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Patch 0.3 was just released! Full changelog here: https://t.co/4A50m6IKen

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Topics - Trix

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1
Latest / 0.3 Released
« on: May 28, 2017, 02:26:32 pm »
0.3 Released!

Available now on Steam


Bug Fixes

    Shared
  • Fixed an issue where attempting to steal Tuk-Tuk or an ATV could result in the hijacker getting stuck in a bugged state
  • StaticObjects with the `fixed` flag set to false will now properly simulate rotation

    Client
  • Fixed an issue where a player could enter an occupied stunt cling position, resulting in a crash for each streamed-in player
  • Refactored renderer to properly adhere to the Just Cause 2 threading model
  • Text renderer will now re-use buffers whenever possible to improve performance
  • Fixed a bug with first main menu background not being resized to fit on the screen

New Features

    Shared
  • Added ModuleError event for handling errors caused by client/server Lua modules
  • Added Vector2/3:Reflect as an alias for static functions Vector2/3.Reflect

    Client
  • Added Roads class, allowing scripters to use global road pathfinding
  • Added ClientActor:FindShortestPath for utilizing NPC point-to-point pathfinding
  • Added Vehicle:SetSeatLocked and Vehicle:GetSeatLocked for (un)locking specific vehicle seats
  • Added GameRenderOpaque event for rendering non-transparent items to benefit from post effects, such as the water ripple effect
  • Added LocalPlayer:GetAimMode and the AimMode enum
  • Added Chat:Get/SetPosition and Chat:ResetPosition
  • Added TraverseType, RoadType and SpeedLimit enums
  • Vehicle:GetDriver and Vehicle:GetOccupants will now return and include ClientActors (Breaking change)

Some basic examples for the Road/Navigation API can be found here.

For server owners
Updating the server is not mandatory, unless you wish to use the new ModuleError event and Vector:Reflect.

Note: a running changelog for each new version is maintained on the wiki, see here.

2
Latest / 0.2.3 Release
« on: October 23, 2016, 02:41:05 pm »
0.2.3 Released!

Available now on Steam


Bug Fixes

Client
  • Hopefully fixed the crashes that have plagued AMD users for many months. We have reported a solution and details surrounding the bug to AMD.
  • Fixed a bug on AMD cards where SSAO would cause rendering artifacts. It has now been re-enabled in the options window.
  • Fixed a bug where vehicle mounted guns rotation could become mirrored.
  • Fixed one of the most frequently encountered crashes relating to decals. It should now be safe to enable decals again!
  • Removed unsynced sentry turrets and cannons from the game.
  • Fixed a bug where a player would become stuck on a bike if they attempted to steal it while the driver was reversing.
  • Fixed a bug where vehicles could become invulnerable if repaired while about to explode.
  • Fixed a bug where certain bushes could crash the game when collided with as they lacked a collision mesh.
  • Fixed a bug where RakNet was unintentionally creating a listen socket on port 80.

New Features

Shared
  • Changed Firestarter achievement to require 1,000 kills instead of 3,000.
  • Changed Only Human achievement to spread virally. If you kill a player who has the achievement, you will also be granted it.

Client
  • Added EntityBulletHit event that triggers when the local player hits a Player or NPC with a bullet.
  • LocalPlayerExitVehicle now fires when the player's vehicle is removed while they were in it.
  • Added GetOutlineEnabled, SetOutlineEnabled, and SetOutlineColor to Characters and StaticObjects.

For server owners
Updating the server is not mandatory, but is recommended in order for the achievement changes to be properly reflected.

Note: a running changelog for each new version is maintained on the wiki, see here.

3
Latest / Thank you, SubZer0
« on: October 15, 2016, 01:37:09 pm »
The Just Cause community has lost one of its own. With heavy hearts, we recently learned that SubZer0, a member of the community known for his immense passion and community roadtrips, has passed away. SubZer0 joined us early on in the days of JC2-MP, and never shied to share his passion for gaming with the community to create truly memorable experiences.

His legacy lives on through PAROFED, a community of fellow passionate players who will be feeling the loss of a dear friend.

Thank you for everything, SubZer0. Your legacy will be remembered.


