DARK REIGN 1.7.1 Changelog/Wishlist

Anything goes, keep it clean and civil.

DARK REIGN 1.7.1 Changelog/Wishlist

Postby Satz on Sat Feb 28, 2009 3:30 pm

.
Dark Reign 1.7.1

We (Foo, Element and I) will be releasing an updated version of Dark Reign 1.7 within the next month (definitely before the end of March) to fix some minor errors and add a few new things. This will be released as both a standalone download and an upgrade download (just overwrites changed files in 1.7).

Fixes::

Australian Tileset - Water + Taelon hotspot fix

Removal of the "Patch 1.7" porn/spam at the bottom right corner of the game screens.
- - Yeah, it will be done with the next release.

Additions::

New terrain specific sprites for "Underground River" "Billabong" "Water Spring" "Taelon Field" "Taelon Patch" and "Taelon Rift" added.
- - The reason for this is that the files need to be included within each terrain specifically to look correct, ie - called from the terrain's packman files and not from within a map's packman file ... ie -> Game Packman > Terrain Packman > Map Packman, they latter overwrites the previous. This will not change the existing water/taelon sprites, just simply add new sprites.

MAYBE -- Add new mods
- - I got in contact with Nim from DuC, and if he finds a copy of his mod I will add it.
- - I might add the Marauder/SkyFort mod, it is really nice to play.
- - I might add the new mod that Foo and I have been collaborating on if I finish it in time, but ideally, I would like to play test it a bit first.

Your Input

Is there any other ideas that you guys have? Just reply here ... this is your chance to give input into the next update. Don't wait until after we release it.

Off topic -

Element has been busy with real life, as have I ... but we are still here. I should have some free time coming up in the next week or two, or at least a few hours a day to put to Dark Reign.
Satz
Site Admin
 
Posts: 170
Joined: Tue Aug 05, 2008 10:49 pm
Location: Perth, Australia

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Cheese on Mon Mar 02, 2009 1:12 am

Would it be possible to fix the bug where if there's a unit standing at the top-left corner of a rift creator as construction is completed, the rift doesn't work? I tried to fix it by messing around with the X and Y positions of the weapon in SetActivePart in buildings.txt, but to no avail. Anyone got any better ideas? Or the same idea, but done right?
Cheese
Dark Reign Player
 
Posts: 5
Joined: Wed Feb 25, 2009 6:31 am

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby |{ang@roo on Mon Mar 02, 2009 11:52 am

i dunno if anyone else has had a prob but when i go to scout with my phaser it sometime sends random anuits out instead and it it useless ?
|{ang@roo
Development Team
 
Posts: 29
Joined: Sat Dec 13, 2008 8:16 am
Location: Australia

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Xan on Mon Mar 02, 2009 3:04 pm

|{ang@roo wrote:i dunno if anyone else has had a prob but when i go to scout with my phaser it sometime sends random anuits out instead and it it useless ?

Sometimesthe entered units can`t exit the phase tank anymore and it is also unable to move. 5 units & Phase Facility lost. But I don`t know if that can be fixed. I`ve never encountered the problem above though
Image
Xan
Development Team
 
Posts: 120
Joined: Wed Dec 17, 2008 4:46 am
Location: Salzburg, Austria

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby |{ang@roo on Tue Mar 03, 2009 2:58 pm

ok , no worries , maybe a bug in my stem ? . on the wishlist LADDER please , it would be fun to have how good i am on record. (above satz anyway) :-p
|{ang@roo
Development Team
 
Posts: 29
Joined: Sat Dec 13, 2008 8:16 am
Location: Australia

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Fooooo on Wed Mar 04, 2009 4:12 pm

I've never encounted either of the bugs you two just listed with the phase runner.

Well actually I remmeber having phase runners get stuck sometimes "at the phase facility" but never have I had it get stuck in the middle of the map or something, that seems weird.

If i remmber correctly, if your phase runner gets stuck at your phase facility with units in it , you should be able to get the units out of the phase runner where it is, then try and give it a move order somewhere and it should unstick

If that doesnt work it could be a building thats very close to one of the corners nearby causing a problem somehow.... thats just a wild guess.

I cant think of any reason the phase runner would not move and have 5 units stuck in the middle of the map or antyhing tho.



About the units not coming out right, they should come out in the order you put them in. As long as you CTRL click to get them out, they will come out in that order.

Tho ive noticed a feew times that say i put in 2 marts a rail then 2 more marts, that sometimes the rail would come out before the 2nd mart, or it would come out after...

I put that down to me just being lazy and not putting them in properly tho cos I never really get that bug....its happend 2/1000000000000 times :P


CHEESE: Not sure, but it could be a lot of things. Maybe the Texture for the completed rift is wrong, maybe the oleffs or whatever they called ( The spots on the texture units can move on ) are wrong for the rift, maybe the hotspot for where the rifts weapon is placed is actually up in the corner and that causes a problem... the hotspots are easy to fix but I dunno why a unit standin on the tile where the hotspot for the rifts weapon is located screws it, it probably stops the weapon getting placed there or something... i still dunno why.

A somewhat easy fix would be to change the olevffs so units cannot stand there anymore and the problem wont happen. Tho if it is already set like that then theres something going on with the tile next to that spot, which isnt actually part of the building.....so we would need to enlarge the rift sprite a little, well not make the "rift" larger, but make it take up more tiles so we can make the spot you cant stand on further out.........
Fooooo
Development Team
 
Posts: 62
Joined: Mon Jan 19, 2009 10:19 pm

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Satz on Thu Mar 05, 2009 7:37 pm

Rift can be fixed but the CRC would be out ... This would require a mod ...

Either moving the active part or changing the ovleff file ... as Foo said.
Satz
Site Admin
 
Posts: 170
Joined: Tue Aug 05, 2008 10:49 pm
Location: Perth, Australia

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Cheese on Fri Mar 06, 2009 6:31 am

Hmm... I tried to shift the ActivePart about on the rift, to parts of the sprite that units shouldn't be able to walk on according to the ovleff info, but that failed miserably. I considered changing the tile layout so that units simply couldn't walk on that part of the rift, but didn't actually test that - I'll check the now. And I know that that would require everyone playing with the fixed rift to have modded buildings.txt or ovleff.text (or whatever the changes were made in), unless it was added to a future universal update.
Cheese
Dark Reign Player
 
Posts: 5
Joined: Wed Feb 25, 2009 6:31 am

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Satz on Sat Mar 07, 2009 6:29 pm

Well, if it does work then we will just add it to the mod we are building.
Satz
Site Admin
 
Posts: 170
Joined: Tue Aug 05, 2008 10:49 pm
Location: Perth, Australia

Re: DARK REIGN 1.7.1 Changelog/Wishlist

Postby Mesh on Mon Jun 15, 2009 10:37 pm

This isn't really a bug per say but rather an overlooked special function/feature of the Tachion tank. It has a self-destruct option that does virtually NO damage to anything around it. I was thinking that say if the damage and area of effect were increased to say that of at least a martyr - it might get used more as a gameplay option. It's like the programmers put this in but forgot to adjust the damage properties ...
Image
Mesh
Development Team
 
Posts: 18
Joined: Fri Feb 20, 2009 8:28 pm
Location: Minnesota, USA

Next

Return to Off-Topic Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron