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VICE Changelog - A history of changes to VICE
Version 1.2.0 (Latest) PDF Print E-mail
Written by VICE Admin   
Mar 31, 2009 at 12:00 PM

Media change: Graphics: New logo (VICE roundel)
Media change: Documentation: Primary documentation is the website.

        - Documentation updates will primarily be performed on the website
        - Easier to read/navigate

System change: New weapon type: CMG (compact machine gun)
        - primarily for infantry (but can be used as an LMG substitute in vehicles with weaker guns, e.g. a Lewis Gun)
        - lower calibre than LMG, so it does less damage against vehicles (but still kills infantry instantly)

System change: New weapon type: CMB (compact bomb)
        - new bomb type, weaker than other types
        - used for hand grenades and small rockets
        - weight of 1 (half of SMB)
        - is now the bomb for infantry to use

System change: Customized HP support
        - for all unit types
        - downward from the defaults only (sorry, cheaters!)
        - Limited in range so that unit type HP ranges don't overlap (e.g. AMA can be set to 101~150HP)
        - Configurable by adding "vicehp=xxx" anywhere in the root prim's description
        - HP setting takes effect at rez time
        - TCS HP scales in proportion to VICE HP

System change: removed CCC support
        - nobody who uses VICE appears to be playing with CCC; TCS is the sensor combat system of choice
        - The CCC part of the TCS/CCC addon script has been removed

System change: players' HP (and total HP) is now broadcasted when a player enters or leaves combat
        - "Creem Pye (v1.2, No Team, ALA, 100/100HP) has joined the fray" is the style when joining
        - "Creem Pye (v1.2, No Team, ALA, 34/100HP) has exited combat" is the style when a player exits
        - useful for displaying customized HP and also for pointing out cowards

System change: Added a version check when other units announce their version, to warn the user that they're out of date
System change: Added dummy damage values for "unknown" weapons

        -Very high damage values (9999) for unknown weapon types
        -Call unknown weapons "UNK"
        -Will provide better forward compatibility in case a weapon is added later, to avoid incompatible updates

System change: Improve bomb loadout description
        - Usually a bomb loadout with duplicate bombs would list the full bomb name multiple times, e.g.:
            "Bomb Loadout 1: VICE SMB Hurricane, VICE SMB Hurricane"
        - The improved format is:
            "Bomb Loadout 1: (2) VICE SMB Hurricane"
        - Single bombs still appear the same:
            "Bomb Loadout 1: VICE MDB German 250KG"

Weapon change: refactored bomb damage calculations
        - old way was to scale bomb damage by distance^3 (damage was a bit too localized in practice)
        - new way is to scale bomb damage by distance^2
        - bomb damage numbers have been rescaled to accommodate this new calculation style

Weapon change: bombs now work better across region boundaries
        - previously, bombs only worked if the attacker, bomb, and victim were all in the same region
        - the bomb code was rewritten to get around that
        - another side effect is lower latency for bomb damage

Weapon change: it is now possible to mix and match weapons in vehicles
        - e.g.  1HMG + 1LMG in ALA
        - only works in cases that wouldn't exceed previous loadout limits (e.g. if a vehicle could have 2HMG, 2LMG, or 1CAN before,  1LMG+1HMG is possible, but 1LMG+1CAN will break the can)

Weapon change: it is now possible to have multiple bullet rezzers of the same type in a single prim
        - e.g. an airplane can have 2 LMGs in the same nose prim
Weapon change: lowered HMG rate of fire
        - HMGs were just a bit too deadly and were abused (used in guns they don't belong in)
        - rate of fire is now lower, although the damage inflicted per bullet is about the same

Weapon change: SSG long range bullet
        - new bullet type for SSG
        - 2x the speed of normal bullets (useful for sniping)
        - SSG will retain the old style (short range) bullet as another firing mode

Weapon change: faster semi-auto firing rates for SCG and SMG
        - now can fire in semi-auto mode almost up to the rate of full auto
        - accuracy converges to the full-auto's accuracy when firing in semi-auto rapidly

Weapon change: bomb naming format is more compact
        - old bomb naming prefixes were "VICE SM Bomb" etc.
        - new bomb naming prefixes are "VICE SMB" etc. (2nd part is the weapon type acronym)

Weapon change: bullets are more visible now
        - 2x as fat and fullbright colors
Weapon change: CAN bullet is now "full speed"
        - previously it was ~70% of the speed of other bullet types
        - now it is the same speed as other bullet types

Weapon change: modify TCS sensor arc width
        - some hecklers claimed that my TCS arc was too narrow, as part of some conspiracy, so I investigated
        - old arc was 0.9% _wider_ (at 0.1585) than Cubey's script, according to precise measurements
        - new arc width is 0.1570796

Weapon change: lowered minimum effective range for infantry guns (SCG, SMG, SSG)
        - bullets now do damage at nearly point blank range
Bugfix: The rare double-death announcement on crash appears to be fixed
        - this can happen when 2 bullets hit a vehicle at exactly the same time when the HP is low
Bugfix: Fixed mislabeling of KMK as SMB in some cases

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Last Updated ( Apr 06, 2009 at 06:40 PM )
Version 1.1.2b PDF Print E-mail
Written by VICE Admin   
Sep 14, 2008 at 12:00 AM

Package change: Added TCS and CCC support to the example airplane. Also added a VICE bomb.
Package change: Added tips to the examples to encourage developers to explore the full-permission scripts.

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Last Updated ( Mar 31, 2009 at 12:32 PM )
Version 1.1.2a PDF Print E-mail
Written by VICE Admin   
Sep 14, 2008 at 12:00 AM

Package fix: Set the RPG rocket in the "SMB Test Gun" as a temporary object (bombs should always be temporary in case they don't explode!)

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Last Updated ( Mar 31, 2009 at 12:48 PM )
Version 1.1.2 PDF Print E-mail
Written by VICE Admin   
Aug 29, 2008 at 12:00 AM

System change: All non-bullet scripts are now compiled as Mono for better performance
Bugfix: The VICE Target script now checks for matching query IDs in the dataserver event
Bugfix: Fixed "VICE Targets crippled after more than 1 day of operation"
Bugfix: Removed extra "user has exited combat / user has joined combat" messages for combat sensors dedicated to a private combat channel
Package addition:Added "VICE Test Observer Egg" : A simple combat announcer, which uses the VICE observer script to announce the deaths of players

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Last Updated ( Mar 31, 2009 at 12:37 PM )
Version 1.1.1 PDF Print E-mail
Written by VICE Admin   
Jul 03, 2008 at 12:00 AM

Package addition: Placed the "VICE MLE Bullet" object in the infantry package and the "VICE Bomb" script in all packages. These missing pieces were already in the example weapons, but it's better to have them in the main packages.

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Last Updated ( Mar 31, 2009 at 12:35 PM )
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