Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
Because some bugs still slipped through the 0.77b4 version, we have created a b5 release. If everything went as expected, this should be the last release in this short time, next one will take longer (even if it might become another bugfix release). Look at the download page for direct download links, or use the ingame updater which should now work in this version. What has changed? Installer:
check if common unitsync users are running, abort installation if any is found
don't download and install RiverDale and SmallDivide when the user already has it
Crashes:
even more preventions of DIV0
User Interface:
whe watching a demo with a setup locally, overwrite maxspeed with 10
fix mousehover detection for radar icons
fixed performance of Lua fontHandler
make the orbit-controller actually do something on win32
make the orbit-controller speeds configurable
rescale fonts on window resize so they don't look ugly
fixed black border blending of fonts
ATI drivers lie about not supporting extensions required by shadows. we ignore that extension now
Engine:
new fbi tag: bankingAllowed - only affects hoverAttack=1 units; controls if the aircraft can bank.
fbi tag upright now affects gunships
fix CAirMoveType using an uninitialized variable (maxSpeed)
fix Aircraft fuel not working properly on units with multiple weapons
fix SendLuaMsg
improve heading table resolution, this makes huge units less jerky
fix the gamespeed not going back up after it was slowed down
when ArchiveCache has not been written yet, do not add archive dependencies that are already in the chain (was breaking demos)
fix factories switching their yardmap to fully-blocked when a unit is present inside (so units don't getstuck inside)
fixed map defined detailtex
fix LUA Spring.GetTeamResources does not return "received" for one player on each team
Unitsync / Lobby interface:
engine now loads many start script options from GAME\ModOptions\ section in start script, instead of just GAME\
added EngineOptions.lua to springcontent.sdz, this contains the default engine options for backward compatibility
GetModOptions unitsync call parses both EngineOptions.lua and ModOptions.lua, and returns combined list of options
Random:
lots of fixes to CMake and dedicated server (already released)
minor KAIK stability fixes
I stopped uploading zip archives with the source code because I don't consider them usefull. If you have used them, post a hate message here.
Almost forgot to thank people who made this happen: imbaczek, kloot, tvo, submarine, jK, det and all helpers, testers, contributors etc.
Important: You have to upload your lobby to make use of some of the new features (included in the installer).
Joined: 02 Jul 2008, 04:52 Location: taco bell. get me out of this freezer! stupid fastfood. hheellppp! lolz
these are great updates but can you tell me how to watch past replays cause every time you make new updates i cant watch my past (version) replays and its annoying. i heard you have to have the old 'exe' files, is that true? if it is, can you tell me where to get them? thanks in advance
Joined: 01 Jun 2005, 10:36 Location: The Netherlands
Congrats!
For lobby developers, note that I deployed small tweak to tasserver by dizekat: TASServer now does not block joining in game battles anymore
Old behaviour can be restored by host's lobby client by locking battle when game starts and unlocking when game ends. It can be restored for player's lobby clients by implementing this in game check client side. All in all there is choice now, which there wasn't before
i'm sorry to be of bad feedback, but this replays thing is EXTREMELY boring. I mean, replays are a huge part of the gaming experience.
The fact you can't watch replays between differents major releases, fine, i understand. But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last.
Except from that ,congrats to the devs, things running smoothly here
[quote="[LBF]Vache"]i'm sorry to be of bad feedback, but this replays thing is EXTREMELY boring. I mean, replays are a huge part of the gaming experience.
The fact you can't watch replays between differents major releases, fine, i understand. But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last.
Except from that ,congrats to the devs, things running smoothly here[/quote]
Well, if you avoid the checksum you actually can, might get sync errors though.
"But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last."
There'd be no point in allowing it, since (some of) the engine bugfixes still mean that your 77b{n} demos will play out differently in 77b{n + k} than how they were recorded.
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