-
Posts
5,207 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by eezstreet
-
My Improvements for MB2 and base JA
eezstreet replied to Sovietskiy Partizan's topic in General Modding Discussions
I hate to be "that guy" but since I guess I'm not staff anymore I can be a bit less neutral about these subjects. But really? It seems absurd to me to have a restrictive license on something which was primarily lifted from other sources. But then again, this is a replacer for MB2, whose codebase is similarly restrictive in how it's accessed and similarly hypocritical, so I shouldn't be too surprised. -
New competitive game with the JKA combat system?
eezstreet replied to smktr's topic in Jedi Knight General Discussions
How many people are you expecting to see something like this done? 10-15 people working on it (there's even less than that working on Open Saber Project, I think maybe 5 people total?) seems pretty reasonable for a multiplayer-only title, where everything is already designed ahead of time. Skywind (Morrowind in Skyrim engine) has around 70 modders working on it and is hundreds of times larger in scope. -
New competitive game with the JKA combat system?
eezstreet replied to smktr's topic in Jedi Knight General Discussions
I'm going to take a stab here and say that a person who joined here two days ago is either trolling or doesn't know what we're capable of as a community. -
With a console command: /se_language "Japanese" (as an example). Because Japanese, Korean, Chinese, Thai and Russian do not use 8-bit languages like Latin ones do, they have some special handling in the .str files for those. But I'm not sure how it works. I think it reads two characters as one and adds them together when rendering the 16-bit glyph. Or something. Chinese is split between Simplified Chinese (which is what the "Chinese" language uses) and Traditional Chinese (which is what "Tai" uses, because Traditional Chinese is used in Taiwan)
-
That memory change would not explain the graphics. (Upping the NPC/VEH/etc limits are what cause that)Try changing to windowed mode by adding "+set r_fullscreen 0"
-
Or perhaps your graphics card, if you are using integrated graphics. If you did a recent driver update it might be that. You might have to fiddle with that. The stuff I did was just done on a clean version of OpenJK and didn't modify the graphics any.
-
Awesome stuff, dude
-
Links brought back. Grab 'em while they're hot.
-
The weapons are pretty easy to remember so I didn't include a command. But it is easy to write one. WP_NONE WP_BLASTER_PISTOL WP_BLASTER WP_DISRUPTOR WP_BOWCASTER WP_REPEATER WP_DEMP2 WP_FLECHETTE WP_ROCKET_LAUNCHER WP_THERMAL WP_TRIP_MINE WP_DET_PACKS WP_SABER WP_MELEE WP_NOGHRI WP_TUSKEN_STAFF WP_TUSKEN_RIFLE WP_JAWA WP_TURRET WP_BOT_LASER
-
No. SJE will have to implement it in their mod. I've provided full source code for this though (it's actually the bulk of the download) I don't understand your question. If someone codes it in. They changed the entire AI navigation system from JK2 to JKA and as a result it's much harder to work with, and I don't really have the time to pursue it.
-
Force Sense affects your weapon aiming. As seen at Games Done Quick, when using Force Sense, shooting your weapons with Force Sense completely eliminates the spread. Gonks give batteries. Pressing USE on a Gonk refills about 50% of your batteries, in JK2. Saber Staffs can be cut in half. Although it's super rare, saber staffs can be cut in half. When this happens, they'll function like dual sabers. Kyle Katarn is voiced by Johnny Bravo. Additionally, Alora is voiced by the same voice actor as Mandy from Billy and Mandy. Pull resets the countdown on charged weapons. Also seen at Games Done Quick. Using pull will instantly reset the cooldown on charged weapons, which allows you to spam the DEMP2 charge rather notoriously.
-
-
Sort of, yeah. Give two NPCs undying and set them to be enemies and they'll fight for days.
