Post by Lap on Apr 15, 2009 23:43:36 GMT -5
Selection system is now client side.
This is a huge cut on bandwidth usage and WM should be less laggy. You can no longer see what enemies OR teammates are selecting. This means no more trying to figure out what the shiny blob of units coming at you is.
Made a new selection method and set it as default.
Now selected melons will have a white outline around them. This does not interrupt the actual material you see and it is unaffected by lighting, which makes differentiating melons far easier now. As more and more effects are starting to change the material of melons I am highly suggesting using the new default method since it is foolproof in comparison. An effect will not change the material on you and make a selected melon appear to not be selected when it really is.
Above are a cannon, marine fighter, and a phase fighter selected under both selection systems. The main thing to get from this picture is that the old selection method basically can make two different fighter sized melons look exactly the same. The same thing even happens with medics, and they look even more different than the two fighters above. It becomes even harder to tell on very bright maps.
You can use "WM_SelectionMethod 1" to use the older method if you really still want to. I think there's also a bug with group hotkeys and force select not using either system properly right now. I'll fix it later as those two systems should be getting overhauls soon anyways.
Fixed a terrible bug with mind control.
It was permanently lowering the mind control owner's melon limit and permanently raising the enemies. Players, way to totally fail to report this very obvious bug. It was a two minute fix and from looking at the logs it seems people were complaining about it for days, but no one actually reported it.
Added phase infiltrators
These are new light fighters that are more expensive and slower building than normal light fighters, but can penetrate enemy walls.
There's been a lot of debate about even implementing phasing after seeing a version of it with the old Stargate cloaking device. This method I have developed is far better for game play. The light fighters can always be hit, even while phasing, which other methods did not do. These melons also need to "push" through the props, so there isn't a worry of a huge swarm of them ghosting through an entire fortress without effort. I've posted a video below of how they work.
The video also showcases the effect of a new super weapon I am developing. It makes any attached contraption gain the ability to phase shift. Using it we can see a car push through a series of walls.
******** www.youtube.com/watch?v=Z1IjLUo2jSc ********
Added blink fighters
These new willy and more expensive, slower building versions of fighters come with a special ability that helps them on both defense and offense. After taking any amount of damage the blink fighters enter a special state in which they will randomly teleport around very quickly. They often causes enemy shots to miss. If the blink fighters are given a move order while blinking, they will still teleport, but their teleporting will favor the direction they are moving.
Though blink fighters cannot outright blink through obstacles they often bypass them using their ability. They also tend to reach their locations faster than normal fighters, obstacles or not. Just be careful having them around cliffs and water as they can teleport to their doom.
Tools for light fighters and fighters updated to new system.
They are more intuitive to what costs more and no longer have so many conflicting options that would confuse newbies.
This is a huge cut on bandwidth usage and WM should be less laggy. You can no longer see what enemies OR teammates are selecting. This means no more trying to figure out what the shiny blob of units coming at you is.
Made a new selection method and set it as default.
Now selected melons will have a white outline around them. This does not interrupt the actual material you see and it is unaffected by lighting, which makes differentiating melons far easier now. As more and more effects are starting to change the material of melons I am highly suggesting using the new default method since it is foolproof in comparison. An effect will not change the material on you and make a selected melon appear to not be selected when it really is.
Above are a cannon, marine fighter, and a phase fighter selected under both selection systems. The main thing to get from this picture is that the old selection method basically can make two different fighter sized melons look exactly the same. The same thing even happens with medics, and they look even more different than the two fighters above. It becomes even harder to tell on very bright maps.
You can use "WM_SelectionMethod 1" to use the older method if you really still want to. I think there's also a bug with group hotkeys and force select not using either system properly right now. I'll fix it later as those two systems should be getting overhauls soon anyways.
Fixed a terrible bug with mind control.
It was permanently lowering the mind control owner's melon limit and permanently raising the enemies. Players, way to totally fail to report this very obvious bug. It was a two minute fix and from looking at the logs it seems people were complaining about it for days, but no one actually reported it.
Added phase infiltrators
These are new light fighters that are more expensive and slower building than normal light fighters, but can penetrate enemy walls.
There's been a lot of debate about even implementing phasing after seeing a version of it with the old Stargate cloaking device. This method I have developed is far better for game play. The light fighters can always be hit, even while phasing, which other methods did not do. These melons also need to "push" through the props, so there isn't a worry of a huge swarm of them ghosting through an entire fortress without effort. I've posted a video below of how they work.
The video also showcases the effect of a new super weapon I am developing. It makes any attached contraption gain the ability to phase shift. Using it we can see a car push through a series of walls.
******** www.youtube.com/watch?v=Z1IjLUo2jSc ********
Added blink fighters
These new willy and more expensive, slower building versions of fighters come with a special ability that helps them on both defense and offense. After taking any amount of damage the blink fighters enter a special state in which they will randomly teleport around very quickly. They often causes enemy shots to miss. If the blink fighters are given a move order while blinking, they will still teleport, but their teleporting will favor the direction they are moving.
Though blink fighters cannot outright blink through obstacles they often bypass them using their ability. They also tend to reach their locations faster than normal fighters, obstacles or not. Just be careful having them around cliffs and water as they can teleport to their doom.
Tools for light fighters and fighters updated to new system.
They are more intuitive to what costs more and no longer have so many conflicting options that would confuse newbies.