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#Post#: 335--------------------------------------------------
Exile 0.9.3 Update Discussion
DIR By: randall421
Date: October 2, 2015, 10:35 am
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[shadow=red,left]Exile Version 9.3 Update
due to be released Friday, 10/2/15[/shadow]
Here's a look at what's coming in this update:
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Admin Info
No wipe required, but recommend due to players duping a lot
No database update required
You need to update your description.ext and re-configure the
"showHUD" line
You need to update your BE filters
You need to update your mission file
You need to use new keys
Changelog
You can now destroy reinforced wood constructions. They take 3x
more damage than normal wood constructions.
Fixed safes / wood crates simulating physics after server
restart
Fixed range finders / scopes not showing distance
Fixed "Locked Vehicle/Safe Inventory Bypass" glitch
Fixed "Bipod" duping method (Navid / SPMG do not come with a
bipod out of the box anymore)
Fixed "Sell Button Spam" money farming method
Fixed "Take All Button" duping method
Fixed the "Take All" button replacing your vest / uniform /
backpack
Fixed the "Take All" button replacing your XM8 with a watch and
vice versa
Fixed accuracy showing too imprecise values at the traders
Fixed text not being centered correctly in "hints"
You can now attach satchel charges to vehicles, choppers, UAVs,
player or constructions
If you fly/drive a vehicle into a safe zone that has explosives
attached to it, the explosives will be dropped to the ground
The Bambi state will now end when you enter a vehicle
Locking/Unlocking vehicles now has a proper effect for feedback
Implemented a work-around to prevent players from crashing
servers with the "backpackception" method
The XM8 now shows 0 pop tabs instead of your total balance when
trying to send other players money
Vehicles that were parked in a safe zone have god mode after a
restart now
Fixed a problem where vehicle god mode could end when it had
different drivers/pilots
Vehicle turrets and static MGs do not do damage in safe zones
anymore
Limited the maximum speed of cars and bikes to 20km/h in the
safe zone to prevent trolls ramming into each other
Fixed a problem where you were a "muppet" outside of the safe
zone
You can now flip bicycles
Fixed a problem where vehicles where moved to ground level when
you flip them
You can now stop auto-running by pressing 0, W, A, S or D
Adjusted sales price of 30rnd 9mm, which was cheaper than 15rnd
9mm :)
Selling equipped weapons now works. If your equipped weapon has
components, it will also add the sales price of the attachments
/ loaded magazines to it. This only works for weapons that you
have equipped. If you sell a weapon with attachments in a
backpack, vest or vehicle, it will not add the sales price of
the attachments to it (Technically not possible, sorry!). You
might want to sell the attachments first and then the weapon to
have the same effect.
Added Arma 2 trees to our configs. Chop chop! - thx to HerrMohn
for sharing
Portable generators now work properly after restart
You can now move flood lights
Added the XM8 to the equipment trader
Lowered the chance of vehicles spawning with damage / explode
when purchasing them, after server restart and in general.
#armathings
Camp fires, wood chests, safes, camo tents and work benches can
now be placed without the need for a territory. However, you
cannot build these on enemy territory.
You cannot build camp fires, work benches and wood chests on
roads anymore. Sorry, road blockers!
Everyone with construction rights can deconstruct and move
objects in a territory. If you have placed something outside of
a territory, only the owner can deconstruct and move it.
If you deconstruct an object, it will drop the construction kit
item onto the ground.
If you deconstruct or move an object that has a code lock on it,
it will drop the code lock item onto the ground.
If you place a new construction and move more than 20 meters,
the object will now disappear. If you move an existing object
and move more than 20 meters, it will fall down instead.
Fixed duplicate messages being send (like death notifications
etc.)
Fixed corpses, AI and weapons de-spawning too fast when no
player was nearby.
Wrecks will now de-spawn almost instantly in safe zones
Fixed possible construction gaps after server restart.- thx to
Killzone Kid / NouberNou for sharing
A lot of boring optimizations to increase performance. A LOT!
We finally implemented snap-building. Kappa
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#Post#: 338--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: randall421
Date: October 2, 2015, 9:48 pm
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[shadow=red,left]Update has been Delayed. [/shadow]
[shadow=red,left]
Due to be released Saturday 10/3 or Sunday 10/4[/shadow]
#Post#: 339--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: ShadowCHI
Date: October 3, 2015, 6:21 pm
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Looks like it finally dropped. Let us know and we'll test it
once you get it installed. Hopefully all the fixes that are
listed are working good!
#Post#: 340--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: randall421
Date: October 3, 2015, 7:38 pm
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We are working on the update now and also uploading the new
addons as well. They aren't required just yet but the server
should not kick you if you have them enabled. They will be
required in a few days though once we get the new update running
smoothly. We will also be adding all of the new vehicles,
weapons, and items to loot spawns, missions, AI, and traders so
they will be FULLY integrated into the server.
We're adding RHS Russia, RHS US, Mas weapons, & Mas vehicles.
The download links for all of these mods are on the front of our
home page... www.ossgaming.com
#Post#: 341--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: ShadowCHI
Date: October 4, 2015, 1:08 pm
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Aaand, just like that now there is another patch, sheesh lol.
#Post#: 342--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: randall421
Date: October 4, 2015, 7:54 pm
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yep, server is being updated now to the new version now with a
couple of our own fixes.
#Post#: 345--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: ShadowCHI
Date: October 4, 2015, 8:27 pm
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Cool, will have to remember to download that tonight so I can
hop on ;-)
#Post#: 347--------------------------------------------------
Re: Exile 0.9.3 Update Discussion
DIR By: randall421
Date: October 4, 2015, 9:12 pm
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We also just updated the roaming AI so hopefully the patrols and
vehicle damage issues will be fixed. I did notice a setting to
disable damage to AI from vehicles but it was already disabled.
My guess would be that it was still enabling it anyway so
hopefully with the new version that setting will work properly.
From what I heard the new version added a thermal scanner that
you can use to view peoples keypads and if they used it within a
certain amount of time youll be able to see what buttons they
pressed. I think later on they will add more expensive locks too
that will have longer lock codes to make it harder to guess from
using the thermal scanner. Looking forward to trying it out :-)
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