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Wood & Water Build Released!

Discussion in 'Announcements' started by MM, Jun 6, 2012.

  1. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    Wood and water, direct to the faces of full version players everywhere!
    67mvu.png
    Check out your gamemode configs, there's quite a bit more to play with there. Changelog should have details.

    You can now hide the HUD by "scrolling out" at x2 zoom level, it will not auto-hide as your mouse approaches the edge.

    Check out the FullCTF gamemode files included, which have no siege (to prevent camping while we work on new and more balanced siege items), lake maps, no "build time", a stack of mats for each team on game-start, armouries and archery ranges, fast travel tunnels (which are now team-bound - don't let the enemy get to your tunnels!) and wood blocks enabled by default.

    Server owners - if you want to run FullCTF set sv_gold_only = 1 in dedicated_autoconfig.gm and replace dedicated_autostart.gm with this.

    We've already talked about everything in this update, so I wont mince words. Have at it!

    Changelog:
    - new games rules FullCTF
    - added generator_ctf_lake.cfg, generator_ctf_twolakes.cfg
    - added water (gold servers only - sv_gold_only 1 in config)
    - added Aim Mode (zoom out button [MOUSE SCROLL])
    - moved HUD hearts to above players head
    - materials actually spawn at tent on game start
    - added temporary workshop build item spam prevention
    - increased min_shieldbash_horiz_vel slightly
    - 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
    - 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
    - getting out of catapult boosts fixed
    - fixed cata not destroying wood
    - fixed spikes hanging after collapse on client
    - removed mat pickup sound if smaller than 10
    - shield bash sound plays only at higher velocity than bash
    - stomp stun doesn't happen for team mates
    - throwing objects more smooth on network
    - added decay to materials, after 30 seconds
    - added static material count to CTF
    - if workshop has bomb to build and upgrade - tapping [E] will make bomb
    - removed cata from FullCTF to prevent base camping while there aren't boats
    - added stone_amount and related vars to team configs for on-start mats
    - materials.png tweak for bombs
    - added generator_ctf_twolakes.cfg
    - arrows skip on water
    - fixed materials dropping during break
    - fixed picking up invisible other team heart
    - fixed splash when throwing out something picked up from water
    - fixed some server-side commands possible to launch on client
    - edited help texts in workshops
    - increased arrow draw time and made sound reflect it
    - added show/hide hud tutorial text

    Here is the full changelog (expand the spoiler)
    - 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
     
    rocker2, Templar_Frost, FG and 23 others like this.
  2. SinZero

    SinZero Haxor

    Messages:
    73
    Yay! Celebrations for the release of Water and wood!
     
  3. MacD

    MacD Shark Slayer

    Messages:
    146
    Does this mean archer's arrow spam has been slightly nerfed?

    EDIT: Yes.
     
  4. hansel

    hansel Shopkeep Stealer

    Messages:
    94
    Just as I was planning to take a break from work! Perfect!

    Now let's see what game breaking bugs made it through testing ehuehuehuehue
     
    KnightGabe13, Septic-Sauce and Rayne like this.
  5. bruthsaw

    bruthsaw Shopkeep Stealer

    Messages:
    74
    Yay, I cant wait to get home from school now. So much fun.
     
  6. Noc

    Noc Bison Rider

    Messages:
    322
    Already? Seems like you devs have some free time on your hands. ;)
     
  7. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    Sooo... You can convert an empty workshop into a shop. Dunno if this is global but on MOLE you can't convert shops. Maybe it's in the configs?
     
  8. justi01

    justi01 Haxor

    Messages:
    318
    No skybridges? FFFUUUUUCKKKKK YESSSSS
     
  9. It's so awesome ! :)
     
  10. Ohh, this looks like fun! Time for some KAG. :)
     
  11. gfalcao

    gfalcao Catapult Fodder

    Messages:
    2
    I'm implying some facts here, so sorry if I got you wrong. I do, partially agree with you. But, althought their job is AWESOME, I think satating their working time = free time is a bit too much.
    Props to the dev team, thought I'd have to wait some more to get my hands on this.
    BTW, love the little UI tweaks (hearts showing when someone's hit, flying resource units when full, new resource bar etc.)
    5/5 update!
     
    rocker2 likes this.
  12. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    Also, way to release this when I gotta go to work, ya bastards. ;-;
     
    SARGRA13 and Rayne like this.
  13. Trylobot

    Trylobot Bison Rider

    Messages:
    9
    This is so awesome, got to play some over lunch. Loving water, loving making moats. Archer spam is at an acceptable level... drowning is now my number one cause of death (laughs). And: Shield Bashing! woo!

    Good job all of you, devs and testing team. Loving the build. Can't wait to binge when I get home :B):
     
  14. superpokes

    superpokes Bison Rider

    Messages:
    119
    The new textures are burning my eyes X3
    I don't like dirt walls, nor new font for item counters

    But I love shield bashing :D
     
  15. SinZero

    SinZero Haxor

    Messages:
    73
    May I ask but I crash usually after 10 seconds of entering a gold server?
     
  16. GloriousToast

    GloriousToast Haxor Donator

    Messages:
    1,463
    who draws this shit, they are freaking amazing, (and by freaking amazing i mean better then me XD)
     
  17. MechaTrickster

    MechaTrickster Banned Donator

    Messages:
    654
    - made it so that shield-bashing counts as your kill
    This makes me happy, now we need are spikes counting towards kills.
     
    DrZaloski, Noburu and Beef like this.
  18. GloriousToast

    GloriousToast Haxor Donator

    Messages:
    1,463
    quote of the day ' toast. quit drowning me.' by beef
     
    Beef likes this.
  19. Dark_Ham

    Dark_Ham Shipwright

    Messages:
    144
    This is amazing! Can't wait to see water! :D
     
  20. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Get on Rayne's server. Crazy fun.
     
    AJ, tur1sta, Noburu and 4 others like this.