-
I've made an update with some extra features. See the link in the OP for the download. Currently awaiting JKHub approval still. Updates in this new version: Added new commands:workshop_toggle_follow: With the selected NPC, toggles following on it. Meaning if you are targeting a friendly NPC, it will switch between them following you or not.workshop_kill: Kills the selected NPC.workshop_list_anims: Lists all of the animations in the game (warning, console spam)workshop_set_health <amount>: Sets the health of the NPC.workshop_set_armor <amount>: Sets the shield of the NPC.workshop_set_gravity <amount>: Sets the gravity of the NPC (note, default is 800)workshop_set_anim <animation>: Sets the animation that the NPC is using.workshop_control: Take total control of the NPC. Better than Mind Trick Level 4 as it works on all NPCs, has infinite duration, and jump doesn't exit.workshop_end_control: Stop controlling the NPC.workshop_freeze: Freezes the NPC in place.workshop_undying: Toggle undying mode on the NPCworkshop_shielding: Toggles a bubble shield on the NPC (like assassin droids have)workshop_set_scale <amount>: Sets the NPC's scale.Added new cvar: g_noAutoFollow. When this is 1, friendly NPCs don't follow you.Added new functionality to "npc spawn" command. You can do "npc spawn random" to spawn random NPCs. For instance, "npc spawn random rodian weequay trandoshan gran" picks a random npc, either rodian, weequay, trandoshan or gran. This is good for populating a city quickly and easily with a variety of townsfolk.
-
I got a request to make the AI Workshop from JK:Enhanced standalone. So I did that, seeing as how it was super straightforward. It will be available to download here, as soon as it is approved: https://jkhub.org/files/file/3384-ai-workshop/ alternate download link available here: https://www.dropbox.com/s/acz86nkz4u76rcs/AIWorkshop.zip?dl=0 What does this do? It adds over 30 fifty commands to the game for manipulating the AI. Additionally it adds a display which shows detailed statistics about NPCs. AND as a bonus I have increased the veh, vwp, sab, and npc limits by 16x. AND I've added an "npc spawn random" command which spawns random NPCs. and a cvar to make it so that friendly NPCs dont follow you by default What commands are there? Just a note, none of these commands have any restrictions. Meaning, you can do silly stuff like giving mouse droids lightsabers and have them shoot lightning at each other. I did not add the ability to add new waypoints to maps because the waypoint system is different in JKA from JK2 and this is more or less a straight port by redsaurus. Here are the commands: aiworkshop - enable/disable the workshopworkshop_commands - show all commands in the consoleworkshop_cmdhelp - gets help for a commandworkshop_toggle_display - toggle the visualsworkshop_select - selects the NPC in your crosshairs. Only one NPC can be targeted at a time.workshop_deselect - deselects the selected NPCworkshop_list_bstates - lists all of the Behavior States in the game, e.g. BS_CINEMATICworkshop_list_scriptflags - lists all of the scriptflags that can be assigned to an AIworkshop_list_teams - lists all of the teams that an AI can belong toworkshop_list_aiflags - lists all of the AI flagsworkshop_list_classes - lists all of the classes, eg CLASS_STORMTROOPERworkshop_list_ranks - lists all of the usable ranksworkshop_list_movetypes - lists all of the movement types that you can assign to an NPCworkshop_list_forcepowers - lists all of the force powers that can be given to an NPCworkshop_list_bsets - lists all of the Behavior Sets in the game, eg BSET_ANGER, BSET_VICTORY, etcworkshop_view_timers - lists all active timers on the selected NPCworkshop_set_timer <timername> <milliseconds> - sets a timer on the selected NPCworkshop_set_bstate <bstate> - sets the bstate of an NPC. This can be used to make an NPC follow the player, make the NPC do nothing, make the NPC stand guard, make the NPC hunt down enemies, etc etc. You'll want to experiment with different BS_ types.workshop_set_goalent - sets the entity in the crosshairs as the current "goal entity". If you are targetting an item, this seems to make them go and pick it up. Or sometimes follow an NPC. It seems to vary based on context.workshop_set_leader - sets