4
Latest / All Good Things..
« on: July 10, 2016, 07:59:23 pm »
Hey everyone,

This post has been a long time coming. We've been putting off writing it for a while for a variety of reasons, but the most important is, has, and will always be, our desire to do right by our fans.

It is on this note that we're regretfully announcing the indefinite halt of JC3-MP development. We know you've been waiting for news over this past year - your desire to play it is matched by our desire to make it - but there's a good reason.

Good and bad news often come in pairs, and this case is no exception; several months ago, I (Trix) was approached with an offer I couldn't refuse: to join Avalanche Studios Sweden as a developer so that I could work on projects present and future. As part of Avalanche, I'll be able to bring many of the things you know and love from JC2-MP into future Avalanche experiences, while reaching heights that a mere mod couldn't facilitate. Unfortunately, due to time constraints, neither I or the rest of the team can actively pursue development on JC3-MP; our lives are just too busy to allow for it right now.

We will still be maintaining JC2-MP where appropriate - while we're not actively adding new features, we will fix bugs, maintain stability, and ensure that JC2-MP remains a quality experience for players present and future. We're still searching for solutions to our most prevalent issues (including AMD compatibility without workarounds); hopefully, we'll be able to make headway in the future.

As a closing note, we'd like to thank our loyal fanbase for all the support over the years. While we know we haven't always been the most communicative, our hearts have always been behind our mod(s) and their players. All of us remember the many wonderful moments we had in the beta tests and joining random servers well after release; on behalf of the team, thank you to all of the players, server owners, scripters, and you for everything. We couldn't have done any of it without your ongoing support.

And hey, you never know what might happen in the future - we might see you down the line in another adventure :)

Trix (Cameron Foote, Lead Developer)
with Philpax (Mithun Hunsur, Co-Lead Developer), jaxm (Troy Myers, Co-Lead Developer), Fkids (Evgeniy Andreev, Developer), dreadmullet (Developer), Woet (Wouter van Eekelen, System Administrator)

5
Latest / 0.2.2 Released
« on: February 13, 2016, 02:04:41 pm »
0.2.2 Released!

Available now on Steam


Bug Fixes

Shared
  • Fixed Stuntshooter achievement incorrectly increasing stats for all vehicles, rather than just airplanes

Client
  • Fixed a bug introduced by ShapeTrigger entities where Checkpoints fired for remote players
  • Vehicles are now unloaded when the player teleports to a location outside their range
  • Fixed client crash from passing an empty string to chat methods like Chat:Print
  • Fixed an issue with the renderer
  • GWEN now blocks main menu inputs where appropriate

New Features

Shared
  • Added SharedObject equality operator
  • Added SteamId.IsValid(string)

Client
  • Added Config:GetValue(string category, string value)

Note: a running changelog for each new version is maintained on the wiki, see here.

6
Latest / 0.2 Public Beta Patch
« on: September 15, 2015, 07:09:43 pm »
Thanks for all the testing so far!
We've been steadily collecting bug reports, and are pleased to present this new build, which fixes some of the bigger issues and adds some requested features. We'll be fixing the smaller issues that have popped up - but don't worry, the final release isn't too far away.

We have updated the publicbeta branch with following changes:


New Features

    Shared
  • Added ComponentMultiply method to Vector2 and Vector3

    Client
  • Added VehicleTransmission, with methods Get/SetGear, Get/SetClutchDelayTime and more
  • Added VehicleSuspension, with methods Get/SetChassisDirection, Get/SetStrength and more
  • Added VehicleAerodynamics for land vehicles, with methods Get/SetAirDensity, Get/SetDragCoefficient and more
  • Added Vehicle:GetTransmission, Vehicle:GetSuspension and Vehicle:GetAerodynamics
  • Added Vehicle:GetTorque, Vehicle:GetWheelCount, Vehicle:GetRPM, Vehicle:GetMaxRPM and Vehicle:GetTopSpeed
  • Added chat key and chat toggle key settings

Bug Fixes

    Shared
  • Fixed StuntPos and MG sync states incorrectly setting Character position resulting in crazy vehicle physics and desync

