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Change Log for April 13th - April 19th
Steeveeo
Registered, Administrator Posts: 849
[list][*][FEATURE][UPDATE] - Added Artillery_Impact, a scalable effect for explosive kinetic weapons. I'll need to redo this slightly later when I can make it feel actually more kinetic, but this will do for now.[/*]
[*][FEATURE][UPDATE] - Added Artillery_Launch, a scalable effect for cannon-type weapons.[/*]
[*][FEATURE][UPDATE] - Made all "Artillery" weapons use the above. Waiting on EffectScale variable to be added to weapons tables, though, so the effects may currently be a tad small for some weapons.[/*][/list]
[*][FEATURE][UPDATE] - Added Artillery_Launch, a scalable effect for cannon-type weapons.[/*]
[*][FEATURE][UPDATE] - Made all "Artillery" weapons use the above. Waiting on EffectScale variable to be added to weapons tables, though, so the effects may currently be a tad small for some weapons.[/*][/list]
Comments
[list][*][EXPLOIT][FIX] - Weapons now reset their ammo and firing status when updated, silly Divran was making bertha autocannons.[/*]
[*][FEATURE] - Merged all weapons into the weapon base entity.[/*]
[*][FEATURE] - The weapon base entity will update its inputs to match whatever weapon type its set to.[/*]
[*][BALANCE][FIX] - The cores were using the wrong recharge math in a couple of places, fixed.[/*]
[*][BALANCE] - Gave core capacitor amount a minor boost.[/*]
[*][FEATURE] - Changed how weapon data is stored on the server to make it easier to update.[/*]
[*][FEATURE] - Added a new weapon reloading mode, all weapons will be temporarily using this.[/*]
[*][FEATURE] - Added a RELOADSOUND variable to the weapon table so we can set the reload sound of a weapon.[/*]
[*][FEATURE] - Added a FIREEFFECT variable to the weapon table so we can set the firing effect of a weapon.[/*]
[*][FEATURE] - Added a BURSTRATE variable to the weapon table so we can decide exactly how long you wait between shots in a burst.[/*]
[*][FEATURE][FIX] - Fixed weapons taking resources and ammo when they can't actually fire due to the built in friendly fire protection.[/*]
[*][FEATURE] - Weapons can now take capacitor as a resource for ammo creation.[/*]
[*][FIX] - Beam weapons no longer spam the server console when updating their outputs.[/*]
[*][FEATURE] - It is now possible to define a function for each projectile type that sets how points are used.[/*]
[*][FEATURE] - Added an OVERCHARGE variable to the weapon table that allows us to control whether or not a weapon can be overcharged.[/*]
[*][FEATURE] - Added multiple charge modes to weapons, so we can do things like beams and the old bertha in the weapon base.[/*]
[*][FEATURE] - Weapons will now dynamically update their status display to show different variables.[/*]
[*][FIX] - Fixed the scanner entities not being able to load the wire base entity.[/*][/list]
There was more! I forgot what else I did.
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Things I know I did:
[UPDATE][FIX] - I finally fixed Adv Dupe 2, or atleast most of it. This is the biggest thing I did, took 12 hours.
[UPDATE] - I removed a bunch of tools in the sandbox gamemode that don't make any sense on our server.
[FEATURE] - I've put back the quiz that makes people read the motd atleast a bit.
[TWEAK] - I made the timeout on the motd close button longer.
[UPDATE] - Merged Sandbox into Spacebuild 3 so I can modify more stuff.
[TWEAK] - Removed several tabs in the q menu.
Lλmbdλ: donations for coding the space future of diaspora :>
Get your extra long EVE trial here!