the entity in the crosshairs as the "leader". If an NPC is in BS_FOLLOW_LEADER, they will follow this target and flee from enemies when it diesworkshop_set_enemy - sets the entity in the crosshairs as the "enemy". The NPC will attack it.workshop_set_scriptflags - sets the NPC's scriptflagsworkshop_set_weapon <weapon, or "me"> - sets the weapon that the enemy is using. This can be for e.g. WP_BRYAR_PISTOL, WP_SABER, WP_DISRUPTOR, etc. If you use "me" as a parameter it will set it to the weapon that you have equipped.workshop_set_team <team> - sets the NPC's "team"workshop_set_enemyteam <team> - sets the NPC's "enemy team", or who they will consider as enemiesworkshop_set_aiflags <flags> - sets AI flags. I don't know what these are used for.workshop_set_class <class> - sets the class type. This can alter behavior in some cases, especially when used on droids or animals like wampas.workshop_set_rank <rank> - sets the rank. For the most part this has only subtle changes.workshop_set_movetype <movetype> - sets the movement type. For instance, you can make probe droids skid around on the ground, etcworkshop_set_forcepower <power> <rank> - sets a force power's rank for the NPC. It doesn't mean that they'll necessarily use it, though.workshop_set_bsetscript <bset> <path to ICARUS script> - tell the game to run a script when a certain bset gets activated. This would be like setting angerscript on an NPC, as an example.workshop_set_parm <parm number> <value> - set a value that can be read by icarus with GET_PARM1 for exampleworkshop_play_dialogue <path to sound file> - make the NPC speak !workshop_activate_bset <bset> - activates a behavior set and triggers the scripts associated with that bsetworkshop_god - toggle godmode on an NPCworkshop_notarget - toggle notarget on an NPCNew in 1.01: workshop_toggle_follow: With the selected NPC, toggles following on it. Meaning if you are targeting a friendly NPC, it will switch between them following you or not.workshop_kill: Kills the selected NPC.workshop_list_anims: Lists all of the animations in the game (warning, console spam)workshop_set_health <amount>: Sets the health of the NPC.workshop_set_armor <amount>: Sets the shield of the NPC.workshop_set_gravity <amount>: Sets the gravity of the NPC (note, default is 800)workshop_set_anim <animation>: Sets the animation that the NPC is using.workshop_control: Take total control of the NPC. Better than Mind Trick Level 4 as it works on all NPCs, has infinite duration, and jump doesn't exit.workshop_end_control: Stop controlling the NPC.workshop_freeze: Freezes the NPC in place.workshop_undying: Toggle undying mode on the NPCworkshop_shielding: Toggles a bubble shield on the NPC (like assassin droids have)workshop_set_scale <amount>: Sets the NPC's scale.
-
DO YE KNOW DA WAE? (Ugandan Knuckles Meme)
eezstreet replied to Daedra's topic in Mod Requests & Suggestions
Make it into a rancor replacer pls thx -
Version 1.01
682 downloads
Have you ever wanted to manipulate NPCs like crazy? Well, this is the thing for you. This thing adds over 30 console commands to manipulate the AI on a deep, technical level. To activate the AI workshop, use the command "aiworkshop" to toggle it on or off. You can read the full list of commands with the command "workshop_commands" or get help on a specific command with "workshop_cmdhelp" When the AI workshop is enabled, highlighting an AI with your crosshair will show some information on the left. You can select an AI with the "workshop_select" command and deselect with the "workshop_deselect" command. When you have an AI selected, you can modify various things, like what their enemy is, what team they're on, force powers they use, etc etc. The *vast* majority of the commands alter the AI on a low level and a lot of the things, like aiflags, classes, etc, are totally undocumented. You'll have to experiment to figure stuff out. I've also raised the .sab, .veh, .vwp and .npc limit by 16x so you can play with more NPCs. Also, you can spawn random NPCs with "npc spawn random". Check out the readme on how to use that. The source code is provided so you can play around with it. -
Jesus. Dude just points out how Japan influenced Star Wars and you go into a rant about how SJWs and politics are ruining society. Relax, mate.
