v0.5.0, updated subs + changelog
This commit is contained in:
@@ -11,7 +11,7 @@
|
|||||||
<!-- head -->
|
<!-- head -->
|
||||||
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
|
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
|
||||||
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
|
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
|
||||||
<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="400" damagetype="blunt" targetforce="100"/>
|
<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="300" damagetype="blunt" targetforce="100"/>
|
||||||
</limb>
|
</limb>
|
||||||
|
|
||||||
<limb id = "1" width="50" height="440" flip="true">
|
<limb id = "1" width="50" height="440" flip="true">
|
||||||
|
|||||||
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
|
|||||||
// You can specify all the values or you can default the Build and Revision Numbers
|
// You can specify all the values or you can default the Build and Revision Numbers
|
||||||
// by using the '*' as shown below:
|
// by using the '*' as shown below:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.4.1.6")]
|
[assembly: AssemblyVersion("0.5.0.0")]
|
||||||
[assembly: AssemblyFileVersion("0.4.1.6")]
|
[assembly: AssemblyFileVersion("0.5.0.0")]
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Xml;
|
using System.Xml;
|
||||||
@@ -210,7 +211,10 @@ namespace Barotrauma.Networking
|
|||||||
private void LoadSettings()
|
private void LoadSettings()
|
||||||
{
|
{
|
||||||
XDocument doc = null;
|
XDocument doc = null;
|
||||||
doc = ToolBox.TryLoadXml(SettingsFile);
|
if (File.Exists(SettingsFile))
|
||||||
|
{
|
||||||
|
doc = ToolBox.TryLoadXml(SettingsFile);
|
||||||
|
}
|
||||||
|
|
||||||
if (doc == null || doc.Root == null)
|
if (doc == null || doc.Root == null)
|
||||||
{
|
{
|
||||||
@@ -379,7 +383,7 @@ namespace Barotrauma.Networking
|
|||||||
respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
|
respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
|
||||||
respawnDurationSlider.UserData = respawnDurationText;
|
respawnDurationSlider.UserData = respawnDurationText;
|
||||||
respawnDurationSlider.Step = 0.1f;
|
respawnDurationSlider.Step = 0.1f;
|
||||||
respawnDurationSlider.BarScroll = MinRespawnRatio;
|
respawnDurationSlider.BarScroll = MaxTransportTime <= 0.0f ? 1.0f : (MaxTransportTime - 60.0f) / 600.0f;
|
||||||
respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
|
respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
|
||||||
{
|
{
|
||||||
GUITextBlock txt = scrollBar.UserData as GUITextBlock;
|
GUITextBlock txt = scrollBar.UserData as GUITextBlock;
|
||||||
@@ -397,7 +401,7 @@ namespace Barotrauma.Networking
|
|||||||
|
|
||||||
return true;
|
return true;
|
||||||
};
|
};
|
||||||
respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
|
respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);
|
||||||
|
|
||||||
y += 40;
|
y += 40;
|
||||||
|
|
||||||
|
|||||||
@@ -403,6 +403,7 @@ namespace Barotrauma.Networking
|
|||||||
ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
|
ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
|
||||||
ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
|
ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
|
||||||
ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
|
ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
|
||||||
|
ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;
|
||||||
|
|
||||||
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
|
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
|
||||||
|
|
||||||
@@ -425,25 +426,33 @@ namespace Barotrauma.Networking
|
|||||||
|
|
||||||
spawnedCharacters.Add(character);
|
spawnedCharacters.Add(character);
|
||||||
|
|
||||||
|
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
|
||||||
|
|
||||||
if (divingSuitPrefab != null && oxyPrefab != null)
|
if (divingSuitPrefab != null && oxyPrefab != null)
|
||||||
{
|
{
|
||||||
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
|
|
||||||
|
|
||||||
var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
|
var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
|
||||||
var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
|
var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
|
||||||
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
|
|
||||||
|
|
||||||
divingSuit.Combine(oxyTank);
|
divingSuit.Combine(oxyTank);
|
||||||
|
|
||||||
spawnedItems.Add(divingSuit);
|
spawnedItems.Add(divingSuit);
|
||||||
spawnedItems.Add(oxyTank);
|
spawnedItems.Add(oxyTank);
|
||||||
spawnedItems.Add(scooter);
|
|
||||||
|
|
||||||
Item.Spawner.AddToSpawnedList(divingSuit);
|
|
||||||
Item.Spawner.AddToSpawnedList(oxyTank);
|
|
||||||
Item.Spawner.AddToSpawnedList(scooter);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (scooterPrefab != null && batteryPrefab != null)
|
||||||
|
{
|
||||||
|
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
|
||||||
|
var battery = new Item(batteryPrefab, pos, respawnShuttle);
|
||||||
|
|
||||||
|
scooter.Combine(battery);
|
||||||
|
|
||||||
|
spawnedItems.Add(scooter);
|
||||||
|
spawnedItems.Add(battery);
|
||||||
|
}
|
||||||
|
|
||||||
|
spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
|
||||||
|
|
||||||
character.GiveJobItems(waypoints[i]);
