Release Candidate 9a (2011-10-14) - New! Freeze Fixed

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Ultraken
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Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Ultraken »

This build should fix the freeze problem. It's otherwise the same as RC9 so I'm recycling its topic.


Downloads

Testing Executable and Symbols (updated 2011-10-14)
Game Assets (updated 2011-10-13)


What's New (2011-10-13)

* Fixed a crash on receiving a chat message before the player entity got created during load

* Only draw the reticle if it's in front of the camera
- This fixes a potential divide-by-zero error

* Added a kick button to the host's net escape screen
- This uses a new background image, multipeh.bmp

* Kicking with a kick button displays the "Kicked <player>" message

* Removed a redundant ammo value in HoverCraft and Walker state packets
- This makes each update 1 byte smaller (woohoo!)

* Cleaned up the TurretCraft (Gun Tower) state packet
- This makes each state update 36 bytes smaller
- This also filters out bad data values

* Fixed localization key for auto-kick message in shell Timer function

* Re-fixed the "Infinite Torpedoes" bug :P
- I hadn't updated Torpedo after changing how PowerUp explosions worked

* Added a play option for special item trigger
- Off: by selection (BZ1 style)
- On: by fire (BZ2 style)


What's New (2011-10-14)

* Fixed ReceiveTempState freezing if it got a block with zero size
- TO DO: find out where the zero-size blocks came from
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Ded10c
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Re: New Build (2011-10-13) - Release Candidate 9

Post by Ded10c »

Lets see if you hit double digits :P
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Ultraken
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Re: New Build (2011-10-13) - Release Candidate 9

Post by Ultraken »

A lot of people have been reporting a freeze problem so there's definitely going to be an RC10. :)
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Zenophas »

On the topic of scorch marks made by mortars and such. Can they be scaled by the size of the Radius of the explosion instead of just being one size for all? Having them disappear or fading away after a few minutes would be nice too. Maps get kinda ugly when there's a lot of them in an area.

Just asking. :3
It'd be nice.
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Ultraken
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Ultraken »

Scorch marks actually change the color of the terrain so they're limited to terrain grid resolution and are basically impossible to get rid of. (They originally dug craters but changing terrain geometry caused too many problems.)
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Zenophas »

Ahhh, okay.
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Red Devil »

is craterDepth = n.n in BZ2 a holdover from that?
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by General BlackDragon »

I wants to know where craterDepth is in bz2...o.0
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Apollo »

I turned the crater code back on in BzE and set the depth to a small amount. Only problem i see with it is new joiners will not see the craters.

I would like to see the ground char changed to a sprite that stays on the terrain for a limited time. I'm not sure that's something you would be interested in though.
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Re: Release Candidate 9a (2011-10-14) - New! Freeze Fixed

Post by Ultraken »

BZ originally stored permanent state for them so new joiners would see them, but that mechanism broke down after a session had been running for a while. I commented out that mechanism since it greatly simplified a few things involving game objects. (In particular, it let me generate player data keys from game object indices instead of storing the player data key separately.)

I see the appeal of BZ2-style ground sprite effects, but I'd have to save that for after 1.5.
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