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NiteHawk
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« Reply #15 on: April 30, 2010, 08:42:36 AM » |
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Update SVN for a minor change. -Fixed F9/F12 and a few minor things that had issues in Single Player mode.
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NiteHawk
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« Reply #16 on: May 04, 2010, 05:53:54 PM » |
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UPDATE SVN.
-Changed the way AI rotate to drop a colony if they pass/miss it the first time. (Thus can end up being a endless loop because they have full thrusters on when trying to rotate back to the planet.).. Have not tested fully, but hopefully should stop the endless rotation of ships when they have colonies. -Fixed a couple crash bugs in the Display Engine. Tested/Ran game for a hour without crashes. -Changes to orbit distance. Orbit distance starts at 64 distance to prevent low orbit issues. Still needs changing though/still issues. Need to raise min orbit distance. -Fixed PING issues which solve several bugs such as being able to see enemy ships while being cloaked or being able to hit a teammate colony for no reason. -Fixed F9/F12/and a few other keys that had issues + could use them in singleplayer when you should not of been able too. -Reduce to max objects to 25000 instead of 30000 (for now). -Max above messages = 4
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NiteHawk
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« Reply #17 on: May 15, 2010, 02:11:58 PM » |
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UPDATE YOUR SVN! Brent and I have been working a great deal to fix alot of these issues and update performance. We still have alot of performance issues to do, but we are getting there! -Upgraded to VS2010 (Improves general performance as well!) -Updated DirectX SDK/Lib files to Feb 2010 package. -Changed arrays to vectors. This will not effect speed in release mode, and solves several crashes. -Fixed GameStateClass accessing out of bounds array element.You should get a good boost depending on your system. Still have more issues to solve. 
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NiteHawk
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« Reply #18 on: June 03, 2010, 04:23:51 PM » |
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Update your SVN now.
-Fixed a Random() crash issue
(Sandtrooper this should fix your crash, let me know if it does not.)
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NiteHawk
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« Reply #19 on: June 06, 2010, 05:25:18 PM » |
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UPDATE YOUR SVN
-Fixed game engine not retrying to process a packet after resizing its buffer to be able to hold it. -Fix chat refresh issues. -Fixed an issue with an incorrect push/pop in shipclass. -Fixed private messages. -Fixed mouse down message not being sent back to client who created it.
Brent and I are working on some other fixes right now so stay put.
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NiteHawk
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« Reply #20 on: June 11, 2010, 09:13:00 AM » |
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UPDATE SVN -Removed numLives (Old useless value) -Fixed ClientHello and Ping messages to not generate a error. (Isn't sent through gameengine as not required.) -Fixed network targeting and other ping packet issues (F9 and targetting should work with this fix) -Random() fixed properly. -Added top layer for planets, '-t' in a image (for example, sf-planet.png and the top layer would be sf-planet-t.png) will add a non-selectable/non-attackable top layer. This can be used for rings/lights/etc. Use your imagination. An example can be found here: http://stellarfrontier.ss-network.net/index.php/topic,1111.msg7504.html#msg7504 -Alpha blending with PNG now works (This means you can use any sort of transparency for ships!) I will be posting a few questions in a moment about this.
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NiteHawk
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« Reply #21 on: June 12, 2010, 01:06:15 PM » |
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UPDATE SVN TO LATEST! -Sandtroopers' up to date planet graphics/data. (Solves a few large hitboxes/etc as well). -BMP files now have different values: --TC and GAMMA are removed. --TCB (Transparent Color Black) has been added, and can be Y/N depending if you want black 0/0/0 to be a transparent color. PNG transparency is always enabled since it is apart of the image itself. -Added likeable design to logo page. -Removed SF-Halftone.bmp from sf_bmp_misc and removed the image tied to it as it was used for cloak in previous display engine.
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NiteHawk
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« Reply #22 on: June 20, 2010, 10:26:14 AM » |
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UPDATE SVN.. -Added Haviks' name to donation list (thanks much!) -More Optimization (Added localclass for client side to better speed up performance.).. -Cleaned up a bit of the DirectX coding.Please let me know if there are any Display issues that have come up. It SHOULD be okay but I have tweaked a good portion of it. 
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NiteHawk
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« Reply #23 on: June 20, 2010, 02:07:27 PM » |
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Update SVN.
-Fixed a crash that occurred with my new coding. -Combined a few 'if' checks into one 'isvalid' check for DE.
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NiteHawk
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« Reply #24 on: August 03, 2010, 08:40:57 AM » |
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Myself and Brent are working on alot of things, but we have released some changes, so UPDATE YOUR SVN:
-Added Arcean Ships. Added Pirate ships. ARCEAN SCOUT however has issues, does not have thrust image and the main image has a huge black outline issue. -Servers do not use .dat files anymore. They use .SCN files much like the client does. -Removed kills required for RANKING. -Added new player structure base. However, you won't notice much on your end just yet as it is still using the same calculations for ranking. This will be adjusted soon. This also includes fleetname/etc, but again, cannot access it yet. -Changed 'score' to prestige. -Volume cap raised. -Added exploit checks for basic ships. This is not complete but it should work. If you get booted from a RAMERROR cheat though you did not do anything, please REPORT IT! -Packet logging added. This will allow us to figure out issues, such as out of sync bugs. We will advise when we are ready HOW TO ENABLE THIS!
