poniedziałek, 30 września 2013

A Few Snags with the Patcher, Good Progress Otherwise

Over the weekend, Friday and today we’ve had a sort of a mixed bag of development.


The threaded patcher development has hit some snags - it works fine on my machine but not on MM’s, works fine on windows but not linux dedicated, etc. Because of the “one chance” nature of an autoupdate update, we’re going to hold onto the changes, potentially for another week, to make sure that there’s no-one stuck on an old build or with a buggy patcher. Lucky for you guys, it’s in its own dedicated branch for this exact reason, so it shouldn’t impede any other changes making it out.


In good development news, so far this week:


  • MM and Shadlington are working on Steam integration
    Apparently this is going along fairly well, but valve’s API is “quite bad”, especially with regards to documentation. Does this give us an excuse to leave things undocumented? Only time will tell ;^)

  • I’m working on balance issues and bugs
    I should be done with a lot of these by tomorrow for a quick, mid week patch. A lot of them have been usability concerns, but some are also straight number tweaks (demolition items more expensive in CTF being the major one there) and routine bugfixes.

  • There have been a few “High Level” Map Changes
    Somewhat behind the scenes, but this change to the engine-side pathfinding engine opens up a lot of nice options for us - we’d like to expose the pathfinder more directly to scripts some time soon, probably accessible as a contained object inside each CBrain, potentially as a mod-managed self contained object (like the Noise and Random objects are). This should help with both vanilla and third party AI development.

  • The onHitBlob callback was changed/fixed - attn modders
    due to an oversight many months ago, and vanilla code not relying on the “damage” value being correct inside this callback, the damage value inside this callback was the original damage sent by the hitter. It is now the final damage after all modifications have been applied. Something to be wary of, modders.

That’s more or less it since last patch, figured keeping you guys in the loop especially re: the API change was a good idea. More when we have more to tell you.


Max/Geti

piątek, 27 września 2013

B893 - Automatic Mod Downloading

This update introduces automatic mod file downloading from the server you join.


I hope this will show how easy KAG + modding is. Making a mod on your server is really as simple now as:


  1. Say you want to add bunnies on your server.

  2. Go to this thread and download this bunny rabbit mod by Skinnet from the modding forums.

  3. Unpack the bunny into {KAG}/Mods/Bunny

  4. Open {KAG}/mods.cfg and add the line Bunny at the bottom of the file

  5. Start your dedicated server

  6. Wait for people to join (it will autodownload the bunny for them)

  7. Spawn bunnies for them with the chat command !bunny

That’s all, I really hope we see some awesome modded servers in a while. 
Be sure to check “Modded” button in the server browser because by default it filters them out (so the game is noob friendly).


 


Changes 890-893:


[added] automatic mod downloading on join server

[fixed] coin drop sounds

[script][added] MapFlags.as for convenient setting of tilemap flags from script

[fixed] wall run on doors and trap blocks

[fixed] archer continues to grapple after going through tunnel

[modified] smoothened the fixed camera very much

[fixed] bugs with flag base sector not being in the right place 

(doesn't vanish completely any more, but gets much smaller to prevent "flag cases" from being really hard to break)

[fixed] doors and trap doors wall running

[fixed] idle server pausing broken

 

środa, 25 września 2013

What's next?

Challenges? check


CTF? check


What are we working on next?


Of course:


  • tweaking gameplay

  • fixing bugs

  • making the game run faster

  • adding new maps

But you know us? We have fire in our bellies and can’t just stop. The major things you should expect this week are:


  • Mod downloading
    This means any mod used by the server in the Mods folder and specified in mods.cfg will be automatically downloaded for everyone on joining the server. Awesome! We are doing this in a no bullshit manner. I’m just providing file download functionality and the rest is handled by you, humble server owners, mod makers and players.

  • Faster patcher
    We all know autoupdating is too god damn slooow. Geti fixed this by making the patcher threaded. There’s still a bug that needs fixing but should be ready along with mod downloading (which is nearly done, just needs testing)

  • Steam integration
    We are heading full force towards the biggest milestone - launching KAG on Steam. Existing players will be able to launch KAG from Steam and automatically login and bind their existing accounts. New Steam customers will be able to join the game in the same manner from Steam without the need of creating an account on kag2d.com

  • Steam launch
    This will happen next month.

