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41
Rival Species - News / Alpha update
« Last post by Bahl on November 18, 2010, 09:05:07 PM »
http://www.rivalspecies.com/files/rspecies_1265_to_1266.zip

Is the new hotness, containing bugfixes:
DONE - standard melee weapons still have a power weapon effect
DONE - the 'No Leader' button should be a 'Toggle Leader' button instead (default false).
DONE - the lives in HUD are calculated wrongly by factor 10 in the case of BT devastator
DONE - when killing yourself below 0 points, you get a lot of points (integer overflow)
DONE - when being out of spawns, you cycle the class and weapon menus
DONE - necron speeds are too low, even wraiths
DONE - followbots and robots don't stop shooting once they started
DONE - when a player disconnects during round end, the round state is bogus

and improvements:
DONE Make sergeants choosable, make followbots spawnable for all species sergeants (instead of normal soldiers), make sergeants more expensive, make marine classes more expensive in general.
DONE Allow robots to spawn followbots.
42
Rival Species - News / Re: Alpha patch
« Last post by Bahl on November 06, 2010, 05:42:49 PM »
DONE - standard melee weapons still have a power weapon effect
DONE - the 'No Leader' button should be a 'Toggle Leader' button instead (default false).
DONE - the lives in HUD are calculated wrongly by factor 10 in the case of BT devastator
DONE - when killing yourself below 0 points, you get a lot of points (integer overflow)
DONE - when being out of spawns, you cycle the class and weapon menus
DONE - necron speeds are too low, even wraiths
DONE - followbots and robots don't stop shooting once they started
DONE - when a player disconnects during round end, the round state is bogus

CANT - when reconnecting, the mouse look gets turned off ... not enough information for reproducing it
CANT - sometimes a reconnected player cant see any entries in the scoreboard ... not enough information
CANT - sometimes after a while, the client side weapon stops working and only switching weapons helps
CANT - after several rounds, he server is getting out of edicts and the client randomly terminates after a while

SZ_GetSpace: overflow on netchan->message
WARNING: reliable overflow for Eltharyon

Dropped Eltharyon from server
Reason:  Reliable channel overflowed
Dropped Sirex from server
Reason:  Timed out
Dropped Bahl from server
Reason:  Timed out

Dropped zenarion from server
Reason:  Client sent 'drop'
Dropped Sirex from server
Reason:  Client sent 'drop'
Dropped Bahl from server
Reason:  Client sent 'drop'


L 11/06/2010 - 19:50:04: FATAL ERROR (shutting down): ED_Alloc: no free edicts
FATAL ERROR (shutting down): ED_Alloc: no free edicts

After a little research, I think it may be map related. Lets see if this happens on a certain map only. Alternatively, it may be with many followbots or any other entity that gets spanwed but never removed. A good feature may be to have a surveillance of the used entities each round for example and store that information per map counting up the rounds. I will only woalk into that solution if we continue to have the problem with next alpha.
43
Rival Species - News / Alpha patch
« Last post by Bahl on November 06, 2010, 02:45:35 PM »
New alpha:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1265.zip

You can skip the full version and just download rspecies_1265.zip if you want to. It is a complete game but does not contain the maps and textures and the manual. That means you can still connect to a server and download the maps as they are running. Alternatively you can use it as an update to an older version, specifically to 1264.