|
character.GiveJobItems(waypoints[i]);
|
||||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+61
-56
@@ -1,9 +1,9 @@
|
|||||||
---------------------------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------------
|
||||||
v0.4.2.0
|
v0.5.0.0
|
||||||
---------------------------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
|
Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
|
||||||
up in future updates!):
|
in future updates!):
|
||||||
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
|
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
|
||||||
be docked into each other
|
be docked into each other
|
||||||
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
|
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
|
||||||
@@ -14,7 +14,7 @@ up in future updates!):
|
|||||||
Multiplayer:
|
Multiplayer:
|
||||||
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
|
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
|
||||||
caused severe syncing issues)
|
caused severe syncing issues)
|
||||||
- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
|
- fixed monster inventory syncing (i.e. husk inventory syncing)
|
||||||
- fixed server description box not being synced with clients
|
- fixed server description box not being synced with clients
|
||||||
- search bar for server logs
|
- search bar for server logs
|
||||||
- more server options
|
- more server options
|
||||||
@@ -34,19 +34,24 @@ Items:
|
|||||||
- item search bar in the submarine editor
|
- item search bar in the submarine editor
|
||||||
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
|
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
|
||||||
if the item happened to be a crate full of nitroglycerin)
|
if the item happened to be a crate full of nitroglycerin)
|
||||||
|
- flares burn longer
|
||||||
|
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
|
||||||
|
- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
|
||||||
|
view rooms or areas around the sub
|
||||||
|
|
||||||
|
Submarines:
|
||||||
|
- the mass of a submarine depends on its size - larger submarines require more force to move around
|
||||||
|
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
|
||||||
|
steerable level)
|
||||||
|
- changes to depth damage logic: structures with more health need more pressure before they start taking
|
||||||
|
damage (i.e. submarines with thicker walls and no windows can go deeper)
|
||||||
|
|
||||||
- the mass of a submarine depends on its size - larger submarines require more force to move around
|
Misc:
|
||||||
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
|
- stunned characters can't move items in their inventory
|
||||||
steerable level)
|
- characters can run while grabbing/dragging someone
|
||||||
|
- fixed a bug that made it impossible to spawn characters through the console in the Linux version
|
||||||
- changes to depth damage logic: structures with more health need more pressure before they start taking
|
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
|
||||||
damage (i.e. submarines with thicker walls and no windows can go deeper)
|
- pathfinding bugfixes
|
||||||
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
|
|
||||||
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
|
|
||||||
- pathfinding bugfixes
|
|
||||||
- stunned characters can't move items in their inventory
|
|
||||||
- characters can run while grabbing/dragging someone
|
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------------
|
||||||
@@ -532,58 +537,58 @@ v0.3
|
|||||||
---------------------------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
Multiplayer:
|
Multiplayer:
|
||||||
- a summary screen which shows some details about the previous round
|
- a summary screen which shows some details about the previous round
|
||||||
- no separate traitor mode: they can be enabled for any game mode
|
- no separate traitor mode: they can be enabled for any game mode
|
||||||
- an option to randomize whether there is a traitor or not
|
- an option to randomize whether there is a traitor or not
|
||||||
- larger chatbox
|
- larger chatbox
|
||||||
- a ton of syncing bugfixes and optimization
|
- a ton of syncing bugfixes and optimization
|
||||||
|
|
||||||
Items:
|
Items:
|
||||||
- fabricators, which can be used for crafting items out of raw materials or other items
|
- fabricators, which can be used for crafting items out of raw materials or other items
|
||||||
- deconstructors, which break items down to their basic components/materials
|
- deconstructors, which break items down to their basic components/materials
|
||||||
- a bunch of new sprites
|
- a bunch of new sprites
|
||||||
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
|
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
|
||||||
and used as a source of useful raw materials for the fabricator
|
and used as a source of useful raw materials for the fabricator
|
||||||
- added hatches (which are basically doors rotated by 90 degrees)
|
- added hatches (which are basically doors rotated by 90 degrees)
|
||||||
- characters can't get stuck inside doors anymore
|
- characters can't get stuck inside doors anymore
|
||||||
- stairs are easier to climb (less tripping down!)
