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Release v1.0.4

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@Subject9x Subject9x released this 23 Dec 16:26
· 589 commits to master since this release

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 the data/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 a ai_node_path entity in-engine.
  • 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 by skill 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 in cache.

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 to sv_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.