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View Full Version : Version 0.709 done list


Shadow
07-31-2018, 06:57 PM
The previous done list is here (http://www.soldak.com/forums/showthread.php?t=37706).


made female skins point to something valid while waiting for real skins
made female & male mail & plate skins point to something valid while waiting for real skins
added bandits and bandit quests
changed bridges to special rooms with bandits, guardians, or packed with monsters, etc.
changed save version to 226
now auto figure out what class the character is based on what skills they are using (displays top 3 specialties)
hooked up 2 skill icons
hooked up win/lose icons
world can now go west/east from starting town (when there is a town)
AreaDesertUnique9 / Shankar's Wasteland missing translation
world can now go south from town
changed all references to Mutant to Mutated/Mutation
fixed adjacent levels not being set correctly



added VictimShaderFemale
added different skin for cold imbued mutation
added model for horns mutation
fixed alpha on cold imbued skin
changed skin.tga to greyscale so could control coloring better
removed level vertical monster level mult when can go up and down
changed object height to be the lowest of its bounding box instead of height at the origin
changed entity height to be the average of its bounding box instead of height at the origin
increased shadow mapping fov from 5.0 to 6.0 (will eventually calculate needed amount based on scene)
turned off ground causing shadows (looks bad sometimes and doesn't really add much)
changed hills MaxTileHeightChange from 48.0 to 36.0
changed caves MaxTileHeightChange from 36.0 to 30.0
made a lot of bushes no longer have collision
now model can specified heightType - default (lowest for static models, average for entities), center, average, lowest
changed pretty much all plants to center height type
increased mana potion mana amount by 50%
fixed forest rock2a & rock2b collision
fixed collision on all outdoor rocks
reworked levels to handle height and new model collision better - deserts, forests, & grasslands
reworked levels to handle height and new model collision better - graveyards, roads, ruins, and tropics
reworked levels to handle height and new model collision better - towns
tightened up some rock random sizes
changed scorpion model to HeightType Center
now use also center when calculating average or lowest for object height placement
now when editor loops from last to first or first to last it beeps
added HeightType LowestSafe (changed all fences & long walls to use)
fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left
to right speakers)
now projectiles explode when they hit world objects
now monster/trap projectiles don't follow ground height (are completely straight)
updated donation lists from Patreon
changed Berserker icon on new character screen
hooked up 7 new skill icons
rearranged advanced graphics options screen to fit all options
fixed mutation experience glowing shader
testing out drawing all entities, even if "out of view"
fixed pits in cave having problems with height changes
added lowest center safe height option
fixed some problems with lowest safe and lowest center safe height options
increased chances of NPC in house back to Zombasite level
changed Slaughter skill to be able to use any time not just when have enemy
showCollisionGrid command now takes into account height
sped up falling rocks in collapsing caves scenario



hooked up 8 new male mail skins
brought over demonhorn, demonwalker, demonwing, demon, rapter, styrac, scorpid, and drakes
fixed a bunch of blocks in opening screen area being marked as has house
added Vortar Warlock
added pain sounds for rapter, styrac, scorpid, and drake
added regneration to Krall Warriors
added Rylor Defender
added footstep sounds
added matchAttackSpeedIfFaster/matchRandomSpeed to new monsters
added some color variants of the chaos lord
saved out MailTurtleScale_d.tga again (game complained incorrect image type 10)
cleaned up enhancements on new monsters to not add effects to every monster
changed monster levels a little
added young and ancient drakes
fixed NoRandomEnhancements stuff
fixed which Kralls Vortar Warlocks can spawn
changed to allow loose connections (any open block can connect to any other open block)
now levels can be marked to SharedOnly
fixed styrac trying match anim speed for moving
added forts
fixed village names
towns now get gates
added fort variants
increased chances of towers
fixed getting all villages and no towns
fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
fixed collision on palisade & palisade2 models
made torvas more aggressive, faster, and have faster attacks
increased Styrac armor mult from 1.25 to 2.0
added Chaos Lord skill to Warlock and Summoner
added Elder Drakes
changed drake levels some to fit in Elder Drakes
fixed raptor move/anim speed
added a lizard critter from rapter
added small spider variant
added small scorpion variant
moved Krall levels down some (mostly Krall Scouts)
moved Rylor levels down and Rylor Defender levels up
moved Stalker and Stalker Hunter to higher levels
fixed Giant Obelisk aura
fixed AnyLevel monster stuff to not spawn them all of the time just in the specific instances meant to



replaced bottle1 with breakable jar
replaced sack/sakes with openable sacks
fixed demon walker normal map
hooked up 2 more male mail skins
hooked up 8 skill icons
now monsters/objects sink through the ground instead of fading out
now fixing entity position that go out of level takes block level into account
partially fixed gate names not matching real location
fixed gates in shared areas
fixed issue with gate names
fixed a rare infinite loop in generateCaveLevel
sped up Level::finishGenerateOutdoorLevel a little
fixed a randomness not staying consistent in Area::buildBlockTypeMults
fixed buildBlockTypeMults not getting called correctly for shared levels
fixed buildBlockTypeMults not reseting values correctly each time run
fixed not getting v next to some level names (quest in dungeon under different section of an area)
now only 1 gate in each area
hooked up footstep sounds for spiders, scorpions, and demon walker
fix positions can now move entities out of fake levels
sped up sinking on death/destroyed/used up a little

