SLV Versions & History

Strangelove, the ride the rocket mod for UT99.
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SC]-[WARTZ_{HoF}
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SLV Versions & History

Post by SC]-[WARTZ_{HoF} » Mon Dec 25, 2017 9:50 pm

***DOWNLOADS***
SLV.zip
StrangeLove V100
(1.97 MiB) Downloaded 70 times
SLV2.zip
StrangeLove V200
(4.79 MiB) Downloaded 68 times
SLV201.zip
Un-offical Release
StrangeLove V201
(4.7 MiB) Downloaded 65 times
SLV202.zip
StrangeLove V202
(4.73 MiB) Downloaded 68 times
SLV203.zip
StrangeLove V203
(10.17 MiB) Downloaded 69 times
SLV204.zip
StrangeLove V204
(10.03 MiB) Downloaded 68 times
SLV205.zip
StrangeLove V205
(10.16 MiB) Downloaded 77 times

***VERSION HISTORY***
============================
100 - Initial release. 5/8/2000 Al McElrath (yrns@0fus.com)
============================

[ISSUES] - Sometimes the client glow "sticks" and your screen gets permanently
green-ish. Happens very rarely, and I haven't figured it out yet.
[ISSUES] - In network play, if you're carrying more than one Strangelove, it
makes another "fire" sound when you eject.
[ISSUES] - The network rider movement and HUD animation are a little
choppy. There should be some way to optimize these in multiplayer.

2.0.0 - Initial release.

============================
CHANGELOG v200 to 201 - Latest version by 'yrns' (unofficially released by HogMan).
============================

[ FIXED ] - The SLHUD not working on servers running UTPure protection.
[ FIXED ] - Player view rotation not being reset when going from shooting to pilot mode.
[ CHANGED ] - Damage radius for rockets crashing into a wall.
[ ADDED ] - Client side rear view mirror.

============================
CHANGELOG v201 to v202 :
============================

[ FIXED ] - No more 'Received unwanted function ServerMove' errors.
[ FIXED ] - Null pointer access violation in StrangeShell.tick().
[ FIXED ] - Null pointer access violation in SLHUD.shake().
[ FIXED ] - Null pointer access violation in SLFuelpod.validActor().
[ FIXED ] - Call to playAnim() in SLFuelcore.Pickup.stopHover() when the mesh was set to none.
[ FIXED ] - Switching from pilot mode to shoot mode and then quickly switching back while the weapon raise animation was still playing didn't put the weapon down.
[ FIXED ] - Holding fire while switching to yellowjacket caused the yj to pretend to fire, however it dealt no damage.
[ FIXED ] - Excessive calls to SLHUD.renderHUD() while in disabled state.
[ FIXED ] - Null pointer access violation in StrangeShell.moveRocket().
[ FIXED ] - Null pointer access violation in Engine.GameInfo.Killed() when you blow yourself up and another player goes down in your nuclear blast.
[ FIXED ] - Last rocket being in armed state instead of auto armed state.
[ FIXED ] - Fuel level indicator displayed wrong when the clients default fuel variable differs from the servers default setting.
[ FIXED ] - A rocket with no pilot could still cause the SLHUD to shake.
[ FIXED ] - SLHUD not shaking in netgames.
[ FIXED ] - Shake magnitude in SLHUD wasn't reset for new rockets.
[ FIXED ] - A slight reduction in client/server positional differences for SLV rockets.
[ FIXED ] - Rocket behaving weird and self destructing a few seconds after its pilot has disconnected from the server.
[ FIXED ] - Bug where the player would be in gunner mode riding an SLV, as the player gets on the new SLV (with alt fire) the old SLV doesn't auto arm itself when the warhead mode was set to auto.
[ FIXED ] - UTPure kicking a player when he or she presses alt fire for the SLV launcher.
[ FIXED ] - Weapon status and crosshair not displayed when UTPure is enabled.
[ FIXED ] - Some weapon animation glitches in netgames. (SLV202Beta2-bug)
[ FIXED ] - Rockets owned by a player that leaves the game changed direction and didn't explode when hitting a wall. (SLV202Beta2-bug)
[ ADDED ] - A mutator which enables the kill messages for kills made with a SLV rocket (such as for double kills). (Semi-bug)
[ ADDED ] - Two methods of rocket movement (curving) synchronisation between the client and server. Makes sure your rocket explodes where you see it hit the wall. (Semi-bug)
[ ADDED ] - SLV rocket exhaust fumes for the red, green and yellow teams.

