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May 25, 2017, 04:21:37 pm

Author Topic: 0.1.2 Announcement  (Read 15299 times)

Philpax

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0.1.2 Announcement
« on: January 19, 2014, 04:22:31 pm »

0.1.2 Release
23rd January 2014 08:00 UTC

Key Information


General

As this update is quite large, we're giving early access to the 0.1.2 client and server in the Steam publicbeta branch in the Betas tab for testing. Do not switch to this branch unless you are willing to actively help find issues and prepare your scripts for the release. If you don't know how to switch to the branch, we advise you wait for the official release.

Note that this will lock you out of all 0.1.1 servers; if you need to regain access, simply switch back to "NONE - Opt out of all beta programs."

Server Owners

As of 0.1.2, the PlayerStreamDistance, VehicleStreamDistance, and CheckpointStreamDistance values in config.lua have been merged into one StreamDistance variable. The CellSize variable has been removed in favor of deducing it from the StreamDistance variable. If you have made changes to these variables, make sure to update your config appropriately, or it will use default values.

For example, the Streamer section of your config.lua may have looked like this (not including comments):

Code: Lua
  1. Streamer =
  2. {
  3.     PlayerStreamDistance        = 500,
  4.     VehicleStreamDistance       = 500,
  5.     CheckpointStreamDistance    = 500,
  6.     CellSize                    = 512
  7. }

It should be changed to this:

Code: Lua
  1. Streamer =
  2. {
  3.     -- The default distance before objects are streamed out.
  4.     -- Default value (in metres): 500
  5.     StreamDistance              = 500
  6. }

If you haven't changed the values, it is still advisable you update the Streamer section for compatibility.

Server Owners and Scripters

This update will remove the FireRegisteredEvent, Register and Unregister functions that were deprecated as of 0.1.1. You must remove these from your scripts to ensure that your scripts will run with 0.1.2.

All of the default scripts have been updated to fix this; if you are using them, you can copy them from the default_scripts folder or from GitHub.

Otherwise, to manually update your scripts, simply find and replace "Events:FireRegisteredEvent" to "Events:Fire" and remove any lines with "Events:Register" and "Events:Unregister" in them, so that (for example) this script:

Code: Lua
  1. Events:Register( "JoinGamemode" )
  2. Events:Subscribe( "JoinGamemode", JoinGamemode )
  3.  
  4. function SomeFunction( player )
  5.     Events:FireRegisteredEvent( "JoinGamemode", player )
  6. end
  7.  
  8. Events:Unregister( "JoinGamemode" )

will become
Code: Lua
  1. Events:Subscribe( "JoinGamemode", JoinGamemode )
  2.  
  3. function SomeFunction( player )
  4.     Events:Fire( "JoinGamemode", player )
  5. end


0.1.2 Changelog


Object Spawning
Unleash the true potential of JC2-MP scripting!


It's finally here! We've added the ability to spawn any model from the game, giving scripters an opportunity to massively extend Panau with their own crazy creations. The majority of JC2 models are spawnable; will you be the first to create a majestic city in the sky? Or will you be the first to create a stunt server filled with insane ramps and loops? The potential lies in your hands!

To help you find models for use on a server, Trix has put together a model viewer script for 0.1.2 which you can find here. Please note it is meant for development purposes only; unless you're a scripter in need of models, don't run it on your server.

Work-in-progress documentation for object spawning can be found here.

Highlighted Servers
Check out the servers of the week!


We've noticed that some of the more exotic, interesting servers aren't getting all the attention they deserve; to help remedy this, we've chosen to highlight these servers and rotate through them on a regular basis. You can apply for your server to be highlighted here.

To start off, we've decided to highlight the excellent Battle for Panau and Real Life servers as we feel these are an excellent example of how we'd like JC2-MP to develop going forward. Think you've got something equally as promising coming up? Let us know!



New Features
    Shared
    Reenabled Lua's debug functions
    Removed Events functions: FireRegisteredEvent, Register and Unregister
    Added (websafe) constants to Color
    Added common vector constants
    Added Transform2:Invert and Transform3:Invert
    Added StaticObject, allowing you to spawn most objects from the game

    Server
    Replaced OGP with GameSpy4 query protocol, making it possible to connect to a server when Announce = false, as well as improving server stability
    Added Player:GetIP
    Unhandled packet warnings now print the source IP address
    Added Console:Run under IKnowWhatImDoing, allowing scripts to run console commands
    Added the PlayerWorldChange Lua event
    Removed CellSize in config.lua; merged PlayerStreamDistance, VehicleStreamDistance and CheckpointStreamDistance into one StreamDistance variable

    Client
    Added highlighted servers
    Added BaseWindow functions SetWidth, SetHeight, GetWidth, GetHeight, RelativeToAbsolute and AbsoluteToRelative
    Added Label functions GetTextSize and SetTextSize
    Added TableRow functions (Get/Set) BackgroundEvenColor, BackgroundOddColor, BackgroundHoverColor, BackgroundEvenSelectedColor, BackgroundOddSelectedColor
    Added the LocalPlayerWorldChange Lua event
    Added BaseWindow:Subscribe with the events HoverEnter, HoverLeave, Focus, Blur, PreRender, Render, and PostRender
    Added Render:SetClip
    Added the MouseUp Lua event
    Added Game:GetTime to get the time of the current world

