This build is late because I was out of town last weekend. I did, however, fix up a bunch of issues--both major and minor--so things should be back on track again. In particular, I found a severe problem when receiving state packets with a lot of ordnance data that would explain all kinds of strange behavior in multiplayer. (At best, objects wouldn't get updated; at worst, random objects would be created at random locations.)
Update: this build seems to have some significant problems that I'll look into tonight. They aren't absolute showstoppers but they do need fixing.
Downloads:
Testing Executable and Symbols
New Collision configuration
What's New:
* Fixed bouncing ordnance sticking or bouncing oddly from steep walls
- The bullet underground check didn't test whether the shot was incoming
* Fixed pilots sometimes getting stuck while trying to return to base
- Pathing checks several directions when moving the destination off of a building
* Adjust the size of the info/objective display if the text is too large to fit
- This fixes some player-made maps that are unusually "talky"
* Fixed a serious flaw when reading state packets with a lot of ordnance data
- This should fix all kinds of bizarre network problems
* Fixed some issues with global (mission-loaded) objects
- (Re)joining players will properly see destroyed global objects as destroyed
- Players will no longer see the host's flag on non-neutral global objects
- The host will no longer get credit when a global object kills something
* Fixed input configuration dialog not getting arrow keys
* Fixed the ODF reader overwriting memory if it reads a string that is too long
* Minelayers no longer try to cross lava when laying mines
* Changed how lava damage works
- Apply damage only when touching or directly above a lava cell
- Damage depends on the number of surrounding lava cells
. 25% on an outer corner cell (3 neighbors)
. 50% on an edge cell (5 neighbors)
. 75% on an inner corner cell (7 neighbors)
. 100% on an interior cell (8 neighbors)
- Fixed position rounding so it's consistent in all directions
- Player gets a more visible screen effect when taking lava damage
* Reduced MultST spawn height from 100m to 50m
* Fixed strategic AI not building units after a while
* Fixed window minimize/maximize when clicking in the Windows taskbar
* Changed how object avoidance works so it can play nice with cliff avoidance
- This should make groups of units work better in confined spaces
New Build (2011-08-21) - Back to School
Re: New Build (2011-08-21) - Back to School
Gentlemanslk and I had major problems to get our units to recycle. We both played with compression on and we haven't crashed a single time yet.
Re: New Build (2011-08-21) - Back to School
I think my object avoidance stuff broke that. I'm going to take a look at it when I get home tonight.