- Launcher checks whether a patch is newer than the current version instead of going through the patches until the current version is found
- CharacterHUD is drawn under crew commander and other UI elements
- All structures other than the command room windows are restored to full health in tutorial
- Longer cooldown for moloch attacks
- AIObjectiveCombat always overrides current order
This commit is contained in:
Regalis
2016-01-23 14:37:00 +02:00
parent c78784068c
commit 7098a9a5e0
17 changed files with 106 additions and 28 deletions
+11 -2
View File
@@ -398,11 +398,17 @@ namespace Launcher2
return false;
}
string latestVersion = ToolBox.GetAttributeString(doc.Root, "latestversion", "");
Version currentVersion = new Version(version);
string latestVersionStr = ToolBox.GetAttributeString(doc.Root, "latestversion", "");
latestVersionFolder = ToolBox.GetAttributeString(doc.Root, "latestversionfolder", "");
latestVersionFileList = ToolBox.GetAttributeString(doc.Root, "latestversionfilelist", "");
if (latestVersion == version)
Version latestVersion = new Version(latestVersionStr);
if (currentVersion.CompareTo(latestVersion) >= 0)
{
updateInfoText.Text = "Game is up to date!";
return false;
@@ -427,6 +433,9 @@ namespace Launcher2
//read the patch notes until we reach the user's version
if (patchNumber == version) break;
Version patchVersion = new Version(patchNumber);
if (currentVersion.CompareTo(patchVersion) >= 0) break;
string innerText = ToolBox.ElementInnerText(patchNote);
innerText = innerText.Replace("\r\n", "\n");
+1 -1
View File
@@ -843,7 +843,7 @@
<Content Include="Content\Orders.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Data\ContentPackages\Vanilla 0.2.xml">
<Content Include="Data\ContentPackages\Vanilla 0.3.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Icon.ico" />
@@ -13,7 +13,6 @@
<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" force="400" damagetype="blunt"/>
</limb>
<limb id = "1" width="50" height="440" flip="true">
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="865,7,117,448" depth="0.025" origin="0.5,0.5"/>
@@ -59,5 +58,8 @@
</ragdoll>
<ai attackhumans="100.0" attackrooms="50.0" attackweaker="50" attackstronger="-30" sight="0.5" hearing="1.0"/>
<ai attackhumans="100.0" attackrooms="50.0"
attackweaker="50.0" attackstronger="-30.0"
attackcooldown="15.0"
sight="0.5" hearing="1.0"/>
</Character>
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<contentpackage name="Vanilla 0.2" path="Data/ContentPackages/Vanilla 0.2">
<contentpackage name="Vanilla 0.3" path="Data/ContentPackages/Vanilla 0.3">
<Item file="Content\Items\idcard.xml" />
<Item file="Content\Items\itemlabel.xml" />
<Item file="Content\Items\Artifacts\artifacts.xml" />
@@ -26,12 +26,13 @@
<Item file="Content\Items\Weapons\railgun.xml" />
<Item file="Content\Items\Weapons\weapons.xml" />
<Character file="Content\Characters\Crawler\crawler.xml" />
<Character file="Content\Characters\EndWorm\endworm.xml" />
<Character file="Content\Characters\Endworm\endworm.xml" />
<Character file="Content\Characters\Human\human.xml" />
<Character file="Content\Characters\Mantis\mantis.xml" />
<Character file="Content\Characters\Moloch\moloch.xml" />
<Character file="Content\Characters\Scorpion\scorpion.xml" />
<Character file="Content\Characters\TigerThresher\tigerthresher.xml" />
<Character file="Content\Characters\TigerThresher\tigerthresher.xml" />
<Character file="Content\Characters\Watcher\watcher.xml" />
<Structure file="Content\Map\StructurePrefabs.xml" />
<Jobs file="Content\Jobs.xml" />
<Executable file="Barotrauma.exe" />
+2 -2
View File
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.2.6.2")]
[assembly: AssemblyFileVersion("0.2.6.2")]
[assembly: AssemblyVersion("0.3.0.0")]
[assembly: AssemblyFileVersion("0.3.0.0")]
@@ -115,7 +115,7 @@ namespace Barotrauma
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
}
return Math.Max(enemyDanger, 30.0f);
return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -8,7 +8,7 @@ namespace Barotrauma
{
class AIObjectiveManager
{
const float OrderPriority = 50.0f;
public const float OrderPriority = 50.0f;
private List<AIObjective> objectives;
-1
View File
@@ -350,7 +350,6 @@ namespace Barotrauma
}
}
if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHUD(spriteBatch, cam);
if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
DrawMessages(spriteBatch, (float)deltaTime);
@@ -306,13 +306,17 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(0.1f);
} while (!broken);
yield return new WaitForSeconds(0.1f);
//fix everything except the command windows
foreach (Structure w in Structure.WallList)
{
if (windows.Contains(w)) continue;
for (int i = 0; i < w.SectionCount; i++)
{
if (!w.SectionHasHole(i)) continue;
