v0.5.0, updated subs + changelog
This commit is contained in:
@@ -11,7 +11,7 @@
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<!-- head -->
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<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
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<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
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<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="400" damagetype="blunt" targetforce="100"/>
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<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="300" damagetype="blunt" targetforce="100"/>
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</limb>
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<limb id = "1" width="50" height="440" flip="true">
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.4.1.6")]
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[assembly: AssemblyFileVersion("0.4.1.6")]
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[assembly: AssemblyVersion("0.5.0.0")]
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[assembly: AssemblyFileVersion("0.5.0.0")]
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@@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Xml;
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@@ -210,7 +211,10 @@ namespace Barotrauma.Networking
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private void LoadSettings()
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{
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XDocument doc = null;
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doc = ToolBox.TryLoadXml(SettingsFile);
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if (File.Exists(SettingsFile))
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{
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doc = ToolBox.TryLoadXml(SettingsFile);
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}
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if (doc == null || doc.Root == null)
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{
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@@ -379,7 +383,7 @@ namespace Barotrauma.Networking
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respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
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respawnDurationSlider.UserData = respawnDurationText;
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respawnDurationSlider.Step = 0.1f;
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respawnDurationSlider.BarScroll = MinRespawnRatio;
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respawnDurationSlider.BarScroll = MaxTransportTime <= 0.0f ? 1.0f : (MaxTransportTime - 60.0f) / 600.0f;
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respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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GUITextBlock txt = scrollBar.UserData as GUITextBlock;
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@@ -397,7 +401,7 @@ namespace Barotrauma.Networking
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return true;
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};
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respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
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respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);
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y += 40;
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@@ -402,7 +402,8 @@ namespace Barotrauma.Networking
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ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
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ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
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ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
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@@ -425,25 +426,33 @@ namespace Barotrauma.Networking
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spawnedCharacters.Add(character);
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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var scooter = new Item(scooterPrefab, pos, respawnShuttle);
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divingSuit.Combine(oxyTank);
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spawnedItems.Add(divingSuit);
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spawnedItems.Add(oxyTank);
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spawnedItems.Add(scooter);
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Item.Spawner.AddToSpawnedList(divingSuit);
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Item.Spawner.AddToSpawnedList(oxyTank);
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Item.Spawner.AddToSpawnedList(scooter);
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}
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if (scooterPrefab != null && batteryPrefab != null)
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{
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var scooter = new Item(scooterPrefab, pos, respawnShuttle);
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var battery = new Item(batteryPrefab, pos, respawnShuttle);
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scooter.Combine(battery);
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spawnedItems.Add(scooter);
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spawnedItems.Add(battery);
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}
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spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
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character.GiveJobItems(waypoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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BIN
Subsurface/Submarines/Aegir Mark III.sub
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BIN
Subsurface/Submarines/Aegir Mark III.sub
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@@ -1,9 +1,9 @@
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---------------------------------------------------------------------------------------------------------
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v0.4.2.0
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v0.5.0.0
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---------------------------------------------------------------------------------------------------------
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
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up in future updates!):
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in future updates!):
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- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
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be docked into each other
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- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
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@@ -14,7 +14,7 @@ up in future updates!):
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Multiplayer:
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- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
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caused severe syncing issues)
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- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
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- fixed monster inventory syncing (i.e. husk inventory syncing)
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- fixed server description box not being synced with clients
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- search bar for server logs
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- more server options
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@@ -34,19 +34,24 @@ Items:
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- item search bar in the submarine editor
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- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
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if the item happened to be a crate full of nitroglycerin)
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- flares burn longer
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- fixed flashes from explosions/sparks/flares occasionally ''staying on''
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- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
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view rooms or areas around the sub
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Submarines:
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- the mass of a submarine depends on its size - larger submarines require more force to move around
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(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
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steerable level)
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- changes to depth damage logic: structures with more health need more pressure before they start taking
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damage (i.e. submarines with thicker walls and no windows can go deeper)
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- the mass of a submarine depends on its size - larger submarines require more force to move around
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(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
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steerable level)
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- changes to depth damage logic: structures with more health need more pressure before they start taking
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damage (i.e. submarines with thicker walls and no windows can go deeper)
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- fixed flashes from explosions/sparks/flares occasionally ''staying on''
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- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
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- pathfinding bugfixes
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- stunned characters can't move items in their inventory
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- characters can run while grabbing/dragging someone
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Misc:
