New Build (2011-07-24)

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Ultraken
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New Build (2011-07-24)

Post by Ultraken »

Bug fixes! Get yer bug fixes here!

I'll be looking into the unit navigation problems next since they're really noticeable on maps with steep cliffs.


Downloads:

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


What's new:

* Improved the chat text window in the shell
- Copying text with Ctrl-C now works correctly
- Clicking in the window enables keyboard navigation and selection
- Pressing Tab returns focus to the chat edit box

* Fixed a crash when re-entering Combat Exercises after finishing the series

* Minelayer now avoids hazard areas (e.g. Gun Tower coverage) and lava

* Added experimental support for setting IP ports in net.ini
- ConnectPortInternet: port to use for Internet (winets2.dll)
- ConnectPortLAN: port to use for TCP/IP LAN (wudplan.dll)

* Added more cases to re-enable collision after getting stuck
- Maybe this will help with cass of units being uncollidable

* Fixed some math errors
- ...in FindPath when when the start and goal were on the same spot on blocked terrain
- ...in Precompute_Matches when max_priority was extremely large
- ...in Terrain_GetIntersection when the ray was almost exactly parallel to the ground

* Fixed a crash when dropping excessive amounts of scrap
- It's now capped at 75% of remaining game objects

* Fixed large-radius bullets sometimes not colliding with buildings
- The particular case was fully-charged MAG versus a Soviet Barracks
Josiah
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Re: New Build (2011-07-24)

Post by Josiah »

Ultraken wrote:...

* Minelayer now avoids hazard areas (e.g. Gun Tower coverage) and lava

...
sweet, that's awesome!
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HitchcockGreen
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Re: New Build (2011-07-24)

Post by HitchcockGreen »

Ditto that.

How about scavs? :)
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Ultraken
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Re: New Build (2011-07-24)

Post by Ultraken »

They shouldn't go for scrap in hazard areas or on lava. (If they are, a save game demonstrating the problem would be very helpful.)
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HitchcockGreen
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Re: New Build (2011-07-24)

Post by HitchcockGreen »

I'll have to test your claims, Ken. ;)

But will they stay away from map edges that drop off? :D
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Ultraken
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Re: New Build (2011-07-24)

Post by Ultraken »

In theory? Yes.
In practice? Who knows? :lol:

(They should treat those edge drop-offs as cliffs and stay away from them.)
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HitchcockGreen
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Re: New Build (2011-07-24)

Post by HitchcockGreen »

Good!
I haven't had the opportunity to test some of the strat maps I'd like...There are a couple that I like that have some...shall we say precarious edges?

As soon as some scrap falls down there say good bye to your scav. :roll:
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