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.
.... 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.
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.
I already did a lot of work for script-based particles, I'll try and mail it to MOOtant tonight or tomorrow morning.
I made a list in my final dev blog post, although it's probably a bit out of date by now: * Added Hints system * Short walls now cost the same * Vehicle speedometer * Made it possible to restrict weapons via console * Scout speed no longer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
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?
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.
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)
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. =]
I don't think it was actually planned. My guess is that they talked to eachother and decided a test was necessary