New Build (2011-06-14) - Hotfix!

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Ultraken
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New Build (2011-06-14) - Hotfix!

Post by Ultraken »

Image
The previous build didn't work out so well, so here's it's replacement.

The new Seismic Wave ended up much stronger than it should have been, so I toned it down to something more like 1.4. It still looks like a wave, gives units a decent shake, and applies damping and leveling to keep objects from spinning around wildly or flipping underground.

I also included some new fixes along with all the actually-good parts of the previous build. The Mission Archives works properly in full screen, Furies are back to their old lightning-shooting selves, and I even took a swipe at the "disappearing ordnance" problem. (I'm not particularly confident about the latter...)


Downloads:

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


What's new (and not-as-new):

* Got per-polygon collision working properly
- This works for both object collision and bullet impacts

* Added support for buildings with per-polygon collision and floor geometry
- Use a classLabel of "i76building2"
- This enables I76/BZ2-style bridges for IA maps
- Unlike BZ2, though, AI doesn't know how to path across them

* Revised SeismicWave
- Restored the vigorous shake effect, which had been too weak to notice
. Update: reduced the intensity since it was too strong in the 2011-06-11 build
- Apply damping and leveling so objects don't flip around wildly
- Replaced hard-wired constants with ODF parameters
. waveRadius: size of the wave in meters (default 50m)
. waveHeight: height of the wave in meters (default 6m)
. rampUpTime: time to ramp up to full strength (default 5s)
. rampDownTime: time to ramp down to zero strength (default 2s)
. sweepOmega: how hard to sweep object rotation (default 75)
. sweepVeloc: how hard to sweep object velocity (default 50)
. shakeFrequency: how fast to shake objects (default 3Hz) New!
. shakeOmega: how hard to shake object rotation (default 30)
. shakeVeloc: how hard to shake object velocity (default 50)
. walkerScale: effect scale for Walkers (default 0.5)
. towerScale: effect scale for Gun Towers (default 0.5)
. dampOmega: how much to damp object rotation (default 5)
. levelOmega: how much to level object orientation (default 15)
. buildingScale: damage scale for buildings (default 1)
- Gave it a distinct "wave" profile with crest and trough
- Update: changed the effect falloff curve to match 1.4 more closely
- Starts half a wave radius ahead to avoid shaking or damaging its firer
- Doesn't move floor-owning objects (such as bridges)

* Fixed players not getting credit when SprayBomb bullets kill something
- It now transfers player ownership to the created bullets

* Fixed AI crash after loading terrain with no mission
- LoadDefaultMission wasn't setting up the pathing system

* Fixed an occasional crash in DoNetEscapeFrame when there was no AI mission yet

* Improved stability of long-running MP game sessions
- Fixed identifiers from "colliding" after many players have come and gone
- Fixed ordnance not sending ownerhip properly for the 8th player and beyond
- Fixed joining players not getting powerups in long DM games

* Fixed players being unable to join after a host migration
- This was a bug introduced in a recent build

* Fixed unit voice messages not playing at volume level 1

* Fixed a crash in Soviet mission 1 when loading an AIP file
- The AIP load process was trashing memory in some cases
- This may fix some other mystery crashes in single-player

* Update: Fixed mission names not appearing in the Mission Archives in full-screen

* Update: Fixed problems with Fury attacks
- Fixed SAV immediately rising back into the air after landing
. Its attack timer now starts when it reaches the ground
- Fixed SAV and SAT not using their lightning gun
. They were picking the WASP launcher as their primary weapon
- Fixed SAV aiming its lightning gun too high
- Fixed SAV and SAT accidentally shooting down their own WASP missiles

* Update: Fixed the "Mission Misson %s not found not found" dialog in the lobby

* Update: Attempted to fix the "disappearing ordnance" problem
- Consolidated and streamlined the latency compensation in Ordnance_Receive
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Red Devil
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Re: New Build (2011-06-14) - Hotfix!

Post by Red Devil »

could someone please mirror these downloads on a permanent basis please? i have a new rig and still can't download this :cry:

thank you :geek:
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Zax
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Re: New Build (2011-06-14) - Hotfix!

Post by Zax »

Per poly? Does that include vehicles? If so, NEED U IN BZ2 pLZ!!!
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HitchcockGreen
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Re: New Build (2011-06-14) - Hotfix!

Post by HitchcockGreen »

Red Devil wrote:could someone please mirror these downloads on a permanent basis please? i have a new rig and still can't download this :cry:

thank you :geek:
Ah! Didn't notice Ken's "oops" fix. I'm uploading them to http://bhbz.org/1_5 now.
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Red Devil
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Re: New Build (2011-06-14) - Hotfix!

Post by Red Devil »

cool, thanks 8-)
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Ultraken
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Re: New Build (2011-06-14) - Hotfix!

Post by Ultraken »

Zax wrote:Per poly? Does that include vehicles? If so, NEED U IN BZ2 pLZ!!!
BZ1's per-polygon collision only works for unmovable objects like buildings since the collision geometry gets "baked" into world coordinates. Making it work for movable objects would require major changes, and it would be significantly more expensive than hierarchical bounding box collision.

BZ2's per-polygon collision is already more flexible and efficient, so you aren't missing out on anything special.
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Zax
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Re: New Build (2011-06-14) - Hotfix!

Post by Zax »

Ultraken wrote:
Zax wrote: BZ2's per-polygon collision is already more flexible and efficient, so you aren't missing out on anything special.
That answer does not satisfy me, as that's like saying "Throwing a cow in a wood chipper is more efficient than driving over it with a lawn mower" :|
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Ultraken
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Re: New Build (2011-06-14) - Hotfix!

Post by Ultraken »

:D

The proper solution (to per-polygon collision, not grinding up cows) would be to use a physics engine like Newton Game Dynamics.
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HitchcockGreen
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Re: New Build (2011-06-14) - Hotfix!

Post by HitchcockGreen »

And you're on that, right Ken? ;)
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Ultraken
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Re: New Build (2011-06-14) - Hotfix!

Post by Ultraken »

Maybe some day, but not for BZ 1.5 or BZ2 1.3. Integrating a physics engine would be a major undertaking and likely to cause problems for weeks afterward.
Josiah
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Re: New Build (2011-06-14) - Hotfix!

Post by Josiah »

only weeks?
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General BlackDragon
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Re: New Build (2011-06-14) - Hotfix!

Post by General BlackDragon »

Hey, he never said HOW MANY weeks :lol:

hint: 304
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Nielk1
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Re: New Build (2011-06-14) - Hotfix!

Post by Nielk1 »

Josiah wrote:only weeks?
I scrolled down to say "Only weeks?" in the quick reply only to see this post instead.
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PCG-Oldfart
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Re: New Build (2011-06-14) - Hotfix!

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