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v0.5.0, updated subs + changelog
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Regalis committed Aug 14, 2016
1 parent 0602bb6 commit 3f804ac
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Showing 12 changed files with 87 additions and 69 deletions.
2 changes: 1 addition & 1 deletion Subsurface/Content/Characters/Moloch/moloch.xml
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Expand Up @@ -11,7 +11,7 @@
<!-- head -->
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="400" damagetype="blunt" targetforce="100"/>
<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="300" damagetype="blunt" targetforce="100"/>
</limb>

<limb id = "1" width="50" height="440" flip="true">
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4 changes: 2 additions & 2 deletions Subsurface/Properties/AssemblyInfo.cs
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Expand Up @@ -31,5 +31,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.4.1.6")]
[assembly: AssemblyFileVersion("0.4.1.6")]
[assembly: AssemblyVersion("0.5.0.0")]
[assembly: AssemblyFileVersion("0.5.0.0")]
10 changes: 7 additions & 3 deletions Subsurface/Source/Networking/GameServerSettings.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml;
Expand Down Expand Up @@ -210,7 +211,10 @@ private void SaveSettings()
private void LoadSettings()
{
XDocument doc = null;
doc = ToolBox.TryLoadXml(SettingsFile);
if (File.Exists(SettingsFile))
{
doc = ToolBox.TryLoadXml(SettingsFile);
}

if (doc == null || doc.Root == null)
{
Expand Down Expand Up @@ -379,7 +383,7 @@ private void CreateSettingsFrame()
respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
respawnDurationSlider.UserData = respawnDurationText;
respawnDurationSlider.Step = 0.1f;
respawnDurationSlider.BarScroll = MinRespawnRatio;
respawnDurationSlider.BarScroll = MaxTransportTime <= 0.0f ? 1.0f : (MaxTransportTime - 60.0f) / 600.0f;
respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{
GUITextBlock txt = scrollBar.UserData as GUITextBlock;
Expand All @@ -397,7 +401,7 @@ private void CreateSettingsFrame()
return true;
};
respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);

y += 40;

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23 changes: 16 additions & 7 deletions Subsurface/Source/Networking/RespawnManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -402,7 +402,8 @@ public void RespawnCharacters()

ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;

var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);

Expand All @@ -425,25 +426,33 @@ public void RespawnCharacters()

spawnedCharacters.Add(character);

Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;

if (divingSuitPrefab != null && oxyPrefab != null)
{
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;

var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
var scooter = new Item(scooterPrefab, pos, respawnShuttle);

divingSuit.Combine(oxyTank);

spawnedItems.Add(divingSuit);
spawnedItems.Add(oxyTank);
spawnedItems.Add(scooter);
}

Item.Spawner.AddToSpawnedList(divingSuit);
Item.Spawner.AddToSpawnedList(oxyTank);
Item.Spawner.AddToSpawnedList(scooter);
if (scooterPrefab != null && batteryPrefab != null)
{
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
var battery = new Item(batteryPrefab, pos, respawnShuttle);

scooter.Combine(battery);

spawnedItems.Add(scooter);
spawnedItems.Add(battery);
}

spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));

character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character);
}
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Binary file removed Subsurface/Submarines/Aegir Mark II.sub
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Binary file added Subsurface/Submarines/Aegir Mark III.sub
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Binary file modified Subsurface/Submarines/Nehalennia.sub
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Binary file removed Subsurface/Submarines/Shuttle Mark I.sub
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Binary file modified Subsurface/Submarines/The Blind Carp.sub
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Binary file modified Subsurface/Submarines/The Nibbler.sub
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Binary file modified Subsurface/Submarines/Vellamo.sub
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117 changes: 61 additions & 56 deletions Subsurface/changelog.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
---------------------------------------------------------------------------------------------------------
v0.4.2.0
v0.5.0.0
---------------------------------------------------------------------------------------------------------

Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
up in future updates!):
in future updates!):
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
be docked into each other
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
Expand All @@ -14,7 +14,7 @@ up in future updates!):
Multiplayer:
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
caused severe syncing issues)
- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
- fixed monster inventory syncing (i.e. husk inventory syncing)
- fixed server description box not being synced with clients
- search bar for server logs
- more server options
Expand All @@ -34,19 +34,24 @@ Items:
- item search bar in the submarine editor
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
if the item happened to be a crate full of nitroglycerin)
- flares burn longer
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
view rooms or areas around the sub

Submarines:
- the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level)
- changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper)

- the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level)

- changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper)
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes
- stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone
Misc:
- stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone
- fixed a bug that made it impossible to spawn characters through the console in the Linux version
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes


---------------------------------------------------------------------------------------------------------
Expand Down Expand Up @@ -532,58 +537,58 @@ v0.3
---------------------------------------------------------------------------------------------------------

Multiplayer:
- a summary screen which shows some details about the previous round
- no separate traitor mode: they can be enabled for any game mode
- an option to randomize whether there is a traitor or not
- larger chatbox
- a ton of syncing bugfixes and optimization
- a summary screen which shows some details about the previous round
- no separate traitor mode: they can be enabled for any game mode
- an option to randomize whether there is a traitor or not
- larger chatbox
- a ton of syncing bugfixes and optimization

Items:
- fabricators, which can be used for crafting items out of raw materials or other items
- deconstructors, which break items down to their basic components/materials
- a bunch of new sprites
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
and used as a source of useful raw materials for the fabricator
- added hatches (which are basically doors rotated by 90 degrees)
- characters can't get stuck inside doors anymore
- stairs are easier to climb (less tripping down!)
- navigation terminals have a ''default ballast level'' setting which determines how much water there
should be in the ballast tanks when not steering in any direction
- ladders can be climbed with a diving suit on, just very slowly
- ladder climbing animation now works properly even when holding an item
- items have a short description which can be read by hovering the mouse over the inventory slots
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
the power output to the highest load instead of the sum of the loads
- reactor state is saved (it will stay running when between levels)
- using a stun baton while running won't make the character trip anymore
- fabricators, which can be used for crafting items out of raw materials or other items
- deconstructors, which break items down to their basic components/materials
- a bunch of new sprites
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
and used as a source of useful raw materials for the fabricator
- added hatches (which are basically doors rotated by 90 degrees)
- characters can't get stuck inside doors anymore
- stairs are easier to climb (less tripping down!)
- navigation terminals have a ''default ballast level'' setting which determines how much water there
should be in the ballast tanks when not steering in any direction
- ladders can be climbed with a diving suit on, just very slowly
- ladder climbing animation now works properly even when holding an item
- items have a short description which can be read by hovering the mouse over the inventory slots
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
the power output to the highest load instead of the sum of the loads
- reactor state is saved (it will stay running when between levels)
- using a stun baton while running won't make the character trip anymore

Submarines:
- a new sub, Nehalennia
- the collider of the submarine now matches the shape of the hull
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
the button outside the airlock
- a new sub, Nehalennia
- the collider of the submarine now matches the shape of the hull
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
the button outside the airlock

Submarine editor:
- items/structures are sorted by category in alphabetical order
- tickboxes for hiding hulls, gaps, waypoints and links between items
- a list of the most recently used items/structures
- placed wires are much easier to move around
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
are behind it anymore)
- visible indicators for railgun rotation limits
- items/structures are sorted by category in alphabetical order
- tickboxes for hiding hulls, gaps, waypoints and links between items
- a list of the most recently used items/structures
- placed wires are much easier to move around
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
are behind it anymore)
- visible indicators for railgun rotation limits

Crew:
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
and avoid various hazards
- fixed equipped items disappearing when loading the game
- bodies can be dragged up stairs
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
and avoid various hazards
- fixed equipped items disappearing when loading the game
- bodies can be dragged up stairs

Misc:
- two new monsters
- improved UI graphics
- better looking cavern walls
- major optimization to light/shadow rendering
- some new quests (which are now called ''missions'')
- two new monsters
- improved UI graphics
- better looking cavern walls
- major optimization to light/shadow rendering
- some new quests (which are now called ''missions'')

---------------------------------------------------------------------------------------------------------
v0.2.6.2
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