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ClaytoniousRex

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Posts posted by ClaytoniousRex

  1. Also, this stack trace is different from the one you posted in the main 1.2.6 thread. This one is fixed. The other one, if it is really a different one, may be another issue. If you can reproduce the other one (from the main 1.2.6 thread), can you send me the complete DropTeam.log as well as the stacktrace? Thanks!

  2. Creature Zoo has been a wonderful proving ground for ideas - cheers to Poesel for spearheading it! Now that you guys have tried some things out on CZ, which of them do you think are now mature enough to roll into the mainline release for 1.2.7? I know some of them still need texture work, so if we can narrow it down to the top 1 or 2 or, maybe 3, units, then we can take care of some texturing on this end in order to clean them up for rolling into the base game.

    So, any votes?

  3. ...is now available via Update. You should be prompted to update automatically the next time you run DropTeam.

    Changes in 1.2.6:

    </font>

    • Reduced network bandwidth</font>
    • New scenario "The Dam" by Toby Haynes</font>
    • Linux version now allows you to explicitly select a sound system on the Settings tab (pull down the "Sound Driver" combo box to try different backends)</font>
    • Modder support (armed aircraft, collapsible object tags)</font>
    • Speed optimizations</font>
    • More (minor) bot improvements</font>

  4. a switch that shuts off the automatic barrel elevation feature.

    Reason: I can quite well calculate horizontal movement of a target and 'know' how much in advance I have to aim. With vertical movement the automatic elevation always comes into my way and I never hit anything except if its very close. Fixing the range with MMB doesn't help, the shell still flys different to what I expect.

    Just plug in a very short range and it will do exactly that. For example, point down at the ground in front of you and right click (or repeatedly tap the left square bracket key like a rabid monkey). Now the gun's elevation will be virtually zero, so fire away. Your rounds will go straight out in the direction that you're pointing. Just remember to leave it alone - don't middle click.
  5. Some code changes were required in order to make arming the AirshipChassis really doable. You can now put turrets and weapons on them the "normal" way, just as you would with any other unit.

    Here's new Cobra Gunship on a test flight (2 clips stuck together into 1 short video):

    Download it to watch it, don't stream it

    Video

    This code change is ready to go for the 1.2.6 release.

  6. ...is now available via Update. You should be prompted to update automatically the next time you run DropTeam.

    There are new commands in this release, so if you've customized your controls you will need to reset to the default control scheme and customize again to have access to the new commands.

    Changes in 1.2.5:

    </font>

    • The entire AI system has been completely rewritten. Bots are now a little smarter than they were, but more importantly, the AI framework is now robust enough to allow the bots to improve dramatically in future releases.</font>
    • Fixed some significant memory leaks (thanks to Toby's suggestion of running through Valgrind!)</font>
    • Fixed several client-side CTD's</font>
    • Added a new type of infantry squad: engineers that can capture facilities by occupying them</font>
    • You can now order the AI to temporarily take control of your current unit. This new command (CTRL-V by default) is a toggle to turn AI control on and off for your own unit. Your unit will move and shoot on its while this state is active. You can issue orders to yourself via the tac display to control this behavior (as with any other bot). This can be useful for commanders, or any time you're busy with other activity (such as looking at the map, chatting, deploying turrets, etc.) but want to keep your unit in the battle at the same time.</font>
    • Hovering your cursor over a unit in the tac display will popup a status window for that unit</font>
    • Unit status window now shows ammo remaining</font>
    • Ammo display now shows the name of the currently selected weapon</font>
    • New GPU Particle option on the Settings tab. Turning this option on makes particle animation and rendering happen on the GPU (video card) instead of the CPU. This option can cure stuttering and lag caused by high amounts of smoke and dust, but only if you have a very high end video card. Medium to low end video cards will suffer by activating this option.</font>
    • Fixed physics stability issues (the angry hand of God is now less angry)</font>
    • Performance optimizations</font>

  7. For the floating, try changing the Static tag from True to False. That was a mistake in the one I uploaded above.

    To make it destructible, you will need to associate a Rubble .physicalobjectgroup with it like the conventional buildings.

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