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Spring engine 0.81.1.3 has been released a few days ago, now Balanced Annihilation was updated too, its v7.1 now. Both releases contain many bugfixes and improvements. The details can be found in the changelogs. Balanced Annihilation can be downloaded in 2 ways: - BA Game-File: use this if you already have an updated spring engine installation
Spring engine change log0.81.1.3: Engine: - Fixed automatically assigning start position if none is chosen - Fixed bug in DXT5 loading (caused artifacts with teamcolors) - Fixed F1 heightmap view - Fixed playing of demos created in a game in which Spring crashed - Made spectator drawings white instead of random team color - Disable recording demos from demos (default, DemoFromDemo in springrc to enable) - Added a mechanism to register/unregister for messages that are normally not broadcasted to game server
AIs: - E323AI 3.14.5: * support for: partial watermaps (plays land only), group merging, auto kbot/vehicle lab selection, template configs * XTA & BA config improvements * Better lab assisting - KAIK: do not build MExes on spots used by allies
0.81.1: Engine / Simulation: - Terrain types and water damage are now taken into account for pathing checksum (Fixes desyncs on maps with map options which modify terrain types or water damage) - Changed builder patrol/fight behaviour for Hold Pos and Maneuver movestates - Being-built units are now visible on radar by default
Engine / Rendering, UI: - Added speed display - Improved basic player list - If OpenGL 1.4 is not available, an error is shown - Fixed being-built unit rendering - Placing buildings close together works again - Fixed canceling of first build item when buildiconsfirst is toggled
Engine / Lua: - Less strict type checking in VFS.DirList (fixes FBI2Lua converter)
Engine / System: - Map options fixed - Menu doesn't crash anymore if no mods/maps found
0.81.0: Engine / Simulation: - Builders are now smart enough to to reclaim features that block their buildsite, which weren't there when they started moving to it - Fixed issues with features with 0 metal and 0 energy - Fixed crashes / desyncs when using area orders with a large radius - Hold position doesn't imply "don't turn" anymore, and units with small firing arcs in general behave a lot better in this case. - Units on hold position now don't get confused by nearby invalid targets - Smooth ground mesh for better aircraft behaviour (unit tag: useSmoothMesh) - Wind fixed to stay in between map boundaries - Momentum isn't conserved anymore in unit-unit collisions - Impulses decay every frame instead of every slow update - Kamikaze units now do a visibility and 3d distance check - Fixed ships were able to 'climb' cliffs - Fixed multiple issues with pathmap updates after terraforms
Engine / Rendering, UI: - Changed default binds of forcestart, singlestep, debug to Alt+f, Alt+o, Alt+b - Non-reclaimable features show up as red squares now when placing a building - Out-of-LOS features don't show up anymore when placing a building - Fixed icons not rendering properly when distance-to-ground method was used - Better mipmap handling on SMF maps - Fixed specular lighting calculation on SM3 maps - Fixed "/shadows" command on SM3 maps - Fixed SM3 map holes - Fixed "/wiremap 0|1" (argument was inversed) - Lots of other drawing fixes - Far-textures fixed - Load-screens preserve aspect ratio - Added checks for insufficent gfx cards - Added new shadow rendering option ("/shadows 2"): it disables terrain rendering in the shadow pass, which gives a huge performance increase - Changed BumpWaterReflection values: 0 = disable; 1 = enable (no terrain); 2 = enable (with terrain - was '1' before) - Fixed occasional hang when word wrapping text - S3O transparency is now supported even with AdvUnitShading disabled
Engine / Lua: - Added AllowFeatureBuildStep call-in to included gadget handler - Fixed typos in certain featuredefs.lua, weapondefs.lua that mutilated error messages - Spring.Rehost fixed on Win32 when spaces in install path - Added support for modifying CTAAirMoveType (gunships) - Add GetUnitMoveTypeData(unitID) call-in, returns a table - Fixed Spring.SetFeatureDirection
Engine / System: - Fixed incorrect startpositions in skirmish games - Proper handling of mod dependencies - MAN pages support (Linux) - Support for external debug symbols (Linux) - Fixed an issue with using the root of a drive as data directory - Use less memory when reading from 7z archives - Improved handling of spectators in case of sim slowdown and desync
AIs: - E323AI: CPU performance improvements & bug fixes - KAIK: better D-Gun handling Balanced Annihilation Changelog 7.04 -> 7.1- Removed some infolog spam. - Replaced modinfo.tdf with a shiny new modinfo.lua. - Added some minor randomisation to a few sounds via sounds.lua. - Fixed dgun and bladewing shot sound clipping issues.
- Updated X-Ray hilight widget to work with black teams (thanks bartvbl). - Updated Custom Formations widget. - Updated LUPS. - Added Niobium's Loop Select widget. - Added Niobium's Build Split Widget. - Replaced LolUI with RedUI (default on for anyone previously using LolUI).
