parachute that makes it all happen! :)

Lua Camera Control
Play JC2 in ways you'd never imagine!

As part of our initiative to make JC2-MP Lua as awesome as it can possibly be for scripters on release, we're always seeking out opportunities to extend it and give power to the scripters to deliver engaging gameplay experiences. To this end, scripts can now control the in-game camera, opening up a wide range of possibilities.

What does this mean? It means that scripts can now change your view, making things like a spectator mode possible. Here's a little taste of what's made possible by this:


And yes, the first-person skydiving will be an option you can turn on in the test.

Visual Redesign
A new, sleek look for JC2-MP

As we draw closer to release, we're finalizing each component of JC2-MP. We elected to draft the amazing talents of ToMo once more to ensure that JC2-MP looked the best for its upcoming release.



And what a job ToMo's done. JC2-MP's GUI has been redesigned to be a treat to the eyes; even the font has been changed to ensure the best experience.



And now onto the full changelog!

0.0.16 Changes

New Features:
    Client
    Base features
    The JC2 splash screen is automatically skipped past, making JC2-MP startup autonomous
   
    Added in-game font scale setting with r_fontscale in the console
    Restyled JC2-MP's GUI, switched font to Roboto

    Implemented parachute sync
    Improved remote player rotation sync

    Lua
    Added Player:GetBaseState and Player:GetUpperBodyState to find out a player's current animation
    Added Player:SetBaseState and Player:SetUpperBodyState to play animations on the local player

    Added Camera:SetPosition and Camera:SetAngle, allowing for complete camera control
    Added a CalcView event where camera position/angle can be changed; the player can also be hidden

    Added Render:ScreenToWorldDirection so scripts can get 3D world positions from 2D screen positions

    Added Physics:Raycast
    Added Physics:GetTerrainHeight

    Added Image.CreateFromAsset, so that images can be loaded from JC2's internal image library
    Added Image:Sample so that colours can be sampled from an image

    Added Model methods for texture support
    Added 2D support for Models so they can render in the 2D space

    Added ResolutionChange event

    Server
    Base features
    Changed time step incrementer to a floating point value, allowing for increments of less than a minute

    Lua
    Added Network:SendNearby to send messages to all players near a target player
    Added Vehicle methods to set death/unoccupied respawn time
    Added Player:HasWeaponDLC and Player:HasVehicleDLC

    Shared
    Lua
    Added Vehicle:SetMass to the server, and Vehicle:GetMass to the server and client

    Added Player:GetLinearVelocity
    Added Player:EnterVehicle so that players can be placed into vehicles

Bug Fixes:
    Client
    Chat input no longer goes through to the game if message is sent too quickly

    Mouse cursor visibility is now preserved on console open, and restored on close
    Updated to the latest version of TextReindeer, adding newline support

    Client now terminates itself if it fails to initialize

    Fixed models failing to render in 3D space

    Server
    Fixed server crashing due to unprotected multithreaded access to configuration
    Fixed server crashing when a vehicle was removed in selected Lua events
    Fixed bug on 64-bit builds where vehicles did not spawn correctly on the client

    Shared
    NaNs are no longer allowed in the arguments to JC2-MP functions, preventing crashes from invalid values

Other:
    Client
    Changed local chat script to use [Nearby] instead of [LOCAL]
    Added a player filter to the player list



Unfortunately, Faction Wars will not be running this test; however, we have some surprises for you. Let's just say that our beta-testers have been hard at work :D

Hope to see you all testing!
« Last Edit: August 31, 2013, 10:04:18 pm by Woet »

Unmoon

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Re: Public beta test #16 changelog
« Reply #1 on: August 30, 2013, 06:57:24 pm »
PARACHUTES!
SPECTATOR MODE!!!

Does the camera change allow disabling the automatical change back to default in cars?
« Last Edit: August 30, 2013, 07:01:32 pm by Joona »

AccursedPrince

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Re: Public beta test #16 changelog
« Reply #2 on: August 30, 2013, 06:59:44 pm »
Finally parachute sync!

rui_troia

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Re: Public beta test #16 changelog
« Reply #3 on: August 30, 2013, 07:00:17 pm »
oh god yes

Philpax

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Re: Public beta test #16 changelog
« Reply #4 on: August 30, 2013, 07:04:29 pm »
PARACHUTES!
SPECTATOR MODE!!!

Does the camera change allow disabling the automatical change back to default in cars?

Hmm - while it doesn't do anything of the sort by default, Lua scripters can implement their own camera. I look forward to seeing what people do with it on release.

Unmoon

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Re: Public beta test #16 changelog
« Reply #5 on: August 30, 2013, 07:08:11 pm »
PARACHUTES!
SPECTATOR MODE!!!

Does the camera change allow disabling the automatical change back to default in cars?

Hmm - while it doesn't do anything of the sort by default, Lua scripters can implement their own camera. I look forward to seeing what people do with it on release.

Fucking awesome!

brandobras

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Re: Public beta test #16 changelog
« Reply #6 on: August 30, 2013, 07:23:29 pm »
when i saw the parachutes picture i was like no way, no fucking way!!!

xXxSWAG420YOLOxXxIamgay

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Re: Public beta test #16 changelog
« Reply #7 on: August 30, 2013, 07:26:25 pm »
Will you be separating the chat input from the actual chat so that I can hide chat but still type commands? I hate having chat open.

HeMan

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Re: Public beta test #16 changelog
« Reply #8 on: August 30, 2013, 07:30:43 pm »
Awesome, I definitely can't wait!

atlacing1

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Re: Public beta test #16 changelog
« Reply #9 on: August 30, 2013, 07:32:36 pm »
Oh god. Is this the real life? Is this just fantasy?
PARACHUTE SYNC!!!! ;D ;D ;D ;D
I can't believe it. People can stop complaining about how it's hard to tell where people are in the air! THANK GOD!
One of the most requested features of all time - parachute sync! It's here, and it's worth the wait.
« Last Edit: August 30, 2013, 07:48:00 pm by atlacing1 »

JeTLaGGeD

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Re: Public beta test #16 changelog
« Reply #10 on: August 30, 2013, 07:35:56 pm »
AMAZING! Can't wait!!

beatles1

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Re: Public beta test #16 changelog
« Reply #11 on: August 30, 2013, 07:36:38 pm »
Looking awesome :D

blastermaster44

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Re: Public beta test #16 changelog
« Reply #12 on: August 30, 2013, 07:37:13 pm »
no faction wars
 :(

Jmazouri

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Re: Public beta test #16 changelog
« Reply #13 on: August 30, 2013, 07:41:15 pm »
The slightly off spacing on the tabs is making my inner web designer twitch in anger. But seriously, amazing work! Can't wait for the final release.

CHPICH

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Re: Public beta test #16 changelog
« Reply #14 on: August 30, 2013, 08:05:26 pm »
Awesome! cant wait until tomorrow..