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Monday, August 6, 2007

eXtreme+ version 2.2

Does anyone over there at eXtreme+ sleep? Seriously, I bet they must all be grumpy-Gus's cuz they just don't know how to take it easy and relax. Heck, *Joker, a senior support staff member is from California for gawd sakes. If anyone should know how to hang, it's gotta be the Californian surferdude in the bunch.


But no...they're busier than beavers-on-bennies those folks are.

Hot on the heels of a *complete* website overhaul ( BEFORE | AFTER ) now comes news of eXtreme+ version 2.2!

You will remember version 1.7 right?

Well that kinda turned into version 2.0 if you recall, which then morphed into version 2.1 (the bug fix and Linux/Window-all-in-one-trick-pony version).

The new version should be coming out in one week give or take a few days.

Why 2.2? Apparently it started out as a maintenance revision but the eXtreme+ folks started adding things that were being asked for like:

Invisible Spawn

Look no one there!


Invisible Spawn Protection (ISP) code has been used frequently by sniper servers. When the player is spawned his original model is saved for later and swapped with a null model (so now the player is invisible!). Then upon entry into spawn protection self invulnerability is set to false so that the invisible players are not allowed to get in places they normally would not be able to like across mine fields etc. After the loop is exited (spawn protection over) the program restores the player’s original model type and he is sent on his way: visible again! This lets you sneak away after spawning without the enemy seeing you.

LR Rifles and Hitloc. LR = Long range rifles.

Without this mod you would have only short range (real rifle bullets) hitloc and only about 320 yards of reach. Most sniper servers use a projectile weapon (without the resulting shell-shock) in the place of the rifle bullet to be able to play the big long range maps. This however results in kills for toe or even finger shots... not realistic or even fun. End result is that the mod allows you to shoot farther and lethality requires: location, location, location!

According to *Joker himself, who was kind enough to break the news to me, here are the changes:

1. First off, version 2.2 will be released in two ways

a) In it's entirety as v2.2
b) In a Delta File Format. This way servers running v2.1 can easily remove, replace or add files to update their servers to v2.2. This assumes of course that they have not extensively altered anything.

2. The changes!

The Weapons on Back (WOB)

- Changed: main code.
- Changed: model precaching now done when precaching weapons (_weapons). The weapon models are now loaded at the beginning of the game which makes for fluid weapon switching in the heat of combat.
- Added: enable/disable in cfg (playercontrol.cfg). This allows the admin to switch certain weapons related things off and on.
- Added: Having a weapon on your back in now *only* active when a secondary weapon enabled. You can have 1 gun, 2 guns, 1 gun and a pistol, 2 guns and a pistol, 1 gun and a knife, 2 guns and a knife, 2 guns a knife and a gerbil. Check that. The last option is still buggy and has not been included in 2.2.
- Added: no weapons on back in jail (LIB).
- Removed: lots of xmodel stuff. xmodels are stuff like trucks, tanks, potatoes ...etc. Apparently there is a limit to the amount of these xmodels in the game. The folks at eXtreme+ seem to have gone past that limit in version 2.1.

Weapon menus, ex_weapons, LMS GT script, obituary and weaponcontrol.cfg
- Changed: lowercased weapon names (for WoB).

Character scripts
- Changed: restored to what they were in 2.0 (not needed anymore by WoB).

FX: molotov_blast.efx
- Changed: removed thick smoke effects (caused lag).

FX: emitter_panzerfaust.efx
- Fixed: emitfx typo.

Roundbased gametypes
- Fixed: Inserted gas and firenade code into callbackPlayerDamage.
- Changed: weapon loadout in spawnplayer, and menuWeapon code.
- Fixed: lastwinner and roundwinner in ESD and RBCNQ now correctly read.

Liberation gametype
- Changed: code cleanup.
- Added lib logic to ex_spawn
- Fixed: LIB removed for all stock maps in mp\cod2maps.arena.

