1. #1

    Default R# 202 - 27. November 2016

    Bugfixes

    • NPC resists are working now - a bug has deny any calculation of the damage reduction
    • Drones should now work as intented and they are not using the MC-Subskill for damage calculation anymore
    • Server selection should now be able to show a playercount beyond 100+ instead of "FULL"
    • Switching your current outfit should not lead into a corrupt character model anymore
    • Second Love should now be moddable with the ULTIMA mod
    • Mobspawn in AMC5 has been adjusted. More mission related mobs now spawn in the area around the mission NPCs. Increased general mobspawn for this sector.
    • The F8 missionwindows now displays the correct amount of missiontargets for the Wesley-mission (AMC5 tutorial)
    • Fixed vegetation with wrong textures or invisible LoD's


    Gameplay

    • Softupdate 201.1 - 201.3
    • Buffs do have a new colored glove
    • You are now able to customize the damage numbers yourself. There are a bunch of available options you can use by simply combine the values bitwise (OR). You can use the command "/set ctrl_renderdamagemode x" ingame or add/set the "DamageAnimationFlags=" key to your preferred RPOSCOLOR.INI section. The value 0 restores the original behavior


    Balancing

    • HOLY RESTORATION is now using 30 psi power instead of 15.


    Damage Render Flags:

    Code:
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_UP					1
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_DOWN					2
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_RND					4
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_UP					8
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_DOWN					16
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_RND					32
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_UP					64
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_DOWN					128
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_RND					256
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SUM					512
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_REMOVELAST				1024
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Y_UP				2048
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Y_DOWN				4096
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_X_UP				8192
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_X_DOWN				16384
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Z_UP				32768
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Z_DOWN				65536
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_FADE_TEXT				131072
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_SHADOW				262144
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_SCALEANIMATION			524288
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_ALLOWZERODMG			1048576
    Would be cool to see a community crafted tool to create these flags on a more simple way

    INFO: Update are not fully complete yet
    Last edited by Xortag; 28-11-16 at 03:08. Reason: added content bugfixes to the list
    Zoltan
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  2. #2

    Default

    Quote Originally Posted by Zoltan View Post
    [*] You are now able to customize the damage numbers yourself. There are a bunch of available options you can use by simply combine the values bitwise (OR). You can use the command "/set ctrl_renderdamagemode x" ingame or add/set the "DamageAnimationFlags=" key to your preferred RPOSCOLOR.INI section. The value 0 restores the original behavior[/LIST]

    Damage Render Flags:

    Code:
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_UP					1
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_DOWN					2
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Y_RND					4
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_UP					8
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_DOWN					16
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_X_RND					32
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_UP					64
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_DOWN					128
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_Z_RND					256
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SUM					512
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_REMOVELAST				1024
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Y_UP				2048
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Y_DOWN				4096
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_X_UP				8192
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_X_DOWN				16384
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Z_UP				32768
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_SLIDE_Z_DOWN				65536
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_FADE_TEXT				131072
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_SHADOW				262144
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_SCALEANIMATION			524288
    #define RPOSAUXWINDOW_DAMAGERENDERFLAG_TEXT_ALLOWZERODMG			1048576
    Would be cool to see a community crafted tool to create these flags on a more simple way

    INFO: Update are not fully complete yet
    Sum doesn't seem to work when you add multiple things. If I have JUST SUM set, it'll display the summed number correctly. If I add anything to 512, it becomes a scrambled number looking like 1 overlayed on top of the other. Tried different combos also. Adding just 1 thing to SUM, stops it from SUM'ing.
    Last edited by Sevendust; 27-11-16 at 09:15.

  3. #3

    Default

    Cancel that, I believe sum is just sum of the recent dmg done, and not actually summing the dmg of the hit into one number.

  4. #4

    Default

    Additional changes for patch R#202

    Bugfixes

    • Mobspawn in AMC5 has been adjusted. More mission related mobs now spawn in the area around the mission NPCs. Increased general mobspawn for this sector.
    • The F8 missionwindows now displays the correct amount of missiontargets for the Wesley-mission (AMC5 tutorial)


    /added to startpost
    Last edited by Baldur; 27-11-16 at 13:08.
    Baldur
    Management - Content Development
    Neocron Support Team
    N E O C R O N - G A M E . C O M

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  5. #5

    Default

    Quote Originally Posted by Baldur View Post
    Additional changes for patch R#202

    Bugfixes

    • Mobspawn in AMC5 has been adjusted. More mission related mobs now spawn in the area around the mission NPCs. Increased general mobspawn for this sector.
    • The F8 missionwindows now displays the correct amount of missiontargets for the Wesley-mission (AMC5 tutorial)


    /added to startpost
    Thank you Zoltan, great news!

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