New Build (2011-03-09)

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Ultraken
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New Build (2011-03-09)

Post by Ultraken » Thu Mar 10, 2011 4:57 am

Not too many changes this time around...

Downloads:
Executable
Program Database (Optional)

Changes:
* Fixed D3D device creation for systems without HW vertex processing
- The previous capabilities check didn't work as expected
* FollowTask only checks for targets when weapons are enabled
- This fixes Howitzers (and presumably Turrets) flailing around
* Tug shows cargo in its ammo gauge
* Adjusted the ordnance network-reduced matrix
- XZ: 14 bit range, 6 bit fraction (was 7)
- Y: 9 bit range (was 8), 6 bit fraction (was 7)
- V: 12 bit angle (was 11)
- This should fix ordnance disappearing on some maps
* WeaponMine checks for terrain and friendlies in the way
* Moved edge-path boundary check to AiMission
- SP: apply only to the player
- MP: apply to all craft and pilots
* Alt-Enter full screen switch works in the shell now
* Position window in the top left corner in full-screen mode
- This fixes some rendering problems with the shell

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Ded10c
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Re: New Build (2011-03-09)

Post by Ded10c » Thu Mar 10, 2011 7:59 am

Ultraken wrote:* Moved edge-path boundary check to AiMission
- SP: apply only to the player
- MP: apply to all craft and pilots
Again, can BZ2 have this please? :lol:

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Ultraken
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Re: New Build (2011-03-09)

Post by Ultraken » Thu Mar 10, 2011 4:47 pm

:)

Hookshot
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Re: New Build (2011-03-09)

Post by Hookshot » Thu Mar 10, 2011 6:31 pm

Someone in the last build thread said that mines weren't working. I haven't had a chance to test them yet but are they working again?

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Ultraken
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Re: New Build (2011-03-09)

Post by Ultraken » Thu Mar 10, 2011 11:27 pm

I haven't checked that. I'll try it.

Update: I placed a few mines in a single-player test map and they worked fine.

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Re: New Build (2011-03-09)

Post by SnakeEye » Fri Mar 11, 2011 2:35 pm

one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.

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Psychedelic Rhino
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Re: New Build (2011-03-09)

Post by Psychedelic Rhino » Fri Mar 11, 2011 8:06 pm

SnakeEye wrote:one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.
As it should be. 'Real' mines will certainly detonate others if they are set in too close a proximity to one another.

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Ultraken
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Re: New Build (2011-03-09)

Post by Ultraken » Fri Mar 11, 2011 10:45 pm

Moral: don't place mines too close together. :)

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Re: New Build (2011-03-09)

Post by SnakeEye » Thu Mar 17, 2011 5:08 pm

Psychedelic Rhino wrote:
SnakeEye wrote:one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.
As it should be. 'Real' mines will certainly detonate others if they are set in too close a proximity to one another.
true, its like 30m detonations range and you'll take dmg within around 80m so if you want it tank proof a few mines will have to be sacrificed

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Re: New Build (2011-03-09)

Post by Fulmen » Sat Mar 19, 2011 2:49 pm

It seems to me that in SP mines work but in MP they don't.

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Ultraken
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Re: New Build (2011-03-09)

Post by Ultraken » Sun Mar 20, 2011 5:11 am

Hmm. Do they not go off at all or do they not do any damage?

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