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Beta 0.68! http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=4&t=523 |
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Author: | pasik [ Sun Jun 17, 2012 10:07 pm ] |
Post subject: | Beta 0.68! |
Beta 0.68 will be available soon, actually in BMTMicro it's already available. Desura will need to verify everything is in order before publishing the update, but it shouldn't take that long now. Here's the change log for beta version 0.68: - weapons: PKM accuracy and lethality adjusted, the weapon was a bit overpowered - memory: ram consumption in e.g. map3 from 800mb -> 400mb, also reduces GPU ram consumption - pvp/map editing: possibility to designate bases for factions for initial situation, and control whether green/grey faction always gets the same side or if it's randomized ---- joiners/mass-spawn at game start will happen only in designated bases, if those are available ---- note, initial occupied bases setting doesn't have any effect in the map that use designated bases - appearance: lighting adjusted slightly - loading: window messages are being pumped now, no more "not responding"-status - online: a crash case fixed related to jeeps - online: a crash fixed related to server restart - online: bot count compensation for the weaker faction; should make large coop more interesting and pvp with bots more even - online: mortar request in certain case could crash a client - chat log: faction chat was leaking over to the other faction, duh - vehicles: collision detection bug fixes - vehicles: toned down steering a little, sliding needs further work still - vehicles: spawn points added, each spawn point can uphold one vehicle - vehicles: broken state added; once broken, will respawn after a while at the spawn point - menu: whether vehicles spawn or not can be controlled from new game menu options - ai: ai can handle entering vehicle a little better, also jumps out when leader leaves the vehicle - map3: some slight adjustments I'm off to London tomorrow, I'll be back on Friday 22nd. It might be about time for another organized big match -event some day soon, don't you guys think? |
Author: | ComJak [ Sun Jun 17, 2012 10:28 pm ] |
Post subject: | Re: Beta 0.68! |
hurrah! |
Author: | pasik [ Sun Jun 17, 2012 10:34 pm ] |
Post subject: | Re: Beta 0.68! |
pasik wrote: - pvp/map editing: possibility to designate bases for factions for initial situation, and control whether green/grey faction always gets the same side or if it's randomized ---- joiners/mass-spawn at game start will happen only in designated bases, if those are available ---- note, initial occupied bases setting doesn't have any effect in the map that use designated bases This is done by adding "faction_index = 0;" or 1 in a base-object description. Which faction is 0 and which is 1 is randomized by default, but if you want to make 0 always green, locate the general -settings object in the materials layer, and add "randomize_faction_index = 0;" in the description. |
Author: | General Chaos [ Sun Jun 17, 2012 11:19 pm ] |
Post subject: | Re: Beta 0.68! |
Awesome update. How difficult do you anticipate it will be to program the AI to use vehicles? I can't wait to see a bunch of AI driving around the map... it will be chaotic fun. |
Author: | ComJak [ Sun Jun 17, 2012 11:22 pm ] |
Post subject: | Re: Beta 0.68! |
i guarantee that when that gets implemented, we will all curse out the ai as they steal our jeeps haha ![]() |
Author: | Rendered [ Sun Jun 17, 2012 11:34 pm ] |
Post subject: | Re: Beta 0.68! |
Welcome to the first edition of Reviewing with Rendered! Here, I"ll review the update based on my opinions. pasik wrote: - weapons: PKM accuracy and lethality adjusted, the weapon was a bit overpowered Awwww, that was my favorite weapon because of this. ![]() - memory: ram consumption in e.g. map3 from 800mb -> 400mb, also reduces GPU ram consumption So I assume better FPS? Sweet! - pvp/map editing: possibility to designate bases for factions for initial situation, and control whether green/grey faction always gets the same side or if it's randomized Ahhh, constant bases! I thought this was already implemented? - appearance: lighting adjusted slightly Wutz dis meen? - loading: window messages are being pumped now, no more "not responding"-status Yay...! - online: a crash case fixed related to jeeps FINALLY! - online: a crash fixed related to server restart Yay crash fixes! ![]() - online: bot count compensation for the weaker faction; should make large coop more interesting and pvp with bots more even Sweet, interesting combat! I'm in. - online: mortar request in certain case could crash a client Never happened to me so, yay? - chat log: faction chat was leaking over to the other faction, duh lol. I noticed this a bit. - vehicles: collision detection bug fixes Hooray! - vehicles: toned down steering a little, sliding needs further work still Hooray2! - vehicles: spawn points added, each spawn point can uphold one vehicle Sweet-sauce-tastic! - vehicles: broken state added; once broken, will respawn after a while at the spawn point Ooooh, vehicle health. Me likey. - menu: whether vehicles spawn or not can be controlled from new game menu options Yay! More options. ![]() ![]() ![]() - ai: ai can handle entering vehicle a little better, also jumps out when leader leaves the vehicle I hope this still means AI can drive me to the battle-zone.. - map3: some slight adjustments Adjustments! ![]() I'm off to London tomorrow, I'll be back on Friday 22nd. It might be about time for another organized big match -event some day soon, don't you guys think? First off- maybe a London themed map? :3 And yeah, I LOVE organized maps! (GO SUMMER!) Disclaimer: These are the thoughts of an average white American male teenager. Do not fret! |
Author: | Rendered [ Mon Jun 18, 2012 3:34 am ] |
Post subject: | Re: Beta 0.68! |
By the way- where are the jeep spawns? |
Author: | OzyThesage [ Mon Jun 18, 2012 4:48 am ] |
Post subject: | Re: Beta 0.68! |
*Fist pump* |
Author: | Jeff2307 [ Mon Jun 18, 2012 2:19 pm ] |
Post subject: | Re: Beta 0.68! |
pasik wrote: pasik wrote: - pvp/map editing: possibility to designate bases for factions for initial situation, and control whether green/grey faction always gets the same side or if it's randomized ---- joiners/mass-spawn at game start will happen only in designated bases, if those are available ---- note, initial occupied bases setting doesn't have any effect in the map that use designated bases This is done by adding "faction_index = 0;" or 1 in a base-object description. Which faction is 0 and which is 1 is randomized by default, but if you want to make 0 always green, locate the general -settings object in the materials layer, and add "randomize_faction_index = 0;" in the description. Where do we do that? |
Author: | pasik [ Fri Jun 22, 2012 12:05 pm ] |
Post subject: | Re: Beta 0.68! |
Jeff2307 wrote: pasik wrote: This is done by adding "faction_index = 0;" or 1 in a base-object description. Which faction is 0 and which is 1 is randomized by default, but if you want to make 0 always green, locate the general -settings object in the materials layer, and add "randomize_faction_index = 0;" in the description. Where do we do that? In inkscape, in file media\mapX\objects.svg, in the base layer, in a base object. |
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