1.09.3 Released

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SSNTails

What part of 'RETIRED' don't you understand?
This is a public beta to the good people of this messageboard.

The "Final 1.09.3" will be v1.09.4, which will come out sometime in ----.

You can find me all kinds of new and cool bugs! Whee!

Update (1.09.3.44): http://clipper.ship.edu/~af0916/beta/
(Download 1.09.3.36 first, then upgrade to the latest version.)

v1.09.3.36 is a semi-release candidate for 1.09.4. It contains almost everything you need except music.dta.

I'd appreciate it if you could check out the following for me to see if they work:

STUFF TO TEST

*) Test SAYTEAM

*) Test Zim's Base

*) Test Labyrinth Woods teleporters

*) Test MixUp Box swap with currents/conveyors with 3+ people

*) Look for Spazzo's name screwup bug

*) Do falling platforms still stop sometimes?

*) Linedef Executor - linetypes 106/107 change flat pic like 101/102 if noclimb flag is set

*) Linedef Executor - scriptlines are run by actually "walking" around the lines starting from the masterline and until returning to the masterline, unless the masterline has the alltrigger (1024) flag, in which case all lines in the masterline's sector are executed in order by linedef number, as in 1.08

*) Linedef Executor - scriptline of type 116 stops any and all floor, ceiling, or elevator movement in the tagged sector or sectors

*) Linedef Executor - scriptline of type 103 immediately adjusts the light level of all tagged sectors to match its front sector, as well as removing any lighting thinkers (glow, strobe, fade, flicker, etc.) present in the sector at the time

*) Linedef Executor - scriptline of type 117 gradually fades the light level of all tagged sectors to match its front sector, after removing any lighting thinkers (glow, strobe, other fade, flicker, etc.) already present in the sector

*) Pushers - Boom Push/Pull Thing effect pushes/pulls with regards to Z only if thing has deaf flag and fades to nothing with regards to Z unless thing has multi flag

*) Renderer - high-resolution player sprites (highres = 1 in skin file) display properly in OpenGL

*) Scripts - scripts are reliably able to change variables (something is wrong in 1.08 that makes it hard to change variables on level load with default values, i.e. chaos_spawnrate in chaos mode); scripts execute immediately

*) Scrolling - linetype 66 aligns flats using dx for x offset and dy for y offset, doing floors unless control linedef has block monsters flag, and doing ceilings unless control linedef has no-climb flag

END STUFF TO TEST




Mostly-complete list of new stuff:
----------------------------------------
Better support for multi-mares in NiGHTS
Runs faster!
TELEPORT/RTELEPORT no longer checks for valid locations
Super Sonic "spins" now
Rewritten bobbing/floating/crumbling platform code.
New "Rising Platforms"
Less interference from spectators
Network fixes
OpenGL display fixes (!)
Can't save games in ultimate anymore
THZ2 slime lowers faster
Pickup radius for air bubbles increased
Pickup radius for ring weapons increased
Sound changed for picking up ring weapons
Proper death message for camera-modifying death pits
MODBY soc variable fixed
Objectplace now always modifies the game
Spectators and objectplacers no longer pull in NiGHTS rings and wings
Possible fix for large intermission display
Game only pausable if in level or intermission
Walking over a teammate's fire trail no longer gives you rings
Extra points for hitting someone with the flag
Extra points for being the person who captured the flag
CECHO messages for capturing flags and returning them to base.
Sounds for capturing flags
Camera zooms out while climbing
CONNECT console command now checks for modifiedgame
Precipmobjs now reused in weather change
Some lasers removed on Easy
THZ1 barrels enlarged & new texture made
New "4" weather type... "blank" precipitation for preloading
Fixed camera reset button problem
Skim movement fixes
Race-only linedef executor (type 9)
Got rid of chatmacros, a dumb doom hangover
Super Sonic doesn't spin while floating
Modified THZ2, CEZ1, and CEZ2 for race
Quieter spindash sound
Bubbles are affected by current
Small bug fixes for pushables
Small bug with continue screen fixed
New linetype 127 - Start Platform Movement
Linedef execs for Red Team and Blue Team
NiGHTS map no longer relies on axis snapping for rings
Normal level music resumes after race death
"Press F12 to watch other players." Message after game over in race
"Respawnitemtime 0" now works with monitors
Removed support for supplying a value after "-server"
TITLESCROLLSPEED option for Maincfg Category
Pumas/Fish now jump if angle is 0.
Lightdash button now drops flag in CTF
Level Select reads first 9 single player levels
modifiedgame set to true inside CL_LoadServerFiles
"Sudden Death" fix
"Message of the Day" for netgames
Better quicksand texture
Fixed FF_SPINBUST blocks
Better OpenGL lighting calculations
Crush Fixes
Knuckles now clings to bobbing/crumbling/falling platforms
You are now told how many easter eggs you have left in a level
THZ2 slime door opens faster
Two variables for state actions
New state actions
Detons emit a chasing sound
New FOF flag - FF_SHATTERBOTTOM
Enemies/bosses can be crushed
"Springy Doom Zone" fixed
 
