New Build (2011-06-06) - E3 Bugfixapalooza!

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Ultraken
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New Build (2011-06-06) - E3 Bugfixapalooza!

Post by Ultraken »

Just in time for E3, I finally nailed down some nasty lingering bugs like players appearing at the same spawn point in MP Strategy!

I'm still looking into why 56Kbps dialup gets abnormally-high ping times, but for now my suggestion is to use the original net.ini settings of MinBandwidth = 1000 and MaxBandwidth = 4000. Those limits seem to miss out on some network traffic so it's best to set them conservatively.


Downloads:

Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)


What's new:

* Fixed shell problems after finishing the training and USSR campaigns
- This had the same solution as the USA campaign :)

* Fixed engineers not going to the APC in Soviet mission 7 ("Reclaim our Base")

* Fixed the engine idle sound dropping out at effect volume 1

* Fixed spurious attack warnings from neutral objects
- Neutral sources are now treated as friendly (as in 1.4)

* Fixed an intermittent error with Weapon on startup in MP in the Testing build

* Fixed missing player stats in net escape screen

* A user-controlled vehicle with no pilot works properly:
- BettyVoice can use vehicle nation as a fallback
- Disable eject control (though maybe it could be "self-destruct"?)
- Enter "death cam" view and start respawn on death

* In MP Strategy, deduct a life upon death instead of on spawn

* Net escape dialog monitors scores and win/lose conditions
- Refresh the score display when something changes
- Pop up the appropriate message on win or lose
. "You won" (multi_common/you_won)
. "You have been eliminated!" (multi_common/you_lose)
- Remove the back button when the game is over

* Player numeric ids increase by 1 instead of 4
- Anet allocates four per machine for some reason...

* Fixed issues with /mute and /unmute commands
- In-game versions actually work now :)
- Shell versions work when using numeric id
- Mute works between pre-game, in-game, escape, and post-game

* Updated ConstructionRig power check
- Now includes ShieldTower (for custom IA maps)
- Uses the same distance check as powered buildings

* Preliminary implementation of high-ping auto-kick
- Default threshold is 2000ms
- Override with AutoKickPing in net.ini

* Increased Entity limit to 768
- This should help with high-population maps like Europa Bridge

* Fixed airborne powerups warping crazily in MP
- This was a problem with the network compression of object positions

* Fixed bullets expiring before hitting deployed vehicles in MP

* Fixed players sometimes ending up at the same spawn point
- The host only sends out other spawn points after picking its own

* Reduced the size of PowerUp net state
- It now uses the same compression techniques as HoverCraft
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