New Build (2011-06-11) - Getting Close
Posted: Sat Jun 11, 2011 10:19 pm
At long last, it's starting to feel like a Release Candidate...
While it doesn't have a particularly high profile in the list, the big thing this time is long-term stability for MP games. Long-running games tended to accumulate some serious problems, and at long last I figured out why. I also nailed down a recently-introduced problem joining games after a host migration.
Also, give the new Seismic Wave a try. Besides looking like an actual wave and having a more even effect profile, it shakes units around a lot without spinning them wildly like it did before. In particular, Walkers and Gun Towers no longer get flipped underground. It's also completely tunable via ODF parameters.
Downloads:
Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)
What's new:
* Got per-polygon collision working properly
- This works for both object collision and bullet impacts
* Added support for buildings with per-polygon collision and floor geometry
- Use a classLabel of "i76building2"
- This enables I76/BZ2-style bridges for IA maps
- Unlike BZ2, though, AI doesn't know how to path across them
* Revised SeismicWave
- Restored the vigorous shake effect, which had been too weak to notice
- Apply damping and leveling so objects don't flip around wildly
- Replaced hard-wired constants with ODF parameters
. waveRadius: size of the wave in meters (default 50m)
. waveHeight: height of the wave in meters (default 6m)
. rampUpTime: time to ramp up to full strength (default 5s)
. rampDownTime: time to ramp down to zero strength (default 2s)
. sweepOmega: how hard to sweep object rotation (default 50)
. sweepVeloc: how hard to sweep object velocity (default 50)
. shakeOmega: how hard to shake object rotation (default 50)
. shakeVeloc: how hard to shake object velocity (default 100)
. walkerScale: effect scale for Walkers (default 0.5)
. towerScale: effect scale for Gun Towers (default 0.5)
. dampOmega: how much to damp object rotation (default 5)
. levelOmega: how much to level object orientation (default 10)
. buildingScale: damage scale for buildings (default 1)
- Gave it a distinct "wave" profile with crest and trough
- Adjusted its falloff curve to have a wider, flatter peak and narrower fringe
- Starts half a wave radius ahead to avoid shaking or damaging its firer
- Doesn't move floor-owning objects (such as bridges)
* Fixed players not getting credit when SprayBomb bullets kill something
- It now transfers player ownership to the created bullets
* Fixed AI crash after loading terrain with no mission
- LoadDefaultMission wasn't setting up the pathing system
* Fixed an occasional crash in DoNetEscapeFrame when there was no AI mission yet
* Improved stability of long-running MP game sessions
- Fixed identifiers from "colliding" after many players have come and gone
- Fixed ordnance not sending ownerhip properly for the 8th player and beyond
- Fixed joining players not getting powerups in long DM games
* Fixed players being unable to join after a host migration
- This was a bug introduced in a recent build
* Fixed unit voice messages not playing at volume level 1
* Fixed a crash in Soviet mission 1 when loading an AIP file
- The AIP load process was trashing memory in some cases
- This may fix some other mystery crashes in single-player
While it doesn't have a particularly high profile in the list, the big thing this time is long-term stability for MP games. Long-running games tended to accumulate some serious problems, and at long last I figured out why. I also nailed down a recently-introduced problem joining games after a host migration.
Also, give the new Seismic Wave a try. Besides looking like an actual wave and having a more even effect profile, it shakes units around a lot without spinning them wildly like it did before. In particular, Walkers and Gun Towers no longer get flipped underground. It's also completely tunable via ODF parameters.
Downloads:
Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)
What's new:
* Got per-polygon collision working properly
- This works for both object collision and bullet impacts
* Added support for buildings with per-polygon collision and floor geometry
- Use a classLabel of "i76building2"
- This enables I76/BZ2-style bridges for IA maps
- Unlike BZ2, though, AI doesn't know how to path across them
* Revised SeismicWave
- Restored the vigorous shake effect, which had been too weak to notice
- Apply damping and leveling so objects don't flip around wildly
- Replaced hard-wired constants with ODF parameters
. waveRadius: size of the wave in meters (default 50m)
. waveHeight: height of the wave in meters (default 6m)
. rampUpTime: time to ramp up to full strength (default 5s)
. rampDownTime: time to ramp down to zero strength (default 2s)
. sweepOmega: how hard to sweep object rotation (default 50)
. sweepVeloc: how hard to sweep object velocity (default 50)
. shakeOmega: how hard to shake object rotation (default 50)
. shakeVeloc: how hard to shake object velocity (default 100)
. walkerScale: effect scale for Walkers (default 0.5)
. towerScale: effect scale for Gun Towers (default 0.5)
. dampOmega: how much to damp object rotation (default 5)
. levelOmega: how much to level object orientation (default 10)
. buildingScale: damage scale for buildings (default 1)
- Gave it a distinct "wave" profile with crest and trough
- Adjusted its falloff curve to have a wider, flatter peak and narrower fringe
- Starts half a wave radius ahead to avoid shaking or damaging its firer
- Doesn't move floor-owning objects (such as bridges)
* Fixed players not getting credit when SprayBomb bullets kill something
- It now transfers player ownership to the created bullets
* Fixed AI crash after loading terrain with no mission
- LoadDefaultMission wasn't setting up the pathing system
* Fixed an occasional crash in DoNetEscapeFrame when there was no AI mission yet
* Improved stability of long-running MP game sessions
- Fixed identifiers from "colliding" after many players have come and gone
- Fixed ordnance not sending ownerhip properly for the 8th player and beyond
- Fixed joining players not getting powerups in long DM games
* Fixed players being unable to join after a host migration
- This was a bug introduced in a recent build
* Fixed unit voice messages not playing at volume level 1
* Fixed a crash in Soviet mission 1 when loading an AIP file
- The AIP load process was trashing memory in some cases
- This may fix some other mystery crashes in single-player