1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

[428]General Builder Discussion

Discussion in 'Builder' started by killatron46, May 14, 2012.

  1. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Discuss being a builder in general, if you wish to showcase a structure or concept, I would suggest making a new thread. This thread is for discussion related but not limited to the changes as of build [428].

    Full Changelog:
    “zf” = zombie fortress
    - u_shownames now uses new player name style instead of big stupid one
    - spectators with u_shownames see all player names
    - spectators now see unit counters
    - Fixed single character player names no longer crash the server (and are therefore allowed) (#327)
    - Fixed full name not showing on linux/mac when someone changes teams (#151)
    - Fixed username is not cased correctly after successful authentication. (#237)
    - dropped the materials counter delay
    - the blinks still take a while to go away but the counter is always up to date
    - Fixed broken Connect To…. (#148 and #1)
    - Fixed Looks like red builder is going to build blue tiles (#254)
    - Fixed breaking a shop that is on background tile doesn’t give mats (#253)
    - Fixed setting high duration results in ban for 0 seconds (#266)
    - large bans (longer than 2 years) and bans with -1 time now result in permbans.
    - Added expiry time to listbans
    - Made bans case-insensitive
    - Fixed - Archers deal massive damage to team catapults (#271)
    - really fixed trap door+back wall = free money (removed hack) (#198)
    - Fixed lost stone on removing trapbridge on background (#258)
    - Fixed GOALTICKS independent ticktime mod operation in director.cpp
    - Fixed Knights attack catapults when they use it (#81)
    - Fixed various potential server crashes while fixing (#327)
    - Various tweaks that may fix small bugs/instability - fixed
    - KAG crash when closing KAG with server browser open (#333)
    - addressed chat box/minibox background hardcoded, now takes center pixel colour. (#157)
    - Fixed the listPlayers() script
    - fixed abusable bug where spectators can block map start (#305)
    - fixed more meaningful autoupdate failure messages for libcurl (#306)
    - fixed the launcher menu text for the various sites sucked and fixed some of the URLs
    - fixed can repair trap bridges with backwall (#205)
    - fixed can repair other team’s door to be your own (only works blue->red) (#76)
    - fixed about 3 related bugs/exploits
    - fixed can’t slash shielded target sometimes (#276)
    - fixed jumping on someone and slashing hurts you (#309)
    - stomping does less damage to the stomper
    - Fixed quarters don’t heal when there’s less than 0.5 hearts to heal (#353)
    - fixed door breaking/fixing (#204)
    - updates to how paper rendering works
    - Fixed catapults dont hurt backwall enough, though haven’t done bridges etc yet (likely related to arrows) (#331)
    - Lowered chat spam timer and inserted anti-spam message if you exceed it rather than failing silently
    - Added sandbox room and tweaked sandbox to include it
    - sandbox now has free items and shops.
    - fixed server segfault due to API error conditions
    - fixed quarters light not acting like a light
    - fixed chests giving light by default
    - bomb in zf costs 10 coins (was 20)
    - more probability of zombie having coin
    - disconnect issue should be fixed, please playtest for a while and see
    - fixed client-side light in blob
    - added constructor to APIPlayer, too much non-initialized vars bugs
    - fixed free full version access
    - bots attack dead zombies
    - removed buildnum from launcher caption to avoid confusion
    - collapse anti-grief doesn’t work for outposts
    - fixed charged arrows dealing no damage when shot through bridge (#321)
    - fixed knights don’t stop when ordered to go to zombies
    - destroying castle blocks in zf doesn’t remove coins
    - bots try to jump over kegs
    - fixed bots not following orders when faced with zombies
    - fixed throwing kegs into walls
    - removed “buying” zombies from Portal
    Discuss.​
    Build 394 is out:
    - bomb timers counting down too fast randomly
    - falling too fast

    Build 415 Redirect
    Build 420 and 421 Redirect
    Build 424 and 428 Redirect.
     
