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Change Log for Feb 20 - Feb 26

SteeveeoSteeveeo Registered, Administrator Posts: 849
edited February 2011 in Change Logs #1
  • [FIX] - While Advanced Dupe Pasting, Gyropods were checking their fuel tanks against ship size and deleting tanks before the dupe even finished, causing tanks that SHOULD work in the finished ship to be removed, also causing ghost storage for fuel. Fixed by adding a new variable to the gyro (IsReady) and hooking into the AdvDupe_FinishPasting event to set it as well as on the tool. Right now, IsReady only affects the tank check, but I left it as a general name so it can be used with other things later on.

Comments

  • SteeveeoSteeveeo Registered, Administrator Posts: 849
    RAHHHHH LOTS OF LITTLE UPDATES GOGOGO!!!
    • [FIX] - Last week I fixed a bug where the Laser Blaster was causing errors due to a missing var when wiring X, Y, Z. Fixed a similar bug in the Plasma Blaster where if Vector or XYZ were not wired, it would spam horribly to the console. Fixed by adding self.vector = vector_origin to the initialize function.
    • [FIX] - Fixed a bug in the Mining Laser ent. Lasers were getting stuck on when receiving a value greater than 1 for Active. I am not entirely sure why this is, but I changed the numeric check to a boolean and fixed the rest of the code to match and now it works fine. Also got rid of some commented out code that was too antiquated to keep.
    • [FIX] - For some reason, the Personnel Teleporter tool was not spawning the entity with an owner, and the Space Combat limiter was gobbling them up. Added Ent:CPPISetOwner(self:GetOwner()) to the spawn function to fix this. Still not sure why it spawns purple, though...
    • [FIX] - But more of a workaround, really. Disabled Stargate Cloaking Generators by making them remove themselves. Will probably rewrite later, but disabled due to massive lag coming from this ent, and often causing Buffer Overflows in already connected clients. Seems fine on low-load sessions, but when the ship count goes up, this thing starts disconnecting people. Also, there are quite a lot of bugs in this entity, namely the ability to cloak planet atmospheres and other things that should not be cloaked. Disabled until further notice.
    • [FEATURE] - Added a new wire input to the Advanced Gyropod: "Disable PN-Fuel Use". This does exactly what it says it does; it forces the gyro to use Energy, even if PN-Fuel is available. Can be freely toggled in-flight and speeds should scale accordingly (though this last part is untested when already moving).
    • [FIX] - Fixed an odd error in the Space Combat core that was preventing cores from exploding more than once in a session. Found out that the explosion was relying on True from a script local boolean var "AvoidMB" which was set to False after a core exploded, but was never set back to True. Cores can now explode as they please.
    • [FIX][BALANCE] - Removed the gravity drop code from the Artillery Cannon Shells. This was MUCH too drastic, and also occurred in space if fired from space, making it impossible to aim and a useless weapon. Should work fine now.
    • [BALANCE] - All rocket pods now require Metal to reload. All [USE] dialogs updated to reflect this fact. Currently the rockets cost 250 metal in the 20x, 240 in the 8x, and 225 in the 4x. This will require balance testing.
    • [FEATURE] - Added a small chunk of code to the Perimeter Lasers that now makes them able to be used as an Anti-Missile System. Lasers have a random chance of up to 75% per 0.1 seconds (less chance with distance) to pop the target missile. It is not perfect, but a decently made AMS system can put a serious dent into a rocket volley. Only works on Rocketpod_rocket entities currently.
  • SteeveeoSteeveeo Registered, Administrator Posts: 849
    New day, more changes.
    • [FIX] - Cleaned up the SB3 Mining files, including an errant .svn folder from seemingly out of nowhere.
    • [TWEAK] - Lowered the sound level of the Rocketpod_Rocket explosion sounds from 300 to 150. Volleys were pretty much deafening.
    • [UPDATE] - Synced changes between the Dev and Main servers.
    • [UPDATE] - Synced over SBEP_Experimental from the Main server to the Dev server. For some reason the Dev server had startup errors coming from this and the main did not.
    • [UPDATE] - Synced Stargate for the same reason.
    • [FEATURE] - Added in a RANKS section into the MOTD, a lot of people were asking for the listing.
  • SteeveeoSteeveeo Registered, Administrator Posts: 849
    • [FIX] - Synced Fuhrball's Custom Shit to the Dev server. The reason this is labeled [FIX] is because that is where he stuck Easy Precision after PHX got included into GMod.
    • [FORUM] - Added a Staff Only section and a "The Office" subforum for staffers to access. Non-staffers should not be able to see this forum.

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