- Added 'Progressive Mining' game mode (default off), all mines start at 25% efficiency and raise to 125% over a few minutes, death resets this.
- Improved Core Fusion lups effect. - Improved a few effects with the lups napalm gadget.
- Applied patch with small fixes & improvements to a few models (thanks Pizzi1), affects: - Core Tremor + Corpse - Core Toaster - Core Punisher + Corpse - Core Floating HLT - Core A.K. - Arm Vulcan Corpse - Arm Vanguard + Corpse - Arm LLT - Arm Guardian + Corpse
- Core Silencer launch platform is now in a correct position (thanks bartvbl) - Core Banisher now aims correctly (thanks bartvbl). - Arm Ranger launching holes do not "jump up" anymore when the missile bay doors are closing (thanks bartvbl)
- Removed impactonly from a load of weapons, should fix issues with hitting shipyards that are building stuff.
- Arm Dragon's Claw HP increased (900->1200). - Arm Guardian High Trajectory damage increased 20%, Low Trajectory reload time decreased 10%. - Core Punisher High Trajectory damage increased 20%, Low Trajectory reload time decreased 10%.
- Arm Panther Energycost reduced 40%, buildTime reduced 20%. - Arm Gremlin Reload time reduced 25%, damage reduced 25% (same DPS). - Arm Phalanx Buildtime reduced 25%, Health increased (1510->2350), velocity increased 20%. - Arm Phalanx airSightDistance tag added (900). - Arm Bulldog Velocity increased 20%, turnrate increased (378->415). - Core Croc Energycost reduced 40%, buildTime reduced 20%. - Core Croc Velocity increased 15%. - Core Reaper Velocity increased 15%. - Core Copperhead Buildtime reduced 20%, Health increased (1595->2425), velocity increased 25% - Core Copperhead airSightDistance tag added (900). - Core Goliath Velocity increased 5%, Health increased (7000->8200).
- Arm Jethro airSightDistance tag added (800).
- Core Manticore airSightDistance tag added (925).
- Arm Archangel airSightDistance tag added (925). - Arm Advanced Construction Kbot Energycost increased 25%.
- Core Crasher airSightDistance tag added (800). - Core Gimp turret turnrate increased slightly in water, doubled on land. - Core Advanced Construction Kbot Energycost increased 25%.
- Arm Bantha airSightDistance tag added (1100).
- Arm Brawler Health increased 10%. - Arm Hawk airSightDistance tag added (600), sightDistance reduced (560->300). - Arm Blade accuracy increased. - Arm Freedom Fighter airSightDistance tag added (550), sightDistance reduced (530->275). - Arm t1 Construction Aircraft added buildoption 'Arm Air Repair Pad'. - Core Rapier Buildtime and Energycost reduced 10%. - Core Vamp airSightDistance tag added (600), sightDistance reduced (550->300). - Core Avenger airSightDistance tag added (550), sightDistance reduced (500->275). - Core Bladewing useSmoothMesh=0 tag added. - Core Bladewing weapon values tweaked slightly to hopefully improve targetting. - Core t1 Construction Aircraft added buildoption 'Core Air Repair Pad'.
- Arm Air Repair Pad costs and buildtime reduced. - Core Air Repair Pad costs and buildtime reduced.
- Arm Defender airSightDistance tag added (700). - Arm Pack0 airSightDistance tag added (700), sightDistance reduced (520->375). - Arm Chainsaw airSightDistance tag added (1000), sightDistance reduced (700->350). - Arm screamer airSightDistance tag added (1200), sightDistance reduced (700->350). - Arm screamer AOE increased (240-300), edgeeffectiveness reduced (0.25->0). - Core Pulverizer airSightDistance tag added (700). - Core SAM airSightDistance tag added (700), sightDistance reduced (520->375). - Core Eradicator airSightDistance tag added (1000), sightDistance reduced (700->350). - Core Mercury airSightDistance tag added (1200), sightDistance reduced (700->350). - Core Mercuty AOE increased (240-300), edgeeffectiveness reduced (0.25->0).
- Arm Archer airSightDistance tag added (900), radar removed. - Arm Skeeter airSightDistance tag added (800). - Arm Swatter airSightDistance tag added (800). - Arm Flakker NS airSightDistance tag added (800). - Arm Flakker airSightDistance tag added (800). - Arm Sentry airSightDistance tag added (750). - Core Shredder airSightDistance tag added (900), radar removed. - Core Slinger airSightDistance tag added (800). - Core Cobra - NS airSightDistance tag added (800). - Core Cobra airSightDistance tag added (800). - Core Stinger airSightDistance tag added (750). - Core Searcher airSightDistance tag added (800). |