Bravely hurtling towards the September 24th deadline!
I reverted the object avoidance changes from last build because it made units collide with each other too much. If you got the updated collision.cfg from that build, make sure you replace it with the original (linked below).
Downloads:
Testing Executable and Symbols
Game Assets (Updated 2011-08-31)
Original Collision configuration.
What's New:
* TurretTank aim converges and compensates for hardpoint orientation like other units
- This makes it much more accurate when piloted by a player
* Added drop-shadow to multiplayer score display to improve contrast
* Fixed the InfoDisplay crash introduced in the previous build
* Fixed the Armory launching the wrong item to a unit requesting a repair/reload
- This would happen after selecting a weapon powerup from the menu but not launching it
- It also waits to launch repair/ammo until it's done building the previous item
* Fixed the pathing system returning bizarre paths on some complex maps
- The pathing system stoped trying to find a better route once it exceeded 200 open nodes
* Buildings no longer drop scrap in DM
- Vehicles already behave this way, of course
* Phantom VIR hides damage smoke too
* Fixed some host migration problems:
- Joining players incorrectly saw destroyed global objects as intact
- Global objects got the new host's identifier so they showed the host's flag and gave kill credits
* New host takes charge of objects previously managed by the old host
- This fixes global objects becoming indestructible (all copies were remote)
- This fixes powerups double-spawning (a remote copy and a local copy)
* Fixed large units like Walkers not being able to recycle themselves
- DoRecycle considers itself done when the unit is close enough to its destination
* Fixed up some rendering problems in the shell
- Set shell to single-buffered, which may help with compatibility
- Redraw the whole background bitmap when repainting, which fix black/glitched images
- Fixed missing Combat Exercises and Load Saved Game icons
* Reverted object avoidance changes since it made units collide with each other too much
- IMPORTANT! use the original collision.cfg instead of the one from the previous build
* Fixed IA and DM missions trying to use "path_" paths for powerups
New Build (2011-08-31) - It's The Final Countdown
Re: New Build (2011-08-31) - It's The Final Countdown
I can not open the Original Collision configuration ? I get this: Not Found
The requested URL /www/collision.cfg was not found on this server.
The requested URL /www/collision.cfg was not found on this server.
Re: New Build (2011-08-31) - It's The Final Countdown
Try it again. File names on my NAS are case sensitive and I got it wrong the first time. (You can use the exact same link as before.)
- HitchcockGreen
- Bull Dog
- Posts: 504
- Joined: Sat Apr 09, 2011 4:26 am
Re: New Build (2011-08-31) - It's The Final Countdown
The unfortunate thing about calling this build "The Final Countdown" is that you've put a Gowan song in my head.
I hope, at the very least, I have now returned the favour.
I hope, at the very least, I have now returned the favour.
Re: New Build (2011-08-31) - It's The Final Countdown
Yeah, thanks for that.
Re: New Build (2011-08-31) - It's The Final Countdown
I'm probably showing my age here, but when I think "The Final Countdown" I hear this.
Re: New Build (2011-08-31) - It's The Final Countdown
That's what he (and now you, cheers) put there. For me anyway.
- HitchcockGreen
- Bull Dog
- Posts: 504
- Joined: Sat Apr 09, 2011 4:26 am
Re: New Build (2011-08-31) - It's The Final Countdown
Damn. I meant Europe and said Gowan.
Now you've got two crap bands' music playing in your head.
Now you've got two crap bands' music playing in your head.

Re: New Build (2011-08-31) - It's The Final Countdown
Never heard of Gowan 
