New Build (2011-03-09)
New Build (2011-03-09)
Not too many changes this time around...
Downloads:
Executable
Program Database (Optional)
Changes:
* Fixed D3D device creation for systems without HW vertex processing
- The previous capabilities check didn't work as expected
* FollowTask only checks for targets when weapons are enabled
- This fixes Howitzers (and presumably Turrets) flailing around
* Tug shows cargo in its ammo gauge
* Adjusted the ordnance network-reduced matrix
- XZ: 14 bit range, 6 bit fraction (was 7)
- Y: 9 bit range (was 8), 6 bit fraction (was 7)
- V: 12 bit angle (was 11)
- This should fix ordnance disappearing on some maps
* WeaponMine checks for terrain and friendlies in the way
* Moved edge-path boundary check to AiMission
- SP: apply only to the player
- MP: apply to all craft and pilots
* Alt-Enter full screen switch works in the shell now
* Position window in the top left corner in full-screen mode
- This fixes some rendering problems with the shell
Downloads:
Executable
Program Database (Optional)
Changes:
* Fixed D3D device creation for systems without HW vertex processing
- The previous capabilities check didn't work as expected
* FollowTask only checks for targets when weapons are enabled
- This fixes Howitzers (and presumably Turrets) flailing around
* Tug shows cargo in its ammo gauge
* Adjusted the ordnance network-reduced matrix
- XZ: 14 bit range, 6 bit fraction (was 7)
- Y: 9 bit range (was 8), 6 bit fraction (was 7)
- V: 12 bit angle (was 11)
- This should fix ordnance disappearing on some maps
* WeaponMine checks for terrain and friendlies in the way
* Moved edge-path boundary check to AiMission
- SP: apply only to the player
- MP: apply to all craft and pilots
* Alt-Enter full screen switch works in the shell now
* Position window in the top left corner in full-screen mode
- This fixes some rendering problems with the shell
Re: New Build (2011-03-09)
Again, can BZ2 have this please?Ultraken wrote:* Moved edge-path boundary check to AiMission
- SP: apply only to the player
- MP: apply to all craft and pilots
Re: New Build (2011-03-09)
Someone in the last build thread said that mines weren't working. I haven't had a chance to test them yet but are they working again?
Re: New Build (2011-03-09)
I haven't checked that. I'll try it.
Update: I placed a few mines in a single-player test map and they worked fine.
Update: I placed a few mines in a single-player test map and they worked fine.
Re: New Build (2011-03-09)
one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.
- Psychedelic Rhino
- Bull Dog
- Posts: 984
- Joined: Wed Feb 23, 2011 5:47 pm
- Location: Raleigh, NC
Re: New Build (2011-03-09)
As it should be. 'Real' mines will certainly detonate others if they are set in too close a proximity to one another.SnakeEye wrote:one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.
Re: New Build (2011-03-09)
Moral: don't place mines too close together.
Re: New Build (2011-03-09)
true, its like 30m detonations range and you'll take dmg within around 80m so if you want it tank proof a few mines will have to be sacrificedPsychedelic Rhino wrote:As it should be. 'Real' mines will certainly detonate others if they are set in too close a proximity to one another.SnakeEye wrote:one problem I've had with mines is that they trigger each other too easy. when one mine explodes it will disable/destroy the others that are withing a few meters of radius.
Re: New Build (2011-03-09)
It seems to me that in SP mines work but in MP they don't.
Re: New Build (2011-03-09)
Hmm. Do they not go off at all or do they not do any damage?