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ET Pro 3.2.6 beta test release 1
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Sat Jul 22, 2006 6:37 pm    Post subject: ET Pro 3.2.6 beta test release 1 Reply with quote

http://etpro.anime.net/etpro-3_2_6-beta1.zip

new:

  • 2.60b support
  • bring client example.cfg up to date
  • mortis fixes for fueldump and railgun
  • |FF|Im2good4u ui update. Added cg_centertime and fixed menu box size
  • #944 - competition fueldump
    Tank is completely removed, first half of map is skipped.
    Depot side wall and depot gate are now dynamitable.
  • #964 - show who did team commands like pause, specinvite, readyteam
  • #959 - uncheatprotect cg_centertime
  • #967 - added 6 new crosshairs, which are variants of the orignal 0-5 that work better at small sizes
  • #960 - allow .config to require a particular mapscript
    syntax: in a (non default) map block put
    mapscripthash <40char sha1>

    if no mapscripthash is specified, any mapscript is allowed
    if a mapscripthash is specified, and the hash of the loaded mapscript does not match, an error message is sent to all clients, and the config is cleared.

    the hash of the current script is stored in the readonly server cvar b_mapscripthash, so clients or server admins can query it.
  • Also improved config error handling. Now all parse errors result in the config being completely cleared, and a message broadcast to connected clients.


lua changes:

  • ps.viewangles added
  • s.eventParm added
  • ps.origin added


specinvite improvements:

  • show spectator invite status in /players.
    Where /players previously showed a red X for axis or a blue L for allies, it shows the following for spectators
    SH shoutcaster
    SB invited both teams
    SX invited axis only
    SL invited allies only
    S not invited
    This could be made more verbose if people think it is too obscure.
  • add specuninvite command. Refs and shoutcasters may not be invited or uninvited


bugfixes:

  • #935 - fireteam invite confused by numbers in names, breaks when using ft menu too
  • #936 - players may suddenly drown if they go directly from waterlevel 0 to/from 3
  • #939 - etpro doesn't play the the prepare and fight sounds when unpaused
  • #954 - setcs rcon abuse
  • #948 - using a fixed MG pauses panzerfaust
  • #955 - some trigger_objective_info fields cannot be modified from mapscript. We now allow trigger_objective_info fields to be changed in mapscript spawn section. Some (spawnflags, customimage, score, target, track, message) must be changed in the first frame, or first 3 frames.
  • #949 - don't leave the player with an empty grenade launcher (weapalt bug);
  • #962 - revive can leave you with an empty rifle grenade launcher
  • #957 - weaponbank 10 crashes the client
  • Prevent antiwarp circumvention via pmove_fixed
  • #961 - Having too many counters drawn crashes the cgame
  • #969 - accum buffer index validation is borked. allow 10 global or local accums, and correctly print an error if the script tries to use too many.
  • #970 - some items in the etpro config menu first page cannot be bound. make resettimer, opentimerinput selectbuddy 6 and 7 bindable in menu.
  • fix scripting bug with thinktime causing thinks to get missed - http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=135345
  • #965 - clients should no longer be able to get other client's ip
  • #966 - clients can force other clients to disconnect by generating a lot of commands
    Three server cvars were added for #966:
    b_floodKickRate - continious commands/sec, default 15
    b_floodKickBurst - max commands in a burst, default 20
    b_floodKickTime - time to kick flooders for, default 0

    The default values should keep flooders from lagging others off the server.


Last edited by bani on Sun Sep 03, 2006 3:22 am; edited 2 times in total
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Deus



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Sat Jul 22, 2006 10:17 pm    Post subject: Reply with quote

Download-Mirror: http://etpro.poohunter.de/etpro-3_2_6-beta1.zip

\o/
THX to the whole team
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Sat Jul 22, 2006 11:36 pm    Post subject: Reply with quote

This release requires the 2.60b client. It will not work with 2.60. If you want to keep the old version around so you can play on 3.2.5 servers as well, you can just rename one of your et.exe files.

If the server you play on has md5tool checks for et.exe (silly, but many do) then you need to make sure the correct one is called et.exe.

This release doesn't require a particular server version, but 2.60b or the latest ETTV is recommended.
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Fusen



Joined: 11 Feb 2004
Posts: 275

PostPosted: Sun Jul 23, 2006 1:16 am    Post subject: Reply with quote

IT'S ALIVE!
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Dersaidin



Joined: 06 Aug 2004
Posts: 197
Location: Australia

PostPosted: Sun Jul 23, 2006 1:31 am    Post subject: Reply with quote

I LOVE TEH BUGFIXES!!!
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Mamalukes



Joined: 14 Apr 2005
Posts: 4

PostPosted: Sun Jul 23, 2006 2:37 am    Post subject: Reply with quote

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squadjot



Joined: 10 Feb 2004
Posts: 378
Location: Somewhere in Valby

PostPosted: Sun Jul 23, 2006 5:35 am    Post subject: Reply with quote

I am a banana!
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Spoofeh



Joined: 26 Jul 2003
Posts: 307

PostPosted: Sun Jul 23, 2006 11:31 pm    Post subject: Reply with quote

Nice work guys!