|
- stairs are easier to climb (less tripping down!)
|
||||||
- navigation terminals have a ''default ballast level'' setting which determines how much water there
|
- navigation terminals have a ''default ballast level'' setting which determines how much water there
|
||||||
should be in the ballast tanks when not steering in any direction
|
should be in the ballast tanks when not steering in any direction
|
||||||
- ladders can be climbed with a diving suit on, just very slowly
|
- ladders can be climbed with a diving suit on, just very slowly
|
||||||
- ladder climbing animation now works properly even when holding an item
|
- ladder climbing animation now works properly even when holding an item
|
||||||
- items have a short description which can be read by hovering the mouse over the inventory slots
|
- items have a short description which can be read by hovering the mouse over the inventory slots
|
||||||
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
|
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
|
||||||
the power output to the highest load instead of the sum of the loads
|
the power output to the highest load instead of the sum of the loads
|
||||||
- reactor state is saved (it will stay running when between levels)
|
- reactor state is saved (it will stay running when between levels)
|
||||||
- using a stun baton while running won't make the character trip anymore
|
- using a stun baton while running won't make the character trip anymore
|
||||||
|
|
||||||
Submarines:
|
Submarines:
|
||||||
- a new sub, Nehalennia
|
- a new sub, Nehalennia
|
||||||
- the collider of the submarine now matches the shape of the hull
|
- the collider of the submarine now matches the shape of the hull
|
||||||
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
|
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
|
||||||
the button outside the airlock
|
the button outside the airlock
|
||||||
|
|
||||||
Submarine editor:
|
Submarine editor:
|
||||||
- items/structures are sorted by category in alphabetical order
|
- items/structures are sorted by category in alphabetical order
|
||||||
- tickboxes for hiding hulls, gaps, waypoints and links between items
|
- tickboxes for hiding hulls, gaps, waypoints and links between items
|
||||||
- a list of the most recently used items/structures
|
- a list of the most recently used items/structures
|
||||||
- placed wires are much easier to move around
|
- placed wires are much easier to move around
|
||||||
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
|
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
|
||||||
are behind it anymore)
|
are behind it anymore)
|
||||||
- visible indicators for railgun rotation limits
|
- visible indicators for railgun rotation limits
|
||||||
|
|
||||||
Crew:
|
Crew:
|
||||||
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
|
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
|
||||||
and avoid various hazards
|
and avoid various hazards
|
||||||
- fixed equipped items disappearing when loading the game
|
- fixed equipped items disappearing when loading the game
|
||||||
- bodies can be dragged up stairs
|
- bodies can be dragged up stairs
|
||||||
|
|
||||||
Misc:
|
Misc:
|
||||||
- two new monsters
|
- two new monsters
|
||||||
- improved UI graphics
|
- improved UI graphics
|
||||||
- better looking cavern walls
|
- better looking cavern walls
|
||||||
- major optimization to light/shadow rendering
|
- major optimization to light/shadow rendering
|
||||||
- some new quests (which are now called ''missions'')
|
- some new quests (which are now called ''missions'')
|
||||||
|
|
||||||
---------------------------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------------
|
||||||
v0.2.6.2
|
v0.2.6.2
|
||||||
|
|||||||
Reference in New Issue
Block a user