Bug Fixes
    Shared
    Attempting to access invalid static Lua class variables now returns nil instead of erroring
    Changed static gettable for Lua classes to also return instance methods; i.e. you can get Player.SendChatMessage without requiring an actual player
    Fixed Vector2 and Vector3 default constructors having uninitialised components
    Time is now properly synced across all worlds, not just DefaultWorld; clients also receive the time every 30 seconds to prevent drift

    Server
    IKnowWhatImDoing now unlocks more, including os and io functions

    Client
    Fixed a very prevalent crash related to invalid data being passed into JC2's landscape code
    Fixed crash when unloading a module with a modal window
    Player is now made vulnerable after disconnecting from a server
    Fixed passing LocalPlayer through Events:Fire not working
    Fixed (parent, name) GWEN constructors not applying the name
    Changed default server browser sort to lowest ping
    Fixed vehicles sometimes becoming invulnerable when being repaired
    Fixed sometimes dying inside terrain after CalcView reenables the local player
    Fixed Window:DisableResizing not working
    Clamped font size from 0 to 512
    Increased font size on main menu
    Menu/console windows are now resized on resolution change
    Changed GWEN Slider background line to white to improve visibility
    Fixed ProgressBar:SetCycleSpeed not updating the auto label
    Fixed BaseWindow:__eq being undefined
    Fixed scrollbar being invisible in a GWEN Tree
    Fixed infinite loop in GWEN when labels with word wrap are too small
    Fixed labels with word wrap not being docked correctly
    Fixed cursor not showing up for all corners of a window



Looking forward to seeing how every server grows from here; can't wait to pop in and check them out! :)
« Last Edit: January 20, 2014, 04:07:44 pm by Philpax »

BitRain

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Re: 0.1.2 Announcement
« Reply #1 on: January 20, 2014, 02:58:25 pm »
Can we add water with the object spawner?

Unmoon

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Re: 0.1.2 Announcement
« Reply #2 on: January 20, 2014, 03:52:49 pm »
Quote
Fixed a very prevalent crash with an unknown cause

???

Overall, great progress! I hope we will see great gamemodes in the future. :)

Philpax

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Re: 0.1.2 Announcement
« Reply #3 on: January 20, 2014, 04:04:52 pm »
Quote
Fixed a very prevalent crash with an unknown cause

???

Overall, great progress! I hope we will see great gamemodes in the future. :)

Fixed, we found out more about the crash but didn't update our internal changelog.

ROODAY

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Re: 0.1.2 Announcement
« Reply #4 on: January 20, 2014, 04:42:44 pm »
Can we add water with the object spawner?
I don't think water is an object, in JC2 purposes. Correct me if I'm wrong, but isn't the water part of the map?

camicadthe

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Re: 0.1.2 Announcement
« Reply #5 on: January 20, 2014, 04:51:01 pm »
AWESOME

JBBARZ

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Re: 0.1.2 Announcement
« Reply #6 on: January 20, 2014, 06:10:33 pm »
Looks fantastic, so many new stunting possibilities, thank you for all your hard work. I hope Jman100 can implement it into his server as soon as possible :D

Castillo

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Re: 0.1.2 Announcement
« Reply #7 on: January 20, 2014, 07:34:59 pm »
Spawning objects is a quite big feature you added there, I hope in a near future you'll also add the option to spawn NPCs.

Keep up the good work devs!

Lord_Farquaad

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Re: 0.1.2 Announcement
« Reply #8 on: January 20, 2014, 07:37:16 pm »
YES! Finally!  I've been waiting for this.  Now all I need to do is figure out to get the beta on Steam...

Nevermind, got it.
« Last Edit: January 20, 2014, 08:09:21 pm by Lord_Farquaad »

SilentKnight

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Re: 0.1.2 Announcement
« Reply #9 on: January 20, 2014, 08:29:28 pm »

Seriously guys, great work! I don't know how you do it! I can't wait to see all the crazy things that come out of this!!

Next up, would there be any way to make the MHC flyable? :P

ROODAY

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Re: 0.1.2 Announcement
« Reply #10 on: January 20, 2014, 08:31:38 pm »
Next up, would there be any way to make the MHC flyable?

Pls. Do this pls.

Lord_Farquaad

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Re: 0.1.2 Announcement
« Reply #11 on: January 20, 2014, 08:38:38 pm »

ROODAY

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SonnySalieri

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Re: 0.1.2 Announcement
« Reply #13 on: January 20, 2014, 09:45:41 pm »
I have a few questions on this:

1. things like the MHC can be also spawned? I mean like the "original one" stays in the air where it is and can either only server owners/admins or anyone spawn a "new MHC" anywhere?

2. Is there any Object ID list or Object name list yet?

ROODAY

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Re: 0.1.2 Announcement
« Reply #14 on: January 20, 2014, 09:46:46 pm »
i can already picture it: races of 20 people, each with their own mhc, and each mhc having 50 people each just riding it. oh gawd