Liberation quickmessages (added in 2.1c)
- Changed: only active when LIB is playing.
- Fixed: headicon save/restore was old code.

Add to favorites
- Added: ingame menu expanded with line "Add this eXtreme+ server to your favorites".
- Added: enable/disable in cfg (miscfeatures.cfg).

Ammocrate teamcheck
- Changed: no more "no can do" messages when passing an enemy crate.

Artillery and mortars falltime
- Fixed: negative falltimes are now corrected.
Affects artillery_ambient, artillery_player, mortar_player, punishments (arty).

Liberation camper
- Fixed: camper punishment for players in jail.

DRM messages:
- Changed: inserted code to avoid extra "DRM : reading config file" messages.

Gas and fire nades
- Fixed: gas and fire nades respect spawn protected players now.
- In progress: hard to get the full friendly fire logic in.

Calls to [[level.callbackPlayerDamage]] will crash the server eventually.
- Changed: some code cleanup.

Invisible Spawn protection
- Added: enable/disable in cfg (monitoring.cfg).
- Includes invisible parachutes.
- Changed: no fade on SP hud icon (to synch player and parachute showing).

Also affects ex_main: moved spawn protection monitor above parachute thread.

Landmines
- Added: landmines also linked to ranksystem. Landmines based on weapontype still selectable.
- Fixed: initialization for variable self.handling_mine in ex_main.
- Fixed: handling of damage if player who planted the mine left the server.

Parachutes
- Fixed: proper handling of parachute protection.
- Added: option 0 for no parachute protection at all.
Warning: meaning for settings in cfg has changed (playercontrol.cfg)
- Changed: proper self unlinking when dead -- Thanks TNIC, you were right!
- Added: invisible parachute when invisible spawn protection enabled.
- Fixed: parachuting once is now really once, also when dying in the air.

Rank System
- Fixed: image updated on demotion.
- Fixed: ammo update for demotion now takes extra nades away (in ex_weapons).
- Added: ability to have preset ranks based on clan tags (ranksystem.cfg).
- Fixed: rank promotion/demotion weapon update was based on old rank.
- Added: rank promotion nades add-feature is now configurable.

Security and clan handling
- Fixed: proper var init before checkGUID stops checkInit().
- Changed: self.ex_name now stores clan tag.
- Added: ability to have inactivity kick exclusions based on clan tags (playercontrol.cfg).
- Fixed: clan tag at end of name bug. Now working properly.

Varcache:
- Added: var reading for the extra features.
- Fixed: ex_wepo_loadout (attempt) to turn ranksystem on. Now the wepo_loadout is turned off when the ranksystem is off.

Monitoring.cfg
- Fixed: descriptions for camp objtime minimum and default.

Long range rifles hitloc
- Added: LR rifles Hitloc.
- LR Rifles will be included as an Add-On in IWD format

Localized strings
- Fixed: Tennessee in obituary.str.

Map Rotation / Gametype Scrolling Messages
- Added HUD elements for more eye candy

Configuration files
- Changed: removed scr_allow_vote from serversettings.cfg and varcache (unknown to cod2).
- Changed: removed scr_freelook from serversettings.cfg and varcache (unknown to cod2).
- Changed: removed scr_roundcam from serversettings.cfg and varcache (unknown to cod2).
- Changed: removed g_forceteamspectate from serversettings.cfg and varcache (unknown to cod2).
- Changed: removed g_teamswitchdelay from serversettings.cfg and varcache (unknown to cod2).
- Fixed: seta sv_wwwBaseURL template in server.cfg.

Headshot and melee (bash) rewards:
- Added an optional extra points for headshot and melee kills (only DM and TDM). If the game doesn't give you points for a bash...heck folks, I will!

Misc
- ???? Fixed: free spec bug (_spectating.gsc).
- world sounds for mobile MG's fixed.
- URL eXtreme+ website changed (mod.str, cfg).