  • Zombies?
    We (main devs) aren’t directly creating this. I can say they are coming along. The sprites are already done by Geti and they look sweet. Zombies should come in some way or the other after the Steam launch.

Have fun!


MM

Hotfix for B890

Just quick fixes without changing the build number. Update your servers please.



[fixed] can select invisible heads

[fixed] princess03 map having wrongly placed end

[fixed] possibly the osx collapse crash

[modified] reduced fall damage by half

[modified] lowered wave respawn in TTH to 8

[added][server] sv_gamemode = TTH switches to WAR automatically

[added] specific crate unpack help
[added] help message for help messages :p

[removed] competetitive/cooperative buttons from servers browser
[added] sorting by player count as default in servers browser



wtorek, 24 września 2013

B890 - Tweak-a-doodle-doo!

(I’m not sure what the chicken joke is about)


New build! tl;dr is it fixes a bunch of stuff, runs faster, new heads, should be a bit easier for newbies.


Knights can destroy all solid wood blocks.


Just jab or slash at the blocks. We removed the requirement that the blocks were “cracked” because it seemed to confuse a lot of players. Wood is now quite the liability, get stone structures up where possible.


Potential optimisations to Config File operations, and to the Help Text.


These aren’t 100% complete yet - you if you used to get a lot of lag in the beta, that will hopefully be fixed or decreased with this change - if it still lags for you, we’d appreciate it if you could press F1 to disable help and report to the forums if this does or does not make your game run faster. If it does help, then we’ll put more work into optimising the help interface.


New player experience improvements (thanks Contrary).


These are mainly fixes and tweaks to Princess mode. If you encountered the bug where you couldn’t play the last level it is time to play it again!


Particle optimizations


The particle collisions (mainly used for picking up coins at the moment, may be properly exposed later) are now much, much faster, and completely ignore any non-pickable particles. This means that picking up coins is much faster on both client and server. A bug was identified in the server particle update code as well, and the coin drops are now partly synced (not 100% for bandwidth reasons), so picking up coins from the ground should work, at least most of the time


CTF fixes and improvements


Some of the funnier bugs with CTF are now fixed, like “capturing” the flag with a circular saw. Other issues are on their way to being fixed - wood doors and structures are now more vulnerable, catapult rocks now do some serious damage to stone doors, fire arrows will burn things down with much less of a delay, the flag returns faster when it’s near team-mates, and the messages in the chat console have your name attached to them if you picked up or captured the flag.


New Heads!


7 new heads (more if you count per-gender) have been added to the game. This includes the 2 community choice heads chosen by the community, as well as some miscellaneous heads and the migrant heads.



All in all it’s a bunch of changes that make the game run faster, play better, and hopefully reduce the overall number of bugs. Be sure to report any new bugs on the forums


Changes 886-890:


[modified] more cache friendly particle update
[added] blob gibs have random timeout - means they vanish in sequence rather than all at once.
[added] new base png loader from jackitch
[added] some sync to coins drop
[fixed] minimap outlines
[modified] minimap uses 100% same code for creation and per tile update - fixes consistency issues
[modified] water and fire are overlayed on map, not 100% alpha
[fixed] water and fire minimap sync on net
[fixed] terms of use being tricky
[fixed] config files not saving properly (helps reduction broken)
[added] further optimizations for helps
[added] blinks for helps when they happen
[modified] knights can destroy all wood blocks
[modified] knight can chop through wood door faster
[modified] spikes are destructible by knight
[modified] a bit more aggressive beginner mooks
[added] reintroduced grain from grain plant as edible food
[modified] more respawn time in Princess mode
[added] princess mode: on next map you start as previous class
[modified] archer AI sometimes stops when retreating
[modified] polished the trap level in princess more
[fixed] last level of princess mode not appearing
[fixed] chat text on hover being unreadable
[added] more damage from catapult to stone doors
[fixed] fire arrows not showing in air
[fixed] camera scrolling when mouse of window
[added] kills and scores to challenge
[fixed] time highscores formatting in challenges
[fixed] slam dunk to saw captures (lol)
[added] archer grapple help icon
[fixed] fire arrow teleporting to 0,0 on client when hit door
[modified] tweaks to improve netcode
[fixed] competetive button not pressed from start
[added] chomp sound to shark
[fixed] password appearing way below browser
[added] fire arrow burn time is 5 secs
[added] ctf flag returns faster near teamies
[added] catapult rocks die from too much smashing
[fixed] archer can always get arrows from tent, even if he dies during resupply time
[fixed] archer "drops" an arrow at end of legolas
[fixed] wierd flag doesn't capture bug
[modified] new community maps
[added] 7 new heads

