Version 43.2

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 Post subject: Version 43.2
PostPosted: Mon Jul 05, 2010 10:58 pm 
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So far in 43.2 I've completed -
- viewing tank positions during buying
- deformable roofs for caverns
- disconnecting/leaving games back to the main menu

If anyone finds anything just let me know.


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 Post subject: Re: Version 43.2
PostPosted: Tue Jul 06, 2010 4:38 am 
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gcamp wrote:
So far in 43.2 I've completed -
- viewing tank positions during buying
- deformable roofs for caverns
- disconnecting/leaving games back to the main menu

If anyone finds anything just let me know.


Is seeing tanks while buying optional? it could be rather lethal in some places.
Unless you've chosen to make them temporarily untargettable.

Another choice that many were asking about, was the option for sticky rollers.
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 Post subject: Re: Version 43.2
PostPosted: Tue Jul 06, 2010 7:00 am 
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another question - are the weapons and goodies saved during game when you loose your connection and reconnect again?
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 Post subject: Re: Version 43.2
PostPosted: Wed Jul 07, 2010 4:21 am 
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tlon wrote:
another question - are the weapons and goodies saved during game when you loose
your connection and reconnect again?


As of current release, they are saved. Both score and inventory are
remembered and givenback upon reconnect. They may not appear untill
the round on which you return to play, but they are indeed remembered.
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 Post subject: Re: Version 43.2
PostPosted: Thu Jul 08, 2010 12:38 am 
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Quote:
Is seeing tanks while buying optional? it could be rather lethal in some places.
Unless you've chosen to make them temporarily untargettable.


You don't see the tanks but rather the icons above the tanks, while buying. It was the best way I could think of rather than making the tanks invunerable.

Quote:
Another choice that many were asking about, was the option for sticky rollers.


Not done yet. But im still working on the meat of the version, I'll get to the icing later on :)


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 Post subject: Re: Version 43.2
PostPosted: Fri Jul 09, 2010 12:28 am 
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More changes:

Players can now enter and leave spectator mode at any time
Players can change their name/color/team/tank at any time
Players are moved to spectator mode when they exceed the maximum number of missed moves
Fixed tank color drop down not working on some graphics cards
Fixed tank model not updating correctly under some conditions


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 Post subject: Re: Version 43.2
PostPosted: Fri Jul 09, 2010 2:27 am 
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gcamp wrote:
More changes:

Players can now enter and leave spectator mode at any time
Players can change their name/color/team/tank at any time
Players are moved to spectator mode when they exceed the maximum number of missed moves
Fixed tank color drop down not working on some graphics cards
Fixed tank model not updating correctly under some conditions



Jump to Spectator.. The new 'Resign!' :D

Having players not ejected but set aside on AFK's is a better option, good idea.
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 Post subject: Re: Version 43.2
PostPosted: Fri Jul 09, 2010 4:09 pm 
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Thrax wrote:
Jump to Spectator.. The new 'Resign!' :D


Yeah I wondered about that. Couple of options, 1st if they are not dead we could penalize them some points (configurable), 2ndly you could reset all of their score/money etc... What do you think?


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 Post subject: Re: Version 43.2
PostPosted: Sun Jul 11, 2010 4:50 pm 
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gcamp wrote:
Thrax wrote:
Jump to Spectator.. The new 'Resign!' :D


Yeah I wondered about that. Couple of options, 1st if they are not dead we
could penalize them some points (configurable), 2ndly you could reset all of
their score/money etc... What do you think?



Just the first one, the penalty, and not a very large one. Some players will use
it legitametely and not want to suffer much. It will be enough of a deterrant
when combined with the loss of interest and points from not being involved in
the end of the round, similar to the Resign. For the second, resetting thier
resources will just let them abuse the initial money to rebuy death's heads for
the next round.

Also came across another thought. The weaponScale tag is so rarely used,
that i'm almost believing it's un-needed. When we design mods, we pre-plan
the scale and it might miss-align things when used at a different scale.


I'll be building this one tomorrow night, if i can re-awaken my compiler..
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 Post subject: Re: Version 43.2
PostPosted: Mon Jul 12, 2010 4:12 pm 
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1 question about messages - as i remember all messages are shown in the bottom - that makes total mess since you have to separate status messages, messgaes about killing, resigning and chat messages. Is it possible to make chat window? Messages about killing should be shown in th top IMO.
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 Post subject: Re: Version 43.2
PostPosted: Mon Jul 12, 2010 8:17 pm 
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If you look at most other games they seem to lump all the information into the one chat window, that's why I moved it. It's customizable in the windows.xml file though, all I did was to change that file to make the change. I can have a look at making it customizable via the gui if you want.


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 Post subject: Re: Version 43.2
PostPosted: Mon Jul 12, 2010 9:12 pm 
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gcamp wrote:
If you look at most other games they seem to lump all the information into the one chat window, that's why I moved it. It's customizable in the windows.xml file though, all I did was to change that file to make the change. I can have a look at making it customizable via the gui if you want.


I dont think any player is able to edit windows.xml file. Players, especially noobs, have to read all messages clearly understanding what is going on in current game. If all messages are mixed together you would spend extra time to parse them all.

1 more question about new version - do you have to restart the game to switch to another server?
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 Post subject: Re: Version 43.2
PostPosted: Mon Jul 12, 2010 10:21 pm 
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Quote:
I dont think any player is able to edit windows.xml file. Players, especially noobs, have to read all messages clearly understanding what is going on in current game.


Like I said. : "I can have a look at making it customizable via the gui if you want."

Quote:
If all messages are mixed together you would spend extra time to parse them all.


I found that when the messages were in seperate windows I couldnt tell what happened when. I now find it much easier to see that someone was killed and then someone said "NS" and then the game ended, without having to figure out what window to look at.

Anyone else have any thoughts on this?

Quote:
1 more question about new version - do you have to restart the game to switch to another server?


No.


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 Post subject: Re: Version 43.2
PostPosted: Tue Jul 13, 2010 6:46 am 
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gcamp wrote:
Quote:
1 more question about new version - do you have to restart the game to switch to another server?


No.


that's great!
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 Post subject: Re: Version 43.2
PostPosted: Tue Jul 20, 2010 11:15 pm 
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More stuff:

Fixed mac address fetching under DARWIN
Fixed unix scripts to cope with Visual studio 10 files
Moved round time from the OSD to the score dialog
Add tool tip to the shot timer
Fixed some tool tips not displaying for some UI elements
Updated player dialog to have explicit spectator and cancel buttons
Split combat messages into separate log window
Different deform types for roof and ground


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