77a07a95af
commit ece6ead54c021d084f406f4f99daa5a0a7ef4b19 Author: Regalis11 <poe.regalis@gmail.com> Date: Fri Mar 22 21:52:56 2019 +0200 v0.8.9.7 commit c10dd821ca1a89b4ae62046cf8e558589ff8e6af Author: Regalis11 <poe.regalis@gmail.com> Date: Fri Mar 22 21:00:02 2019 +0200 Fixed release builds crashing due to simulatedlatency etc commands not existing in release builds commit dee0dded80cbbf30d484232b6706dd705a577eb7 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Fri Mar 22 15:24:44 2019 +0200 Fixed nullref exception if a client disconnects while netstats is enabled commit c45d5bf0c5a4a68200c9eca461cd04090a5de23a Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Fri Mar 22 15:24:26 2019 +0200 Togglehud, toggleupperhud and togglecharacternames don't require a permission to use, made simulatedlatency, simulatedloss and simulatedduplicateschange usable to clients commit cec1ac6bccac058bc12ddf18c8e060a7a47c9301 Merge: 411cd9726 1473f77ba Author: itchyOwl <lauri.harkanen@gmail.com> Date: Fri Mar 22 14:01:58 2019 +0200 Merge branch 'dev' into enemy-ai commit 411cd9726979668764eea782b515c7510ec4f5a8 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Fri Mar 22 14:01:09 2019 +0200 If the target has changed, re-evaluate the attacking limb. Fixes Hammerhead getting stuck next to the sub, because it treats the claw as the attacking limb when targeting characters inside the sub. It should use the head, because it has a wall target. commit 2522bec262f9cb1dea9df75e1d2c22307be5254c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Fri Mar 22 13:58:18 2019 +0200 Enemy ai/steering fixes: - Store both sim and world positions. Offset the simposition with the subposition and use it for steering. Fixes enemy indoorsteering, which was broken. - Use head or torso for steering instead of always using the main limb. Fixes characters like Mudraptor overshooting their targets badly. commit c667ff9e4edf8af8f95278fbad42e0c8dd37d84c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Fri Mar 22 13:54:21 2019 +0200 Improve the ai debug graphics. commit 4c6c13e07e43a4e3ce2a11dfc4064961c442044a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 21 17:11:17 2019 +0200 Refactor, fix and adjust the enemy targeting logic: - Change the logic for fading the memories - When attacking a wall target, set it as the currently selected ai target so that we adjust the right memory - Significantly reduce the value of character targets that are not in the same submarine - In aggressive boarding, double the priority of walls when outside. Set the priority to 0 when inside. Reduce the attractiveness of doors, but still keep the values high. - Redefine priorities for Mudraptor and Crawler (wip) commit b085a95cff6bcf5e3f13e90dd1b71ac15e5ec1ab Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 21 13:16:22 2019 +0200 Allow enemies to target walls by decision (not only when they happen to be on their way). TODO: target only outer walls and only when outside of the sub.
BAROTRAUMA
www.barotraumagame.com
Copyright © Undertow Games 2017-2018
Default controls:
WASD - move
Shift - run
E - use/activate items and devices
Right click - aim with equipped item
Left click - use equipped item
C - open the crew command menu
Left control - crouch
Tab - select/deselect the chat box in multiplayer mode
Tilde - select the chat box in multiplayer mode and set
the message to be sent through the radio
Space - hold to stay in ragdoll mode
F3 - open/close the debug console
See the wiki for more detailed info and instructions:
http://barotrauma.gamepedia.com
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Port forwarding:
You may try to forward ports on your router using UPnP (Universal Plug and
Play) port forwarding by selecting "Attempt UPnP port forwarding" in the
"Host Server" menu.
However, UPnP isn't supported by all routers, so you may need to setup port
forwards manually. The exact steps for forwarding a port depend on your
router's model, but you may be able to find a port forwarding guide for
your particular router/application on portforward.com or by practicing
your google-fu skills.
These are the values that you should use when forwarding a port to your
Barotrauma server:
Game port (used to communicate with clients)
Service/Application: barotrauma
External Port: The port you have selected for your server (27015 by default)
Internal Port: The port you have selected for your server (27015 by default)
Protocol: UDP
Query port (used to communicate with Steam)
Service/Application: barotrauma
External Port: The port you have selected for your server (27016 by default)
Internal Port: The port you have selected for your server (27016 by default)
Protocol: UDP
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Credits:
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Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
Graphics - James Bear ("Moonsaber99")
Programming - Sebastian Broberg
Programming - Juan Pablo Arce ("juanjp600")
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"Road to Hell"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
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Lidgren.Network networking library - Michael Lidgren
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Sound effects:
metal whining and screeching - ScottFerguson1
metal gate 10 - thencamenow
foil_expanding_multiple - markb
Bug Zapper_Many medium zaps - CGEffex
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Textures from the PK01, PK02 and Ancient Collection Texture packages by Philip Klevestav are used in some of the sprites in the game.
The texture packages are licensed under a Creative Commons Attribution 3.0 Unported License (https://creativecommons.org/licenses/by/3.0/).