Kernel Panic
Moderator: Content Developer
Anyway, new version
Changelog
A2:
- Factions renamed to User and Hacker, sidepics for lobby added.
- Bug damage vs. byte and worm reduced.
- Bug seismic signature fixed.
- Bug invulnerability after build shortened to 3 seconds (down from 5).
- Bug buildtime increased to 3.5 seconds. Now bugs are made about as fast as bits are made by sockets, giving the hacker no spam advantage when many geovents are in play. Use your wits to win, not your spam!
- Worm damage increased, HP increased, added sight. It's now a real beast but it's still slower than most of its adversaries.
- Worm script Activate now obeys burrow semaphore, might fix Boirunner's inability to make his worms work.
- Gave Byte a small radar to spot mines, bugbombs and worms.
- Denial of Service range halved, damage cut (takes longer to stun things now), special case damage against bits and bugs introduced to stun them slower.
Changelog
A2:
- Factions renamed to User and Hacker, sidepics for lobby added.
- Bug damage vs. byte and worm reduced.
- Bug seismic signature fixed.
- Bug invulnerability after build shortened to 3 seconds (down from 5).
- Bug buildtime increased to 3.5 seconds. Now bugs are made about as fast as bits are made by sockets, giving the hacker no spam advantage when many geovents are in play. Use your wits to win, not your spam!
- Worm damage increased, HP increased, added sight. It's now a real beast but it's still slower than most of its adversaries.
- Worm script Activate now obeys burrow semaphore, might fix Boirunner's inability to make his worms work.
- Gave Byte a small radar to spot mines, bugbombs and worms.
- Denial of Service range halved, damage cut (takes longer to stun things now), special case damage against bits and bugs introduced to stun them slower.
Changes since the last post:
A5:
- Added effect to worm while uncloaked to increase visibility while attacking.
- Lowered Security Hole center to make shots less likely to pass through.
- Made worm model segmented and made script to hide the segments if they shouldn't be needed. Should reduce worm ends poking out of the ground.
A4:
- Worm speed, damage (only affects byte) and health reduced. Autoheal removed. Worms still kill bytes pretty well, though.
- Bug special damage against worms reintroduced to compensate for lower HP (bugs kill worms well enough)
- DoS special damage vs. worm removed, normal damage increased. Should be able to stun most targets if used in groups still, when they get too close use the DoS's superior mobility.
- Byte istargetingupgrade=1, means more bytes = better radar accuracy. If I could just set a fixed accuracy I'd do so but this is the only way to do it right now.
A3:
- Bug script fixed, previously took too long for its build animation.
- Assembler no longer crushes walls.
- Fixed logic_bomb.bmp file extension.
- Logic bomb capped at 32. Zwzsg wanted it.
- Socket and Window no longer count as commanders, Com Ends games end when the Kernel or Security Hole is destroyed.
- Worm texture made less reflective.
- Bug does normal damage against Worm now (100 instead of 40).
- DoS stuns Worm somewhat faster.
- DoS turn rate increased.
- Worm made 30% slower to build.
- Worm damage vs. buildings reduced, can now attack buildings normally.
A5:
- Added effect to worm while uncloaked to increase visibility while attacking.
- Lowered Security Hole center to make shots less likely to pass through.
- Made worm model segmented and made script to hide the segments if they shouldn't be needed. Should reduce worm ends poking out of the ground.
A4:
- Worm speed, damage (only affects byte) and health reduced. Autoheal removed. Worms still kill bytes pretty well, though.
- Bug special damage against worms reintroduced to compensate for lower HP (bugs kill worms well enough)
- DoS special damage vs. worm removed, normal damage increased. Should be able to stun most targets if used in groups still, when they get too close use the DoS's superior mobility.
- Byte istargetingupgrade=1, means more bytes = better radar accuracy. If I could just set a fixed accuracy I'd do so but this is the only way to do it right now.
A3:
- Bug script fixed, previously took too long for its build animation.
- Assembler no longer crushes walls.
- Fixed logic_bomb.bmp file extension.
- Logic bomb capped at 32. Zwzsg wanted it.
- Socket and Window no longer count as commanders, Com Ends games end when the Kernel or Security Hole is destroyed.
- Worm texture made less reflective.
- Bug does normal damage against Worm now (100 instead of 40).
- DoS stuns Worm somewhat faster.
- DoS turn rate increased.
- Worm made 30% slower to build.
- Worm damage vs. buildings reduced, can now attack buildings normally.
Were you trying to break a record of max number of release per 48hr, or what?
Otherwise, good job on making a full 5 unit race so quick. As you know, the worms were laughably overpowered in A3, but I hadn't the chance to play A4 to A5. Insted of hiding worm segment, just give the worm a tail. And by tail, I don't mean a long tail, just a couple poly to plug the glaring hole in last segment. As I told you too, the worms have a bug that they can't fire near water, very noticeable on TradeMark's speedballs.
Anyway, posted just to officially announce the release of my KP map, Direct Memory Access:

Otherwise, good job on making a full 5 unit race so quick. As you know, the worms were laughably overpowered in A3, but I hadn't the chance to play A4 to A5. Insted of hiding worm segment, just give the worm a tail. And by tail, I don't mean a long tail, just a couple poly to plug the glaring hole in last segment. As I told you too, the worms have a bug that they can't fire near water, very noticeable on TradeMark's speedballs.
Anyway, posted just to officially announce the release of my KP map, Direct Memory Access:

KP:C alpha 6
- Kernel and Security hole now self orient to center.
- Worm nerfed.
- Water no longer prevent worm from firing.
- Mines now cheap.
- Mineblaster area of effect doubled, but now very little damage to units.
- Misc file cleaning
- Remade some buildpics.
- Icons for the evil.
Yeah, the pics are actually from A3 and, but I know pretty picture make peeps download more.
Also, what about we stop with the odd branch variant names and instead follow a simple KP 0.7, 1.0, 1.1, 1.2 set of version number?
- Kernel and Security hole now self orient to center.
- Worm nerfed.
- Water no longer prevent worm from firing.
- Mines now cheap.
- Mineblaster area of effect doubled, but now very little damage to units.
- Misc file cleaning
- Remade some buildpics.
- Icons for the evil.


