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Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 3:32 pm
by Hjarpe
Alpha 1.2.0

-Updated Tutorial.
-Updated Template map.
-New items: Helmet 2, Fedora 2, Dog Tag.
-You can now start the server software from the launcher.
-Toggle-throwing-mode is now prioritized over attacking, so pressing toggle-throwing-mode mid-combo will abort the combo.
-Toggle throwing mode is now queued properly while throwing a grabbed player.
-Toggling throwing mode during sprint-jumps no longer slows you down.
-Charging a throw (priming a mine/grenade/molotov) during sprint-jumps no longer slows you down.-
-Optional "-start" command line argument added that will auto start the game/server. Now possible to autostart the server with command "'Superfighters Deluxe.exe' -start -server" which can be added to autorun programs if you want.
-Updated the main font so that "I" and "l" are no longer identical (to prevent account name impersonation).
-Added sound and screen shake effect to the pistons on the Pistons map.

Map Editor:
-Added multi-edit support: you can now see and edit the common properties of multiple selected tiles at once.
-New start option added to be able to test a map using 0 to 8 players. Toggle control between characters by pressing Shift+F1 to Shift+F8.
-New PlayerCommandTrigger to let players perform scripted actions. See the in-editor help for more details.
-New DialogueTrigger to display speech bubbles with text. This is a work-in-progress.
-Improved PlayerSpawnMarkers with more options to customize how the player will spawn. See the in-editor help for more details.
-Improved PlayerSpawnTrigger with options for startup throwables and powerup items and initial team.
-Added PlayerInputEnableTrigger to be able to enable/disable player input for a specific player.
-Added PlayerModifierInfo to be able to modify certain properties for individual players.
-Added PlayerTerminateTrigger to be used to remove/gib or kill players spawned from PlayerSpawnTrigger/PlayerSpawnMarkers.
-OnDeathPlayerTrigger can now be filtered on a specific player directly in the editor.
-AreaTriggers can now be filtered on specific objects and players directly in the editor.
-The map editor now caches certain editor content. Subsequent startups will be faster.

ScriptAPI:
-Added Game.CreateDialogue(), Game.GetDialogues() to be able to manage dialogues.
-Added IPlayer.AddCommandAction(), IPlayer.ClearCommandQueue(), IPlayer.PerformedCommandCount, IPlayer.CurrentCommandIndex and IPlayer.TotalCommandCount to be able to manage player commands.
-IPlayer.RunToPosition() is obsolete (and will be removed in future versions) and replaced with player command 'MoveToPosition'.
-IPlayer.SetBotType(), IPlayer.BotType is obsolete (and will be removed in future versions) and replaced with the new concept "BotBehavior" which will control how a bot will behave.
-Added IPlayer.SetBotBehavior() and IPlayer.GetBotBehavior() to control how the AI should control the player (these are placeholder functions and can only activate the old BotType.TutorialA atm).
-Added IPlayer.IsAIControlled property to get if the IPlayer is currently controlled by the AI.
-Added IPlayerStatistics.TotalShotsFired, TotalItemsThrown, TotalPlayersThrown, TotalReloads, TotalEmptyGunsFireAttemts.
-Added IObject.GetMaxHealth() to be able to read maximum health of an object.
-Added OnShutdown() that's always run with signature "public void OnShutdown()" in scripts before a map restart or when a script is stopped. Store some final information to Game.Data if needed here.
AfterStartup() is now run for scripts started mid-game as well.
-OnStartup() is now run before triggers that activate on startup. AfterStartup() is now run after triggers that activate on startup. OnShutdown() is run before a map restart or before a script is stopped.
-Game.RunCommand() can now run any command from extension scripts.
-Added User.Ping property to read current ping.
-Added IPlayer.SetModifiers(), IPlayer.GetModifiers(), IPlayer.ClearModifiers() to be able to change modifiers for players.
-Updated IPlayer.SetProfile(), IPlayer.GetProfile() to be able to change profile for players.
-ObjectPlayerSpawnTriggers can now be fully changed via the ScriptAPI.
-The OnPlayerDeathEvent can now bring players back to life by calling SetHealth with a value higher than 0.
-Added IObjectOnDestroyTrigger.Reset() to reset the destroyed counter and "re-active" the trigger.
-Added IObject.GetMaxHealth() and updated summary on IObject.SetMaxHealth(value).

Bug fixes:
-Fixed a bug where thrown items going through portals would hit players located anywhere between the portals.
-Fixed a bug where holding both direction keys while rocket riding caused the rocket on other clients to act crazy.
-Fixed a bug in map "Pistons" where players sometimes wouldn't be gibbed properly in the machines.
-Fixed a bug where you could select template maps with the /map command.
-Fixed a bug where you could get knocked down by jumping over recently thrown players.
-Fixed a bunch of bugs related to the moderator list and ban list handling.
-Fixed a bug that caused a little bit of energy to be drained while standing still when pressing toggle-sprint (default Shift).
-Fixed a bug where you couldn't whisper to people from the server software.
-Fixed a bug where the camera would keep shaking after a map transition.
-Fixed a bug where the player's name could be white in the scoreboard even when not logged in.
-Other fixes and tweaks.

