JC-MP

News => Latest => Topic started by: keeri on November 08, 2015, 04:50:24 pm

Title: 0.2 Released!
Post by: keeri on November 08, 2015, 04:50:24 pm
0.2 Released!

Available now on Steam  (https://store.steampowered.com/app/259080/)


Welcome to our biggest, baddest, most awesome update yet! We've toiled extensively to bring you fantastic new features and much-needed bug fixes. Check out the full list below!

We've spent several days investigating the rendering issue on AMD graphics cards. Thanks to Jason_Valkyrie, we've been able to narrow it down and create a legacy renderer option that can be used as a workaround for rendering issues. If you experience such issues, you can enable the legacy renderer under Display tab of JC2-MP settings window.



Key Information

Scriptable Client Actors
Scripters can now create their own client-side NPC's!

(https://static.jc-mp.com/images/02_announce/clientactors.png)

Civilian Model Support
All civilian models are now available to use!

(https://static.jc-mp.com/images/02_announce/civilians.png)


Depth-Tested Rendering
Render inside of the game world!

(https://static.jc-mp.com/images/02_announce/depthtesting.png)


Basic Unicode Support
Allowing use of more languages.

(https://static.jc-mp.com/images/02_announce/unicode.png)


Main Menu Overhaul
Convenient access to your favorite servers.

(https://static.jc-mp.com/images/02_announce/mainmenu.png)


Steam Achievements
Unlock them by completing tasks with players.

(https://static.jc-mp.com/images/02_announce/achievements.png)


Other Major Features:

Example Scripts

(https://static.jc-mp.com/images/02_release/scripts/wingsuit.png) (https://github.com/SinisterRectus/JC2MP-Wingsuit) (https://static.jc-mp.com/images/02_release/scripts/drift.png) (https://github.com/Fkids/JC2MP-Drift) (https://static.jc-mp.com/images/02_release/scripts/jetpack.png) (https://github.com/Fkids/JC2MP-Jetpack)
(https://static.jc-mp.com/images/02_release/scripts/companions.png) (https://github.com/Fkids/JC2MP-Companions) (https://static.jc-mp.com/images/02_release/scripts/trails.png) (https://github.com/Fkids/JC2MP-Trails) (https://static.jc-mp.com/images/02_release/scripts/hydraulics.png) (https://github.com/SK83RJOSH/jc2mp-hydraulics)
(https://static.jc-mp.com/images/02_release/scripts/claymores.png) (https://github.com/Fkids/JC2MP-Claymores) (https://static.jc-mp.com/images/02_release/scripts/c4-charges.png) (https://github.com/SK83RJOSH/jc2mp-c4) (https://static.jc-mp.com/images/02_release/scripts/submarine.png) (https://github.com/SinisterRectus/JC2MP-Submarine)


0.2 Changelog

New Features

    Shared
    Server
    Client
Bug Fixes

    Shared
    Server
    Client
Note: a running changelog for each new version is maintained on the wiki, see here (https://wiki.jc-mp.com/Changelog).
Title: Re: 0.2 Release Date
Post by: Trix on November 08, 2015, 04:46:42 pm
(https://i.imgur.com/7drHiqr.gif)
Title: Re: 0.2 Release Date
Post by: Dev_34 on November 08, 2015, 05:25:30 pm
I've said it before, but, awesome work guys  :)
Title: Re: 0.2 Release Date
Post by: Lord_Farquaad on November 08, 2015, 06:30:47 pm
This is amazing!  Thanks for your continued hard work and support for this mod!
Title: Re: 0.2 Release Date
Post by: SubZer0 on November 08, 2015, 06:33:40 pm
Yessss! Just in time to prepare for JC3 :D
Title: Re: 0.2 Release Date
Post by: JasonMRC on November 08, 2015, 06:38:40 pm
Thank you for the notice, although more than 3 days would've been nice.
Title: Re: 0.2 Release Date
Post by: __init__ on November 08, 2015, 07:19:33 pm
Thanks, Devs! Quick question: Does == just compare pointers? For example, for an anti-cheat script, I need to know if two guns are the same over different frames. Will comparing one saved in a variable with a new one gotten with :GetEquippedWeapon return true if it indeed has not been respawned? Thanks!
Title: Re: 0.2 Release Date
Post by: Trix on November 08, 2015, 07:34:05 pm
Thanks, Devs! Quick question: Does == just compare pointers? For example, for an anti-cheat script, I need to know if two guns are the same over different frames. Will comparing one saved in a variable with a new one gotten with :GetEquippedWeapon return true if it indeed has not been respawned? Thanks!