A very serious bug though: reyalP is missing in the credits page. Wink
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Mon Jul 24, 2006 12:38 am    Post subject: Reply with quote

This mapscript hash looks good. Is this the correct usage in a .config file?

Code:
map radar
{
  set g_userTimeLimit 12
  command "forcecvar r_drawfoliage 0"
  mapscripthash "aedd7fddfbe18e7dd0d01ad5a9e308252b305a39"
}


I quickly hashed the scripts with sha1sum and got this output (ignore the non-default ones, they're from Mortis):

Code:
61709bcd0d4dfc0bc6523e01c456f0dbe295ccd8  battery.script
a8d567b8a8b986398be8cde87094d71ae8ee881f  fueldump_lms.script
e2ec013c9cb6c9f66635ede8a2bbaba1ca87c122  fueldump.script
d3275d44a296ba7a2a5ca0031b069d7e8851ad0a  goldrush.script
5d2aace2499495eaf72ff89565cfbff75b8a4b56  oasis_lms.script
f66e3d3d51afd5439cd7d917f4e01f96ac473145  oasis.script
aedd7fddfbe18e7dd0d01ad5a9e308252b305a39  radar.script
81322f51fd7181439ad8b8e161e25b3eb9e0547a  raiders.script
e113a4039ab8c95f58ee33399b11537b7af46d53  railgun_lms.script
ee0ce68ea03754caef4910c32fff2d498830b489  railgun.script
bcb067d337c01c000a41a7926086ab812d499e3b  sd4_wl1.script
d4145d860ce30b5e5c88230c5061c37a694520ee  sos_secret_weapon.script
a0318973968d56f0b380a3affe8271076dfdfddf  stalingrad.script
0fe9497a492c2067429fd2927d93ab86f0b09ba7  supplydepot2.script
10867ea1632e7db5ff93f42af439a32a4189d37d  supplydepot.script
7ce22d40cac6bfbe20f5f36e891ca8e741f1db41  sw_fueldump.script
a56278eeb941b8860c9bfb456956c15b9819451c  sw_goldrush_te.script


Can anyone confirm this is the stuff we need to use for building configs? Can't test it right now, I'm at work Wink.
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Mon Jul 24, 2006 1:13 am    Post subject: Reply with quote

You can also get the hash values from b_mapscripthash on the server, after loading the map. b_mapscripthash stores the actual hash of the loaded map, not the one required by the .config

The ones you posted (at least the couple I checked) seem to be correct. The usage you posted should be correct as well.

You will also have to exercise some care that mapscripts don't get line ending conversions performed on them when you extract or transfer them.
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deej



Joined: 19 Mar 2004
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Location: Belgium!

PostPosted: Mon Jul 24, 2006 4:14 am    Post subject: Reply with quote

Yep it works this way indeed.

I tried it with Mortis' supplydepot2.script, modded the script with only one extra character and got this:

Code:
^3etpro: ^1ERROR^7: Incorrect mapscript installed for config extreme
^3etpro: ^1ERROR^7: need e18f45aed551163256373a6ea2f2bce9cabcb651 got BC2B8038CDEB5095B5C17150818D7CC621A28837
^3etpro: ^1ERROR^7: Config aborted. Please install the correct mapscript.
etpro: config reset.


This was all that is needed in my .config file:

Code:

map supplydepot2
{
   mapscripthash "e18f45aed551163256373a6ea2f2bce9cabcb651"
}


Nice job ETPro team!
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mortis



Joined: 06 Jul 2004
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PostPosted: Mon Jul 24, 2006 6:42 am    Post subject: Reply with quote

The main issue will be for ladders using a 'slightly modified' version of any script. I'll probably just forward any future stock map bug fixes to reyal, so that it can be properly bundled with etpro, and the new script hash announced... Very Happy
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ReyalP



Joined: 25 Jul 2003
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PostPosted: Mon Jul 24, 2006 11:15 am    Post subject: Reply with quote

mortis wrote:
The main issue will be for ladders using a 'slightly modified' version of any script.

It's up to the league admins to find and put the correct hashes in their .configs.

The whole point is to help make sure that match servers have whatever scripts the league requires. It isn't so much an anti-cheating measure (since motivated server admins can always cheat) as a configuration sanity check.
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mortis



Joined: 06 Jul 2004
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Location: at the center of the e-universe

PostPosted: Mon Jul 24, 2006 11:39 am    Post subject: Reply with quote

Yes, and I totally agree about its usage.

I was just thinking in terms of *official etpro script hashes*. Some leagues want the fixes, but adhere very closely to official etpro releases only...I guess i'll continue to spam you and the general public with my future bugfixes. Very Happy

Nothing to see here. Keep moving. Please disperse....
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ouroboro



Joined: 26 Jul 2004
Posts: 662

PostPosted: Mon Jul 24, 2006 11:50 am    Post subject: Reply with quote

Speaking of cheating, can we assume there will be a short window of relatively cheat-free gaming while they work around the new version? It always seems like pubbing is much more pleasurable after a new release, presumably because it breaks all teh hax. Very Happy

I did notice the updated etpro_cheats.dat file, BTW. Cool
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