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JoshPiper edited this page Dec 14, 2019 · 8 revisions

Changelogs.

A list of changes for the updates not on the releases page, where we can find them.

Update 35

Release Date: August 2015

Fixes

  • Rotating lights fixed to affect source point

Performance

  • Significantly reduced server-side and client scan load
  • Substantially improved FPS performance with multiple cars
  • Major reworking of render stack to enhance FPS
  • Over 100% higher FPS than previous version in many scenarios

Manual Siren

  • Manual siren now changes to a higher priority tone when activated while the primary siren is paused

Sirens

  • Edited Smart Siren tones to sound smoother (yelp and priority, no more "tick" noise)
  • Redid all Smart Siren Rumbler tones to sound significantly less distorted
  • Code 3 Mastercom B
    • actual set used by the Alaska State Troopers and many other agencies
  • Code 3 Z3
    • Code 3's modern flagship siren amplifier

Traffic / Aux Lights

  • Define an EL_Disconnect table in your TA sequence and all applicable emergency lighting indexes will be "disconnected" from the warning sequence
    • Serves as an alternative to the component-override for more precise control

HUD

  • Brand new HUD
    • Icons and colors based on the actual Whelen CenCom control panel
    • Light-stage meters for Primary and Auxiliary lights
      • "Traffic" lighting is now called "Auxiliary" (see [Best Practices](Best Practices))
    • See progress of available options on all features (with max of five illumination options displayed)
    • Highly optimized to render in up to 95% less time than previous HUD

Vehicles

  • TDM Dodge Charger
    • Correct taillight/parking light
    • Fixed rear Talons erroring out in Code 3 lightmode
  • TDM Crown Victoria
    • Improved taillights to appear more realistic
    • New lighting technique for front headlights and markers
  • LW 2015 Dodge Charger
    • Added default vehicle lighting

Appearance

  • Modified source color calculations to make color clearer, primarily in brightly lit environments
  • Modified flare (or "corona") rendering to look smoother

Auto Components

Submaterial Lighting

  • Photon's basic lighting now supports setting vehicle submaterials for each applicable state

Siren Context Menu

  • Added siren-changing context menu
    • Right-click while driving a vehicle in a Sandbox-derived gamemode
    • Sirens are categorized on manufacturer or country

Settings Menu

  • Configure any Photon key control in the Utilities menu
  • Clients can now control:
    • If Photon emergency lighting should render
    • If Photon standard lighting should render
    • The opacity of the emergency vehicle panel hud
  • Servers can control
    • Whether players can adjust their siren model
    • Whether players can adjust their vehicle's lighting preset

Index-free skinning.

  • Specify a texture to use as the vehicle skin that is not affected by the player's used skin indexes
    • This means Photon cars can be released with a skin file that will always work and will not rely on whether the player has conflicting skins for those indexes or not

Aurora

Release Date: August 2015

Fixes

  • A few more debug windows and mitigations of error spam.

Rendering Effects

  • A new effects layer was added to light rendering. This expands on anamorphic lens flare effects and can be toggled on or off if desired. Performance impact is relatively little, disabling the effects may yield 0-5 additional FPS.

Performance Enhancements

  • Further work was done to optimize render calculations. Users may see a 5-15% increase in FPS while Photon is active. The most notable changes will be with vehicles released after June 2015, while vehicles before will likely see little to no difference.

Additions

Unit Numbers

Starting with the Chevrolet Tahoe Police Pursuit Vehicle, the Unit Number system is a pilot program to test an optional custom unit numbers feature on supported vehicles. Unit numbers are three character alphanumeric strings that appear on the top and sides of vehicles, and are fully customizable by the vehicle's driver. The numbers are designed to appear for all clients and help users on multiplayer servers better identify the individual drivers of other supported emergency vehicles.

The unit numbers rely on central generation server to feed clients specific configurations. In order to effectively test the viability of the operation, the unit numbers are deliberately not applied at spawn or until the user explicitly sets their unit number and readjusts their livery through the context menu.

