New Build (2011-09-18)

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Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
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New Build (2011-09-18)

Post by Ultraken »

No witty title this time...


Downloads:

Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03


What's New:

* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer

* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)

* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer

* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN

* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems

* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly

* Fixed the "you won" message not appearing for a sync-on strategy game

* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked

* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer

* Remote powerups explode on death
- This uses logic very similar to Person
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Zenophas
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Re: New Build (2011-09-18)

Post by Zenophas »

Love it. Image
SnakeEye
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Re: New Build (2011-09-18)

Post by SnakeEye »

bz crashed when i was entering mp from the main screen. seems like "WMODEM2.DLL" caused the problem, removing it helped.
EDIT: Have you made a list of files to remove? such as unneeded files as "WMODEM2.DLL"?

Code: Select all

>	ntdll.dll!_ZwClose@4()  + 0x12 bytes	
 	ntdll.dll!_ZwClose@4()  + 0x12 bytes	
 	kernel32.dll!_CloseHandleImplementation@4()  + 0x28 bytes	
 	WMODEM2.DLL!02df2a88() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for WMODEM2.DLL]	
 	WMODEM2.DLL!02df271f() 	
 	msvcrt.dll!__getptd_noexit()  + 0x29 bytes	
 	msvcrt.dll!__errno()  + 0x5 bytes	
 	msvcrt.dll!__strtoui64_l()  - 0x44425 bytes	
 	kernel32.dll!_RegEnumKeyExA@32()  + 0x21c bytes
EDIT: Nothing new but when you destroy a building the building's shadow stays behind.
EDIT: when you recycle your opponent's buildings in strategy they explode.
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