sobota, 21 września 2013

Fan made trailers/videos of KAG Beta

Hey,


Few weeks ago Kouji held a competition. Its aim was to create the best trailer/video of KAG Beta. The winners were announced a week ago and it’s only now that I got some time to make a devlog post about it. 


The rankings were as follows (click on name to see the video):


  1. 8x’s Video

  2. TheDr’s Video

  3. Crabmaster’s Video

Congratulations to all the winners and big thanks to all the participants. We hope to see more amazing videos like those listed above. :)


Cheers,
Furai/Lucas

piątek, 20 września 2013

A Note about Server Performance

Just wanted to mention about the server performance issues causing slowdown of bombs and similar.



This week we’ll be addressing modding issues where possible and doing and optimisation and bug fix run - no game features and probably not too much balance fiddling.



Reason being that as I’m sure you’ve noticed, 20 player CTF is too taxing on servers. One of the main reasons for this is the coins code - on top of being less than reliable for pickups, it’s also very badly optimised for the new engine with lots of game objects. The config files are also used in a very badly performant way in a few places in the game, which will need to be addressed.



Overall, next week should bring back 32 player games as a possibility for both client and server if we can deal with all the issues in a suitable way. We’ll also be fixing any glaring issues with CTF in a larger context.



For now, it might be best if server hosts would stick to 16 player CTF games at most to avoid the slowdown bugs.



Enjoy your weekend!
Max/Geti

Build 886 - CTF and Back to Basics

If you haven’t “got into” beta yet, this is probably the build you have been waiting for.


It’s still a little rough around the edges, but we need public testing to go further at any sensible rate. Prepare to get your testing hats on (and hopefully your flag-capturing boots as well).


This build adds (Among other things)


  • CTF MODE
    Obviously this is the big one. Capture the enemy’s flag, take it to one of yours, do that till the enemy is out of flags. Simple stuff. Lots of fun.

  • Coin Operated Workshops
    Another big one that I know a lot of classic veterans have been holding out for - CTF sees the return of plinky plonky coins and all the bombs your money can buy. The coin gathering mechanics have changed slightly, but it’s more of the same.

  • KAGGen Map Generator
    This was actually done as a demo of a procedural map, but turned out fun enough to include in the CTF map cycle. We’ll be adding more to the creatively-named KAGGen as time goes by, but for now it’s easy to configure, quick, and gives a good example of how to build a map with just code.

  • New Wall Run Controls
    This new, easy to perform maneuver lets you get around terrain with much less frustration, while not giving builders as much of a headache and still leaving a lot of room for creative parkour. If you find yourself missing the easy (if counter-intuitive) notch running from classic, you’ll probably like the wall run.

There have been a lot of other neat additions and a few optimisations under the hood, and we’ve identified a major bottleneck on some machines (but not yet addressed it) - if your game runs oddly slow for your machine specs, keep an eye on this space as we’ll be fixing it up as soon as possible!


This is partly a back to basics build - bringing back some of the tried and true tropes of classic with a that new KAG smell. Or something. (It’s late, give me a break :^)


Remember the script changes have happened, you can read about them here


There’ll very likely be more updates coming early next week to patch any issues that rear their heads over the weekend (door forts probably), but we’ve played many games of CTF in the process of getting this out so that at least should be fairly stable.


I’ll collate a list of changes next week as well, there’s some convoluted branching in the repository to take into account.


Have fun!


Max/Geti


Edit: as a side note, the build might take a while, please don’t literally hold your breath for fear of hypoxia.

środa, 18 września 2013

CTF Day 10 and 11

We’re nearing the release of CTF at the moment!