gdshgfgkagjkahkfagagfhghagfgsa fghjdsaf ghjafdghag hjfgahdgfgdfgahj gafhghjd gfa gfadg hjfdgagdfhagd hjgfgf gjfghjag jafdgj--*head explodes in exitement*

Mystic: "Welp, no need to shot him now >.>"

Honestly, I'm GOING CRAZY. MUST PLAY! MY PREEEEEEEEEESIOOOOOOOOOOOOUSSSSSS

Mystic: "there we go"

*shot*
 
YAY, thank you SSN!

(im pretty sure i posted in this topic before)

i'll find those bugs (if i can) and test whats on the list

List that i found:
SAYTEAM Does work :mrgreen:
along with zims base
 
Could this mean the infamous return of teh ellusive Spidey Knux?
Finally!
I am whole again once more!
 
yay! finally 1.09.3 public BETA :D

i've found another bug


when you first load up srb2 and you go into host game it says map01 instead of greenflower zone 1
but when you change the map then change it back it's fine

only a minor bug though...


CONNECT console command now checks for modifiedgame - but that means DMSC cannot be ported to this version!!! :(

i don't like that...
 
If DMSC used a PWAD instead of an IWAD, there wouldn't be any problem.
 
SSNTails said:
*) Renderer - high-resolution player sprites (highres = 1 in skin file) display properly in OpenGL

Works fine.

And I like the camera zoom-out with Knuckles's climbing which isn't in the list.

Was the Emerald Hunting fixed/changed?
 
Dark Warrior said:
And I like the camera zoom-out with Knuckles's climbing which isn't in the list.
SSNTails said:
...
Sounds for capturing flags
Camera zooms out while climbing
CONNECT console command now checks for modifiedgame
...
But yeah. This is awesome. The new lighting levels in OpenGL are awesome, but not as awesome as the Techno Hill boss =D

One little quirk you could maybe fit in the next release - I see you took my suggestion from Johnny and expanded the start sector for THZ1, but maybe you could do it with GFZ1 too.

Be back later, I'm just gonna skip along the water again =P
 
I know that new house in GFZ2 has to do something.. otherwise it wouldn't be so hard to get to..
 
hmmm...

Jumped on the roof several times ... check
spindashed at different angels ... check

...

Maybe you need to get there as sonic o.o
 
All emeralds.....check.
Random spinning and jumping on it....check.
Doing so as sonic, tails, and knuckles....check.
What the hell is it supposed to do? Its sorta awkward to just have a house planted as scenery in the middle of a part of the zone that nobody sees normally. =P
 
Guys, AJ's probably having the time of his life watching you guys do whatnot to the little house they decided to add.

yes_its_a_hoax.png
 
OMG HOW DID YOU DO THAT. AND NO, I DID NOT LOOK AT THE FILE NAME.
 
LAN play seems broken, because I started a LAN game with 1.09.3.1, and my friend joined it with the same version, and it didn't work, we even tried it without the custom wad we were using.

Also: Flying with Super Sonic = fun =)
 
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