Just to let people know I am thinking of making a very small point release with the speedup fixes in it and the one or two other fixes in CVS.
At the moment I am thinking it will be protocol compatible, so no AimedOver changes. After that I will start a more comprehensive 41.1/42 changes. I've done about 1/2 the work to including scripting in the game, so that should be soon.
Bobirov are you still getting the blue/green end screen after a kill all?
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
k, i'll grab and build what we have up to now then.
It's only a tiny update, barely worth the point, but guess it must for
the player's sake. Repairs like the aiming and any deeper graphics
would bump it a point.
As for threatening v42.. lets not get too far ahead.
The roller power could be adjsted to a better balance so no changes to roller/shield physics need to be applied?.
-Reduce baby roller and Roller explosion size and explosion damge to better balance with Shield and Heavy Shield respectively.
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WRT to the concerns of rollers (power, size, etc), Bob brought up a point to me the other night: We don't have the XML control of them that we have with projectiles (particularly size, maybe others)
Also, I gave the cvs a test last night.... had many oddities. I'll make a separate post about it once I DL and try the v41 release.
cbx
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Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov are you still getting the blue/green end screen after a kill all?
Updating now, I'll check it out.
EDIT:
Yes, its still happening. Just like it was, have to restart game to get rid of it.
It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
hmm.. Was compiling again to be sure, and came across this..
It's never stopped a compile and thing's have always run fine, it
probably has no impact at all on it's function..
but who knows till it's checked for sure.
EDIT: Yes, its still happening. Just like it was, have to restart game to get rid of it. It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
EDIT: Yes, its still happening. Just like it was, have to restart game to get rid of it. It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd.
The recent changes mean the the CVS version is now incompatible with the current version (41) which is a shame , but it does mean I could fix all the issues currently reported.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
EDIT: Yes, its still happening. Just like it was, have to restart game to get rid of it. It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd.
Try now. Changed the way the optimizations work.
Seems to have worked. Not getting the whacky UI color changes now.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
It's never stopped a compile and thing's have always run fine, it
But it did stop the compile in the output. Not seen this, been compiling on my two machines tonight and all is well. f is a fine postfix for floats.
Those lines are not exactly the same as the ones I am looking at. the <int> for e.g.
not same?? besides the moving around for the post, it's from the
CVS check-out from yesterday.
i'll get a fresh checkout in another folder, .. see if there's anything
different, but the lil green check-mark on my Tortoise lists is supposed
to mean it was current.
Edit: Damn XP has a high PITA factor...
It must have been hiding some of the compilers libraries or extentions.
I rebooted, got a clean checkout(matched old one anyway but carried
on), and started a fresh rebuild. And no errors..
Will run it when I wake up, see how it fares.
Made some more fixes, looks it is turning into a proper point release. Did some testing today but if some more people want to have a little go that would be cool too
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