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Version 0.3.2.
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roncli committed Aug 10, 2020
1 parent 461cde4 commit 955908c
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Showing 6 changed files with 20 additions and 13 deletions.
2 changes: 1 addition & 1 deletion GameMod/GameMod.cs
Expand Up @@ -11,7 +11,7 @@ namespace GameMod.Core
{
public class GameMod
{
public static readonly string Version = "olmod 0.3.2-beta.2";
public static readonly string Version = "olmod 0.3.2";
private static Version GameVersion;

public static void Initialize()
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4 changes: 2 additions & 2 deletions GameMod/Properties/AssemblyInfo.cs
Expand Up @@ -32,5 +32,5 @@
// 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("0.3.1.5")]
[assembly: AssemblyFileVersion("0.3.1.5")]
[assembly: AssemblyVersion("0.3.2.0")]
[assembly: AssemblyFileVersion("0.3.2.0")]
8 changes: 4 additions & 4 deletions README.md
Expand Up @@ -27,10 +27,6 @@ This is an unaffiliated, unsupported tool. Use at your own risk.

#### What does it do

- Replaces default networking model with a sniper packets style, resulting in more consistent network play.

- Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.

- Allows access to the unfinished Monsterball multiplayer mode (with tweaks
by terminal).
The Monsterball multiplayer mode only works when both server and clients run olmod.
Expand Down Expand Up @@ -98,6 +94,10 @@ This is an unaffiliated, unsupported tool. Use at your own risk.

- Adds server browser by Tobias

- Replaces default networking model with a sniper packets style, resulting in more consistent network play. Older clients can still play with the newer clients, but won't experience the new networking model.

- Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.

#### How to build

- Open solution in Visual Studio 2017 or 2019
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10 changes: 5 additions & 5 deletions README.txt
@@ -1,4 +1,4 @@
olmod 0.3.2-beta.2 - Overload mod
olmod 0.3.2 - Overload mod
Community mods for Overload
https://github.com/arbruijn/olmod

Expand Down Expand Up @@ -27,10 +27,6 @@ How to run
What does it do
---------------

- Replaces default networking model with a sniper packets style, resulting in more consistent network play.

- Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.

- Allows access to the unfinished Monsterball multiplayer mode (with tweaks
by terminal).
The Monsterball multiplayer mode only works when both server and clients run olmod.
Expand Down Expand Up @@ -96,6 +92,10 @@ What does it do

- Allows more simultaneous sounds for large MP matches

- Replaces default networking model with a sniper packets style, resulting in more consistent network play. Older clients can still play with the newer clients, but won't experience the new networking model.

- Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.

How does it work
----------------

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9 changes: 8 additions & 1 deletion olmodchanges.txt
@@ -1,6 +1,13 @@
v0.3.2 - 2020-08-09

- Client-side handling of games that use maps with missing resources. Clients will now be booted to the lobby in this case. Servers still crash, and is being tracked in issue #33.
- Match Presets left arrow now works.
- Sniper packets mod is now on by default, and no longer has an option to be turned off. The only time a v0.3.2 server should start a game without the sniper packets mod is when the client that starts it does not have the sniper packets mod.
- Clients without the sniper packets mod can now join games with the sniper packets mod, but won't have the benefit of sniper packets enabled for them.

v0.3.2-beta.2 - 2020-08-02

- Potential bug fix to other players' devastators remaining in the game as a broken physics object after being manually detonated.
- Potential bug fix to other players' devastators remaining in the game as a broken physics object after being manually detonated. Devastators will still exhabit some strange client-side behavior, and is being tracked in issue #29.
- olmod.sh can now be ran from any directory if you provide the -gamedir argument for the path to the Overload executable.

v0.3.2-beta.1 - 2020-07-28
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