The bugfixes:
- weapon recoil is now calculated consistently between server and clients.
- log messages including string concatenation now concatenate integers at the correct position.
- muzzle origins for projectile weapons (grenades) are now largely fixed.
- server doesn't log AI messages anymore.
- voice game manager doesn't allocate new edicts anymore while the server is empty.
- robot choosing class and weapons is now validated.
- robot is not idling all the time anymore. (he is now running against a wall... depending on which AI is connected.)
- muzzles are adjusted for all weapons.
44
Agenda / Mapping Agenda
« Last post by Bahl on October 02, 2010, 03:04:23 PM »
LEVELS FOR 1.3
DONE resident_darkness - fix the broken message entity
DONE rebellion - correct main door reset

LEVELS FOR BETA 1

rs_ca_command
rs_ca_forgotten
rs_ca_kallastin
rs_ca_outpost
rs_ca_rebellion
rs_ca_resident_darkness
rs_ca_platform

LEVELS FOR BETA 2

rs_ar_altar
rs_de_raveniv - forbid assault and raptor, allow drivers, rebuild textures and architecture
rs_de_spacehulk
rs_ca_destroy
rs_dc_canyon
rs_ac_fortress
rs_ca_fracas
rs_ca_gigant
rs_ca_dominia - Still no wraithlords on Dominia and a black stripe remains in the wall near the cup
rs_ca_rust
rs_ar_eye
rs_dc_fringe
rs_ar_startwar
rs_ca_legionstorm
rs_de_blackhawk
- teleporter should reset if triggered off
- the turret entity shouldnt stick out into the walkable area
- should have ramps instead of the flying ladders in the ork base to allow bike driving and followbots
rs_ac_centurion
rs_ac_city_conflict - dont use artefacts as pure models
rs_de_landingzone - dont use artefacts as pure models
rs_ca_deathvalley
rs_ac_major - missing images: all
rs_dc_jungle - missing images: all
rs_ac_hillfort - missing images: all
rs_dc_hivecity - missing images: all
rs_ac_hazard - missing images: all
rs_de_leviathan - missing images: all

UNUSED CONTENT

rs_dc_blizzard
45
Agenda / Coding Agenda
« Last post by Bahl on October 02, 2010, 03:03:55 PM »
CODE FOR FINAL VERSION

-1224
DONE get the lasgun origins from the attachment
DONE check brass origins on all weapons v_model and p_model
DONE check reload anim times for eldar shuriken catapult and lasgun
DONE check the grenade idle animation timing
-1225
DONE make sniper rifle unzoom at reload
DONE make sniper rifle zoom only when deployed
DONE make sniperrifle unzoom at undeploy
DONE add grenade cooking
-1226
DONE add in the necrons
DONE add in the tau
-1229
DONE make bots show on radar
-1230
DONE add eldar grenades
DONE add guard grenades
-1231
DONE add guard grenade launcher
DONE prepare to check 3rd person shoot origins on all weapons
DONE replace the plasma bolt with a particle effect
DONE add powerfield effect to power weapons
-1232
DONE add flame effect to missiles
DONE add blue flame effect to jetpack
DONE improve muzzle-effect with additional sprites in line of the gun
WONT improve flamer particle stream http://www.banntal.de/rspecies/phpBB2/viewtopic.php?t=96&start=15
-1233
DONE add commands for whiping and restoring the player points
-1239
DONE add in the necron weapons
DONE add in the tau weapons
-1246
DONE add vehicles for necrons
DONE add vehicles for IG
DONE add vehicles for orks
DONE add vehicles for tau
-1250
DONE add in the bt_dreadnaught_lc_pf
DONE add in the cd_lemanruss_bc
DONE add in the cd_sentinel_fl
DONE add in the cd_sentinel_ml
DONE add in the gf_dreadnought_cl_rz
DONE add in the gf_warbike_kn
DONE add in the nc_tombspider_pj
DONE add in the te_battlesuit_fb_mp
-1251
DONE in the te_assaultpulserifle
-1260
DONE add in the cd_sentinel_assaultcannon
-1261
DONE add in the at_grenade
DONE add in the gf_rokkitlauncha
-1263
DONE add in the bt_thunderhammer
DONE add in content json export / import
DONE add in java robot AI support
-1264
add in the bt_dreadnaught_pf_mm
add in the te_battlesuit_ft_pc
add in the te_krootrifle
add in the te_pulserifle
add in the te_railgun
add in the cd_psyker
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