  2. Superblackcat

    Superblackcat baideist baide Staff Alumni Tester

    Messages:
    462
    Its... Empty... I find being a builder fun untill you find out you have to fix your whole sides structures... i guess thats what gold servers are for
     
  3. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    New build!
    - fixed zombies squeezing through solid walls (although this makes it harder for them to climb some notched)
    - added list of players to the stats.txt output
    - shield bash changes
    - Shield bash re-implemented for runners, needs testing and suggestions from players
    - added stun and max cap vel to bash
    - Shieldbash vars: shieldbash_push_factor,max_shieldbash_push,min_shieldbash_horiz_vel
    - added clientside shieldbash variable
    - Added Map Water
    - Shield bash blobs
    - added water variables to map generator
    - Added Wooden Structures
    - fixed grass appearing under bloody spike
    - grass dissapears under room construction
    - added shieldbash vars to ctf rules
    - removed cc align from config.gm again
    - added up/side ratio for shieldbashing
    - added knockdown for sheildbashing
    - particle fall in water effect
    - added runner-block blob collisions
    - added genericblock blob
    - finished block 2 block collisions
    - made blocks ridable
    - added block crushing
    - added warning output to some GM commands when not executed serverside (rather than failing silently).
    - dropped blocks snap to grid
    - added ball_hit_momentum variable to blobs to control knockback power
    - fixed items that are not onground cant be picked up with key tap
    - blocks can be attached to backgrounds
    - fixed collider-runner collisions
    - added Door Block destruction anims
    - added pulley
    - only moving blocks hurt runners
    - added attachment component
    - attachment component loads from config
    - fixed building tiles over blob blocks
    - made wood blocks auto-tile properly
    - added wood blocks to minimap render
    - added wood blocks give mats back on destruction
    - changed splash effect
    - added warmup arrows for archer in ctf
    - synced water height (not tested)
    - fixed extra qualification in DrawRope
    - added drowning and gasp sounds
    - fixed missing casts on min, swapped to maths function for good measure and compile time safety with vs
    - added wood tiles to png map format
    - fixed blob components not being deleted
    - fixed building solid blocks above head
    - moved autostart.gm to OS/package - had to copy it into each folder separately, didn't put it in linux_dedicated
    - made it easier to get out of water
    - fixed sunlight not entering from out of screen areas
    - fixed crash on joining server without build blocks config
    - fixed linux server not defaulting build blocks
    - fixed getting coins while drowning from hitting self
    - fixed screen getting darker with henry drowning
    - fixed some retarded superbouncing particles thing
    - light passed through destroyed wood back
    - fixed colored pixels?
    - fixed #395 cursor changed when hitting R whenever.
    - fixed wraith particles going nuts when unlocked
    - changed order of rcon dumping to help protect server passwords from guards
    - logical error with last fix, should be actually fixed now..
    - added a space and comma into formatting in packet handling (useless output otherwise)
    - removed debug defines in director
    - fixed migrant names bug
    - skeletons destroy wood
    - only wood on start of zf
    - fixed migrant names bugimproved zombie movement on ladders, walls and Notches
    - skeletons only attack doors and wood when stuck or angry
    - skeletons attack doors and wood when angry too
    - fixed holes not working
    - disabled caves if cave_thickness == 0
    - disabled gold protection for debug build
    - added generator_ctf_lake
    - fixed corpse carry crash (on getCarryBlobPlace)
    - added conditions to prevent crash on 0 teams
    - runner corpse appears in front when carried
    - greg has half less health
    - fixed bedrock sparks not appearing
    - wood blocks can be upgraded to stone
    - stone back wall cant be downgraded to wood
    - white block cursor only appears when destroying (RMB) or when block can be placed
    - reworked support code to support different materials
    - added creak sound when cant build with enough support
    - fixed wood blocks cannot be repaired
    - fixed cannot actually build stone block over wood blocks
    - added start of enemy radius "cannot build" zone
    - hearts are now above head
    - hearts and name on mouse hover slowly fade out
    - hud elements scroll out instead of fading out
    - added air bubbles
    - classes have different air time
    - fixed explosions not dying underwater
    - bubbles show until air restored
    - everything can skip on water
    - catapultshot=false always in water
    - fixed spikes giving support
    - fixed spikes with background not giving support
    - spikes can be only placed next to solid blocks
    - fixed the merge
    - fixed #504 gold bullion gives +10 per hit.
    - fixed merged issues
    - fixed splashing when spawned in water
    - new Creak sound
    - water is lit by daylight/night
    - hitting tree once gives 6 wood
    - materials fall out on digging as eggs
    - fixed materials not joining in places
    - fixed wrong sound being played on material join
    - water sound effects play if listener is in water
    - fixed material collect sound played multiple times
    - materials have more gravity
    - materials have different sizes depending on amount of resources stored
    - fixed mat particles making egg mat
    - world.png work - wood is much more visible (still need to change dirt backwall)
    - added water_suddendeath and water_raise_time variables to game rules
    - fixed autotiling of wood against ground back
    - fixed stub giving -1 wood (1 commit earlier)
    - added rotation method for CAnimSprite
    - material eggs position from ground
    - water level can also lower
    - added water sudden death
    - removed unused LootGive function from runner
    - fixed stone mat pickup icon
    - added floating mat amount picked up
    - only builder can put mat into resources
    - removed moving away carried thing from other things
    - above head hearts are scaled 2x
    - added frames to above head hearts
    - remaining hud elements scaled 2x
    - fixed not being able to put block without support near inbetween blocks
    - tweaked resource number color
    - fixed hanging spikes on collapse
    - smaller names font
    - can drop mats during warmup
    - finished updating curl on mac
    - war map cycle addition
    - warmup materials appear next to tent
    - grass removed from tent front
    - removed option to add resource using C (can only carry in hand)
    - cant move tent materials
    - runners squeeze through window
    - added server script function waterLevel( tile_height );
    - timers are reset on join and pickup of materials to prevent timing out
    - no non-classic blocks can be used on non-gold servers
    - tweaked arrow water skipping
    - grass is destroyed if tile beneath is destroyed
    - fixed mats going crazy on pickup
    - fixed travel tunnels working for both teams
    - splash effects are made now before modifying velocity (for mightier splashes)
    - fixed bomb gravity
    - fixed picking mats immediately after dropping
    - fixed squeeze and building collisions
    - fixed teleporting into blocks (removed Geti's stuck "fix")
    - fixed not resources from mining
    - bridges cant be built against backgrounds
    - temp fix for pickup bomb crash (no icon will show up in menu for timed bomb)
    - fixed no wood blocks on clients

