Posts on May 2015

[KAG] BUILD 1500

Hey everyone!

1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we’re sorry to say that building them is gonna have to wait until next time. There’s lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let’s get cracking!


Lots more dastardly contraptions await!

Heads up: if you want an early preview of the mechanisms stuff as a mod that works in Sandbox, you can PM Skinney on the forums.

More TDM maps!

There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven’t already, give TDM another go, it’s quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.

New TDM Scoreboard!

There’s a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there’s any issues with it and see the script TDM_Interface for a code example – be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!

Various Mechanisms Bugs Fixed

A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn’t seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!

Boulders Fixed

Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.

Slash Cancelling Bug Fixed

Only a few people knew about this, thankfully, but it’s been removed. It won’t be re-added if we can help it.

Buttons Fixed!

A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn’t necessary for very small buttons to work any more! Let us know if we’ve missed any buttons that are unaligned as a result of this ASAP!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they’re now in world space.

There are quite a few other minor bugs fixed as well, check the full changelog for those.

Have Fun!

Max/Geti

Full Changelog: 
[updated] engine with fix for CButton stuff
          needs checking all instances of the interaction buttons
[fixed][test] slash cancelling
          need opinions on if knights damaging stuff while using menus is a real issue
[added] arrowdown.png - not sure why it went missing
[added] new TDM scoreboard with kills, deaths, kdr, spectator list, and sorted by kdr :)
[fixed] shop default button position
[fixed] CTF shop button positions
[fixed] trading shop button position
[fixed] storage drop backpack and inventory button positions
[fixed] OneClassAvailable.as default button position
[fixed] CTF class button positions
[added] enable radius to shop, and class change buttons
           (radius or mean of width and height, uses the larger of the two)
[removed] Storage.psd
[fixed] BasePNGColors.as alpha documentation example
[fixed] TDM_Ruins.as button position
[fixed] Warboat.as change class button position
[fixed] Ballista.as class change button position
[modified] Ballista.as conditions for creating class change button
           now requires !isFlipped so buttons don't weirdly overlap
[fixed] PopWheelsOff.as immobilize button position
[fixed] VehicleCommon.as flip button position
[fixed] hall button positions
[fixed] crate buttons
[fixed] a few more hall buttons
[removed] 8x_Level2.png from TDM mapcycle
[removed] Torment.png from maps and TDM mapcycle
[added] new TDM map, RumbleGround.png
[added] new TDM map, RoyalTomb.png
[added] new TDM map, ForgottenHero.png
[added] new TDM map, BorgRuins.png
[added] new TDM map, RattleCage.png
[added] new TDM map, LonelyTreasure.png
[modified] TDM mapcycle to include new maps
[fixed] receiver not always being powered by emitters
[modified] receiver sprite
[modified] emitter sprite
[fixed] obstructor sound bug
[modified] increased emitter/receiver distance to 20
[fixed] boulders

[KAG] Build 1492 – Mechanisms and More!

Hey guys and girls, pretty big build coming today which is why there’s been such a delay between releases!

Without further ado lets get right into the changes:


Diabolical contraptions await in TDM!

Mechanisms

    A whole host of mechanisms to build the dynamic structures of your dreams! From randomisation and memory to routing and logic to multiple inputs and outputs, Skinney’s work on mechansisms is finally getting a fully networked public release!

    This is the intial testing release, so we’re not quite ready to give you the keys to the car – we’ll be doing another build very soon allowing you to build with these mechanisms in sandbox, but we want to do a pilot release with them just in TDM for testing that they work on a bigger scale!

    Be sure to check out the TDM servers and report any and all bugs in the forum thread and let us know what you think of the potential!

Balance Tweaks

  • Resupply
    You can now resupply at your matching class shop in CTF without switching class. This allows more forward builder action, and easier archer resupply on the frontlines as well. Hopefully we’ll be seeing more forward expansions as a result!
  • Maps
    Some maps with balance/fun issues have been removed from CTF and TDM, and a “simple” map has been added to the CTF pool. This should give a taste of the straight-up, no-gimmicks play that’s been very popular on the flat maps server – the map isn’t a completely flat line like the ones there, but it’s as close as we’d like to come without stealing their thunder.

Better Drowning

    Drowning has long been a sore point for many people – the sync issues have been fixed and the interface has been replaced with bubbles that indicate how much air you have left. Let us know what you think of the changes!

Anti-Hack

    Work has been done on detecting the most common form of speed-hack for KAG, Cheat Engine’s Speedhack. Upon detection the game will disconnect you, issue a warning to the server, and the server will log the event for administrator action. This can result in your account being permanently flagged as a hacker, so don’t do it.

    This Anti-Hack is by no means unbeatable, but should definitely spoil the fun of several repeat offenders. Enjoy.

