Release v1.0.4
Version shipped with full game on 12/23/2020.
Not compatible with any prior Alpha or Beta version!
Itemized Changes
- Darkplaces engine re-baselined to the latest 2018 build.
- Darkplaces engine VM memory caps lifted for particles, CSQC entities, effects, etc.
- AI API completely overhauled to use true path-finding via a nodegraph implementation.
- AI State/behavior refactor: code complexity reduced, readability increased.
- AI properly lose targets and will return to previous behavior.
- patrol paths now are metadata placed on top of the nodegraph data set.
- tether still needs some work.
- AI can be given new orders by map triggers at run-time.
- AI will attempt to pathfind to next patrol nodes.
- 3 basic behavior sets now define all AI cases, much easier than before.
- Dead AI Mechs now leave behind wreckage that reflects their state on-death; no more re-appearing limbs on wrecks.
- Nodegraphs - implemented and usable with trenchbroom
- engine looks for a
.nodes
file in thedata/maps/<map>
folder. cmd m nodexprt 1
will build the.nodes
file, remember to move it to the right folder.cmd m dbgedge X
will show all valid edges of aai_node_path
entity in-engine.
- engine looks for a
- Main Menu - expanded player color picker.
- player can set different colors per-mech-piece.
- player can save 1 unique color set for each faction.
- Main Menu - Server Browser
- actually works as intended now.
- Mapping - updated a bunch of entity definition items and fixed some lingering problems too.
- hitboxes for many buildings are now accurate.
map_deploy_points
now use internal ID counter to generate their UID, a nice QoL for mappers.map_deploy_points
can be filtered byskill
value, allowing maps to have different start points based on difficulty.
- Network: Map lists work, Deathmatch/Team Deathmatch map list is defined in file
sv_maplist.txt
incache
.
Balance
- Rockets:
Damage
67 -> 55 - Ion Coil:
Damage
90 -> 75 - Monitor - Hardpoints: re-balanced to encourage more diverse weapon options.
Fixes
there is a lot, but here's the highlights.
- fix: Config - mod-specific
cvars
should save now. - fix: Critical Hits for players and bots - this works consistently and accurately in Single Player now.
- net : always a chance of a dropped packet, and there's not much for re-send on this value.
- fix: Menu - Arming : player prevented from launching into mech IF they have no weapon groups set.
- fix: Menu - Graphics : resolution setting now should work consistently.
- fix: normalized player
clientData.Send
events tosv_player_api.PlayerPostThink
, guaranteeing packet events are mostly sync with other player update funcs. - fix: big fix with client-side ents being re-used too quickly. Now they have their own client-side timer before they are freed.
- fix: HUD - target name and shield meter spacing in 3D coords.
- fix: HUD - Weapon Meter Style 2 wasn't rendering properly.
- fix: HUD - added bar-line overlays to most meters for easier readability.
- fix: HUD - startup sounds now do follow player around (was a longstanding minor bug).
- fix: Networking - fully fixed player and AI target ID being sent client-side.
- this fixes AI beam-fire origin / endpoint issues as well.
Map Fixes
- Training/Training Only - updated wording and fixed some display issues with text boxes.
- O1M1, O1M2, O2M1, O2M3, O2M4, O2M5 - rebalanced enemy spawn and types.
- O1M4 - updated objectives, no more escorts - they don't work well AND not fun.
win-win
. - fix: missing building / misc_ entities.
- fix: bboxes for many entities.