Development 19/12/16 - Merry Christmas Motherload.

Discussion in 'Patch Notes' started by Gil, Dec 19, 2016.

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  1. Gil

    Gil Project Manager

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    Hey all,
    Things are gonna look a little different here this week as we are trying to spruce up the patch notes a little. Just a test but hopefully it is a bit clearer and nicer to read.

    Today's announcements are going to be the last of 2016, and we have a huge amount of info to give to you! We are going to be releasing the official plan / outline for the different servers we are going to deploy. This has been a heavily discussed topic with members in the community especially during the mods infancy. The servers will be split into three different categories and are fully explained below under the headings: Story Servers, Free Roam Servers and finally Random Gamemode Servers.

    Another big announcement for us is that we are opening a Patreon page allowing anyone to donate to help cover some of the running costs we have. Currently NV:MP is be being ran by Jak's personal cash but unfortunately due to the server fee's rising with our providers we are running out of money quicker than ever. There is one reward available at the moment and we are planning to release more in the future. The rewards will never change the player's abilities in game as we can all agree paying to win sucks. The rewards will be fun tokens of appreciation to the people who do donate and we want to thank everyone who does donate as you are helping us and NV:MP's progression out massively.

    The patch notes for this week are as follows..

    patchnote.png
    Client Development
    • Netcode interpolation rework (position, spherical angles)
    • Added female character models
    • Increased logging speed for faster logging (overall client is a lot more faster for processing network changes, IE. inventory additions)
    • Melee sync has been re-implemented after a long battle of reverse engineering
    • Disabled remote actor package evaluation for optimisation
    • Fixed bug where players would spawn with only 1 bullet equipped in their weapon
    • Fixed bug where name-tags wouldn't render after netcode updated
    • Fixed bug where remote players had the local player's name as their character name ("Talk to Jak")
    • Fixed deadlock where tabbing out would cause name-tag line of sight check to disconnect local player
    • Fixed bug where remote player's would start to try to flee via FleePackage if an enemy was nearby causing odd behaviour
    • Increased client tick-rate to 66 (up from 33)
    • Fixed network object invalidation causing full updates to happen, including actor values on each update, which would stall network thread heavily

    Server Development
    • Added more Lua documentation
    • Added SERVER:SetSetting(settingName, settingValue) for fallout globals/settings
    • Added /reload to fast reload current Lua gamemode
    • Fixed setting sync as max level bounds were only being set when player re-spawned
    • Fixed bug where specific server crash would set everyone's play time to infinity
    • Added convar cl_disablesaving to allow players to save their current game state to their PC
    • Renamed SERVER:GetChatMessages() to SERVER:GetChatCommands() due to ambiguous naming
    • Decreased server tick-rate down to 20 (down from 33)

    Media Dump
    Here's a quick video showing the new melee implementation and female character models -
    http://up.nlan.org/depo/oouLZiyLMZrLzGGjuc.mp4
    mode_story.png
    Story servers synchronise client saves across the NV:MP network. Loading into these servers means you should select a save on menu, or create a new one like you would normally play Fallout: New Vegas.

    Safe zones
    Goodsprings and contained cells have PVP disabled, players cannot damage each other but they can damage NPCs. This means essential characters that can be killed may break your story line, so it is highly recommended you use a separate save to play NV:MP with in case you damage your own save. NV:MP does not do clientside save backups, and we cannot recover any damaged story lines.

    Character Data
    If you are loading a previous save, your character will be renamed to your forum account username. This is to universally identify your character in-game, and any saving will copy the name.

    Cells
    This forum post by The Cazador is a good piece about how cells work. For story mode, loading into your save when someone else owns the current cell context (first player in the zone/region) will copy their state into your current game. This may break your quest line, so be very careful using the quick save feature. We will disable auto save on load to try and prevent any issues.

    Loading into a cell where a quest NPC does not exist (cell owner has killed or invoked them to move) should return if you or someone with a similar quest line regains control, unless you save whilst in the cell.

    Virtual Worlds
    We plan to allow users to change into virtual worlds before loading in-game. The planned feature will use the command /joinworld [id], and anyone in the [id] will be isolated. If you want to only play with your friends, make up a unique ID and share it. Not using the /joinworld command will connect you to the global instance.

    If you are worried about save breaking, using /joinworld will help prevent griefers and chances of other users saves creating problems. Chat is not isolated, and moderators can teleport into any instance.

    Death
    When you die, you will be returned to the menu screen. From there you can reload into an auto save, or create a new save.

    Cheating
    Using a cheated save can be detected by the moderation team, trying to join the game with any malicious save files will risk your account being permanently suspended by moderators. If you suspect someone is using a cheated save, make a forum report or whisper a GM by /gms and /w "name".

    mode_freeroam.png
    Free roam servers are PVP and PVE environments with little questing. These servers include faction integration where members of factions on the forums will represent with their faction tag next to their name, and members spawn in their faction bases on re-spawn.

    Inventory & Backpack
    There is basic inventory storage where you can manually slot certain items into your backpack, character statistics such as levels and attributes are saved manually by accessing the backpack or leaving the game.

