New Build (2011-08-21) - Back to School

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Ultraken
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New Build (2011-08-21) - Back to School

Post by Ultraken »

This build is late because I was out of town last weekend. I did, however, fix up a bunch of issues--both major and minor--so things should be back on track again. In particular, I found a severe problem when receiving state packets with a lot of ordnance data that would explain all kinds of strange behavior in multiplayer. (At best, objects wouldn't get updated; at worst, random objects would be created at random locations.)

Update: this build seems to have some significant problems that I'll look into tonight. They aren't absolute showstoppers but they do need fixing. :(


Downloads:

Testing Executable and Symbols
New Collision configuration


What's New:

* Fixed bouncing ordnance sticking or bouncing oddly from steep walls
- The bullet underground check didn't test whether the shot was incoming

* Fixed pilots sometimes getting stuck while trying to return to base
- Pathing checks several directions when moving the destination off of a building

* Adjust the size of the info/objective display if the text is too large to fit
- This fixes some player-made maps that are unusually "talky"

* Fixed a serious flaw when reading state packets with a lot of ordnance data
- This should fix all kinds of bizarre network problems

* Fixed some issues with global (mission-loaded) objects
- (Re)joining players will properly see destroyed global objects as destroyed
- Players will no longer see the host's flag on non-neutral global objects
- The host will no longer get credit when a global object kills something

* Fixed input configuration dialog not getting arrow keys

* Fixed the ODF reader overwriting memory if it reads a string that is too long

* Minelayers no longer try to cross lava when laying mines

* Changed how lava damage works
- Apply damage only when touching or directly above a lava cell
- Damage depends on the number of surrounding lava cells
. 25% on an outer corner cell (3 neighbors)
. 50% on an edge cell (5 neighbors)
. 75% on an inner corner cell (7 neighbors)
. 100% on an interior cell (8 neighbors)
- Fixed position rounding so it's consistent in all directions
- Player gets a more visible screen effect when taking lava damage

* Reduced MultST spawn height from 100m to 50m

* Fixed strategic AI not building units after a while

* Fixed window minimize/maximize when clicking in the Windows taskbar

* Changed how object avoidance works so it can play nice with cliff avoidance
- This should make groups of units work better in confined spaces
SnakeEye
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Re: New Build (2011-08-21) - Back to School

Post by SnakeEye »

Gentlemanslk and I had major problems to get our units to recycle. We both played with compression on and we haven't crashed a single time yet.
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Ultraken
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Re: New Build (2011-08-21) - Back to School

Post by Ultraken »

I think my object avoidance stuff broke that. I'm going to take a look at it when I get home tonight.
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