No witty title this time...
Downloads:
Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03
What's New:
* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer
* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)
* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer
* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN
* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems
* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly
* Fixed the "you won" message not appearing for a sync-on strategy game
* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked
* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer
* Remote powerups explode on death
- This uses logic very similar to Person
New Build (2011-09-18)
- 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 (2011-09-18)
Love it.
Re: New Build (2011-09-18)
bz crashed when i was entering mp from the main screen. seems like "WMODEM2.DLL" caused the problem, removing it helped.
EDIT: Have you made a list of files to remove? such as unneeded files as "WMODEM2.DLL"?
EDIT: Nothing new but when you destroy a building the building's shadow stays behind.
EDIT: when you recycle your opponent's buildings in strategy they explode.
EDIT: Have you made a list of files to remove? such as unneeded files as "WMODEM2.DLL"?
Code: Select all
> ntdll.dll!_ZwClose@4() + 0x12 bytes
ntdll.dll!_ZwClose@4() + 0x12 bytes
kernel32.dll!_CloseHandleImplementation@4() + 0x28 bytes
WMODEM2.DLL!02df2a88()
[Frames below may be incorrect and/or missing, no symbols loaded for WMODEM2.DLL]
WMODEM2.DLL!02df271f()
msvcrt.dll!__getptd_noexit() + 0x29 bytes
msvcrt.dll!__errno() + 0x5 bytes
msvcrt.dll!__strtoui64_l() - 0x44425 bytes
kernel32.dll!_RegEnumKeyExA@32() + 0x21c bytes
EDIT: when you recycle your opponent's buildings in strategy they explode.