    If you aren't in a faction, Goodsprings has a save point next to Easy Pete (look for the floating tag) where you can do /backpack to change store/retrieve items. Using /save next to this point will save your current character statistics to the server, and disconnecting will also do a character save.

    If you are in a faction, the associated base your leader has assigned will have a save point similar to Goodsprings. Only faction members can see and access the base's backpack point.

    Spawning
    If you aren't in a faction, a random location near to Goodsprings will be your spawn point. We hope to expand more save point zones in the wastelands in the future.

    The starting non-faction backpack weapons will be Pip-Boy 3000, 9 mm Pistol and 100 9 mm rounds. For non-faction apparel, players will spawn with the vault lab uniform equipment.
    9mmRound.png 9mm_Pistol.png Vault_Lab_Uniform.png

    For faction members, all ranks will have the same starting kit. Closer to the time of testing free roam we will speak to faction leaders about a basic starting kit to represent their faction members. We will look for a very plain kit that is on level with the non-faction starting kit.

    Death
    Dying is serious in free roam. Inventory that isn't picked up from your dead body will be permanently lost. Items you want to keep hold of should be returned to a save point and put into your backpack. Statistics that haven't been saved via a save point (or by disconnecting) will also revert. Re-spawning follows the same principle as the spawning section.

    mode_random.png

    Every few weeks we may open up a third server to test random parameters and game rules. We've already been doing this with the previous tests (such as the great escape from Nellis Airforce Base in November) We already have some great ideas for brawls and huge battles. A thread will be made in the announcements section of the forums when these events are planned to happen.


    Suggestions
    You can submit suggestions to our hub and they'll be reviewed by the development team, we may not respond to threads as our schedules are very busy but we will credit any great ideas in the server message of the day if they're accepted.

    Research

    We may use this server to test machine learning research done by the development team at university. This will be mentioned on announcement of the gamemode, and may not be the experience you would expect from a normal random gamemode event. These events wont be sponsored by Delos Incorporated due to internal affairs.


    Loads of content there so we hope you can manage to digest it all before Christmas day!

    On behalf of Jak and myself, we would like to thank everyone here for an amazing year of creative input and all round good times. We wish you all a very merry Christmas and a crackin' new year. Patch notes will return on the 2nd of January 2017!

    Thanks all for coming again,
     
    Last edited: Jan 19, 2017
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  2. The Outlaw

    The Outlaw

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    cool, good work
     
  3. Ivan Hawks

    Ivan Hawks

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    Amazing, there has been great improvements. I like to see this as strong as ever.
     
  4. cosmoline

    cosmoline

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    Does progress/items transfer across all the servers?
     
  5. corporal asshole

    corporal asshole Retired Developer

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    Free roam: Yes, we have a central database where characters are stored.
     
  6. FluffyBird

    FluffyBird

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    Wait so I have to ask say if someone used a console command in a sp game before nvmp due to a bug say to get some ammo back or something like that would that be a cheated profile or would cheated stuff be higher than normal stats which is what im thinking it is but im not 100% sure
     
  7. cosmoline

    cosmoline

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    But could I get a set of armor or a weapon from questing on a storymode server then go to free roam and use it?
     
  8. Tenndex

    Tenndex

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    >pay to send shitposts directly to NV:MP staff
     
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  9. corporal asshole

    corporal asshole Retired Developer

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    Story mode and free roam are isolated, anything in story mode won't transfer into free roam as FR uses separate server character data.
     
  10. cosmoline

    cosmoline

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    Okay thanks
     
  11. Vegas Oramas

    Vegas Oramas

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    So no power armor training...
     
  12. partenersintime

    partenersintime

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    Sounds good! Love this week's patch notes! A lot of new things. Also a lot of new info on what to expect in NVMP so thanks for that. I'm so excited to try NV:MP!!!!!!
     
  13. Lucius

    Lucius

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    Sounds great,You guys dont know how important these patch notes really are.
     
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  14. Alex_Jones_1776

    Alex_Jones_1776 User

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    guys how are you planning to implement
    v a p o r w a v e ?
     
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  15. Marcus de Molay

    Marcus de Molay

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    How do you feel about crafting overhauls in Free Roam and Story mode?
     
  16. tedd

    tedd

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    Like Vegas said, how will power armour training work?
     
  17. cheech

    cheech

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    Don't get my wrong, this is awesome, but will we be able to open up dedicated servers with own scripts at some point?
     
    Last edited: Dec 20, 2016
  18. Marcus de Molay

    Marcus de Molay

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    Willing to host US. West.
     
  19. corporal asshole

    corporal asshole Retired Developer

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    Short answer:
    Yes

    Realistic answer:
    Not soon, we still have quite a few milestones on server development. It'd be very overwhelming to publicly manage the server and the client releases. I can't wait to open the server binaries up in the future though, giving developers the power to script gameplay is very powerful.
     
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  20. Collen14

    Collen14

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    Will you be doing any key giveaways in the foreseeable future?
     
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