-
I think binds should totally be different if you're in a vehicle. Probably with a new command, "bindveh" which dictates your controls while in a certain type of vehicle. Example: bindveh ship w +forward
-
Background Originally, roq.exe was a tool developed by id software for the Quake 3 engine (now known as the id Tech 3 engine) to develop videos in their proprietary ROQ format. This format essentially links together a stream of TGA images and audio, which is loaded by the renderer. Raven Software developed a new form of roq.exe (roq2) which is a lot more advanced, and has some new features. It's also capable of outputting ROQs in specific dimensions, whereas the original roq.exe was constrained to a specific output dimension. In JKA and JK2, you can render movies and videos from IBI scripts or ingame using a videoMap shader keyword. This can be quite handy. Basic Usage roq.exe is essentially a command-line application that takes a parameter file. In the documentation, it seems to mention that .param is required, yet it appears to work just fine with any other file type. The parameter file lists all the files which are used for the frames, the audio, and some other miscellaneous stuff. How to make an ROQ The process is quite simple, as @@DT85 has outlined here. First, you'll need to put your frames somewhere where roq.exe can find them. Your path cannot contain spaces. I usually put mine in something like E:\video-editing. (Please see note at bottom for supported image formats) You'll need to create your .param file. I've detailed the .param file a bit further below. You'll now need to create a .bat which runs roq.exe. Something like this is appropriate: roq.exe Your_Param_Here.param pause The program will then build an ROQ based on the parameters in your .param file. This may take a while! The finished ROQ will show up in the same directory as roq.exe. If you want the program to not output as many lines, simply add a -q at the end. Or, you can output ROQ frames once the program has finished the file by doing -d <directory to store frames> Details on the .param file The basic syntax of the .param file follows: INPUT_DIR C:\Where_To_Find_The_Frames FILENAME _your_roq_here.roq SOUND _your_audio_here.wav INPUT*.tga [000-100] END_INPUT Some notes: INPUT_DIR cannot have any spaces, as I mentioned before. It tells the program where to find your frames. FILENAME is the output name of the file. SOUND is what audio file to use. It must be in the same directory as roq.exe! (alternatively, you could use an absolute path, I think, but again, no spaces) This field is entirely optional. See the notes below about audio format. INPUT/END_INPUT specifies how to process input. So for instance, I used "*.tga [000-100]". This specifies that the frames will be called 000.tga, 001.tga, etc all the way up to 100.tga. You could also do something like "screenshot*.jpg [000=100]" and it'll use screenshot000.jpg all the way up to screenshot100.jpg. Please see note at the bottom for supported image formats. Some extra fields that you could add to your param file: SCALE_DOWN - If this line is added to the file, the input will be scaled down. Usage: SCALE_DOWN FULLSEARCH - Use this for ROQs which will appear as a fullscreen video. It will scale up video without losing quality. I think this is spelled wrong. Usage: FULLSEARCH SCALEABLE - The ROQ will scale up to higher resolutions ingame by resampling the ROQ. Should probably be using this in tandem with FULLSEARCH Usage: SCALEABLE NO_ALPHA - If this line is added to the file, the alpha channel in the images will be ignored entirely. Usage: NO_ALPHA TIMECODE - Only use this line for certain MPEG files that aren't being displayed at the correct resolution. Usage: TIMECODE HAS_SOUND - Has no actual effect at all. START_PALETTE - Specifies the name of the palette file to use for start. (I'm not actually sure what these are used for.) The program will search for these in <your path>/LocalLibrary/vdxPalettes Usage: START_PALETTE <palette file name> END_PALETTE - Specifies the name of the palette file to use for end (see above notes on START_PALETTE) Usage: END_PALETTE <palette file name> FIXED_PALETTE - Uses this fixed palette for the whole video. (See above notes on START_PALETTE) Usage: FIXED_PALETTE <palette file name> SCREENSHOT - This line is a hint to the ROQ compiler that we're using screenshots instead of MPEG. Usage: SCREENSHOT KEY_COLOR - Specifies the key color of the video. Using this correctly can help prevent color artifacts in heavily compressed ROQs. Usage: KEY_COLOR <R> <G> <B> JUST_DELTA - Has no effect whatsoever. Usage: JUST_DELTA CODEBOOK - Makes codebook vector tables. Usage: CODEBOOK FIRSTFRAMESIZE - Sets the frame size of the first frame. Note that this is only one number, not two. Usage: FIRSTFRAMESIZE <size> NORMALFRAMESIZE - Sets the frame size that the ROQ is normally displayed at. Note that this is only one number, not two. Usage: NORMALFRAMESIZE <size> STILLFRAMEQUALITY - Has something to do with JPEG quality, I'm not certain on this yet. Usage: STILLFRAMEQUALITY <quality> FADEDOWNSTARTFRAME - Specifies the start frame to do a fade down effect. ROQ.exe will fade the video out, starting at this frame. Usage: FADEDOWNSTARTFRAME <framenum> FADEDOWNDURATION - Specifies how many frames it takes to do a fade down effect. Usage: FADEDOWNDURATION <frames> FADEUPSTARTFRAME - Similar to FADEDOWNSTARTFRAME, but has the opposite (a fade in effect). This specifies which frame to start this effect on. Usage: FADEUPSTARTFRAME <framenum> FADEUPDURATION - Specifies how many frames it takes to do a fade up effect. Usage: FADEUPDURATION <frames> MPEGCROPWIDTH - Crops the MPEG file (if used). Usage: MPEGCROPWIDTH <width> MPEGCROPHEIGHT - Crops the MPEG file (if used). Usage: MPEGCROPHEIGHT <height> MPEGCROPXORIGIN - Crops the MPEG file (if used). Usage: MPEGCROPXORIGIN <x origin> MPEGCROPYORIGIN - Crops the MPEG file (if used). Usage: MPEGCROPYORIGIN <y origin> FPS - Frames per second. (CAUTION: I'm currently not sure if this means that it simply duplicates/drops frames in order to maintain FPS, or if it actually changes the rendering FPS ingame for the ROQ...proceed with caution) Usage: FPS <fps> Supported Image Formats roq.exe uses an image library designed for supercomputers with a huge selection of supported formats. As far as I can tell, the following formats are probably supported: .jpg, .bmp, .tiff, .tga, .gif, .pcx, .ico, .pic, .pict, .hdf, .pix, .cur, .eps, .epi, .epsi, .epsf, .icon, .cursor, .pr, .iff, .vff, .suniff, .tanc, .miff, .x (NOT directx), .avs, ... (tons of other obscure formats) I haven't tested all of these. .png is NOT supported however Supported Audio Formats Credits DT85 for help with ROQ stuff jedis for putting code up on Github for roq2, this was a big help MaceCrusherMadunusus for the note on audio San Diego Supercomputer Center, their docs helped me figure out which image formats were supported
-
After some further discussion with the others, I've made edits to the OP.
-
If a grenade requires at least 1 kill to break even, that's a pretty big risk. We can of course, gather information about weapon kills and perform some data analysis. I've seen the pics of the bugged hitboxes. I'm wondering if maybe it's using mesh based collision and botching it somehow?
-
At some point in development of JA, there was to be an NPC known as the Cultist Destroyer. It would instantly go into a rage mode and try to suicide bomb next to the player. While I haven't talked to Raven about why this NPC was removed, I can only speculate that it had something to do with cultural reasons (suicide bombing was oft-reported in the news during 2003's Iraq War) However, the .npc file and code is still intact, meaning this NPC was cut very late into development. There is also a cultist_commando npc which never appeared, and fully works (it has dual wielding blasters! awesome!) Anyway, enough talk. You can spawn this NPC using an npc_spawner entity with npc_type "cultist_destroyer". The NPC will go into a rage, disappear and you will die instantaneously. But there's no effect? Easy fix. The effects for the NPC didn't ship with the game but we can add them back in. For this you'll want to create a new PK3. In this, add an effects folder. Inside of that, a folder called force. Inside of this folder you will need an EFX named destruction_exp.efx. If you have no experience in creating an EFX file, that's okay, you can reuse an existing EFX like the rocket launcher explosion effect or one of the env/explosion ones. I don't know the splash radius on their explosion as it isn't explicitly stated in the code. Your mileage may vary.
-
We did some internal testing. Here are some points worth mentioning: Credits should be set to 200 100 per kill. Bounties should be set at 225 50 per kill and require 3 kills to activate, not 2.Bounty credits get factored into assists.10-25 credits are given every minute. Late joiners get these extra credits./pay is a cheat command in non-RPG, non-COOP modes.Slugthrowers should have armor modifier set to 0.6 (down from 0.8).Damage which ignores shields, should not block the shield regen timer.Reduce cost of grenades even furtherShields with high capacity should cost more than ones which regenerate faster. But not too much more.Thermal detonators should cost 50/100/200 100/150/200 each. This is a fair price considering that they cannot be cooked. That means with a Class A thermal detonator, you must kill at least two three people with it to make a profit.Stun grenades should cost 25 credits, not 50.Small bactas should cost 10 credits, not 15. Reduce price of all bactas by 25-33%Armor in general should cost less, affect speed less, and have more Effective Hit Points.Slugthrower ammo costs a little too much.Baktoid rockets cost too little.Dresellian Projectile Rifle ammo costs too little.EE-3 and Bryar weaponry costs too much.Change the default starter weapon to Trandoshan Suppressor Pistol again.Rocket launchers, concussion rifles, and repeaters cost too little.T-21 has invalid ammo.Flares cost 15 -> 5Explosive slugthrower rounds should set damage to 