Release Candidate 15 (2011-11-23)

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Ultraken
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Release Candidate 15 (2011-11-23)

Post by Ultraken »

This build ended up taking a lot longer than it should have, but it should fix most if not all of the pathing and recycling problems (and probably introduce some new ones). Buildings and deployed producers now block terrain cells that they overlap, reducing "dead space" around objects facing along diagonals and containing collision geometry so units don't get hung up trying to go around them.

For those in the United States, Happy Thanksgiving!


Downloads:

Testing Executable and Symbols
Game Assets (updated 2011-10-13)


What's New:

* Down-arrow button in the "Players in Room" window works now (fix submitted by Dx)

* Fixed the AIP loader crashing when a matching section had the wrong type of object
- It now ignores buildings listed in the force matching section
- It now ignores units listed in the building matching section
- PROTIP: strategic AI classifies producers as buildings, not units

* Message box popups don't get stuck behind the main window
- They are now attached to the main window

* Fixed a rare crash when WeaponPowerup gave a weapon to a remote unit it thought was the local user
- It now checks if the recipient has a UserProcess
- It previously checked if the recipient was the user game object and assumed it had a UserProcess

* Fixed SpecialItem triggering on respawn in DM with "Special Item Trigger" off

* Reduced perimeter cost back to 2x since 5x was too high

* PathDisplay shows objects as oriented boxes when large enough on screen
- This gives a better indication of size and orientation
- It shows the object's collision radius as a black circle
- It shows the object's bounding sphere radius as a colored circle

* Buildings and deployed producers block cells that overlap their footprint
- This fixes a lot of "dead space" around objects oriented diagonally
- The object's collision geometry is now inside the blocked cells
- It no longer needs perimeter cells to keep units far enough away

* Pilots can enter empty vehicles parked on building cells
- Pathing gets them to a nearby good location
- They now cross building cells if there is no obstruction

* Adjusted several go-to tasks to better compensate for the target's size
- GotoTask, ScavGotoDrop, PersonRetreat, SoldierRetreat, SoldierReturn, DoRecycle
- They also use the original (1.4) distances as a minimum
- This should fix cases where they almost-but-not-quite arrive at the goal

* FindPath checks to make sure the moved goal location is reachable
- This should fix some cases where units get stuck

* Attempted a fix for the Craft "infinite explosion" bug
- Craft sends its "destroyed" state across the network

* Fixed a random crash in IA when resuming after starting with /startedit
* Scavenger AI had uninitialized values that could trigger a floating-point exception
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