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 Build 32! 
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Joined: Wed Apr 16, 2014 8:53 am
Posts: 55
Location: Bunker busting.
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Post Build 32!
Optimization FTW!

So yeah, Asklar wanted to see the newsletter about the new build, so i'm posting it here:

"Here's what's fresh, thanks to Evgeniy “Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger: Performance

Cortex Command now pumps up to 2x more frames per second!!
Game activities no longer slow down when played for too long.

Gameplay

Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
Gib editor now rounds all offsets.
Deployments can spawn flipped for non-flipped actors.
It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
Limbless actors will inevitably and quickly die.
Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).

Content

Bunker breach can be used with randomized bunkers.
Added randomized fortresses for Bunker Breach.
Added new skirmish activity Siege, which uses Bunker Breach maps.
Nerfed heavy ronins a lot.
Added global script, which gives 3x more gold when digging.
Added infinite ammo global script.
Added invincible crafts global script.
Added instant and delayed delivery global scripts.

Bugfixes

Added range checks to functions, which take Team as parameter to avoid memory corruption.
When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
Dead actors no longer roll and scream infinitely
Dead actors reduce their AngularVel.
Fixed crashes in allegro and luabind.
Vanilla activities now count used MOIDs on per-team basis.
Fixed the shield-related crash in Campaign.
Primitives are no longer drawn on top of game UI elements.
Fixed a bug, which caused a crash in buy menu.
Fixed crash caused by digging.

Lua binding improvements:
Scene:

function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing

SceneMan:

function RestoreUnseen(const int posX, const int posY, const int team)
function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);

FrameMan:

function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
function CalculateTextWidth(std::string text, bool isSmall)

GameActivity:

function int GetActiveCPUTeamCount()
function int GetActiveHumanTeamCount()

HDFirearm:

property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
property RoundsFired, r/o, How many rounds were fired during this frame.

GameActivity:

property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity

Actor:

property AimDistance , r/w
property SightDistance, r/w

AEMitter:

property BurstDamage, r/w
property EmitCountLimit, r/w
property EmitDamage, r/w

INI changes:
PEmitter:

Lightweight, non-rotating MOSParticle-based emitter

MovableObject:

DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration
IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them

Settings.ini:

PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%
"

there ya go, Asky


Fri Dec 30, 2016 8:36 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6164
Location: In your office, earning your salary.
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Post Re: Build 32!
It's really nice to see they didn't abandon Cortex Command (hopefuly? :s).

:D

Thanks man, I didn't get the email, hopefuly they're gonna put it somewhere more visible too.


Fri Dec 30, 2016 8:43 pm
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 570
Location: Finlandia
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Post Re: Build 32!
Great to see these changes take place.


Fri Dec 30, 2016 9:44 pm
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Joined: Tue Dec 28, 2010 1:28 am
Posts: 21
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Post Re: Build 32!
Seems pretty unstable. Keeps crashing when I try to play various scenario battles.

Plus there's some old scenario called Dynamic Warfare that crashes every time.


Sat Dec 31, 2016 6:18 pm
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Joined: Wed Jul 06, 2011 5:11 pm
Posts: 201
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Post Re: Build 32!
I haven't really had any issues with crashing myself. I have several mods loaded as well. What situations cause you to crash? I'll try to reproduce them.


Sun Jan 01, 2017 10:21 pm
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Joined: Tue Dec 28, 2010 1:28 am
Posts: 21
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Post Re: Build 32!
The reproducible one that I encountered was fixed by a mod author.

Also, I see TONS of posts on Steam reporting that the right stick on controllers no longer works. I use mouse+keyboard myself, so I hadn't noticed.

Edit: I also just got a 12MB post-Build 32 update on Steam. What's that about?


Wed Jan 04, 2017 1:16 am
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Joined: Wed Jul 06, 2011 5:11 pm
Posts: 201
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Post Re: Build 32!
Nothing about it in the dev log. I'm guessing bug fixes.


Wed Jan 04, 2017 9:10 am
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Joined: Sat Oct 09, 2010 10:01 am
Posts: 303
Location: Afrique d' Sud
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Post Re: Build 32!
I will gladly take an update.


Wed Jan 04, 2017 10:33 pm
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Joined: Tue Jul 03, 2012 9:44 pm
Posts: 69
Location: under your bed
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Post Re: Build 32!
I may have gone innactive on these forums for five years, but I never stopped playing this game. Glad to see it's not quite dead yet.


Fri Jan 06, 2017 11:26 am
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Data Realms Elite
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Posts: 6164
Location: In your office, earning your salary.
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Post Re: Build 32!
Apparently the download from licensing.datarealms.com still has B31 (and the installation contained an installer for B30 lol).


Wed Jan 25, 2017 9:40 pm
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Joined: Fri Feb 15, 2013 4:41 pm
Posts: 10
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Post Re: Build 32!
I found a flaw with DrawBitmapPrimitive() function: the bitmap appears not only in set position, but in up-left corner of screen. It's not matters a lot with small bitmaps, but big images are more visible... Anywhere, this function is very cool!)


Wed Feb 08, 2017 7:19 pm
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