Alot of stuff I was working on is about halfway done, but you won't notice a difference in game just yet. Thanks.
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NiteHawk
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« Reply #25 on: August 03, 2010, 03:56:55 PM » |
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UPDATE SVN AGAIN!
-Added missing SCN/SEC files. -Scenario Switch added and can be used in SCENARIO files. scenario_switch can be: both/offline/online. Both means the scenario is both offline/online, offline means local play only, and online means server only.
For example setting scenario_switch to online in a SCN file would mean when I tried to play an offline game, that scenario would not be listed in the scenarios I can pick from.
I've included botmageddon, which is basically a test with a LARGE amount of AI. Good for FPS testing and AI degunking in the future.
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NiteHawk
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« Reply #26 on: August 08, 2010, 07:51:56 AM » |
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UPDATE SVN
-Fixed PP packet issues. -Modules now use unsigned long instead of short (value raised) -Volume now displays properly and messages adjusted to work properly. -Fixed laser PP packet to check properly. -Changed checksum on workPar[0] in a couple areas. -Fixed tube replenish and a crash bug.
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NiteHawk
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« Reply #27 on: August 23, 2010, 05:33:32 PM » |
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UPDATE SVN FOR A NICE BIG UPDATE Brent and I overhauled to complete these changes. -Module groups added (Specify in modules and ships data/design files) -Module credits are now specified in modules file. -Hulls added. THESE NEED BALANCING!! -Module power vs capacity has been split up. Capacity must be the 'actual' capacity you wish for now. (Will make a topic discussing this). -Gun Damage/Modules capacity have been divided by 10. Shields have been divided by 10 and reduced another 25% more due to the addition of hull. For the most case you won't see the difference with gunfire/etc, as its technically the same damage/power/etc, just smaller numbers. -Fixed automated repair rate while orbiting and docking repair has been adjusted. -Added repair_frames, which slows down repair rate of everything except hull (as hull has its own specifications). -Armor has been adjusted. For basics, armor now removes a percentage of the damage. -Several crashes have been solved. (PingPacket issues/etc). There still may be one or two, but it should work alot better now. -Fixed collision hitbox while playing on server. -Fixed Arcean scout graphics (For now, still needs work but its livable now) -Added hull information (need to fix this, looks sloppy). This removes cloaking and boost from bottom bar atm. There are now two bars merged into one for HULL as well. -Fixed server adjusting client timestamps for lag and rebroadcasting packets with proper timestamping. This should make clients see each others' actions correctly. -Bot position are now adjusted based on network timestamps instead of the broken frame difference between client and server. -Fixed timelib losing precision on Windows Vista/7 due to low clock frequency. -Fixed AI lag adjustment to be very precise. Server and client times are now synced up so the exact age of any packet in usec can be determined. (Syncing should work better vs server AI/etc) -Few other minor stuff changed.Give me a few minutes to make a post about what was changed in more depth. Edit: See this topic here: http://stellarfrontier.ss-network.net/index.php/topic,1216.msg8153.html#msg8153
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NiteHawk
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« Reply #28 on: August 26, 2010, 03:54:14 PM » |
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UPDATE SVN!
-Fixed a crash bug when AI had no planets and called `gohome`, resulting in a error. -Fixed bug with colony supply drop rate not going down when on a ship tractor. -Fixed bug where you would get no score/points when dropping a colony. -Fixed SF crash dump app name to be "SF Client" instead of "SF Server"
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NiteHawk
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« Reply #29 on: August 28, 2010, 05:37:06 PM » |
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UPDATE SVN:
-Images for splash damage weapons, such as grenades, mines, and bombs. This should fix overall splash damage (Popdam is another issue). I'll get to use 'different' images in the future. For bombs/nades the image starts off fast and ends slower, and bombs have a generic explosion image. Still looking for someone to do something better. -Bomb popdam can be multiplied using the popdamage_multi field in sf_data_game (or your sec/dat). -Raised extra_colonies on botmageddon from 12 to 40. Should allow more colonies to be grabbed. -Flame weapons have been readded and created a image for them. -Adjusted damage for splash weapons. Might need to be adjusted more. -Fixed weapons that fire under 0.20cc to move properly. This includes debris, which hasn't worked for some time. (Also fixed debris file image and speed) -DrawCondition (the topright condition indicator that changes from green/yellow/red) now works properly if you alt-tab out and back in. -Toplayer image now does not vanish when planet is out of sight if the toplayer is larger. (Aka the ring would seem to vanish from screen if planet was not in view. This would give a 'choppy feel') -Trails now do not take any parameter in the missile design file. You just need to specify the image you want to use for the trail. It will determine how to place it behind the missile on its own. -Trails now spawn every 4 frames. I may need to adjust it back down to 1 frame, but right now its unable to be determined if this change was ok because we need a longer trail image. This should reduce the load trails generate on your CPU/GPU. -Fixed a tube issue where when you fired you would not lose energy. This also fixed some minor bugs with 'the first fire' (like it having no damage) -Adjusted a couple debugging messages that were left.
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