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- stunned characters can't move items in their inventory
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- characters can run while grabbing/dragging someone
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- fixed a bug that made it impossible to spawn characters through the console in the Linux version
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- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
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- pathfinding bugfixes
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---------------------------------------------------------------------------------------------------------
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@@ -532,58 +537,58 @@ v0.3
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---------------------------------------------------------------------------------------------------------
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Multiplayer:
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- a summary screen which shows some details about the previous round
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- no separate traitor mode: they can be enabled for any game mode
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- an option to randomize whether there is a traitor or not
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- larger chatbox
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- a ton of syncing bugfixes and optimization
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- a summary screen which shows some details about the previous round
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- no separate traitor mode: they can be enabled for any game mode
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- an option to randomize whether there is a traitor or not
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- larger chatbox
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- a ton of syncing bugfixes and optimization
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Items:
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- fabricators, which can be used for crafting items out of raw materials or other items
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- deconstructors, which break items down to their basic components/materials
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- a bunch of new sprites
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- there are some artifacts scattered around every level regardless of the quest, and they can be collected
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and used as a source of useful raw materials for the fabricator
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- added hatches (which are basically doors rotated by 90 degrees)
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- characters can't get stuck inside doors anymore
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- stairs are easier to climb (less tripping down!)
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- navigation terminals have a ''default ballast level'' setting which determines how much water there
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should be in the ballast tanks when not steering in any direction
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- ladders can be climbed with a diving suit on, just very slowly
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- ladder climbing animation now works properly even when holding an item
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- items have a short description which can be read by hovering the mouse over the inventory slots
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- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
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the power output to the highest load instead of the sum of the loads
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- reactor state is saved (it will stay running when between levels)
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- using a stun baton while running won't make the character trip anymore
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- fabricators, which can be used for crafting items out of raw materials or other items
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- deconstructors, which break items down to their basic components/materials
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- a bunch of new sprites
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- there are some artifacts scattered around every level regardless of the quest, and they can be collected
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and used as a source of useful raw materials for the fabricator
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- added hatches (which are basically doors rotated by 90 degrees)
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- characters can't get stuck inside doors anymore
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- stairs are easier to climb (less tripping down!)
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- navigation terminals have a ''default ballast level'' setting which determines how much water there
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should be in the ballast tanks when not steering in any direction
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- ladders can be climbed with a diving suit on, just very slowly
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- ladder climbing animation now works properly even when holding an item
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- items have a short description which can be read by hovering the mouse over the inventory slots
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- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
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the power output to the highest load instead of the sum of the loads
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- reactor state is saved (it will stay running when between levels)
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- using a stun baton while running won't make the character trip anymore
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Submarines:
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- a new sub, Nehalennia
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- the collider of the submarine now matches the shape of the hull
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- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
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the button outside the airlock
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- a new sub, Nehalennia
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- the collider of the submarine now matches the shape of the hull
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- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
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the button outside the airlock
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Submarine editor:
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- items/structures are sorted by category in alphabetical order
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- tickboxes for hiding hulls, gaps, waypoints and links between items
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- a list of the most recently used items/structures
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- placed wires are much easier to move around
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- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
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are behind it anymore)
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- visible indicators for railgun rotation limits
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- items/structures are sorted by category in alphabetical order
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- tickboxes for hiding hulls, gaps, waypoints and links between items
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- a list of the most recently used items/structures
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- placed wires are much easier to move around
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- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
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are behind it anymore)
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- visible indicators for railgun rotation limits
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Crew:
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- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
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and avoid various hazards
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- fixed equipped items disappearing when loading the game
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- bodies can be dragged up stairs
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- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
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and avoid various hazards
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- fixed equipped items disappearing when loading the game
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- bodies can be dragged up stairs
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Misc:
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- two new monsters
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- improved UI graphics
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- better looking cavern walls
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- major optimization to light/shadow rendering
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- some new quests (which are now called ''missions'')
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- two new monsters
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- improved UI graphics
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- better looking cavern walls
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- major optimization to light/shadow rendering
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- some new quests (which are now called ''missions'')
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---------------------------------------------------------------------------------------------------------
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v0.2.6.2
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