    Server
  • Cleaned up streamer code, hopefully reducing amount of server crashes

    Client
  • Fixed crash caused by accessing Character methods before it is loaded
  • Hopefully fixed issue with Rico model being invisible
  • PostRender now renders over everything, replicating previous behaviour
  • Fixed the sound pop issue on Windows 10, courtesy of emoose from ElDewrito
  • ReturnPressed event of a TextBox is now triggered on key down, instead of key up
  • Disabled Tab behaviour of the Enter key in TextBox as it appears to move to the next control in the entire scene
  • Removed palaver, as its implementation burden outweighed the value it provided
  • Temporarily disabled SSAO as a hotfix for AMD graphics issues

7
Latest / 0.1.4b Released
« on: August 30, 2014, 10:45:10 am »
0.1.4b Update
Available now via Steam

Key Information

New API Features:
    Client
    Server
For server owners
Updating the server is not required, but it is highly recommended to fix a server query crash.

Complete 0.1.4b Changelog

New Features
    Shared
  • Added World.GetById
   
    Client
  • Added --name launch option to override Steam name
  • Added Chat:GetUserEnabled

Bug fixes
    Server
  • Fixed SQL sometimes writing garbage data if an SQLCommand was stored and user later (the values could be garbage collected)
  • Fixed Worlds being removed when they were sent through events
  • Made Player:HasVehicleDLC and Player:HasWeaponDLC return true if the id is a non-DLC item
  • Fixed case where modules could be loaded multiple times if loaded via a relative path
   
    Client
  • Fixed crash on exit caused by static object destruction
  • Fixed player model 20 (invisibledoll) not working
  • Fixed crash where two players could enter the cling stunt position at the same time
  • GWEN: Fixed TextBoxes (and other controls) accepting focus when disabled
  • GWEN: Fixed Labels with word wrap not using the text color

Note: a running changelog for each new version is maintained on the wiki, see here.

8
Releases / Projectiles/Missiles
« on: March 29, 2014, 04:34:44 pm »
So I guess a lot of people have been after this since we posted the 0.1.4 trailer showing missiles and SAM sites.



I will be expanding on the API when time permits, and will obviously accept pull requests from anyone wishing to contribute their own projectiles.

At the time of writing, the API supports the ability to fire 'dumb' missiles in a single direction, a moving location, as well as an entity. The latter two are controlled via fields right now, which is a little strange. This will be changed as the code develops and time permits.

Interested in hearing any and all improvements/suggestions.

Note: This does not contain the proof-of-concept lock-on indicators that were present in the 0.1.4 video, however those are trivial HUD elements that can utilize this API.

The Lua can be downloaded from Github.

9
JC2-MP / Effects/Sound API
« on: February 09, 2014, 12:54:39 pm »
So, we felt Panau needed a double dose of more explosions and glorious Panay propaganda. In the next release of JC2-MP (0.1.4), the API will be getting some much needed client-side additions. This includes the ability to spawn effects and sounds from the game's existing library:



The current API currently looks like this. Something to note is that this is an entirely client-side system, allowing you to create/move effects and sounds around with zero latency (without the involvement of the server.)

The code for the ion cannon in the images above was created with the following Lua script.
The list of effects available to the API can be found here.

Note: This does not mean you can play sound files from the server (yet). This is merely a way to use what's already available in the game.

10
JC2-MP / Featured Server Requests
« on: January 09, 2014, 01:59:40 pm »
We're noticing there are several unique servers out there that are not getting the players they deserve due to the large number of freeroam servers that are consistently at the top because of their player count. To overcome this, we are going to feature unique servers to show off JC2-MP's Lua scripting and truly deliver an unique experience to the players.

If you want to have your server displayed in the Featured panel, simply reply to this thread in the format outlined in the example below to have your server reviewed for eligibility. We'll join your server to ensure that your claim is accurate; if it is, we'll consider adding it to the featured servers.

To ensure that all servers get maximum visibility, we'll be rotating the servers in game and providing a dedicated Featured tab on the server browser.

