Page 1 of 1

New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 4:12 am
by Ultraken
I still need to figure out the randomly-spawning objects but this should fix the Comet/WASP problem.


Downloads:

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


What's New (2011-09-18)

* 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


What's New (2011-09-20)

* Fixed remote Torpedo spawning a swarm of copies when destroyed

* Don't print death notices for non-player-owned buildings and units

* Fixed potentially uninitialized stuck state values in RecycleTask

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 2:07 pm
by DuoRanger
ehhhmmm?
Image

i've got this in the 1'st venus mission during a Load Game

yeah and he isn't droping the supplies

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 4:54 pm
by Ultraken
Huh. That's strange...

I'll take a look tonight. Are you using any modified assets? I have some local changes but haven't deployed them, and I didn't make any changes to on the code side.

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 10:35 pm
by otyg
I get this error do I need to patch bz or anything (just installed it)

Image

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 11:10 pm
by Apollo
DuoRanger wrote:ehhhmmm?
Image

i've got this in the 1'st venus mission during a Load Game

yeah and he isn't droping the supplies
Get the new attachment at bzc, the updated mission specific armory odf's are in it.

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 11:11 pm
by Apollo
otyg wrote:I get this error do I need to patch bz or anything (just installed it)

Image
You have the wrong anet2.dll, get the new one from the common files.

Re: New Build (2011-09-20) - Quick Fix

Posted: Wed Sep 21, 2011 11:58 pm
by otyg
thanks , I overlooked the link in the common file thread, I thought that was a link to the visual studio runtimes...