It doesn't right now, but I just committed a fix that adds equality operators to Weapon objects that will check the Weapon ID. It should end up on Steam today/tomorrow.
Title: Re: 0.2 Release Date
Post by: __init__ on November 08, 2015, 10:02:36 pm
It doesn't right now, but I just committed a fix that adds equality operators to Weapon objects that will check the Weapon ID. It should end up on Steam today/tomorrow.

Wow, thanks! This'll help out a lot.
Title: Re: 0.2 Release Date
Post by: dab88 on November 08, 2015, 10:49:10 pm
Amazing! Really fucking amazing. So much work. So much time. It truly is appreciated!
Title: Re: 0.2 Release Date
Post by: JasonMRC on November 09, 2015, 04:09:09 am
Did world:GetName(), world:GetValue(), and Server:GetWorlds() make it into this? (Suggestion here (https://www.jc-mp.com/forums/index.php/topic,5633.0.html))
Title: Re: 0.2 Release Date
Post by: SinisterRectus on November 09, 2015, 05:01:43 am
Did world:GetName(), world:GetValue(), and Server:GetWorlds() make it into this? (Suggestion here (https://www.jc-mp.com/forums/index.php/topic,5633.0.html))
Unfortunately not. It's a nice idea, but it would have further delayed the release.
Title: Re: 0.2 Release Date
Post by: Jman100 on November 09, 2015, 09:02:48 am
Did world:GetName(), world:GetValue(), and Server:GetWorlds() make it into this? (Suggestion here (https://www.jc-mp.com/forums/index.php/topic,5633.0.html))

This will probably make it into a patch at a later date. No estimates at this time.
Title: Re: 0.2 Release Date
Post by: JasonMRC on November 09, 2015, 10:40:57 am
Did world:GetName(), world:GetValue(), and Server:GetWorlds() make it into this? (Suggestion here (https://www.jc-mp.com/forums/index.php/topic,5633.0.html))
Unfortunately not. It's a nice idea, but it would have further delayed the release.
Understandable.
Did world:GetName(), world:GetValue(), and Server:GetWorlds() make it into this? (Suggestion here (https://www.jc-mp.com/forums/index.php/topic,5633.0.html))
This will probably make it into a patch at a later date. No estimates at this time.
I hope so. It would make working with Worlds much easier I think.
Title: Re: 0.2 Release Date
Post by: tally on November 09, 2015, 11:01:44 am
Are you ready? (https://www.youtube.com/watch?v=cYpz3abAk98)

Cheers guys :)
Title: Re: 0.2 Release Date
Post by: lllPain on November 09, 2015, 11:04:34 am
Cool, I'll be sure to drop in and try it out :)

-Ben
Title: Re: 0.2 Release Date
Post by: Trix on November 10, 2015, 11:43:16 am
New build has been pushed to Steam publicbeta branch that will require updates from both servers and clients.

0.2 Patch

New Features

    Client
Bug Fixes

    Shared
    Client
Note: a running changelog for each new version is maintained on the wiki, see here (http://wiki.jc-mp.com/Changelog).
Title: Re: 0.2 Released!
Post by: Jman100 on November 11, 2015, 09:11:10 am
WOOOOOH 0.2 RELEASED WOOOOOOOOH
Title: Re: 0.2 Released!
Post by: VampiricPadraig on November 11, 2015, 02:57:23 pm
Congratulations on your 0.2 Release guys :)
Title: Re: 0.2 Released!
Post by: ZeMantras on November 11, 2015, 03:46:10 pm
congratulations to everyone involved  :)
Title: Re: 0.2 Released!
Post by: anompidarnahoi on November 15, 2015, 07:59:26 pm
my game wont launch after update, fix!
Title: Re: 0.2 Released!
Post by: Trix on November 23, 2015, 06:23:33 pm
0.2.1 Patch

A server update is not required as the server specific changes are API bug-fixes, however it is recommended.

New Features

    Shared
    Server
    Client
Bug Fixes

    Shared
    Server
    Client
Note: a running changelog for each new version is maintained on the wiki, see here (http://wiki.jc-mp.com/Changelog).
Title: Re: 0.2 Released!
Post by: DaAlpha on November 23, 2015, 07:49:52 pm
Build 1337 ... I see what you did there :D
Title: Re: 0.2 Released!
Post by: JasonMRC on November 23, 2015, 10:30:25 pm
Added World:SetValue and World:GetValue
Woot! Love it! Your work-around was working wonderfully but it's great to see native support now! Curious, does this SetValue() allow clients to also get the value, or does SetNetworkValue() also exist? If not, could it be added?

And props to the Devs for throwing out these small tweaks quickly. I don't know about the rest of the Scripters, but I prefer small updates coming as they're done rather than one large one.