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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Sun Mar 09, 2003 11:21 pm Post subject: Continuum 0.38pr2 (link to file included) |
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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 |
Information about Continuum 0.38 prerelease #2:
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 |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Sun Mar 09, 2003 11:57 pm Post subject: |
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Wee _________________ 3y3 4m l33t h4x0r
j0! 3y3 4m t4lking to j00!
fux0red 5cr1pt k1dd13.
-"l33t h41ku" |
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k0zy Server Help Squatter
Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Mon Mar 10, 2003 8:41 am Post subject: Re: Continuum 0.38pr2 |
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Quote: | * added support for 16, 24 and 32-bit display modes
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YES!!!!
Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole.... |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Mon Mar 10, 2003 10:25 am Post subject: |
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Absoulty awesome! _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Doggeti Server Help Squatter
Age:39 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Mon Mar 10, 2003 10:53 am Post subject: Re: Continuum 0.38pr2 |
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Wow, this sounds like the perfect Continuum but I didn't understand one point:
Mine GO BOOM wrote: | Graphics
* added support for lvz objects in multiple lvz files. In earlier versions
only objects from last lvz where used |
_________________ Expect the worst but hope for the best. |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Mon Mar 10, 2003 2:06 pm Post subject: |
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This means that you don't need my makelevel anymore. Instead of having 1 lvz with the objects, each lvz can contain its own. This is now because the client doesn't extract the lvz's to files anymore. So you can have a lvz for just the stats box, a lvz for the timer/score box, and they can co-exist with each other (as long as the *objon's don't over lap). |
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k0zy Server Help Squatter
Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Mon Mar 10, 2003 6:15 pm Post subject: |
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Just to make sure...
I'm adding gif, jpeg and png support to lie at the moment...
Everything that has been done with a bmp, i.e. animated images, can now be done in the other formats?
Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole.... |
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Picano2.0 Novice
Gender: Joined: Jan 11 2003 Posts: 80 Offline
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Posted: Mon Mar 10, 2003 6:55 pm Post subject: |
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Im so happy i could kiss someone!
These are just what warp2, err ummm, i mean continuum needs.
BTW warp2 will be possible for 56k ^_^ |
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AolguyVer8.0 Newbie
Gender: Joined: Jan 18 2003 Posts: 1 Location: your house! Offline
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Posted: Mon Mar 10, 2003 7:10 pm Post subject: |
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shhiiiit...... *drool* now i can use my aimation maker ^^ when is this .38 gonna be made?
did u look at my army?
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craigg Guest
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Posted: Mon Mar 10, 2003 7:57 pm Post subject: |
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Multiple lvz's with their own object definitions and the ability to use compressed formats is priceless. Excellent updates all around. Hope to be forcing Continuum 0.38 soon. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Mon Mar 10, 2003 8:24 pm Post subject: |
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MGB, do you have an eta for the release? |
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Method Guest
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Posted: Mon Mar 10, 2003 9:36 pm Post subject: |
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Animated banners please |
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ExiSteNzZ+ Newbie
Joined: Dec 13 2002 Posts: 0 Offline
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Posted: Mon Mar 10, 2003 10:17 pm Post subject: |
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Ophie Guest
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Posted: Mon Mar 10, 2003 10:56 pm Post subject: |
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* added support for GIF, PNG and JPG files in addition to BMP. This should
help
reduce lvz file size
---------
r0x0r |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Mon Mar 10, 2003 11:02 pm Post subject: |
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Quote: | * added support for GIF, PNG and JPG files in addition to BMP. This should help reduce lvz file size |
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. |
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Linkin15 Guest
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Posted: Tue Mar 11, 2003 9:30 am Post subject: |
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That is awesome dude. |
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Linkin15 Guest
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Posted: Tue Mar 11, 2003 9:32 am Post subject: |
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When is Continuum .38 goin to be released? |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Mar 11, 2003 9:54 am Post subject: |
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subspace.net says today (if all goes well) |
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SVS Newbie
Joined: Dec 17 2002 Posts: 11 Location: SSC Network Offline
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Posted: Tue Mar 11, 2003 10:09 am Post subject: |
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This is just a pre-release however meaning that most of you will be unable to use it in the zones you frequent most often and it also means zones will not be incorperating these features for awhile.
This will actually mean something when Ctm .38 is released. Until then have fun with the pr, it does crash less |
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RussianSniper Guest
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Posted: Tue Mar 11, 2003 1:32 pm Post subject: |
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As soon as it gets released I'll be sure to post it up on www.continuum-central.com in the downloads section. |
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Rowen Newbie
Gender: Joined: Mar 11 2003 Posts: 0 Offline
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Posted: Tue Mar 11, 2003 3:28 pm Post subject: |
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Of course you will be able to find it at SubspaceDownloads.com when it comes out, we have no limit anymore so it shouldn't lag like the last server |
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Kill9mm Newbie
Age:45 Gender: Joined: Feb 23 2003 Posts: 19 Location: San Francisco, CA Offline
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Posted: Tue Mar 11, 2003 3:46 pm Post subject: |
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Mine GO BOOM wrote: | Quote: | * added support for GIF, PNG and JPG files in addition to BMP. This should help reduce lvz file size |
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. |
Hey MGB. Need some clarification regarding image formats.
For .gif format, does .38 support multiple colors and transparencies? For example, can you define your own transparency block, or does Continuum still force jet black as the main transparency?
For .png format, will there be support for multiple translucency layers?
Thanks for clarifying the fact about animations, and how they still need to be layed out in a grid. That'll save lots of dev time. |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Tue Mar 11, 2003 4:02 pm Post subject: |
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Since MGB said that it's basically the same as converting to BMP, I'd guess no extra format features. |
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Kill9mm Newbie
Age:45 Gender: Joined: Feb 23 2003 Posts: 19 Location: San Francisco, CA Offline
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Posted: Tue Mar 11, 2003 4:16 pm Post subject: |
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Oh ok. thanks |
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Kill9mm Newbie
Age:45 Gender: Joined: Feb 23 2003 Posts: 19 Location: San Francisco, CA Offline
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Posted: Tue Mar 11, 2003 4:24 pm Post subject: |
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I was thinking... what is the recommended way of delivering the different bitdepth graphics? You can't just use all 32bit graphics because the benefit of using less bitdepth graphics is the smaller file size. For example, someone with a slower computer is going to want to run 8 or 16 bit -- and definitely not 32bit. So with LVZ file format, how would you go about delivering the bitdepth version of your zone's graphics dependant on their screen resolution?
I suppose if there's no real answer to this, I'll just export all my graphics as 16bit png files, as that is the easiest to scale. But it still doesn't make much sense for running a smaller bitdepth if the graphics a client is loading are 32bit. It matters little what depth you draw them. |
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