    - materials.png tweak for bombs
    - added temporary workshop build item spam prevention
    - increased min_shieldbash_horiz_vel
    - fixed pink pixels on collapsing wood from world.png
    - reduced vertical speed limit when slashing to prevent getting stunned because of it.
    - made it so that shield-bashing counts as your kill (I think)
    - shieldbash tweaks from testing
    - fixed bridge castle back support bug
    - Added wood_warmup, stone_warmup, gold_warmup, arrows_warmup, bombs_warmup to team - sets materials at tent on start
    - Added weapon_clash variable to gamemode.cfg
    - synced egg health over net
    - catapult_shot = true only set if launched from cata
    - fixed cata not destroying wood
    - fixed spikes hanging after collapse on client
    - removed mat pickup sound if smaller than 10
    - water is not rendered if 0 height
    - water level change happens faster now (was incorrectly calced)
    - fixed water level rising on sudden death after map change
    - fixed seeing other peoples mat counters
    - shield bash sound plays only at higher velocity than bash
    - lowered default shield bash velocity
    - stomm stun doesn't happen for team mates
    - throwing objects more smooth on network
    - fixed mats not dying
    - added decay to materials, after 30seconds
    - water level can rise only when game has started
    - added new workshops to full ctf
    - added static material count to CTF
    - if workshop has bomb to build and upgrade - tapping E will make bomb
    - added upgradable rooms to FullCTF
    - removed cata from full CTF to prevent base camping while there aren't boats
    - added stone_amount and related vars to team configs for on-start mats
    - fixed infmats pickup
    - tweaked generator_ctf_lake.cfg
    - added generator_ctf_twolakes.cfg
    - added missing file
    - constrained arrow skipping to 10degrees.
    - reduced arrow skipping velocity because it was a bit mad
    - removed endmatch on everybody drowned (too buggy)
    - fixed materials dropping during break
    - fixed water level changing before map starts
    - player light decreased in Full CTF
    - removed mat points appearing above head
    - fixed picking up invisile other team heart
    - hud scrolls only on zoom out button
    - fixed FullCTF folder in team1.cfg
    - fixed splash when throwing out something picked up from water
    - fixed material wrapping to 65k
    - fixed mats given on tent when warmup amount = 0
    - less pause when trying to build unbuildable area
    - slowed down underwater bubbles
    - can regain air more easily if head above water and standing on solid or ladder
    - added tunnels to FullCTF
    - fixed tunnels in FullCTF
    - added armoury/archer range, made tunnel more expensive
    - fixed issue with team2 config (classes in different order)
    - fixed some server-side commands possible to launch on client
    - forced water sync every now and then
    - removed old/unused code
    - edited help texts in workshops
    - fixed pickup help text at tent with resources
    - increased arrow draw time and made sound reflect it
    - added show/hide hud tutorial text
    - fixed tapping class workshop
    - quarters can change to builder in FullCTF
    - fixed no cursor when hud scrolled out
    - renamed zoom out for archer as AIM MODE
    - hud scroll out acts as soldat style aim
     
