New Build (2011-07-31) - Compression Fixed

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Ultraken
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New Build (2011-07-31) - Compression Fixed

Post by Ultraken »

I finally tracked down and fixed the problem that made network compression crash. It should now be completely safe to use though I've left it disabled by default as a precaution. Give it a try. :)


Downloads:

Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)
MakeZFS/MakeZIX (updated 2011-07-31)


What's new:

* Fixed units staying non-collidable after being stuck
- CleanStuck wasn't cleaning up after itself properly...

* Take unit size and velocity into account when avoiding cliffs and hazards
- This should fix large units getting hung up on steep cliffs

* Fixed Gun Tower leaving hazard cells behind
- They would leave a few hazard cells at the edge of their range when destroyed
- They would completely screw up the hazard area when they lost power
- Scavengers would not pick up scrap there even after the threat was gone
- Other units would avoid the area too

* Fixed a crash after loading an IA save game where all AI producers are destroyed

* Don't destroy objects created during mission load when the host leaves the game
- This prevents pre-placed objects like pylons from blowing up :)

* Fixed state packet compression so it's safe to use now
- State packets past the first were malformed when the first held ordnance data

* Removed the unnecessary sloped/perimeter cells around proximity mines
- They're "signs" like Pylons so they were getting one by default

* Gave Minelayers their own function for checking locations
- It rejects locations in cells adjacent to hazard, lava, or cliff
- This gives Minelayers a larger safety margin so they don't get in trouble

* Fixed up some issues with Minelayers
- They don't drop mines at locations adjacent to hazard, lava, or cliff cells
- They no longer sail past their target points into hazards or off cliffs
- They don't lay multiple mines at the same spot while looking for a new point

* Fixed disappearing shots for AT-Stabber and SP-Stabber at high latency
- Rocket ordnance type no longer enables remote expiration
- Grenade and Missile still enable remote expiration
- NOTE: this might cause issues with the dumb-fire Rocket weapon

* Fixed a crash in D3D when terrain textures had the wrong mipmap sizes

* Fixed MultDMMission and Inst03Mission using edge_path for powerups
- They would try (and fail) to spawn edge.odf every 10 seconds

* Fixed Missiles not homing during latency compensation after creation
- This should sync Missiles a bit better at high latency

* Restored shell support for King of the Hill
- Use K as the mission type in netmis.txt

* Update scores once a second so King of the Hill time looks better
- It previously udpated once every two seconds

* Added separate packets and messages for auto-kick
- System message: "Host auto-kicked <player>"
- Error dialog: "You have been auto-kicked due to lag"

* Improved stability of MakeZFS when extracting files
- Fixed a crash if the ZFS read failed for any reason
- Fixed a huge memory leak
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