2012/06/23, 01:46 by checker
A dispatch from the private beta forums regarding the “megabuild”…
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checker |
Post subject: Release notes v0.1.2056.0 – THE MEGABUILD
Posted: 2012/06/22 23:25
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Online Joined: 2011/06/22 17:00 Posts: 724
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I didn’t get to everything I wanted to before I start spectation, so there will be a Daughter of Megabuild at some point soon.
- add crlf to whole chat log ctrl-c copy so notepad.exe works
- strip x says: or x whispers: if it’s at the beginning of a single line ctrl-c copy, yay urls!
- add gameid confirm message to avoid junking game bug due to canceled starts
- swap statue bad test – wait until action test is over, flicker longer
- swap statue good test – don’t timeout during pending, go to OT, closest available npc comes over, statue swaps instantly when they bring it to looking idle
- swap statue preview modes for these changes
- prevent npcs and spy from picking up ghost statues
- in practice: ctrl-m resets missions, shift-m adds time, ctrl-shift-m does both
- fix multiple characters picking up statues at the same time
- stop keyboard beep on alt keys
- change add time to 45 seconds
- treat book holding as one handed when not reading
- handle case where ambassador/scientist picks something up while handing briefcase over
- retry briefcase putdown on path failure as well
- don’t crash on non-text data in clipboard
- try to get unstuck if we’re failing to path because our start point is blocked
- don’t read a book you’re not holding if you’re failing to get to the bookshelf
- don’t freeze if you can’t put the briefcase down, just move a bit to a new spot
- wait before picking up the statue
- add /win x y w h maximized borderless command
- oh man, actually tick situations in scored order, yikes! will this change things?
- display highlit and lowlit characters on results screen
- display waiting text on waiting for results screen
- separate y invert setting for mouse and gamepad
- handle case where sniper shoots too late given the time sync
- write game result to log
- don’t show mouse cursor when waiting for results
- don’t sample keyboard when chat is up in results screen
- don’t let mouse down state affect spy camera movement
- /ping command for testing peer-to-peer network connection – hopefully will help with “greeting” and “sniper accept” bugs
- more handling of briefcase put down and then started moving
- sample spy keys async instead of doing up/down processing to avoid losing ups on focus change
- more explicit duplicate login prompt
- allow briefcase pickup with just right hand
- fixing spy walking away with briefcase while putting down
- better phrasing of game results everywhere
- disable attachment lerp on detach so statues don’t erroneously end up on the floor
- prevent focus changing mouse presses from interacting with game
- fix drinks.cpp crash, animation was getting freed out from under the events
- more play id checking to avoid issues with old packets coming in when starting games
- don’t pick up briefcase for a while if you’ve given up
- initialize the statues before game start
- use ConnectTime to register player since LoginTime not available yet, fixing beta homepage display
- listen pauses
- don’t prompt to escape from practice menu
- fix problem with shift key not working after sniping somebody with gamepad
- tells for bailing on banana bread okay and bad action test
- fake banana bread available when mission selected but not enabled
- add escape confirmation to results screen
- remove escape confirmation from practice screen
- don’t hide mouse cursor on sniper game start waiting screens so you can adjust your window
- wait a bit after disposing of book as well
- log some more connection info
- pause at bookshelf before picking up book…enough time to seduce?
- add CancelInteraction everwhere there’s an action test and it’s bailed on
- be clear that the first whisper was delivered
- better newline handling in lobbyclient assert logs
- verify overtime on sniper machine before beeping
- flash window when in background and beeps happen
- fix spy missions in practice sniper
- think I fixed the levitating characters by the briefcase bug
- add SpyWatchID to holding_right to block animations (especially bug) while checking watch
- expiring actions to avoid accidental banana bread triggers
- ctrl/shoulder slam all the way to highlight/lowlight
- single level highlight and lowlight
- new inspect statues with inspecting neighboring statues
- pedestal works with disposable holding, drinks, briefcase, like bookshelves
- play clank sound when teleporting statue back
- add layer attribute for hittest ignore and don’t hittest muntin bars with laser
- hittest columns with laser on both spy and sniper view
- wait a bit after putting book away
- make briefcase non-infinite and fix spiral search to deal with max open value
- make pathTestOpen take rectangle for anisotropic queries and fix bookcase pileup
- don’t crash or delete krb5 files on duplicate login
- gl and cpuid info to log and journal
- sometimes interrupted people finish talking completely
I really should not have shoved so much stuff into a single build, but it feels pretty good. I’m sure there are some bugs, as well, but I think this build is a subtle but significant step forward in continuing to increase the depth of the game.
Chris
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Wrist slap for so many changes in one build. Bad Checker. But I understand the accomplished feeling from getting so much done, so good on ya. That’s what a Beta’s for anyways, right?
Can’t wait to get into the beta myself! I signed up 5pm on the day of release meaning I’m technically very close but I get the feeling I’m going to be waiting a lot longer.
Are you going to go into detail for why you beefed up the Good statue-swap action test? I like the sound of it, since I think hard tell missions will get a lot harder to pull off the higher up the skill ladder you climb.
Yeah, I’m going to do a whole blog post about the swap statue changes, but I figure I’ll wait to see how this works for a bit first.
Hey checker are you planning on adding a mode which involves multiple snipers and spys? IMO this would shake thins up a bit like teamwork and deception
Yep! http://www.spyparty.com/faq/#Will+there+be+other+modes+besides+just+two-player+Spy+vs.+Sniper%3F
Awesome LOL i just thought i got the invite finally because i checked my email it said spyparty i started wildly clicking >_< but for sure i cant wait. I haz moar questions will spyparty eventually be available on steam or compatible to add it as a non-steam game?
Yep, I’m almost sure it’ll be on Steam and the beta testers will get a steam key when it becomes available. You can already add it as a non-steam game, in fact, there’s a steam group: http://steamcommunity.com/groups/SpyParty
accidental banana bread triggers
GOTY
You really don’t want that kind of thing to happen prematurely.
This is kinda off-topic, but i´ve came to know about your game just yesterday, and i think i have an idea you may use, for a coop mode or something like that. It´s inspired from the bank scene in the movie “Assassins”, with Antonio Banderas and Sylvester Stallone. You could have a mansion with 2 or more rooms, where no guns are allowed, and some building outside, where the sniper must hide his sniper rifle to get inside the mansion, since you can´t watch all the rooms in the house from this building, so the sniper must get inside the mansion without weapons to see what´s going on in the other rooms. Once he finds out who the spy is, he must get back to his weapon to do the shooting. On the other hand, there are two spies inside the mansion, one for doing the missions and the other one to find out who the sniper is, and when he gets into the house, go to the other build to find the sniper rifle. Well, i know it´s a crude idea, but i felt like writing and so it is. I hope you can make good use of it. Keep up the very nice work on your game – I´m sure it´ll be a hit!
Thanks, I’ll have to check out that movie! I can’t wait to experiment with all kinds of wacky multiplayer modes once I’ve got the core game where I want it.