  4. Saverous

    Saverous Shopkeep Stealer

    Messages:
    418
    That was quick. Now builders can kill knights more easier, i was just "building" the knights to death!
     
    Chinizz and Arcite like this.
  5. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Yeah I was noticing this earlier, maybe I was just up against derp knights, but I was able to kill multiple knights with my hammer . . . :huh?:

    Anyway, I think builders got a slight buff to their combat somehow . . . Something to do with range increase and fall damage tweak perhaps?
    </br>--- merged: Jun 11, 2012 10:27 PM ---</br>
    Faster server browser update . . . Build 420 has been released.

    - server browser now uses API and threaded calls
    - more colors in server preview minimap in server browser
    - many server browser bugs fixed
    - made arrows not damage at minimum velocity under water
    - made arrows skip higher
    - dirt no longer created for infinite support
    - fixed dropping mats working always -> allowing inf mats on startup
    </br>--- merged: Jun 12, 2012 4:34 PM ---</br>
    Build 421 is out, but I can't find the change log yet, so I'll edit this post when I find it or someone posts it to me in the Mechanics thread.
     
    Arcite likes this.
  6. Boxpipe

    Boxpipe single, female, lawyer

    Messages:
    293
    I like the new buff for builders, been buildering a lot of players and ending up with better scores then some of the knights on my team. Becomes really easy when you know how to surf someone's head and you infinitely jump on them while smacking them until they die.
     
    Arcite likes this.
  7. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    That feel, when the build number keeps getting updated.

    - A number of API calls made from KAG servers to the API were changed such that they do not cause lag spikes on the server in certain situations. The server should also deal better with the API being unavailable (if it is completely unavailable, people will not be able to join but the players already in the server should be fine)
    - There have been a handful of changes/hotfixes since 421 came out, so it is time to bump to the next build number to ensure everyone has the latest and greatest


    enjoy!
    </br>--- merged: Jun 19, 2012 7:34 PM ---</br>
    Another build has rolled out. This one hopefully fixes the admin crashes guards and admins alike have been struggling with, hurrah!
    Build 428 is on its way out with some important (potential) fixes:
    - fixed rcon admins/guards crash on certain collapses #267, #469
    - fixed unable to join busy server (lots of objects)
    - fixed crash on camera shake (sometimes)
    - Removed use of in-game browser, links now open in normal external browsers
    - pressing enter in the username box at login now submits the form
    - slight changes to how ping timing works in the browser, might yield more correct results