Shadow
08-17-2018, 06:32 PM
added VictimShaderFemale
added different skin for cold imbued mutation
added model for horns mutation
fixed alpha on cold imbued skin
changed skin.tga to greyscale so could control coloring better
removed level vertical monster level mult when can go up and down
changed object height to be the lowest of its bounding box instead of height at the origin
changed entity height to be the average of its bounding box instead of height at the origin
increased shadow mapping fov from 5.0 to 6.0 (will eventually calculate needed amount based on scene)
turned off ground causing shadows (looks bad sometimes and doesn't really add much)
changed hills MaxTileHeightChange from 48.0 to 36.0
changed caves MaxTileHeightChange from 36.0 to 30.0
made a lot of bushes no longer have collision
now model can specified heightType - default (lowest for static models, average for entities), center, average, lowest
changed pretty much all plants to center height type
increased mana potion mana amount by 50%
fixed forest rock2a & rock2b collision
fixed collision on all outdoor rocks
reworked levels to handle height and new model collision better - deserts, forests, & grasslands
reworked levels to handle height and new model collision better - graveyards, roads, ruins, and tropics
reworked levels to handle height and new model collision better - towns
tightened up some rock random sizes
changed scorpion model to HeightType Center
now use also center when calculating average or lowest for object height placement
now when editor loops from last to first or first to last it beeps
added HeightType LowestSafe (changed all fences & long walls to use)
fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left
to right speakers)
now projectiles explode when they hit world objects
now monster/trap projectiles don't follow ground height (are completely straight)
updated donation lists from Patreon
changed Berserker icon on new character screen
hooked up 7 new skill icons
rearranged advanced graphics options screen to fit all options
fixed mutation experience glowing shader
testing out drawing all entities, even if "out of view"
fixed pits in cave having problems with height changes
added lowest center safe height option
fixed some problems with lowest safe and lowest center safe height options
increased chances of NPC in house back to Zombasite level
changed Slaughter skill to be able to use any time not just when have enemy
showCollisionGrid command now takes into account height
sped up falling rocks in collapsing caves scenario

Shadow
08-27-2018, 06:41 PM
hooked up 8 new male mail skins
brought over demonhorn, demonwalker, demonwing, demon, rapter, styrac, scorpid, and drakes
fixed a bunch of blocks in opening screen area being marked as has house
added Vortar Warlock
added pain sounds for rapter, styrac, scorpid, and drake
added regneration to Krall Warriors
added Rylor Defender
added footstep sounds
added matchAttackSpeedIfFaster/matchRandomSpeed to new monsters
added some color variants of the chaos lord
saved out MailTurtleScale_d.tga again (game complained incorrect image type 10)
cleaned up enhancements on new monsters to not add effects to every monster
changed monster levels a little
added young and ancient drakes
fixed NoRandomEnhancements stuff
fixed which Kralls Vortar Warlocks can spawn
changed to allow loose connections (any open block can connect to any other open block)
now levels can be marked to SharedOnly
fixed styrac trying match anim speed for moving
added forts
fixed village names
towns now get gates
added fort variants
increased chances of towers
fixed getting all villages and no towns
fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
fixed collision on palisade & palisade2 models
made torvas more aggressive, faster, and have faster attacks
increased Styrac armor mult from 1.25 to 2.0
added Chaos Lord skill to Warlock and Summoner
added Elder Drakes
changed drake levels some to fit in Elder Drakes
fixed raptor move/anim speed
added a lizard critter from rapter
added small spider variant
added small scorpion variant
moved Krall levels down some (mostly Krall Scouts)
moved Rylor levels down and Rylor Defender levels up
moved Stalker and Stalker Hunter to higher levels
fixed Giant Obelisk aura
fixed AnyLevel monster stuff to not spawn them all of the time just in the specific instances meant to

Shadow
08-30-2018, 06:16 PM
replaced bottle1 with breakable jar
replaced sack/sakes with openable sacks
fixed demon walker normal map
hooked up 2 more male mail skins
hooked up 8 skill icons
now monsters/objects sink through the ground instead of fading out
now fixing entity position that go out of level takes block level into account
partially fixed gate names not matching real location
fixed gates in shared areas
fixed issue with gate names
fixed a rare infinite loop in generateCaveLevel
sped up Level::finishGenerateOutdoorLevel a little
fixed a randomness not staying consistent in Area::buildBlockTypeMults
fixed buildBlockTypeMults not getting called correctly for shared levels
fixed buildBlockTypeMults not reseting values correctly each time run
fixed not getting v next to some level names (quest in dungeon under different section of an area)
now only 1 gate in each area
hooked up footstep sounds for spiders, scorpions, and demon walker
fix positions can now move entities out of fake levels
sped up sinking on death/destroyed/used up a little