Please read the guidelines before applying!
It's hard to come up with a solid list of requirements, so here are some generic things we are looking for:
  • The server is not running the freeroam script
  • The server runs several unique scripts made from scratch
  • The server has a specific goal or play style different from other servers
  • You have invested a lot of time into developing scripts

Please do not apply unless you are the server owner and can make sure your server will be able to support the many players you will get. Selection of featured servers is merit-based: unless your server provides a compelling reason to play, it will not be included. You cannot offer other incentives in exchange for being featured.

Here is how it looks in our server browser:

Please use this template to apply:
Quote
Server name: Awesome server with engaging game-mode
Server IP: 1.3.3.7
Featured Image: http://awesome.domain/featured_image.png (PNG format, 320x180 resolution)
Why your server should be on the server list:
A convincing reason as to why your server is unique and deserves to be featured.

11
Archived / Progress Update
« on: January 12, 2013, 09:21:33 am »
Greetings!

The past 2 months have been the most productive days of development the project has ever seen. We brought on another developer, Philpax, which sparked a development roar as the two of us pushed feature after feature, and squashed bug after bug.

We've been working on some major features and are nearing a feature freeze. What this means is that no more features will be implemented for 0.1, and our focus will turn exclusively to improving stability and squashing bugs.

The Lua API has grown extensively since the last test, and you can expect a much more engaging experience thanks to a feature we have decided to keep quiet until the test. We have replaced our rendering engine with the very popular UI framework, CEGUI. This has seen a dramatic improvement to framerates, and enables us to greatly improve the user interface.

We will be holding a test in the coming weeks, although it is likely there will be a much smaller test held earlier to members of our IRC channel to test specific areas with a lower player count.

Keep your ears and eyes poised on Twitter and Facebook as these are the channels we will be announcing the test through.

Trix

12
Archived / Testing Summary
« on: November 28, 2012, 12:33:30 pm »
Although we had quite a formidable glitch with vehicles despawning and lag, you all stuck around to keep the stress testing on full. A big thank you for that!

From this test onward, we have limited downloads (and thusly online play once our authentication module has been implemented) to users who have signed up to our forum using Steam. We will not be supporting pirated copies of the game from this point on.

Toward the end of the test we implemented a Derby gamemode for the dish utilizing the new instanced worlds. Players who entered this gamemode were in their own world, separated away from everyone who might otherwise rain fire down from above. This was the first time instanced worlds had been tested outside of closed beta and it proved to be a hit!

Statistics
10687 unique players
133744 deaths
141306 teleports
110254 chat messages

Changes:

New Features
Added Checkpoints
Added instanced worlds

Bug Fixes
Fixed issue where the automatic menu-skipping could lead into an indefinite loop of menu cycling.
Fixed issue where time could exceed it's boundaries and cause the shaders to incorrectly color the world blue.
Fixed issue where stunt-jumping onto Motorbikes could desync you from the server.
Fixed issue where mouse coordinates could be incorrectly interpreted on dual-monitor configurations.
Fixed issue where rotation on vehicles could be applied incorrectly, resulting in jagged sync and broken vehicle spawns.
Fixed many edge case errors with the streaming system.
Rewrote entity streaming system.

Other
Opened the floodgates in the Panau Canals.

13
Archived / Test Cancelled
« on: September 15, 2012, 01:29:19 pm »
An hour or so after we started the test, we were hit by a DDoS attack that ended shortly after; roughly 2 hours later we were hit by an even stronger attack, leaving us with no choice but to call off the test.

It is a shame for the beta to end just 3 hours after it started, though we did verify that the server performance fixes most definitely worked.

What the graph doesn't show is the total download the uplink was handling was in excess of 4 Gb/s. That's far more than we could mitigate.

Thanks to everyone that attended!

14
JC2-MP / Traffic sources for Sunday 29th beta test
« on: August 01, 2012, 10:15:45 am »
The last test saw roughly 10,000 unique players over the course of the 24 hour test. This is a huge achievement for us, and the numbers continue to rise with over 13,000 members now registered on the forum.


15
JC2-MP / Scripting Language
« on: July 25, 2012, 03:31:00 pm »
As the scripting system has not been implemented and a lot of people are requesting we not use Lua, I'm interested in knowing what you, the community, are interested in.

If your language of choice isn't listed, please give in-depth reasons as to why we should consider your choice.

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