Translation

    Work has been done on making translation of the game possible by simple substitutions from json files – this is currently not utilised throughout the game code but will be in time, and will allow translation work to be done by anyone interested – modders in particular can look into the getTranslatedString function and the g_locale setting, as well as checking out the new locale files.

Bug Fixes

    The following bugs have been fixed:

    • Cant bind up/down arrow keys
    • Cant double-bind keys (will warn you now)
    • Crash on removing server from favourites
    • News reader broken
    • More – see the full changelog for details!

That’s all for this time, but as I said there’s more coming soon, stay tuned to the blog or forums for more news!

If you can’t be bothered checking frequently, you can always follow us on twitter or like us on facebook if you’d prefer to stay up to date that way!

Have Fun!

Max/Geti

Full Changelog:
[added][script] direct icon rendering functions (without frame numbers) - warning, dont use with anything you want pixeloffsets out of (eg actor sprites)
	        void GUI::DrawIconDirect(const string &in textureFilename, Vec2f pos, Vec2f framePos, Vec2f frameDimension)
	        void GUI::DrawIconDirect(const string &in textureFilename, Vec2f pos, Vec2f framePos, Vec2f frameDimension, f32 scale, int team_num, SColor color)
[removed] shadowor minotaur map
[added] hearth plains map
[modified] options for chat filter + updated noswears script
[added] mazey box head (welcome back)
[fixed] crash on removing server from favourites
[removed] screen blinking while rebinding keys
[added] word wrapping for a bunch of menu controls
[fixed] news reader
[added] some really crappy pl translations :)
[modified] improved look of resolution setup in starter
[fixed] cant bind up/down arrow keys
[modified] can double-bind keys, will warn you now
[added][script] string.toLower and toUpper
[script][added] Callback for tile collapses: bool onMapTileCollapse(CMap@ this, u32 offset)
[script][added] Tranlsation functionality:
	string getTranslatedString( const string &in toBeTranslated )
	void GUI::DrawTranslatedText( const string &in text, Vec2f upperleft, Vec2f lowerright, SColor color, bool HorCenter, bool VerCenter, bool drawBackgroundPane )
	void GUI::DrawTranslatedText( const string &in text, Vec2f upperleft, Vec2f lowerright, SColor color, bool HorCenter, bool VerCenter )
	void GUI::DrawTranslatedText( const string &in text, Vec2f pos, SColor color )
	void GUI::DrawTranslatedTextCentered( const string &in text, Vec2f pos, SColor color )
[modified] TDM map cycle - has mechanisms maps now, retired a few maps as well.
[fixed] drowning desync issues
[added] bubbles to indicate air instead of screen flash
[added] mechanisms
[added] quickjoin does not join known-banned servers
[added] can resupply at ctf shops without changing class (class must match)
[modified] Duke_Jordan head to MadRaccoon head at request of both of them
[fixed] emitsound issues for loaded blobs

[TR] Demo Build 2!

Hey folks! Time for a new demo build of Trench Run!


Make those shots count, snipers, as there’s more cooldown before you can fire again!

This build is to polish up a few issues before moving onto the online multiplayer stuff, which will be coming quite soon to those that have pre-ordered. Friendly reminder that you can preorder at trenchrun.thd.vg to support development, and for early preview access to the full version builds, including online builds as soon as they’re out. The demo will remain free of charge.


A sneak peek at the new mountain biome coming to supporters soon!

This build contains balance and map tweaks, and a lot of bug fixes and general changes – here’s a look at the changes in depth:

Balance Tweaks

  • The sniper recycle times have been increased so there’s a full 1 second between shots – this makes the class less spammy and more tactical.
  • The engineer drops crates closer to itself, to avoid dropping crates “behind” people in some situations.
  • The engineer can steer the missile more accurately.

Map Tweaks

  • Lots of small choke points and unreachable ladders have been fixed or tweaked.
  • Some extra auto-tiling and map smoothing has been added, particularly applying to the vegetation tiles.

Bug Fixes and Miscellaneous

  • The commando doesn’t start “holding the air” every round.
  • “Setup” was renamed to “Options” after it confused a few people.
  • Emoticons removed (at least for now) as they have something to replace them planned + they dont work properly in local multi.
  • A lot of non-demo or old content stripped out to prevent too much speculation.
  • Readme and T+C patched – no more KAG readme, relevant credits included, and the T+C is much much more concise and relevant.
  • Fixed a bug where extra bots would spawn when sv_bots was set non-zero.
  • Fixed the volume slider stuff in the menu.
  • Fixed cant climb ladder from ground with up.
  • Fixed a keys lockup with the engineeer.


It’s much easier to get missiles around corners, at least when they’re at low speed!

There’ll be a few more tweaks to make to the demo build before moving on, but after that it’ll be onto online play, new gamemodes and a lot more!

Make sure to check here regularly to stay up to date, or follow us on Twitter or like us on facebook for regular updates that way!

Have Fun!

Max and Michal

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