New Build (2011-09-12) - Who Ya Gonna Call?
Posted: Tue Sep 13, 2011 4:47 am
Ghostbusters! Yes, that's right--no more "ghost" objects!
(Also, sync-off win is fixed.)
Downloads:
Testing Executable and Symbols
Updated Assets (updated 2011-09-03)
What's New:
* Fixed remote objects becoming "ghosts" when their slot got recycled too soon
- DistributedObject now detects that case and removes the old object properly
* Remote pilots and soldiers explode into chunks when killed instead of vanishing
- This broke way back in the 2010-11-29 build
* Remote pilots vanish immediately when the original enters a vehicle
- They previously tended to hang around for a second or so
* The mute button toggles player mute again (like in 1.4)
* Queue chat messages for any send error, not just "full"
- This should reduce the chance of losing outgoing messages
* Fixed the net game shell when no map was selected (e.g. everything filtered out)
- Clear out the map icon and description
- Hide the launch button and ignore any attempt to launch
* Fixed problems with Producers auto-deploying at the edge of the allowed range
- Reduced the auto-deploy radius so the Producer won't coast out of range
- Unlock the Geyser before giving up on it so it doesn't become unusable
* Fixed players in the escape screen getting a strategy victory notice when they shouldn't
- The victory condition now checks if the game is sync on or sync off
* Fixed players returning to the (disconnected) game after clicking "OK" on the post-game dialog
- The network update halts the simulation for non-host players on receiving a game-stop event
* Shell prints the number of outgoing messages pending when they start to pile up
- The original "Send buffer full" notice would happen when the count exceeded 32
- This usually indicates a connectivity problem (i.e. high loss)
* Show system messages in the net escape screen if system messages are enabled
- It uses a similar mechanism to regular chat messages
(Also, sync-off win is fixed.)
Downloads:
Testing Executable and Symbols
Updated Assets (updated 2011-09-03)
What's New:
* Fixed remote objects becoming "ghosts" when their slot got recycled too soon
- DistributedObject now detects that case and removes the old object properly
* Remote pilots and soldiers explode into chunks when killed instead of vanishing
- This broke way back in the 2010-11-29 build
* Remote pilots vanish immediately when the original enters a vehicle
- They previously tended to hang around for a second or so
* The mute button toggles player mute again (like in 1.4)
* Queue chat messages for any send error, not just "full"
- This should reduce the chance of losing outgoing messages
* Fixed the net game shell when no map was selected (e.g. everything filtered out)
- Clear out the map icon and description
- Hide the launch button and ignore any attempt to launch
* Fixed problems with Producers auto-deploying at the edge of the allowed range
- Reduced the auto-deploy radius so the Producer won't coast out of range
- Unlock the Geyser before giving up on it so it doesn't become unusable
* Fixed players in the escape screen getting a strategy victory notice when they shouldn't
- The victory condition now checks if the game is sync on or sync off
* Fixed players returning to the (disconnected) game after clicking "OK" on the post-game dialog
- The network update halts the simulation for non-host players on receiving a game-stop event
* Shell prints the number of outgoing messages pending when they start to pile up
- The original "Send buffer full" notice would happen when the count exceeded 32
- This usually indicates a connectivity problem (i.e. high loss)
* Show system messages in the net escape screen if system messages are enabled
- It uses a similar mechanism to regular chat messages