if (windows.Contains(w)) continue;
if (!w.SectionIsLeaking(i)) continue;
w.AddDamage(i, -100000.0f);
}
@@ -465,7 +469,7 @@ namespace Barotrauma.Tutorials
} while (broken);
infoBox = CreateInfoFrame("Great! However, there's still quite a bit of water inside the sub. It should be pumped out "
+ "using the pump in the room at the bottom of the submarine.");
+ "using the bilge pump in the room at the bottom of the submarine.");
Pump pump = Item.ItemList.Find(i => i.HasTag("tutorialpump")).GetComponent<Pump>();
@@ -196,6 +196,7 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch)
{
//guiRoot.Draw(spriteBatch);
if (gameMode != null) gameMode.Draw(spriteBatch);
}
@@ -167,7 +167,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
ShutDownTemp -= 100.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(460, 70, 40,40), "+", GUI.Style, GuiFrame);
@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
ShutDownTemp += 100.0f;
return true;
return false;
};
autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
@@ -188,7 +188,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
FissionRate += 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", GUI.Style, GuiFrame);
@@ -197,7 +197,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
FissionRate -= 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", GUI.Style, GuiFrame);
@@ -206,7 +206,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
CoolingRate += 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", GUI.Style, GuiFrame);
@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
CoolingRate -= 1.0f;
return true;
return false;
};
}
+2
View File
@@ -197,6 +197,8 @@ namespace Barotrauma
}
}
if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);
+59
View File
@@ -1,3 +1,62 @@
---------------------------------------------------------------------------------------------------------
v0.3
---------------------------------------------------------------------------------------------------------
Multiplayer:
- a summary screen which shows some details about the previous round
- no separate traitor mode: they can be enabled for any game mode
- an option to randomize whether there is a traitor or not
- larger chatbox
- a ton of syncing bugfixes and optimization
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
- a bunch of new sprites
- 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
- added hatches (which are basically doors rotated by 90 degrees)
- characters can't get stuck inside doors anymore
- stairs are easier to climb (less tripping down!)
- 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
- ladders can be climbed with a diving suit on, just very slowly
- 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
- 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
- reactor state is saved (it will stay running when between levels)
- using a stun baton while running won't make the character trip anymore
Submarines:
- a new sub, Nehalennia
- 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 button outside the airlock
Submarine editor:
- items/structures are sorted by category in alphabetical order
- tickboxes for hiding hulls, gaps, waypoints and links between items
- a list of the most recently used items/structures
- placed wires are much easier to move around
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
are behind it anymore)
- visible indicators for railgun rotation limits
Crew:
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
and avoid various hazards
- fixed equipped items disappearing when loading the game
- bodies can be dragged up stairs
Misc:
- two new monsters
- improved UI graphics
- better looking cavern walls
- major optimization to light/shadow rendering
- some new quests (which are now called ''missions'')
---------------------------------------------------------------------------------------------------------
v0.2.6.2
---------------------------------------------------------------------------------------------------------
+7 -6
View File
@@ -1,19 +1,20 @@
BAROTRAUMA
www.undertowgames.com/subsurface
Copyright © Undertow Games 2015
Copyright © Undertow Games 2016
Controls:
Default controls:
WASD - move
Shift - run
E - use/activate items and devices
E - use/activate items and devices
Right click - aim with equipped item
Left click - use equipped item
Tab - select/deselect the chat box in multiplayer mode
F3 - open/close console
C - open the crew command menu
Tab - select/deselect the chat box in multiplayer mode
F3 - open/close console
See the wiki for more detailed info and instructions:
http://subsurface.gamepedia.com
http://barotrauma.gamepedia.com
------------------------------------------------------------------------
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