Author Topic: Non-Gameplay Updates Jan 23 2011  (Read 15790 times)

Lakitu7

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Non-Gameplay Updates Jan 23 2011
« on: January 23, 2011, 10:47:47 pm »
Hey folks, we've got some pretty nice stuff here that we spent a lot of time working on so please enjoy it. :) Some of these bugs have been around since 1.1 if not earlier.


* (bug 4883) Fix ability to build 0-BP structures in SD if the blueprint is active at the transition by clearing blueprints upon entering SD (thanks Menace13)

* Fix the "light bug" where wallwalking over small bumps on the ceiling (such as lights) could cause you to invert. Special thanks to PhilH, Odin, Roman Tetelman, Timbo, Khalsa, and Lava_Croft for help in nailing it down and/or trying to help me do so.

* Fix for the camera freaking out when a wallwalker gets too close to another player (with thanks to kevlarman and Timbo)

* (bug 4818) Do not queue BP from repeaters when a reactor is built nearby (thanks Asvarox)

* (bug 3013) Add gametype column to server browser (Rezyn, with thanks to Jackmcbarn, Risujin)

* Implement cg_staticDeathCam to disable moving the death camera when the killer moves

* Prevent color bleeding by default with admin search commands (undeference)

* Allow mute and denybuild to target players who are no longer connected (undeference)

* Do not enforce the teamchange timer when cheats are enabled (devmap)

Asvarox

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #1 on: January 23, 2011, 10:53:46 pm »
Great work there, I'm glad to see all those little bugs fixed so the game is much more polished!

Anyway, is there any news about UI for voip (and it being enabled on official servers)?
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CATAHA

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #2 on: January 23, 2011, 11:22:09 pm »
Quote
* Implement cg_staticDeathCam to disable moving the death camera when the killer moves
O M F G !!! Lakitu, u're the best! Thanx! I hope this option will be in menu also, but in any case... THANX.
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UniqPhoeniX

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #3 on: January 24, 2011, 07:52:42 am »
Excellent work :) Now my dretch & basi will be (almost) unstoppable! ;D

WoGoMo

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #4 on: January 24, 2011, 10:56:19 am »
Nice. GJ. Dretches everywhere will rejoice and chirp happily now.
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Meisseli

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #5 on: January 24, 2011, 02:47:53 pm »
* Fix for the camera freaking out when a wallwalker gets too close to another player (with thanks to kevlarman and Timbo)
Very nice, especially this one! Finally my basilisk will be unstoppable.

* (bug 3013) Add gametype column to server browser (Rezyn, with thanks to Jackmcbarn, Risujin)
However I think this might've broken sort by players and sort by map in the server browser. They don't work on me, at least.

Also, since we're bugfixing, it seems a bit silly that when a human is standing on a building (medistation or telenode for example) he cannot be harmed by tyrant charge as it only hits the building beneath him. This seems like it can be abused quite badly and IMO needs a fix, perhaps so charge damages both or prioritizes the humans (see demo)
« Last Edit: January 24, 2011, 02:54:17 pm by Meisseli »

Lakitu7

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #6 on: January 24, 2011, 02:50:30 pm »
Update going up now to fix a crash upon banning and fix wonky wallwalking in the grates outside A base on Karith (was only broken for linux users)

Lakitu7

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Re: Non-Gameplay Updates Jan 23 2011
« Reply #7 on: January 24, 2011, 03:41:28 pm »
However I think this might've broken sort by players and sort by map in the server browser. They don't work on me, at least.

Oh, I guess that needs another client update and I didn't notice. I made a trivial change for the next pk3 set so that if people don't want to get a client update only the new column will have broken sorting. And I'll get new client builds up again for people who do, which will then fix it.
Also, since we're bugfixing, it seems a bit silly that when a human is standing on a building (medistation or telenode for example) he cannot be harmed by tyrant charge as it only hits the building beneath him. This seems like it can be abused quite badly and IMO needs a fix, perhaps so charge damages both or prioritizes the humans (see demo)
I'll poke Norf and see what he wants.