Yeah, the pics are actually from A3 and, but I know pretty picture make peeps download more.
Also, what about we stop with the odd branch variant names and instead follow a simple KP 0.7, 1.0, 1.1, 1.2 set of version number?
Last edited by zwzsg on 17 May 2007, 20:06, edited 1 time in total.
i agree that kernel panic corruption should continue parallel to kernel panic, which still can be changed but stays at one faction.
while i really like the new units kdr has made, and the balance seems to work pretty well, right now i prefer to play kp 1.0.
i actually think it may be a good idea to start a second thread for kp corruption. i have some ideas i would like to add to kp sometime, but stay with one faction. a kp 1.01 with auto-self-orienting buildings would be cool, though :)
while i really like the new units kdr has made, and the balance seems to work pretty well, right now i prefer to play kp 1.0.
i actually think it may be a good idea to start a second thread for kp corruption. i have some ideas i would like to add to kp sometime, but stay with one faction. a kp 1.01 with auto-self-orienting buildings would be cool, though :)
Delete KPC A6 as having it in your /mods/ folder make playing KP 1.0 impossible!
I realised I made some mistake in that release:
I realised I made some mistake in that release:
- I borked the yardmap of the socket and window. My mind was clouded and for a moment and I made something very silly with them. Nothing game-breaking, just units pass through all sides.
- It's possible that I was too heavy handed on my nerfing of the worm.
- I was still under the traumatism of the worm uberoverpowerness of A3
- I tested in A5 a worm against a byte, and the worm won easily, but in doing so, I forgot two things
- A worm doesn't equal a byte in buildcost. It's more a worm for two bytes.
- When they are spawn next to each other and the byte doesn't run away, yes, the worm wins. However, the byte has longer range and faster movement that the worm, so a microed byte can kill a worm while staying out of range.
- As KDR rightly pointed out, since the yardmap of the hole doesn't turn, turning the model and buildpad doesn't really help. I think only LUA can be used to turn the yardmap, but since we have no idea when 0.75 will comes out, I'll do as KDR suggested, and limit hole autorotation to north/south.
- Having A6 in your /mods/ folder makes you unable to join or play KP 1.0
So please tell everyone you know has downloaded A6 to delete it. I'll try to issue KPCA7 and KP 1.1 asap.
A7 out!
IMPORTANT NOTICE: If you ever downloaded the A6 version, please delete it immediatly. KPC A6 had a nasty bug that removed ability to play regular Kernel Panic 1.0

Changelog:
KP:C alpha 7
- No longer destroy ability to play KP 1.0
- Hole now only autoturn 180°,
because anyway yardmap doesn't turn
- Fixed socket and window yardmap
- Worms buildtime slightly lower
- Worm maxdamage between A6 and A5
- Fixed missing semicolon TradeMark's tool found
- CPU's mines trigger radius doubled
and red circle when you place them fixed
- Changed default maps detailtex
What about we drop the A? It's not really alpha anymore, it's fully playable and all. Considering apparently the changes to the CPU side are minor enough, what about those who like better KP 1.0 without the evil better just agree not to use the hacker side? Or I'll make an evil less KPC mutator.
Not idea why Dragon45 brings that, but no, I have not made maps with Gaia unit so far.
IMPORTANT NOTICE: If you ever downloaded the A6 version, please delete it immediatly. KPC A6 had a nasty bug that removed ability to play regular Kernel Panic 1.0







Changelog:
KP:C alpha 7
- No longer destroy ability to play KP 1.0
- Hole now only autoturn 180°,
because anyway yardmap doesn't turn
- Fixed socket and window yardmap
- Worms buildtime slightly lower
- Worm maxdamage between A6 and A5
- Fixed missing semicolon TradeMark's tool found
- CPU's mines trigger radius doubled
and red circle when you place them fixed
- Changed default maps detailtex
What about we drop the A? It's not really alpha anymore, it's fully playable and all. Considering apparently the changes to the CPU side are minor enough, what about those who like better KP 1.0 without the evil better just agree not to use the hacker side? Or I'll make an evil less KPC mutator.
Not idea why Dragon45 brings that, but no, I have not made maps with Gaia unit so far.
http://spring.unknown-files.net/file/28 ... _Evilless/
All data are reads from KPC A7, but it limits the side to CPU.
I agree with smoth, but would need KDR to do it.
Yes to below.
All data are reads from KPC A7, but it limits the side to CPU.
I agree with smoth, but would need KDR to do it.
Yes to below.
Last edited by zwzsg on 17 May 2007, 22:08, edited 2 times in total.
You mean A7, right?zwzsg wrote:http://spring.unknown-files.net/file/28 ... _Evilless/
All data are reads from KPC A6