Sirens

  • Code 3
    • H2 Covert
    • Xcel
    • Banshee
    • Motorcycle 3955
    • RLS (technically different but virtually indistinguishable from the Mastercom B)
    • Sprinter
  • Federal Signal
    • PA500
    • PA640
    • PA300
  • Feniex Industries
    • Storm Pro
    • SoundOff Signal
    • nFORCE 400
  • European (countries are labeled in their respective native/official languages, you can identify countries using the international code)
    • Switzerland (CH)
    • Finland (FI)
    • Sweden (SE)
    • Norway (NO)
    • Austria (AT)
      • Police
      • Fire
      • Ambulance
      • DIN (some German acronym?)
    • Others
      • SQ Zone (Montreal)
      • California Highway Patrol (from the work of the beloved Polecat324)

Auto Components

  • Standard dome light (as requested by TheSenDest)
    • Amber, Blue, Red and Green
  • Federal Signal Arjent
    • Made famous for its use in the Los Angeles Police Department
  • TheDanishMaster Prop
    • Pushbar with LEDs
    • Tomar 200S
    • Viper single and dual

Alert Mode

Based on the behavior of the Whelen WeCan/CenCom amplifier system, activating the manual siren (default T) while the lights and sirens are activated will engage an "alert" pattern on supported components. This typically entails a rapid wigwag pattern on the lighting components for the duration of the press, along with the higher-priority tone based on the changes in Update 35.

Update Boulder

Release Date: December 2015

Fixes

  • Illumination lights no longer show with frozen warning lights
  • Bugs relating to having regular lighting mode disabled
  • Error spam relating to alert mode
  • Fixed problem that prevented the TDM Crown Victoria traffic advisor from displaying properly
  • Fixed bugs that would occasionally cause all regular vehicle lights to quit working
  • Fixed errors that could appear if a player entered a vehicle too quickly after spawning

Improvements

  • New CHP wail tone
  • New GUI sounds
  • Revamped Federal Signal Vision SLR model
  • Each auto-component has been updated with: ** Cruise lights ** Left/right alley and flood lights
  • Players are no longer required to be driving vehicles in order to adjust equipment and liveries. ** Photon now uses a Photon.CanPlayerModify( player, entity ) hook. Returning false when the hook is called will block the attempted modification. This is recommended for servers with custom ownership setups and those that need stricter control for roleplay purposes.

Additions

Client Settings

  • Binds can now be reset back to default
  • Toggle added for dynamic lighting (disabled by default)
  • Bloom-modifier slider, affects intensity of all lights
    • Was primarily added combat issues with excessive bloom on certain HDR maps

Auto Components

  • Code 3 RX2700
    • R/B, B, R and R/B multi-colored options added
  • Whelen Ultra Freedom
  • Whelen Liberty II
    • Includes a trio red-blue and California Highway Patrol one
  • Whelen Ion
    • Variants for single, split and trio lightheads
  • TDM's Tomar 200S lightstick (large)
  • Whelen CenCom control panel
    • Can be added in as any other auto component
    • Automatically configured to light LEDs based on the vehicle's configuration (illumination, cruise, auxiliary, etc.)

Sirens

  • Whelen Gamma
    • Includes experimental wind-up and down manual siren
  • A special siren for the season
  • Photon now supports a secondary siren that will sound with the primary. It has been setup to play a complementary tone (when possible) to the primary siren. Enable it by selecting from the Siren Model context menu.

Configurations

Starting with the new 2016 Ford Police Interceptor Utility, certain vehicles will support creating and saving customization configurations to the vehicle to apply at any point.

For example: a player can create a vehicle with a desired livery, siren and lighting configuration, then apply that configuration to any vehicle to save time in selecting equipment and appearance.

To use, simply open the Photon utilities menu (where the settings are) and open the configurations tab. Please note that you must be driving the vehicle upon copying or saving configuration data.

Radar

Use by pressing the O key

This is an experimental feature somewhat limited in functionality while it undergoes testing. Holding the dedicated radar key (default is O) will display a radar GUI based on the Stalker Dual vehicle radar.

How to Use
  • The green Patrol screen will display your current speed
  • The orange Target screen will always display the closest vehicle in the radar's view
  • The red Fast screen will display the speed of the fastest vehicle when two or more vehicles are within the radar's view
Notes
  • The speed readout is not validated by the server, so the client may register a different speed than the server (the server should always be considered correct).
    • It is not recommended to rely on the radar for serious roleplay scenarios
  • The speed measuring process can be resource intensive, so it is not recommended to leave the radar active constantly, however performance issues are localized entirely to the client with the radar

AirEL Unit Number Platform.

The AirEL system is based entirely on the new Federal Signal AirEL. As of Update Boulder, the only supported vehicle is the new Police Interceptor. The AirEL will display the user's unit number where affixed. If the vehicle has illumination, auxiliary or primary warning lights activated, the number will glow.

The system supports all skins and will work on any vehicles derived from the parent Interceptor.

Component Editor

WARNING: THIS IS LIKELY TO CAUSE MAJOR ERRORS OR STABILITIES, PLEASE USE AT YOUR OWN RISK

The component editor allows players (in singleplayer only) to adjust the size, position, phases and colors of individual light components. As of this update it has no usable purpose, however it can be used for one-time sessions and for placement of automatic components. You can access it within the Photon utilities menu.