Day 10 (yesterday) went fairly well with one major snag - during the start of the game, sometimes players would spawn infinitely and accumulate a huge pile of corpses at the tent. Naturally that wasn’t any good, but it should be fixed now, and we are testing thoroughly to make sure such a strange bug doesn’t come back.


The kill counts in scoreboard have been fixed - they were being logged for kills of objects that weren’t owned by players due to an oversight.


Some community sourced maps have been added and are undergoing more polish as we speak. Old CTF maps won’t quite work “out of the box”, but require only minimal changes like the addition of a flag and moving the spawns down 1 tile so the tents aren’t floating. This means old CTF server owners that had specific maps shouldn’t have too hard a time porting their maps over.


All that remains now is to balance the costs a little squash a few more minor bugs, then playtest endlessly to catch as many bugs as possible before release.


Release is planned for this Friday, surprises not withstanding :^)


Max/Geti

wtorek, 17 września 2013

Wall Running Experiments

We’re dissatisfied with the current wall run due to the strain it puts on people’s hands and keyboards, and the infinite wall climbing it gives knights. We’ve been looking into fun, no nonsense, no keymashing alternatives.


Here’s one I came up with today:



Note that I wasn’t mashing the keys the whole time, and the distance from contact with the wall to not being able to run any more is finite - around 3 blocks (give or take vaulting).


At the end, when I fall into the spikes, I hit the wall too early and ran out of steam before I could make it to safety - while I could have walljumped at that point, I didn’t think of it in time :^)


Happily, this makes chimneying a breeze, even with funny corners. As long as you remember to keep swapping sides, you can chimney up anything - you have to swap sides because of the height limitation, but thankfully you can do this by tapping A and D as you hold W.



You know sometimes you just miss the edge of a jump, and get that sour taste in your mouth of knowing your dude could have clambered the extra tile if he just put his back into it? Well, if you’re making a somewhat sensible jump, that works with this new type of wallrunning:



Overall its a lot more predictable than the older walljump and wallrun system, involves no mashing of keys and is pretty consistent between classes - no more infinite jumping up walls as knight, but you can use slash to get a few extra tiles of height and maybe catch that pesky archer.


I’ll be working on it more after fixing some “interesting” spawn bugs in CTF - I’m not sure about the rotation but if it’s not there, it’ll probably need a dedicated animation. Thoughts on all this are welcome :^)


Max/Geti

Script Changes for Next Build

We’ve been promising ourselves to be more forthcoming about changes like this before a release is out, since although modding is not officially supported, we can appreciate that those who have already undertaken some work would prefer that not to break :^)


Big Changes that might break mods next build:


  • Random(range) as a global function is removed, use XORRandom(range) instead.

  • There is no direct equivalent of Random(seed, val) any more - for the simple reason that such a function doesn’t really make sense anyway. Create a random object with your seed and call NextRanged() on it.

  • Random(seed) creates a RNG object, use Next(), NextRanged(range) and NextFloat() to get values out of it

  • Noise(seed) creates a 2d noise map, use Sample(x,y) or Sample(vec) and Fractal(x,y) and Fractal(vec) to get values out of it. Values for the noise map are between zero and one, we’re considering allowing specifying the range in constructor.

Hopefully the change is worth it, Random objects like this allow much more stable generation of values, you can have a random generator for each tree or all the trees on the map, instead of sharing the state between every object in the game, and between play sessions. Overall this should allow us to make map generators where the seed actually matters, which is pretty important :^)


As a side note, this has lead to changes in a very large many of the vanilla scripts, some 57 individual scripts were affected, most of them in multiple places, producing over 500 lines of compiler error spew - please understand that for any change that breaks the interface, we very likely have to make more code changes than the entire modding community combined - we always have a rationale for making changes that break the interface, and we’ll try to explain them as best we can as we make them in the future - ideally giving you a few days notice if we can.


Max/Geti

poniedziałek, 16 września 2013

CTF Day 9 - First Day of Testing and Feature Roundup

I didn’t report on Day 8 due to it just being bug stomping, but today CTF went into private testing. Although there were and continue to be hiccups along the way, the game plays more or less how it should, with some push and shove between teams with the game ultimately being decided by who makes the better plays for the flag.


