2.25 playtest #1 (12.08.2009 18:00 GMT)

Discussion in 'Archive' started by MOOtant, Aug 11, 2009.

  1. MOOtant

    MOOtant Member

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    We haven't done much since last release but I want to test if everything works.

    I want 2.25 (pretty much 2.24f) released as soon as possible. Even if we limit ourselves to current features, testing will take ~1 week.
     
    Last edited: Aug 12, 2009
  2. Deiform

    Deiform Member

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    Why do we need a new release? i.e. what's the changelog?
     
    Last edited: Aug 12, 2009
  3. Brutos

    Brutos Administrator Staff Member Moderator

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    Regular releases keep empires in the media, thats a good thing.
     
  4. spellman23

    spellman23 Member

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    ....

    Releases for the sake of releases cheapen the media coverage and make people rage. See v2.23 when they released only half the balance changes.
     
  5. MOOtant

    MOOtant Member

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    Mostly because it's a pain to apply performance tweaks to code that is 2 months old.
     
  6. Chris0132'

    Chris0132' Developer

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    FFFFF stupid SVN seems to be going through everything and redownloading it despite the stuff already being in the folder.

    Would it be possible to include the new particle effect support in this release? I can probably get a particle set ready for the next release if it is.
     
  7. Kane

    Kane Member

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    Possible. If I get enough time. Or as an assignment to Brutos.
     
  8. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    I already did a lot of work for script-based particles, I'll try and mail it to MOOtant tonight or tomorrow morning.
     
  9. Deiform

    Deiform Member

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    You said to Trickster they were done and were going to be commited to SVN a week ago :(
     
  10. DrummerX

    DrummerX Empires Tyrant

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    Sorry, was at work pretty much all day yesterday.

    also is that december 8th or august 12th?
     
  11. Coffeeburrito

    Coffeeburrito Coder

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    I made a list in my final dev blog post, although it's probably a bit out of date by now:

    * Added Hints system
    * Short walls now cost the same
    * Vehicle speedometer
    * Made it possible to restrict weapons via console
    * Scout speed no longer gives a permanent speed boost
    * Calculator ammo no longer reset on suicide
    * emp_forceautoassign -- exactly what it sounds like (use it with "emp_allow_spectator 0" for lulz)
    * Vehicle MG tracers are now visible from all clients
    * emp_scramble_teams -- a cheap method of team balancing based on rank points, commanders not affected
    * vehicle horns limited to time interval instead of 4 times per map
    * Classic maps now support base swapping (cvar: emp_sv_base_swap)
    * emp_force_kill -- suicide that prevents you from being revived
    * Scout rifle attack speed exploit fixed
    * Autorespawn capabilites for emp_vehicle_spawner
    * Sabotage support for map buildables
    * Game music volume is now set by the music volume slider (does not affect songs that have already started)
    * Added chat escape sequences "%_r" and "%_R" for current research and research time respectively (commander only)
    * Fixed dig-in mine defusal bug/exploit
     
  12. MOOtant

    MOOtant Member

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    I screwed up CBaseEntity::ShouldTransmit so testing was hard anyway.
     
    Last edited: Aug 13, 2009
  13. Caelo

    Caelo Member

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    It was yesterday august 12th..
    But the test was screwed up because commander view did not work properly (almost nothing) and a number of other small things were broken :)

    Out of curiosity, how does that algorithm work?

    So this replaces BE base buildings with NF base buildings and vice versa?
    If so what happens if BE rax is placed under a rock pointing out of a wall where a NF rax can't normally be placed?
     
    Last edited: Aug 13, 2009
  14. Brutos

    Brutos Administrator Staff Member Moderator

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    the scramble thing looks how many rank points one team has and pushes players except comms around until both teams have about equal rank points.
    I read the code yesterday when I was really tired I might remember it wrong but thats about how it should work.
     
  15. MOOtant

    MOOtant Member

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    Bug related to vehicles should be fixed now.
     
  16. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Low walls can only be deconed bug?
     
  17. Mashav

    Mashav Member

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    They can be shot with cannons and missiles. Also, explosions over top will still affect them.

    Also its only walls below 63% built that take no damage from AoE (unless its above them)
     
  18. spellman23

    spellman23 Member

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    Next time, more that 24 hours prior notice is a good thing. Like 48 hours.

    But that's just me and it sounds like you found the necessary bugs anyways. =]
     
    Last edited: Aug 14, 2009
  19. Caelo

    Caelo Member

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    I don't think it was actually planned. My guess is that they talked to eachother and decided a test was necessary :P
     
  20. Kane

    Kane Member

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    No, it was mootant's initiative
     

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