    EDIT: Added Hotfix logs:
    - Fixed issue with big (40+ player) busy servers running out of object IDs (and kicking everyone/being unjoinable) after a few hours
    - Some optimizations related to how object IDs are looked up (in theory lower cpu usage on servers with a lot going on, in reality not much of a difference)
    - removed 'Blob Loaded' log/console messages
    - Fixed wood blocks not showing up in gold CTF and zombie modes
     
  8. CoD

    CoD Haxor

    Messages:
    481
    Yay more builds, to me it seems like just yesterday Zombies came out.
     
  9. Jumpout

    Jumpout Shopkeep Stealer

    Messages:
    41
    I just love being a builder now, its all I do really. And builders are feared now :huh?: I have knights run from me, ugh so much win :p
     
  10. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Yeah, a combination of knight nerfs and apparent builder buffs have made that possible. Seems lag has a play in it as well because I've been physically pushing up against a knight (I did this to Ruleral earlier, sorry rule :p) and he can't hit me. I'm not sure if its lag or a glitch but I'll look around.

    It was on hilly terrain so it might've been one of the corner glitches . . . (have block to the right/left and be pushing against it and the enemy cannot hurt you).
     
  11. Miauw62

    Miauw62 Shipwright

    Messages:
    416
    Somebody should make a thread about knee-cappers, i would love to discuss the things, but i dont use them so i dont have any knowledge about kneecappers, so i would not be the ideal OP.
    Could somebody please make a thread about them?

    (agh, and sorry if this is in the wrong place, but i dont know who i should contact for this or another place to post it, making a new thread about it would just be a waste)
     
  12. Guro

    Guro SNAP INTO A SLIM JIM

    Messages:
    111
    I could write a small guide/thread on them if more people are interested?
     
  13. Miauw62

    Miauw62 Shipwright

    Messages:
    416
    Yes please.
    Would make some intresting discussion. (structural integrity VS more archer spots)
     
  14. Boxpipe

    Boxpipe single, female, lawyer

    Messages:
    293
    [Build- ALL OF THEM]

    A major problem I've noticed with playing battle-builder recently is the inability to place blocks where dropped materials, or items are, which can make a big difference between life and death, stalling the enemy or letting them through. When a builder decides to place a block on top of a dropped item, the block that is placed should just displace the item, instead of completely halting him from placing anything at all.

    A very major problem when it comes to invisible hearts or de-sync'd items.
     
    GloriousToast, Contrary and Ej like this.
  15. SpideY

    SpideY Hear Me Roar Staff Alumni Donator

    Messages:
    511
    Its really annoying yeah. Same thing when you want to pick a cata...
     
  16. ParaLogia

    ParaLogia tired Administrator Global Moderator Forum Moderator Tester Official Server Admin

    Messages:
    1,133
    Yeah, dropped materials are pretty much annoying in all aspects, because they seem to take priority over everything else.
    Hmm... Is the player trying to pick up the lit bomb that is about to blow up all his teammates...or that stack of 2 wood left over when someone broke a ladder?
    Clearly it's the latter.
     
    LucasTT and Exid like this.
  17. GloriousToast

    GloriousToast Haxor Donator

    Messages:
    1,463
    that last update that changed skybridges, also screwed up with placing blocks for builders. several times i am unable to place a block for no reason what so ever for example
    :castle_bg::castle_bg::castle_bg:
    :castle_bg::blank::castle_bg:
    :castle_bg::castle_bg::castle_bg:
    i wont be able to place a block in there for some reason
     
    LucasTT likes this.
  18. LucasTT

    LucasTT Haxor Tester

    Messages:
    455
    Yeah,there is a LOT of weird bugs.
    Speacially on what GloriousToast said,its really annoying

    And I hate when thats happen Paralogia :>:(: