New Build (2011-03-28)

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Ultraken
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New Build (2011-03-28)

Post by Ultraken » Tue Mar 29, 2011 3:49 am

This build features a bunch rollbacks and regression fixes, but plenty of new things too.

Downloads:
Executable
Program Database (Optional)

Changes:
* Properly set damage dmg_player flag
- This should fix the target hit indicator
* Updated Craft rotation caused by ordnance impact
- Original way: no scaling
- Previous way: scale by (5 * 5) / (radius * radius)
- Current way: scale by 5 / radius
- This reduces spin on large units, but by less than before
* Silo and Producer drop excess scrap when they explode
- This keeps scrap in the world instead of letting it evaporate
* Fixed some effect list overflows when in the MP escape screen
- This was mostly harmless but spammed trace messages in debug
* Destroying a team-affiliated building counts as a kill
* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
* Added a "remote" flag to the damage structure
* Restored the 7/6 damage scale for remote damage
* Fixed collision damage setting perceived team
- This fixes the player blowing their cover when bumping into things
- This got changed by accident as part of another change :)
* Fixed some Ordnance collision problems
- Bullet collision handles some edge cases better
- Bullet collision gets the surface normal from what it hits
- Ornance hit takes that surface normal as a parameter
- BounceBomb uses that surface normal to bounce
- This fixes MDM and Splinter (not) bouncing
* Fixed a crash in InitSpecial if UnitTask had no valid target
* Checked in some changes that were in the previously-released build
- Added a safety check when reading vehicle list data
- Added support for wildcards in MakeZFS
- /startedit implies /edit
* Experimental: fixed switching to windowed mode when starting in full-screen

SnakeEye
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Re: New Build (2011-03-28)

Post by SnakeEye » Tue Mar 29, 2011 6:15 pm

Image

I had this problem with blast, bolt and flash cannon when i shot at vehicles. they are still taking damage.

* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
I really do not see a reason to change this back, it's obvious that this was unknown when the game was made and i'm also sure they had 0 as a reference for death, so why change that?

* Restored the 7/6 damage scale for remote damage
hmm, is there any documentation why this was added? or maybe a note?

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Zax
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Re: New Build (2011-03-28)

Post by Zax » Tue Mar 29, 2011 7:34 pm

Are those beams slicing through the minelayer?! :O

Before anything is done, copy and rename that class to railgun, then fix the beams :)

A real working railgun in bz... yay.

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General BlackDragon
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Re: New Build (2011-03-28)

Post by General BlackDragon » Tue Mar 29, 2011 7:59 pm

Heh, BZ2's railgun guns are ...interestingly fun, but...not very practical.

Still awesome though :D

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Zax
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Re: New Build (2011-03-28)

Post by Zax » Tue Mar 29, 2011 8:55 pm

General BlackDragon wrote:Heh, BZ2's railgun guns are ...interestingly fun, but...not very practical.

Still awesome though :D
BZ1 board, go away :x

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Baconboy
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Re: New Build (2011-03-28)

Post by Baconboy » Tue Mar 29, 2011 9:19 pm

LOL
Yeah, this is BZ1.

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Ultraken
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Re: New Build (2011-03-28)

Post by Ultraken » Tue Mar 29, 2011 10:57 pm

SnakeEye wrote:I had this problem with blast, bolt and flash cannon when i shot at vehicles. they are still taking damage.
I suspect my changes to bullet collision have something to do with that.
I really do not see a reason to change this back, it's obvious that this was unknown when the game was made and i'm also sure they had 0 as a reference for death, so why change that?
Zero had always been not-dead-yeat until I changed it a few months ago. Units often took one hit less than before, which made a big difference in the case of pilots. Spock (and to a lesser degree Sporkinator) kept asking me to put it back to to the original way ever since and I eventually got tired of it and gave in. :)
hmm, is there any documentation why this was added? or maybe a note?
It compensated for packet loss, I believe. By this point it's considered "part of the game" and I got some push-back when I removed it. (I'd rather it not be there, but...)

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