Development 13/03/2017 - Readme.txt

Discussion in 'Patch Notes' started by Gil, Mar 14, 2017.

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  1. Gil

    Gil Project Manager

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    Heya,

    Busy week as usual for us at NV:MP with development going as usual. There is an important announcement from Jak at the bottom of the patch notes so be sure to read that but lets get riiiight into the news..

    patchnote.png
    Mod Development
    • Added NVSE plugin whitelist
    • Removed base NVSE plugin loader code
    • Remote players take clientside damage/sound impacts
    • C3DActor::IsEntityRefValid() was returning nullptr instead of boolean
    • Refactor of AVEntity, base and live actor values dont invoke a clientside update when changed (caused health rubber banding)
    • Added m_nActorIsValid instead of m_bWaitForRemoteVars
    • Removed logging in BGSProjectile manager
    • Removed old atomic m_bInventoryInvalidated variable in favour of a single boolean (optimisation of remote inventory update)
    • OnScheduleCheck validates m_nActorIsValid has been sent by the server before making inventory changes
    • m_InventoryMutex lock in OnRemoteItemAdd now builds ItemEntry struct outside of critical section
    • iStackCount check added to OnRemoteItemUpdate (might fix double reload, but should make ammo equipping more stable)
    • m_bReceivedFirstInventory set on local player spawn
    • Removed threaded model creation, was causing insecure thread loading if the player object deleted before the thread finished
    • Prep work for item dropping
    • Removed value updating when player respawns (might fix statistic loss)
    • Above head recent message time increased to a base of nine seconds with 0.12s for each character.
    • Idle status above head if player tabs out or enters pipboy
    • Fixed bug where players would stop their movement animation if they entered pipboy recently (bad if-statement logic)
    • nullptr crash fix for IsModelReady code section
    • Players slighly go transparent if they're idle (effect)
    • Fixed issue with some doors not unlocking within routine clear cell call.
    • CoE and CoC invokes respawn acknowledgement on server
    • origin_tag added to 3D nodes
    • Better error messages for invalid 3D node data
    • tesref_valid ignores parentCell allocation
    • Removed debug messages in autofire utilities
    • Hit particles dont spawn when in 1st person (was causing backlog if user entered 3rd person after some time in 1st person)
    • CMultiplayerPluginManager is called on DLL hook function
    • Added CModel::m_bActorIsInFactory
    • Added more entries to NPC whitelist
    • BotPackageFrenzy uses encapsulated methods on debug player
    • Character save is now a synchronous request (was causing UpdateRoot failures due to deffered transaction)
    • Refactored naming convention of kMaxCellNameLength
    • CharacterStore::QuerySync added
    • /debug command forced actor to be a valid player (starts sync code)
    • Refactored /gms
    • Added /players
    • Removed /toggletag
    • CPlayerServer::InitializeViPlayer uses exceptions instead of boolean return
    • Changed session expired message to SysCmd and exception result
    • Server console authentication message now mentions if the user is using a session token, and their current NetID and RealmID
    • LuaEngine spits current Lua path into console window on server start
    • SERVER:BroadcastMessage now supports colour parameter
    • Added weapon addons as valid inventory forms
    • Added armour addons as valid inventory forms
    • Added keys as valid inventory forms
    • BaseNetworkActor compiler speed improvements
    • Moved general actor encapsulation functions from CPlayerBase into BaseNetworkedActor
    • CrashReporter makes more beefy dumps (stack frame, thread frames, token information)
    • Removed obsolete zero buffer initialisation from FileSystem:IsValidPath
    Free roam:​
    • More information inside /probebase
    • Fixed /setbasespawn
    • Added /setbaseradius
    • /give does not equip item on add (stimpaks crashed players making them unable to rejoin)
    • /give reports target players name in return message, not callers
    • /help is more cleaner
    • Added core.color.purple and core.color.lightblue as standard chat colours
    • Added gamemode specific commands, added welcome message.
    • Renamed faction_base to be class_base.
    • Base manager prep for base capture.
    Launcher:​
    • Patch service was failing to continue patch routine if some files couldn't be wrote to (caused partial patch issues)
    • Launcher now generated patch-error.log if some files couldn't be updated
    • Added kPatchStatus_Failed as a patch error message
    Netcode:​
    • Added NetObject::InvalidateLists() as separate invalidation call from NetObject::InvalidateVars()
    • Removed debug messages
    • (Last weeks update to snapshot bandwidth improvements)
    Announcements

    A message from our leader:
    The beta test will end tomorrow at midnight (GMT+0, Tuesday). This means the free roam server will be down until we announce another test. It's been great seeing you guys in-game, and we hope you've enjoyed our current build of NV:MP. Our development roadmap for the next few weeks is working on releasing a standalone server executable, and publishing our Lua API for developers to make their own gamemodes.

    Along with this announcement of our beta test closing down on Tuesday night, we're opening a second free roam server that will be open for the last 6 hours of the test. No player account required, just sign up on the forums and click the Download tab and join the open server in the launcher. Make sure you read the prerequisites and requirements before joining, make sure your resolution is close to native (or windowed). - @Jak

    Patreon:
    Just want to call out the supporters that are still helping the project out with funding. We couldn't do this without you and we want to thank you again for your generosity! Here is a link if anyone wants to check it out - https://www.patreon.com/newvegasmp

    Cheers all,
     
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  2. Ivan Hawks

    Ivan Hawks

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    first

    edit: selling car, 1980, 400,000km, price negotiable
     
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  3. Gil

    Gil Project Manager

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    banned pal
     
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  4. TylerR4

    TylerR4

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    Man i was almost first. THIRD!
     
  5. TylerR4

    TylerR4

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    Crap! FOURTH! xD
     
  6. Ivan Hawks

    Ivan Hawks

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    :bannedkiddo:
     
  7. Red1995

    Red1995

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    You're never going to replace Keemstar, just give up.
     
  8. Darius

    Darius

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    Hmm, so, I take it Jak has given up slightly?
     
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  9. pocketsandrusty

    pocketsandrusty User

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    lua api faster thanks
     
  10. Gil

    Gil Project Manager

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  11. Red1995

    Red1995

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  12. Male_07

    Male_07

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    Heyyy, that's pretty good
     
  13. corporal asshole

    corporal asshole Retired Developer

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    We're gonna restart the servers and apply patch 1.9.7 which will include some of these changes.
     
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  14. Tycho

    Tycho Banned User

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    rip nvmp test
     
  15. Vegas Oramas

    Vegas Oramas

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    Forocoches is your place, amigo. Reported.
     
  16. partenersintime

    partenersintime

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    Welp. Kinda sucks the server is going down. It was up for a while though. I thought you guys were just gonna leave it up. Anyways, the beta was interesting. Less people went on but it had it's moments. Really nice how you're letting non-players test it out during the last 6 hours.
     
  17. kenji_flash

    kenji_flash

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    Welp looks like fight club is postponed for now
     
  18. The Outlaw

    The Outlaw

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    can we have a superiority complex over non players without keys
     
  19. Marcus de Molay

    Marcus de Molay

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    I might be able to set up a server on the US West coast. Will keep anyone interested posted.
     
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  20. Ivan Hawks

    Ivan Hawks

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    At least I didn't say that the car was a Seat Panda.
     
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  21. corporal asshole

    corporal asshole Retired Developer

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    It's a combination of commitments and life for both me and Gil for the next couple of weeks. As you guys know we're both university students, and these last few weeks at uni are crucial for us. We know what we want to focus on with NV:MP now, so we'll return with something bigger and better along with standalone servers for people to run their own games. Official servers will keep running alongside this as long as our Patreon keeps active.
     
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