Only major issue is materials drought, which will be solved by extending the resupply mechanic into the game.


I thought I should do a roundup of the bigger things that should please some of the older players as well as be exciting and new to any greenies, so you know what’s what.


  • Coins for playing well to spend how you please.
    This is the main one for veterens, I feel. We’re happy to give you what you want with simple coin operated shops, and coins for kills and building. We’re in the process of balancing the costs of items to give even new/rubbish players access to some items, while effectively preventing spam of higher tier stuff.

  • Gold required for Siege and Boat shops, and Transport Tunnels - this ensures that gold remains something to seek out in the map, particularly late game where you may need a siege engine to help buckle the enemy defenses.

  • Multiple captures from multiple flags to allow recouping after a loss without a change of map - while still allowing a decisive multi-unit play to win the game.

  • Spawn separated from Flags - while this may seem like a no brainer, classic’s CTF has been plagued by flag-on-tent since day one. No longer will you have to cut your way through every member of their team spawning on top of you with strange teleporty spawn immunity just to get a slice of their flag - they’ll have to defend them separately.

  • Flag captured at other flags - means that you must keep your flags accessible to stand a chance at winning.

  • Unlimited spawns - a feature of arguably the most well populated Classic CTF server, winning relies on capturing the flag, not killing 100 (flithy) reds. While I’m sure people will happily re-add the ticket mechanic, we’re happy to see a simplification of the mechanics.

  • Resupply on Tent - as I mentioned earlier we’ll be expanding this aspect to help fill in the materials drought, but basically players can resupply on the tent a few times each minute, netting free resources around the base. Currently, this is used to good effect in implementing a fair, abuse resistant “infinite materials” system during the build phase of the game, it should extend naturally into a generic resupply. Another gripe with the mechanic’s equivalent in classic has been fixed - the time until your next available resupply is clearly stated.

I’ll get some gifs of gameplay tomorrow if possible - for now, its 2am and I really need to sleep :^)


Max/Geti

piątek, 13 września 2013

B878 - New Cooperative Challenges!

This build introduces the new singelplayer/cooperative gamemode called Challenges.


You will play with a team of friends (or single) on very small maps with a particular objective like:


  • Kill all the red

  • Get to the other side of the map (KAG parkour)

  • Escape the flood!

I made other modes but they weren’t as fun as those so - not included. We have more ideas and will introduce new challenges as time comes. We just want this first batch to come out quick so you can play it.


All of these challenges have a max. 1 minute time limit. This means fast gameplay, even if you lose or die, in a couple seconds the next challenge is loaded.


Some maps have randomized classes to keep things interesting and coop. If you spawn as builder be sure to help out your team!


High scores are stored and shown at the end of each round:


  • Most individual/team kills

  • Fastest times

.


We want more Challenges!


This gamemode needs like 50 maps to be awesome. But we don’t have that much time to do it ourselves. This is where you can help. Making maps for this mode is quite easy. Just check Base/Maps/Challenge/Missions to see how the map + config looks like. Make your map, put it there and then add it to the mapcycle to play: Base/Rules/Challenge/mapcycle.cfg


Post on forums and we’ll pick the best ones and include them in the game with proper credits for the author!


.


How to run a Challenge server


In your autoconfig.cfg file set the following things:


sv_gamemode = Challenge  
sv_mapcycle =   (leave blank)
sv_mapcycle_shuffle = 1
sv_maxplayers = 4 


.


Archer changes


We’ve thought a lot about the archer and we want him to be more fun and more distinct from the knight class. I felt like removing 1 heart from health was a step in the right direction but it needed more. Here’s what changed for archer:


  1. The arrow gravity arc is practically removed until about half screen distance when it starts to drop

  2. Firing a max charge arrow is 2x faster

  3. The Legolas triple shot takes much longer to charge

  4. Charged (and Legolas) shots break knight shields within slash distance

We’re kind of biased about the triple shot and it might change in future versions. The other changes should be real good.


Stay tuned for news from Geti, CTF should be released next week.


