PriitK wrote: |
Continuum 0.38 pre-relase 2 is available for public testing.
You can download it from http://subspace.edome.net/files/Continuum038pr2.zip. Unzip it to your Continuum directory and run Continuum038pr2.exe. Note that 0.38pr2 doesn't read old Subspace graphics and sound DLLs anymore, so you need to install Continuum 0.37 full package if you have used Subspace to Continuum update in the past. Continuum 0.37 is available at http://www.subspace.net/continuum.shtml You can test pre-release version in SSCU Continuum testing zone and can't use it in regular zones yet unless you are in zone's vip list. Report bugs using Help -> Report Bug in Continuum main menu Important note to zone sysops: 0.38pr2 requires SubGame 1.34.13 or newer.You'll get randomly disconnected with older SubGames |
Quote: |
Continuum 0.38pr2
----------------- Gameplay * fixed point blank bomb shrapnel doing full damage, istead of inactive shrapnel damage as it is supposed to * fixed driver stealthing entire turret * fixed crash when somebody attaches you at same moment when you go to spectator mode * added support for specifying spawn location and radius per team is settings * added support for new configuration variable Misc:AntiWarpSettleDelay which will activate artificial anti-warp for given amount of time after attching, portaling and warping. This should fix "getting past anti" bug in flagging zones User Interface * fixed auto commands not beeing sent when there is not any chats in profile * fixed character keys not working as PREV/NEXT key in menus * fixed arena list not working with many areas (50+) * moved first 2 previously hardcoded help pagas into Commands.hlp so they can be changed too by including Commands.hlp to lvz file Graphics * added support for lvz objects in multiple lvz files. In earlier versions only objects from last lvz where used * added support for *objset command with multiple objects * fixed "move object" packet handling * added support for GIF, PNG and JPG files in addition to BMP. This should help reduce lvz file size * reworked lvz loading logic. image, audio and help files and now loaded directly from lvz file instead of extracting all files and saving to disk. files are now loaded in following order: 1. zonedir\arenaname (arenaname (public) can be used for main spawn), 2. active lvz files, 3. zonedir, 4. graphics/sound dir, 5. Continuum dir. * added support for 16, 24 and 32-bit display modes Sound * fixed not beeing able to set music volume to higher after setting it once Misc * fixed zone setting BounceFactor 0 crashing Continuum * fixed frequent 'Packet tampering' server messages caused by incorrect retry handling when packet got lost during initial handshake * added support for hashed passwords * better timer synchronization with server * fixed Continuum not starting sometimes when clicked on icon Menu/Chat * fixed menu window creeping when taskbar was not auto-hide * minimize zone selection logic to speed up gfx loading * fixed bug in display of zone specific ships * ignore left button while in right-click zone info mode * fixed proxy/zones dialogs affect on zone pings * fixed " #" is pub msg not squad msg, show blue * don't flash chat for 5 seconds upon opening to avoid flash for existing text * fixed rare crash on exit * added color depth to menu and profiles * added "show default resolution" and "disable clipping" to advanced graphics options * added web links, news, help, banner editor to chat menu * updated URL's |
Quote: |
* added support for 16, 24 and 32-bit display modes
|
Mine GO BOOM wrote: |
Graphics
* added support for lvz objects in multiple lvz files. In earlier versions only objects from last lvz where used |
Quote: |
* added support for GIF, PNG and JPG files in addition to BMP. This should help reduce lvz file size |
Mine GO BOOM wrote: | ||
Please note, this is just the exact same thing as converting the bmp to a different format. It will NOT read animated gifs correctly. You still have to use the big # by # format that bmp's are in. |
PrittK wrote: |
> For .gif format, does .38 support multiple colors and transparencies?
No, it is better to do some work when preparing images than doing it at client real-time. > For .png format, will there be support for multiple translucency layers? No translucency support yet. |
Akai wrote: |
Mine, just some more clarification. Makelevel is not needed to separate things anymore, but it will still make functional .lvz's, right? |
Gravitron wrote: |
Aren't you that guy who stalked roof-tiles trying to get coowner in his zone? |