Hola amigos, Another week, another patchy goodness. This week we have been slaying bugs, creating more features and finally after the long wait we will be announcing the next beta test! We will get the patch notes done and the information on the beta will be below. Mod Development: Removed some redundant log messages from inventory updates Preperation work to fix issue with players not being evaluated routinely Cleaned up equipped ammo number routine and removed redundant delta log message Cleaned up the invalidation code and make it more specific to the netvars that control 3D actors/entities and not interpolation/state variables Cleaned up old animation code in favour of new weapon animation group handler Removed ExtraCount data list from new items, should fix the issue with individual ammo pieces on remote actors Removed old m_nAnim* netvars Removed a lot of old commented out prototype player code Removed unneeded call to m_nPos.GetInterpolated() call in actor logic update and moved it into its usage scope (optimisation) Combat state aggro now collapses when remote actors change out of combat state or change to a non-melee weapon Combat state now only is invoked when the associated netvar is changed, and not when MiddleHighProcess::weaponDraw is not the same value (optimisation) Changed OSBase::IsGameReady() to ignore foreground check if in debug compilation mode Server convars will now store in the player's configuration file (prefixed and categorised, see [NetServerConfig] and [NetClientConfig]) Attack RPC callback now checks if user has melee weapon before attempting to fire (desynced users who were using melee and were desynced on remote screens with weapon would rapidly fire their weapon) IAnimationManager::GetGroupValue() now returns a structure of SAnimationItem instead of UInt16 (key/value pair) Added iron sight animations/state Added logging around the CPlayerClient::EvaluatePlayer routine Added DIHookControl::EnableAll() (C++) Added Actor::IsUsingMelee() (C++) Added OSBase:SetRunningFlag(bool) (C++) Added fapi::funcs::stopcombat(Actor*) (C++) Added SCommandAnim for animation procedure invoking (instead of single UInt16) Added DbgFilterLast to filter the last DbgPRint call to only be re-displayed (C++) Added CSettingsIO::Set(string group, string name, string value) (C++) NetGraph now samples current network thread update rate NetGraph now samples to 1024 (from 256) Developer Tools: If compilation is debug, key states are saved and restored when window loses or gains focus. When out of window, game will stop swallowing input to allow multiple FO:NV instance to run on the same machine. This is a workaround for bAlwaysActive INI setting now working If compilation is debug, client will disable the multiple FO:NV check BotPackageFrenzy now mirrors test player iron sight state DirectX stability (resources now call OnDeviceReset instead of release and initialisation) Bug Fixes: Fixed rare edge case where equip and unequip would cause desync Fixed desync issue where when in melee, going out and in of combat would equip the last weapon used by the remote player instead of the active melee/fists. Fixed an issue with reload animations breaking movement animations Fixes towards combat state desync Fixed nullptr crash in evaluation code Fixed nullptr crash in bhkCharacterController network code Lua Changes: Re-added /give command to GMs Faction System: Fixed bug where factions with no active bases would not respawn at goodsprings Faction system work Chat faction work (TBA closer to test) Netcode: kMaxInterpolationBandingDist has been increased to 100.0 units kMaxInterpolationDistance has been increased to 100.0 units (was causing interpolation skipping) NETTIK updated to Git commit 6bc9b8d Site Development: Back-end updates (PHP, MySQL) Added Steam account connection This is accessible from your 'Personal Details' page (from the drop down menu at the top right of the page) under the 'External Accounts' tab on the right hand site and will display an avatar under your profile avatar on your account. Clarification for faction bases Last week we announced some rules and concepts for the factions system. One thing that we missed to put in is that factions will only be given one base when we start the servers on tests. If you lose your base you will re-spawn at Goodsprings when you die. We will also not be locking bases so they cannot be captured, expect for the very few edge cases like moderator bases (which will be a small place just that we can teleport to and bring other users to when dealing with any situations). Media Two videos today. One showing the interpolation tweaks and clean up that has happened so the characters look smoother on a game that wasn't meant to do multiplayer! - http://up.nlan.org/depo/rZhtRrURGbcXbijI.mp4 The second video is showing the iron sight animations that have been added, note that this wasn't implemented when the above video was shot but it is now! Spoiler: Video Here Beta Announcement Saturday the 18th Feb @ 3pm GMTThe beta test will run for 24 hours and consist of the Freeroam style server for the entire test. This will allow you to test out your faction skills and combat so be ready and draw up your game plans now! If you are planning to play with your faction you must enable your faction banner on the forum to receive it in-game. What to expect from us. The moderation team will be on hand as much as we can. We will have some jobs fixing urgent bugs at some points in time but hopefully not too many of them will crop up! If you need any assistance in game you can type: Code: /gms - to bring the list of Game Masters up. /w "mod name" "message" - to whisper a message to the moderator. We are expecting lots of traffic so if your message isn't urgent or does get lost then please message us on the forums and await a reply. The servers may also be restarting at some times to hot-fix some bugs that might occur, we will try and warn you as much as possible but sometimes it might be out of our control! Bug reporting. The point of this beta test is to show off the work we have done to you lot as a thanks for all the support and keeping faith. But it is also to gain information on possible issues that might occur that we couldn't see or replicate on our machines while testing. This saves us lots of time in the long run and will help towards the reliability of the mod. We ask that if you do find a bug or suffer from a persistent problem that you report it using the correct channels. It is also important that you include the log files (if necessary) and go into as much detail about replicating the bug and what happened as possible. The forum area for bug reporting is here - https://nv-mp.com/forum/index.php?forums/bug-reports.7/ There is also a readme that should be read, located here - https://nv-mp.com/forum/index.php?threads/read-me-reporting-bugs.6/ Things may crash and it may be frustrating but please bare with us when communicating potential problems across, we will be busy! Last but by no means least.. We want to shout out to the amazing people who are donating via Patreon. You lot are really making a difference and are keeping this project alive. Thank you once again and we would list names but some people like to keep it private and we are respecting that! You rock! Here are some keys! NVMP-57E4-8D73-863D-3942 NVMP-1F26-5911-F068-4F2E NVMP-785F-377F-7DFE-B3D9 NVMP-AFD7-798F-F96E-D0A2 NVMP-8BF5-77F8-374E-10B8 NVMP-B8F4-8500-C644-7B51 NVMP-BE87-6FBB-682F-87ED Once again, thanks for tuning in!