MM


Changelog B872-B878:


[modified] set default map cycle to mini challenges for Challenge

[modified] out of box config settings are that of Challenges

[fixed] unable to cap hall in Challenges

[fixed] server browser to use Challenges as coop

[removed] archer cam and slightly faster arrow

[fixed] arrows sticking to ceiling on Amarok

[dev] fixed various issues with loading non-default maps on network

[fixed] out of date menuhelp.png

[modified] grapple appearance

[fixed] builder building on self and teleporting

[added] grappling hook help

[added] button for Challenges in Solo menu

[modified] tweaks to princess mode meta

[modified] adjusted arrow speeds (slightly faster mid-pull; even faster load)

[added] default suicide icon for kill feed

[added] killing bots adds to scores

[added] /BaseJeep - an example of a full KAG modification

środa, 11 września 2013

CTF Day 7 - GUI, Tent Mats and Bugs

Today I worked on the GUI of CTF, and fixed as many bugs as possible in the gamemode. Overall it was quite productive, if a little underwhelming in screenshots :^)



As you can see, the GUI is very minimal. The screenshot above shows that Blue is winning, Red have had one flag captured and have one flag that is currently in danger. This appears where the TTH “shields” appear.


I also got warmup tent materials working, which i’m sure all the veterans will know is important for good pregame castles. I also decided to give some coins to each player on each new game, so everyone can afford a few bombs or a special arrow at the start of the game to set things going with a bang. We’ll see how that plays out, haha.


The bugs fixed were mostly just annoying internal things, like the spawns being managed ineffectively or the warmup phase with red barrier not triggering properly. The majority of ones blocking playtesting have been sorted out, so testing will go ahead fairly soon (MM wants to release the Challenge stuff first so that it can be tested in public).


Max/Geti

wtorek, 10 września 2013

CTF Days 5 and 6 - Shops!

Hey guys, while progress on CTF was stalled by other commitments, it’s back on track and cruising along nicely!



All of the CTF shops are drafted in-game and fully constructable. Everything in that screenshot was built by that builder, no !commands.


…Apologies for the awful example base layout, needed to cram all of them into the screenshot and it’s getting late ;^)


The shops function more or less as in classic, taking coins gained from combat to produce ammo.


At the moment, MM and I want to trial a flat upgrade structure - instead of getting scrolls etc, in CTF you will just need gold to build the more fancy shops, and special ammos will cost many more coins.


This is intended to keep CTF as simple to learn and as focussed on enjoyable competition as possible. If it proves to be too spammy or not provide enough strategic depth, we’ll probably resort to per-shop upgrades for special ammo.



I also want to talk quickly about CTF Maps.


While designing the mode I’ve had two experiences in mind - the fast and furious CTF of soldat, quake, tribes etc, as well as the more long term, epic, team dependent type like the Action! Unlimited server in classic.


The good news is, both of these experiences should be possible in the one new CTF mode with some clever map design.


The current map I’m using to test CTF can be found here - this is quite a bit smaller than your average CTF map in classic. However, it should be suitable for around 4v4 to 8v8 CTF.


Astute members will note that there are 3 flags per side on this map.


Larger maps with more flags give a natural way for server owners to scale their experience up or down. We’ll likely be taking submissions for well designed CTF maps once the mode is public.


That’s all for now, know that things with CTF are ticking along and should tentatively be ready for play in a week or two.


Max/Geti

piątek, 6 września 2013

More News on CTF coming Next Week + Shop Sneak Peek

Day 5 went ahead yesterday after a long long day of uni.


I realise making a post about news coming is a little anticlimactic, but I’m snowed in with university work at the moment and MM is preoccupied with giving a talk this weekend, so I’ll do it justice once my schedule is more clear.


Synopsis is that CTF Shops are under way, with most of the art and probably 40% of the code for them done. After they’re working and integrated with the builder there will just be the GUI production, Map making and lots of playtesting to do before it’s public. :^)



Here’s the shop art so far - Knight, Builder, Archer, Boat and Vehicle shops shown. The transport tunnel will also be present.


I’m considering leaving technology progression out of CTF entirely to keep the mode as simple as possible, I’d be interested to know people’s opinions on that approach. Otherwise tech progression would be based on “upgrading” each shop with one special tech item with no “research” building.