Update: Alpha 1.2.0b is out!
-Fixed a bug where the 3-hit combo caused increased knockback on grabbed players.
-Fixed bugs related to player positioning and rotation while caught in a dive.
-More accurate magazine spawn positions when reloading guns.
-When throwing a grabbed player, your own velocity is added to the thrown player's velocity (when you are standing on a moving object for instance).
-Other minor fixes and tweaksies.

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 3:49 pm
by Armadyl5
I can't Descripe How Happy Iam Now , This Update Is The One i Was Waiting So Long to See , Thanks Dynamic Duo ! :D

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 3:51 pm
by Hjarpe
Oops, we forgot to include the new Tutorial map in the update. We promptly released a hotfix.

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 4:17 pm
by Elite Hunter
now that this update is out, which it took a lot of time for you guys to create (which i respect). are there going to be more frequent updates?

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 4:52 pm
by M_M_M
The modifiers and other property additions to objects is great to see, helps cut down on scripts for simplistic things like area triggers only activating on x item entering the area.

Getting a throw distance and jumping power added to the player modifier marker would be fun for stupid things like super jumps or throwing items/people half-way across the map.

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 5:04 pm
by Zere
Great update!
I really like the new Tutorial, except this guy
Image

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 5:10 pm
by Hjarpe
Elite Hunter wrote:now that this update is out, which it took a lot of time for you guys to create (which i respect). are there going to be more frequent updates?
Since this one was mostly behind-the-scenes stuff, we'll probably make something smaller but with obvious gameplay value next, like a new weapon or item.

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 5:30 pm
by Sh4d0w
Damn, that's a nice update!
The new Tutorial is pretty solid (especially the guy on our team, heh) and I hope that in the next update we will play with Burnt skin (really good work with this).

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 6:03 pm
by M_M_M

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 18, 2017 8:23 pm
by Gurt
Just uploaded the missing setup file for the latest version. The download link works again.

Re: Alpha 1.2.0 is here!

Posted: Sun Feb 19, 2017 6:14 am
by Rhodes
Hjarpe and Gurt. Thank you SOOOO much!!
I've been waiting a long time for this stuff ;)

Re: Alpha 1.2.0 is here!

Posted: Sun Feb 19, 2017 8:37 am
by Billy
Only one word: HYPE

And, as usual i am not at home to play that update (i couldnt play the last 3 mayor updates the first day, which is sad fir a superfighter...)

Re: Alpha 1.2.0 is here!

Posted: Mon Feb 20, 2017 4:02 pm
by Splinter
Awesome update! The feeling I got when seeing that tutorial bot aiming at me... There are so many new possibilities!

Alpha 1.2.0b is here!

Posted: Mon Feb 20, 2017 9:39 pm
by Hjarpe
-Fixed a bug where the 3-hit combo caused increased knockback on grabbed players.
-Fixed bugs related to player positioning and rotation while caught in a dive.
-More accurate magazine spawn positions when reloading guns.
-When throwing a grabbed player, your own velocity is added to the thrown player's velocity (when you are standing on a moving object for instance).
-Other minor fixes and tweaksies.

Re: Alpha 1.2.0 is here!

Posted: Thu Feb 23, 2017 1:26 am
by Shark
Image
Let's go to make...

Re: Alpha 1.2.0 is here!

Posted: Thu Feb 23, 2017 2:12 pm
by The Adventurer
yeah new scripts... i'll be good... noice update gents...

Re: Alpha 1.2.0 is here!

Posted: Sat Feb 25, 2017 9:44 pm
by [Failman]
Great update but if you're gonna start working on the chat can you make it so if I bind my keys to caps it doesn't affect the chat? I mean come on I asked about this while we were still in pre-alpha and lord behold the problems still freaking there. :?

Re: Alpha 1.2.0 is here!

Posted: Sun Feb 26, 2017 1:01 pm
by Hjarpe
[Failman] wrote:Great update but if you're gonna start working on the chat can you make it so if I bind my keys to caps it doesn't affect the chat? I mean come on I asked about this while we were still in pre-alpha and lord behold the problems still freaking there. :?
I don't remember this suggestion, and I don't think it's a given that it should work like that. Others would complain that caps lock doesn't work in chat.

Re: Alpha 1.2.0 is here!

Posted: Sun Feb 26, 2017 8:37 pm
by NoOne
Nice update devs. :D :D :D

Re: Alpha 1.2.0 is here!

Posted: Sun Feb 26, 2017 10:39 pm
by Gurt
Hjarpe wrote:
[Failman] wrote:Great update but if you're gonna start working on the chat can you make it so if I bind my keys to caps it doesn't affect the chat? I mean come on I asked about this while we were still in pre-alpha and lord behold the problems still freaking there. :?
I don't remember this suggestion, and I don't think it's a given that it should work like that. Others would complain that caps lock doesn't work in chat.
If caps lock is activated the key input we receive from windows (user32.dll) will be in upper case. There's nothing broken here. Consider to not bind any actions to your caps lock key. ;)