This is the Tribes 2 Linux 23115 update. Changes for 23115: ======================== - (bug fix) The ALT key no longer sticks when toggling fullscreen mode under Linux. - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password " on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable. Changes for 22755: ======================== - (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders Changes for 22460: ======================== - **GAMEPLAY CHANGE** Spider clamp turrets need more surface area for legal deploy space now - Minor tweak to improve long-term server stability. - A new voice codec, 'GSM' was added to allow voice communication between Linux and Windows users. - Minor sound system tweaks and fixes. - Minor BOT navigation and seeking improvements. - Fix removing BOTs counting toward the Vote Meter representation. - Improvement for vehicle physics, particularly instances when vehicles would get stuck on their edge. - Fix for BOT's skins not dynamically updating to correct team skin, when Admin team changed them. - Fixed bug where certain cases would cause cursor to vanish when it should not. - Minor server query improvements. - Fix players can be added to the 'Admin List'. - No more voting to BAN, only Super ADMIN may now BAN. - Various GUI improvements, notably the Voice Com. elements in the Lobby, and some minor pointer icon improvements for certain cases. - Linux 'Penguin' symbol added for Server List Screen when joining, so users may identify Windows and Linux servers at a glance. Changes for 22337: ======================== - Added a default Arial font so that missing fonts in the community forums don't crash the client. - OpenAL is now dynamically loaded, reducing CPU usage when sound is turned off. This also fixes the problem where once sound is disabled on the command line, the client prefs had to be edited to re-enable it. - **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. - **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. - There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. - There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. - A stray underground generator was removed from Caldera. - The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. - If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. - Bounty & Hunter: The player icons on the command maps are now the correct colors. - More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. - The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. - Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) - Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. - Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. - Added a platform indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) - Fixed a small texture leak on 3Space objects. - Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon). Changes for 22228: ======================== - Fixed a problem that could have caused texture leaking in the interiors - Fixed an AI problem in Training 2 - A bug where infinite ammo could be gained by tossing the ammo was prevented. - Fixed a problem in Training 2 where a waypoint wouldn't update properly. - Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. - Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. - Active server queries will be cancelled now when you join a game (loads game faster now). - If standing in an inventory station when it is destroyed you no longer permanently lose weapons. - Fixed a problem where the bombardier could create a permanent targeting laser. - Cleaned up Chat text to remove programming characters. - Fixed "highlight text with my nick" option so it saves preference to file correctly. - Made MPB able to climb hills more easily and reduced damage from impact with the ground. - Added button to stop server queries in progress on "JOIN" screen. - Observers can now only chat with other observers (no one else can hear them). - Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. - Bots will now claim switches in CnH more accurately. - Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. - Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. - Fixed Chat HUD so that page up/page down works better. - Fixed a situation where Heavies could end up being permanently cloaked. - The MPBs on the "Alcatraz" map now deploy correctly (Siege map). - The "edited post" date stamp now works correctly. - If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. - The Score Screen (F2) is now available while in a vehicle. - You can now vote to kick observers, if desired. - The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) - Some console spam associated with the Wildcat has been removed. - There was a situation where a player could die twice if he fell out of bounds. That has been resolved. - Screen resolution information should update properly now when restarting the application. - The camera should no longer be able to dip below terrain when in third person mode. Changes for 22075: ======================== - Voice over IP support has been temporarily disabled Changes for 22002: ======================== - Fixed ambient sound angle attenuation - Added preliminary voice over IP support (Linux <-> Linux only) - Fixed lots of crash bugs - No longer minimize the window when launching a URL in windowed mode - NVidia 0.9-769 drivers rock! Definitely upgrade your drivers! :) Known issues: ============ - NVidia OpenGL 0.9-769 driver issues: Single-processor and Multi-processor: * Some versions of agpgart lock up under heavy load. - Matrox OpenGL driver issues: * The Tribes 2 rendering hits a software path ====== Please report all bugs to Fenris: http://fenris.lokigames.com/