New Build (2011-05-26) - Let's try that again!

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Ultraken
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Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
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New Build (2011-05-26) - Let's try that again!

Post by Ultraken »

Last night's build was severely b0rked, so let's pretend it didn't happen... :lol:

To ensure testers can participate in all active games, I've temporarily removed the Release build from the Downloads section. The Testing build is pretty much the same as the Release build but with some additional checks that help me track down and fix problems.

If you get a dialog box titled "Microsoft Visual C++ Debug Library" with a message that hasn't been reported before, please post the text between "Debug Assertion Failed!" and "For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts" along with what you were doing at the time. If you really want to help, load up Visual C++ and attach to the process; click "Retry" and you'll get a call stack in the debugger. Once you've done that you can press F5 to continue. If it's a message that's been posted before, you can click "Ignore" and carry on with whatever you were doing.

Aside from debug asserts, the Testing build will put up an error message when it catches invalid floating-point operations instead of letting it slide like the Release build. The game session would most likely be b0rked anyway and posting a call stack gives me a chance to track down the underlying problem. :)


Downloads:

Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)


What's new:

* Fixed the SP campaign screen when starting again after finishing the campaign

* Fixed in-game chat not handling players with the same name properly
- Each chat destination now has a unique player id

* In-game whisper prompt shows numeric id in addition to name
- This disambiguates players when they have the same name
- For example, "To Ultraken (#1):" and "To Ultraken (#4):"

* Added checks to the mission archive to prevent scrolling past the end

* Allow pilots to strafe like soldiers
- Now they can sidestep the player's line of fire too :)

* Fixed AI never shooting when within the blast radius of its weapons
- Slowly reduces the distance threshold over time
- Quickly reduces that distance threshold when getting shot
- Resets the distance threshold once it fires

* Added more commands to in-game chat:
- /mute
- /unmute
- /system (/system on)
- /nosystem (/system off)
- /lock
- /unlock

* Added system messages for kick, lock, and unlock

* Fixed empty player list in the lobby after returning from a game
- The net shell dialog resets all its lists and rebuilds them

* Howitzers will aim high to shoot over friendlies in the way

* AI will fire over or around friendly mines (and spray bombs)

* Added more protection against some divide-by-zero errors
- Normalizing a zero-length vector was a common problem
- Explosions with frameCount or frameRate of zero was another

* Restored "/system on" and "/system off" as aliases for /system and /nosystem

* AI units will sit further away from larger targets while attacking
- It also clamps the value between the weapon blast radius and maximum range

* UpdateWeapon now checks if the projectile will actually hit
- This fixes AI's first shot(s) at some buildings going wide
- This was most noticeable with tall, thin buildings
- This especially benefits slow-firing weapons like the Rocket Bomb

* CommandPanel shows gauges for producers only when health or ammo changes

* Fixed a crash in WeaponMine on first simulation
- Somehow the stock boltmine worked fine but not custom versions

* Inst04Mission no longer asserts when startVoice is set to nothing
- Several custom IA missions use "_" which will still asserts
- Protip: use startVoice = "" in the ODF if there's no initial message

* Adjusted SpawnPoint selection
- Ignore teams in DM since everyone is an enemy
- GetWeighted ignores things further than 300m away
- This should allow selection of all spawnpoints on the map
Eddy
Rattler
Posts: 56
Joined: Sun Feb 20, 2011 4:47 pm

Re: New Build (2011-05-26) - Let's try that again!

Post by Eddy »

I've replayed the first 13 missions now and again no crashes. Mission 12 didn't update the objectives as I completed them (first mission with the furies) but the mission still completed. I can't remember if that mission was always that way or not.

Edit: I finished the SP missions last night, no crashes through the whole run. Awesome!

Eddy
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