New Build (2011-10-08) - Release Candidate 8

Moderators: GSH, Ultraken

Post Reply
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

New Build (2011-10-08) - Release Candidate 8

Post by Ultraken »

It seems these Release Candidates have been "release" about as much as Final Fantasy has been "final", which is to say not very. Anyway, here's another one...


Downloads

Testing Executable and Symbols
Game Assets (updated 2011-09-25)


What's New

* Holding Caps Lock no longer makes the radar flicker

* Fixed Tug grabbing a Tug that was (possibly indirectly) holding it
- The physics would freak out at that point...

* Added Teams 3-7 to the Build Team menu in the Shift-F9 view
- These teams are hostile to all other teams except 0 and themselves
- NOTE: mission scripts don't set up strategic AI for these teams

* Fixed late joiners seeing Armory-launched powerups in the wrong place

* Attempted to fix the "sniped by the system" bug

* Remote buildings no longer explode when recycled by a Construction Rig

* Joining players no longer see destroyed global buildings explode on startup

* Display "<Player> has been defeated" message only when a player loses their last life

* Wait 5 seconds before popping up the "You won" message
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: New Build (2011-10-08) - Release Candidate 8

Post by Red Devil »

i keep getting a bunch of missing texture popups. am i doing something wrong?
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

Re: New Build (2011-10-08) - Release Candidate 8

Post by Ultraken »

Red Devil wrote:i keep getting a bunch of missing texture popups. am i doing something wrong?
Is that new to this build?
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: New Build (2011-10-08) - Release Candidate 8

Post by Red Devil »

nope, was doing it a couple builds ago.
User avatar
Zenophas
Bull Dog
Posts: 971
Joined: Fri Aug 19, 2011 2:42 pm
Location: The Dark Hole In The Corner Of Your Dreams.

Re: New Build (2011-10-08) - Release Candidate 8

Post by Zenophas »

Awwww, no more tug tennis. ;_____________________________________;

Image
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

Re: New Build (2011-10-08) - Release Candidate 8

Post by Ultraken »

My change makes it easier to create arbitrarily-long chains of Tugs. It prevents the Tug at the end from grabbing a Tug earlier in the chain by mistake and zooming off to infinity and beyond.
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: New Build (2011-10-08) - Release Candidate 8

Post by Commando »

I remember that bug in bz2. Nathan just made the tugs untuggable.
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

Re: New Build (2011-10-08) - Release Candidate 8

Post by Ultraken »

Aww, where's the fun in that? :lol:

The longest chain I've made so far is 6 Tugs (to prove that it worked) but I've seen much longer ones in Youtube videos.
User avatar
Zenophas
Bull Dog
Posts: 971
Joined: Fri Aug 19, 2011 2:42 pm
Location: The Dark Hole In The Corner Of Your Dreams.

Re: New Build (2011-10-08) - Release Candidate 8

Post by Zenophas »

Ultraken wrote:Aww, where's the fun in that? :lol:

The longest chain I've made so far is 6 Tugs (to prove that it worked) but I've seen much longer ones in Youtube videos.
Yes.
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

Re: New Build (2011-10-08) - Release Candidate 8

Post by Ultraken »

That's the main one I was thinking of. :)

10 is the longest chain achievable through normal means in single-player. With the editor, though, the only constraints are the game object limit and the player's time and patience.
Post Reply