v0.5.0, updated subs + changelog

This commit is contained in:
Regalis
2016-08-13 21:36:24 +03:00
parent 0602bb6154
commit 3f804acd42
12 changed files with 88 additions and 70 deletions
@@ -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">
+2 -2
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@@ -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;
+17 -8
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@@ -402,7 +402,8 @@ 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);
} }
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+61 -56
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@@ -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