Max/Geti

czwartek, 5 września 2013

Franek's Invented Constructions

KAG Forums member franek123 has been building some exciting constructions as builder recently, here’s a video of his trampoline powered door defense and arrow cannon


[youtube http://www.youtube.com/watch?v=Df1cYnD3prA?feature=player_detailpage]


It’s exciting to see this kind of stuff happen in kag - we knew arrows could bounce off trampolines but didn’t know you could use that for such clever mechanisms!


Good work franek! You can see more of his mad inventions here on the forums


We’re very keen to see what the community does next!


Max/Geti

środa, 4 września 2013

B872 - Nice spectator camera + arrows lag fix

This build hopefully (we need to test with this release) fixes the choppiness of arrows and other projectiles. It also should improve performance significantly when there’s lots of arrow rain action.

SPEC CAM INSTRUCTIONS
Use mouse cursor or WASD to move it around
Left Click - to change view to first teammate to the left


Right Click - to change view to first teammate to the right


Changes 870-872


[removed] dinghy damage (again, hopefully correct)
[re-added] minimap (but wont show for maps smaller than 128 width)
[fixed] archer camera twitching on triple arrow shot
[modified] some significant delta sending changes/improvements/fixes
[modified] smoothed and fixed singelplayer issues
[modified] projectiles don't use box2d bullet physics
[fixed] camera not set in the middle on join game
[fixed] snapping when team member near edge of map
[removed] post processing with uncapped framerate (and fixed related bugs)
[added] smooth mouse scroll for spectator + swapping team mates RMB/LMB
[fixed] bots not doing anything unless they see enemy
[fixed] difficult bots double slashing badly
[fixed by Furai] typo in console logs when receiving server's list
[fixed] builder can't break own workbench

Have fun!
MM

poniedziałek, 2 września 2013

B870 - Block Hitting Fixed and others

Quick one so that I can work on CTF tonight.


Block hitting has been fixed (meaning you can break doors again), that annoying archer “jammed” arrow after spawning has been fixed, and some console spam is gone.


Full Changelog:


[fixed] cannot "hit" map blobs with hitinfos
[fixed] knight can hit through doors, boats
[fixed] archer "jammed" shoot for a while after spawn
[fixed] type mismatch in vehicleconvert (spam in console property type wrong)

There have also been some behind the scenes changes to improve the stability of the build server by FliesLikeABrick.


Max/Geti

Something broke

Shadlington here again.
We’re not quite sure what happened yet, but when Geti pushed B869, something broke in our build system. As a result, the windows build is no longer working (linux/mac are fine). We’re trying to resolve that now.


EDIT: Fixed it. Restart to update your game and it should all be fine. If you’re still having any issues please post in the forums, as usual.

B869 - Fixes and Tweaks

Mostly just fixes for the biggest “sore thumb” type bugs of Friday’s release, with some tweaks for archer as well.


Archer now charges his legolas shot a little faster, but takes longer to ready his arrow. Major bugs with the grapple have been fixed. Hitting through walls has also been sorted out. A troublesome map has been taken out of the default cycle. A few graphical bugs have been sorted out too.


Enjoy, more changes to come throughout the week as the debate continues about what to do about archer overcharge :^) See you on the forums to discuss it, I’m sure.


Be sure to patch your servers.


Full Changelog:


[fixed] archer can grapple into red barrier
[added][script] red barrier makes a map sector for blobs to read
[fixed] knight (and others) hitting through tiles
[fixed] archer stays in air when structure/tree collapsed
[fixed] gibs load wrong sounds
[added] sound file not found warning
[modified] archer charge times (a bit faster, but longer ready time)
[modified] archer doesn't decharge before legolas shot
[fixed] sparkly layer left over when someone dies with an overcharge left
[removed] voyager.png from TTH mapcycle by popular demand - maybe it'll be back with changes later.

Max/Geti

Forum maintenance

Shadlington here. Just letting you guys know that the forums will be down for the next hour or so whilst we perform essential maintenance.
Hopefully that won’t cause anyone too much trouble! I’ll be on IRC for the duration if you have any questions.


Thank you for your patience :)


EDIT: All done now. Probably a few issues kicking around, but its mostly working again!