============================
CHANGELOG v202 to v203 :
============================

[ FIXED ] - Crosshairs not showing when weapon hand was set to hidden.
[ ADDED ] - Configurable amount of yellow jacket clips.
[ ADDED ] - Configurable amount of yellow jacket hit damage.
[REMOVED] - SLV beta version expiration check.
[REMOVED] - Obsolete/unused variables in class StrangeShell.
[CHANGED] - StrangeShell now extends Projectile instead of GuidedWarshell.
[REMOVED] - Legacy debug code and debug classes SLCannon, SLCannonSN, SLLog and SLDebugMutator.
[ ADDED ] - Option to disable the scream sound played when launching a rocket.
[ ADDED ] - Option to disable switching to armed warhead state.
[CHANGED] - All configurable options have now been placed in one section: SLConfig.
[ ADDED ] - Some optimizations to reduce memory usage and network traffic.
[ ADDED ] - Ability to change the cruising speeds of SLV rockets.
[ ADDED ] - High resolution crosshairs.
[ ADDED ] - Configurable rocket armor.
[CHANGED] - Amount of damage smoke produced by a rocket now depends on the amount of damage taken.
[ FIXED ] - Accessed array out of bounds warning in SLKonglauncher.bringUp().
[ ADDED ] - Option to equip rockets with an additional booster.
[ FIXED ] - Rocket slightly deviates from path when switching back from gunner to pilot mode.
[ ADDED ] - Option to use team colored shock waves.
[ ADDED ] - Configurable default fire mode of the yellow jacket.
[ FIXED ] - Fuel pods sometimes disappear after a while.
[ ADDED ] - Option to show sparks when a rocket takes damage.
[CHANGED] - The SLKillMsgFix mutator is automatically loaded if useKillMsgFix is set to true.
[ ADDED ] - Option to make unpiloted rockets either bounce off or explode on explosions of the same team.
[ ADDED ] - Weapons can be excluded from being replaced by the StrangeArena mutator.
[ ADDED ] - Support for customized rocket skins.
[ ADDED ] - Option to prevent SLV rocket pilots from carrying / picking up a flag.
[ ADDED ] - Option to give players a certain amount of fuel cores each time they respawn.
[ ADDED ] - Option to give players some fuel cores each time they pickup a launcher.
[ FIXED ] - Accessed null class context in SLNullWeapon.maxOut().
[ ADDED ] - Mutator to automatically upgrade embedded SLV items in maps to those of this version.

============================
CHANGELOG v203 to v204 :
============================
[ FIXED ] - Server crashes with 'Critical: HandleStream' due to a delayed bunch.

============================
CHANGELOG v204 to v205 :
============================
[REMOVED] - Bot support.
[ FIXED ] - Some server settings not correctly being applied at the clients.
[ FIXED ] - Booster option affecting the SLV turn radius.

medor
Posts: 50
Joined: Sat Sep 30, 2017 4:14 pm

Re: SLV Versions & History

Post by medor » Tue Dec 26, 2017 7:39 am


Nelsona
Posts: 479
Joined: Sat Sep 30, 2017 5:03 am

Re: SLV Versions & History

Post by Nelsona » Sun Dec 31, 2017 7:55 am

That NewNet... Does it work with XCGE properly ? If not, give me a reason to fallback into a non crash-free environment. I did not see that running well so far nowhere, it is spamming logs which are proving that codes are still wrong.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

medor
Posts: 50
Joined: Sat Sep 30, 2017 4:14 pm

Re: SLV Versions & History

Post by medor » Sun Dec 31, 2017 9:45 am

Deepu test this not me i'm just a noob ^^
Deepu say it work but ave a bug with monsters. https://ut99.org/viewtopic.php?f=64&t=5 ... +V#p102525

Nelsona
Posts: 479
Joined: Sat Sep 30, 2017 5:03 am

Re: SLV Versions & History

Post by Nelsona » Mon Jan 01, 2018 1:22 am

Not for going very off-topic - speaking about hosting stuff for UT. You should complete your downloads with proper locations. Let me explain what is about shortly.
You have loaded at MH game-types modules which are part of NavAdder which is a mutator not a game-type. Those files are not standalone mutators "P_CrystalMine3", "Antalius", those are packages which NavAdder is loading and running - they won't start themselves without NavAdder. No one can figure what is about if main mutator core files are missing and no explanations nowhere. Seriously did you tested what is about ?
As final note NavAdder is working only on XCGE servers . So if you want to host them you should rethink strategy because those are linked together NOT separate.
This (NavAdder) is probably the first mutator in UT history which is supporting future updates for future bad maps WITHOUT any FUTURE INI file EDITING when server is being updated - just copying files in System and mutator will find and launch them by itself without even to stop server.
I'm gonna start a topic in Development section where I'll explain what is this - imagine an antivirus updating itself.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

medor
Posts: 50
Joined: Sat Sep 30, 2017 4:14 pm

Re: SLV Versions & History

Post by medor » Mon Jan 01, 2018 9:26 am

Ok i ave report that useful info to deepu.
For the moment it was on health treatment

Nelsona
Posts: 479
Joined: Sat Sep 30, 2017 5:03 am

Re: SLV Versions & History

Post by Nelsona » Mon Jan 01, 2018 9:59 am

NavAdder+FILES which I described toward hosting problem has nothing to do with Deepu, "medor.no-ip.org" it's your site not Deepu's one. I've opened a topic about these files dropped with no special description - seriously dude, any "downloader" has no clue what to do with them as long as they have no link with main mutator which is not in the same spot. For such thing I recommend a separate folder "Dynamic_mutators" having a sub-folder and not dropped with other files like in a trash-box.
The rest of NewNet for me has no meaning as long as they are not clean as the rest of "mods".
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Cancer{HoF}
Posts: 13
Joined: Thu Dec 28, 2017 6:11 pm

Re: SLV Versions & History

Post by Cancer{HoF} » Mon Jan 01, 2018 2:36 pm

used to play the heck out of these mods good times

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