This build features a bunch rollbacks and regression fixes, but plenty of new things too.
Downloads:
Executable
Program Database (Optional)
Changes:
* Properly set damage dmg_player flag
- This should fix the target hit indicator
* Updated Craft rotation caused by ordnance impact
- Original way: no scaling
- Previous way: scale by (5 * 5) / (radius * radius)
- Current way: scale by 5 / radius
- This reduces spin on large units, but by less than before
* Silo and Producer drop excess scrap when they explode
- This keeps scrap in the world instead of letting it evaporate
* Fixed some effect list overflows when in the MP escape screen
- This was mostly harmless but spammed trace messages in debug
* Destroying a team-affiliated building counts as a kill
* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
* Added a "remote" flag to the damage structure
* Restored the 7/6 damage scale for remote damage
* Fixed collision damage setting perceived team
- This fixes the player blowing their cover when bumping into things
- This got changed by accident as part of another change
* Fixed some Ordnance collision problems
- Bullet collision handles some edge cases better
- Bullet collision gets the surface normal from what it hits
- Ornance hit takes that surface normal as a parameter
- BounceBomb uses that surface normal to bounce
- This fixes MDM and Splinter (not) bouncing
* Fixed a crash in InitSpecial if UnitTask had no valid target
* Checked in some changes that were in the previously-released build
- Added a safety check when reading vehicle list data
- Added support for wildcards in MakeZFS
- /startedit implies /edit
* Experimental: fixed switching to windowed mode when starting in full-screen
New Build (2011-03-28)
Re: New Build (2011-03-28)
I had this problem with blast, bolt and flash cannon when i shot at vehicles. they are still taking damage.
I really do not see a reason to change this back, it's obvious that this was unknown when the game was made and i'm also sure they had 0 as a reference for death, so why change that?* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
hmm, is there any documentation why this was added? or maybe a note?* Restored the 7/6 damage scale for remote damage
Re: New Build (2011-03-28)
Are those beams slicing through the minelayer?! :O
Before anything is done, copy and rename that class to railgun, then fix the beams
A real working railgun in bz... yay.
Before anything is done, copy and rename that class to railgun, then fix the beams
A real working railgun in bz... yay.
- General BlackDragon
- Flying Mauler
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Re: New Build (2011-03-28)
Heh, BZ2's railgun guns are ...interestingly fun, but...not very practical.
Still awesome though
Still awesome though
Re: New Build (2011-03-28)
BZ1 board, go awayGeneral BlackDragon wrote:Heh, BZ2's railgun guns are ...interestingly fun, but...not very practical.
Still awesome though
- Baconboy
- Attila
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Re: New Build (2011-03-28)
LOL
Yeah, this is BZ1.
Yeah, this is BZ1.
Re: New Build (2011-03-28)
I suspect my changes to bullet collision have something to do with that.SnakeEye wrote:I had this problem with blast, bolt and flash cannon when i shot at vehicles. they are still taking damage.
Zero had always been not-dead-yeat until I changed it a few months ago. Units often took one hit less than before, which made a big difference in the case of pilots. Spock (and to a lesser degree Sporkinator) kept asking me to put it back to to the original way ever since and I eventually got tired of it and gave in.I really do not see a reason to change this back, it's obvious that this was unknown when the game was made and i'm also sure they had 0 as a reference for death, so why change that?
It compensated for packet loss, I believe. By this point it's considered "part of the game" and I got some push-back when I removed it. (I'd rather it not be there, but...)hmm, is there any documentation why this was added? or maybe a note?