30.Some rare items (carbonite rifle, flamethrower, cryoban grenades, class A thermal detonators, etc) are so rare that they almost never appear. Should bump their odds up or maybe expand the number of items in the shop at once.Laser Projector appears in the shop but it does not work properly.Picking up a weapon should give you a clip or two of that weapon's ammo. Or credits maybe. Picking up a weapon gives whatever ammo that person was using when they died. If the person picking up the weapon does not have a weapon which uses that ammo, they receive credits instead.E-11 Carbine should cost around 700-800, around the same as the LT-60s, but have less damage.Starting pistol should sell back for full amount, not 1 credit.Shaped charges (i forget the name) should cost around 50 25 credits, not 350 (!!)Trip mines should cost around 25-50 credits. (down from hundreds that they costed before)ELG-3A has an invalid damage type for its first firing mode.FWG-5 has an invalid firing mode.Reduce bleed duration to 5 seconds (down from 10).Increase sideways friction to reduce the ability to dodge shots as easily.Explosive Slugthrower rounds removed.Code key detonators should spawn with the same frequency as Class E thermals.Add console command to list weapons that don't spawn in a treasure class (so we aren't missing any weapons that should spawn)Most rare items are not picked frequently enough. Partially because bactas take up spots in all tiers of treasure class. We should add more items to the vendor.New ideas for consumables: First Aid Kit. Heals for 25 and stops fire, poison, and bleed damage. Cost, 50 25 credits.Small Shield Booster. Instantly regenerate 25 shield points (even above maximum). Cost, 15 10 credits.Large Shield Booster. Instantly regenerate 50 shield points (even above maximum). Cost, 30 15 credits.New ideas for shields: Particle shields. They can block slugthrowers but they only block 50% of incoming damage (unless they are fully charged. In which case, they function like a normal shield)New ideas for ammo types: Poison gas canisters, can be used on LS-180 and AA-35 alt fire modeIncendiary canisters, can be used on LS-180 and AA-35 alt fire mode.Plasma canisters, can be used on LS-180 and AA-35 alt fire mode. Does more damage than Frag and Incendiary canisters, and leaves a burning patch, but the burn doesn't last as long.Carbonite Tank, can be used on CR-25.Overheated Tank, can be used on CR-25. Adds +5 damage per second.Sticky Fuel Tank, can be used on CR-25. Extends flame duration by 10 seconds.BlasTech Ion packs, can be used on any BlasTech weapon (EE3, DC-15a, E-11, ...). Converts the weapon to use ion damage, which punches hard against shields.Overcharged blaster packs. Adds +5 damage to any blaster weapon.Armor Piercing slugthrower rounds. Changes damage type to "MOD_SLUGTHROWER_AP", which has a 1.0 modifier against armor instead of 0.6.Incendiary slugthrower rounds. Adds 10 second flame debuff.Poisoned quarrels. Adds 5 second poison debuff.Plinking slugthrower ammunition. Removes the bleed debuff and adds +1 bounce.Flechette slugthrower ammunition. Set bleed debuff duration to 10 seconds. (Golan Arms FC-1 and FC-2 spawns with this ammunition by default)Compact BlasTech Blaster Pack. Adds +20 rounds to magazine. Justification for the above: Slugthrowers are extremely strong. Once you get a kill, you can have an automatic weapon which not only negates shields but can completely block them from working due to bleed mechanics. But once you're using a slugthrower, their ammo costs so much that you are forced into a rut. There's just no good alternative for a low-mid tier weapon, since most array guns and blasters are in the 1000-2000 range.Credit count at 200 is nice, clean and even. Plus, most of the grenades still cost a bit too much considering their relative power. We should balance consumables around how many you'll use in a life. At least in Versus.Starting pistol cannot be duped for infinite credits anymore, so it should sell back at the full advertised price.With shields, capacity is king. If you have a 100 shield, you start with twice as much HP (so long as the enemy is not using slugthrowers). Even if it's a slow recharge rate, you die pretty quickly.Stun grenades aren't too useful, since they can't be cooked. They should have a price reduction.Everything else should hopefully be self-explanatory. To be clear, these are changes being suggested for 1.3.1, the patch to 1.3.0. Not for 1.3.0. We're going to release that as soon as we determine the cause of a server crash that's been going on.
-
Hi, We are hosting another scrimmage match. This time will be to diagnose a server crashing issue on Linux. It will use a new version, 1.3.0c, which will only require a small upgrades from 1.3.0b, which was used in the previous scrimmage match. We have re-added the advanced crash logs so we can diagnose the issue with much greater precision. There are other changes which will be in the 1.3.0c change log. Please sign up here. We will announce the time and date once more people have signed up.