almost 3 years ago - /u/RavenCurrent - Direct link

Gameplay

  • Christmas Miniguffin is now available in Quickplay. Take the MacGuffin through the goal to score points, frag opponents to earn weapons (mode based on the Brawl mode with logic entities in the map "mod_miniguffin_christmas" and hp and armor settings externally).
  • Improved speed of application of knockback effect (improves rocket jumping and blaster wall climbing). When rocket jumping do not fire and then jump, make sure you first jump and then fire.
  • Fixed an issue introduced in a previous patch causing power-ups in Brawl and FFA to spawn at the same time instead of in cycles.

Editor

  • Fixed a crash while editing related to logic entities (rolled out earlier in a minor update).
  • Fixed an issue where actions triggered by 'on_player_spawn' were having no effect (rolled out earlier in a minor update).
  • Fixed an issue where tag-related actions were ignoring their ‘delay’ setting.
  • Fixed a typo the logic property 'set_shooting_enabled' when it was set using the editpad, causing the action not to work.
  • Fixed an issue where players were unable to pick up entities spawned by the logic action ‘spawn_entity’.
  • Removed the requirement for grouped logic entities to have a valid trigger in order for the actions to be executed by ‘trigger_logic_group’.
  • Console debug output now shows the correct order of execution for logic groups.
  • Added the game setting /editor_debug_logic: If enabled, all logic entities will print debug information to console while in edit mode (default: 0, disabled).
  • Added logic trigger ‘on_player_connected’ which will execute on behalf of the connecting player when they first connect to the game.
  • Added logic action ‘set_allowed_scoring’ which can be used to disable certain types of scoring, for example: disabling scoring for frags. The logic action ‘modify_score’ is not affected by these filters.
  • Added logic action ‘set_allowed_drops’ which can be used to control what players will drop when they die: Macguffins, powerups, weapons, flags, and health orbs can be enabled or disabled; new editpad entry. The selection is dependent on the gamemode, for example, weapons and health orbs will not drop in Wipeout.
  • Added logic actions ‘set_player_hp’ and ‘set_player_armor’ which set the player’s HP/armor values directly instead of adding or subtracting from the current values. Adding/subtracting from the current value can still be done using ‘heal_player’ and ‘damage_player’.
  • Added logic action ‘play_sound’ which plays a sound that can be heard by all players. By default, the sound will emit from the position of the player who triggered this action. Alternatively, if the ‘sound_source’ property is set to ‘from_position’, the sound will be played from the X, Y, Z coordinates specified by ‘source_position’.
  • Added logic action ‘upgrade_player_tag’ with the properties ‘old_tag’ and ‘new_tag’. If the triggering player has the specified old_tag, it is replaced by the new_tag.
  • Added the general property 'logic_group_order' to logic entities which determines the order in which grouped logic entities will be executed when the group is triggered. Previously this was determined by the 'delay' property, they are now separate.
  • Added logic action ‘finish_round’ which ends the current round and starts the next round (similar to Wipeout or Aim Arena).
  • Logic action ‘finish_game’ now determines the winners based on the current standings according to the gamemode rules. For example: in FFA the winner is the player with the highest score (or draw), in TDM it is the team with the highest score (or draw), in Time Trials it is the team with the lowest time (or draw).
  • Logic actions that give a variable amount of things (coins, ammo, etc.) no longer allow the total to become negative if the amount given was negative.
  • Logic actions ‘set_unlimited_ammo’, ‘set_self_damage’, ‘set_physics’, and ‘set_shooting_enabled’ now affect the chosen player targets instead of affecting all players. The action keywords have been renamed to reflect this: ‘set_player_unlimited_ammo’, ‘set_player_self_damage’, ‘set_player_physics’, and ‘set_player_shooting_enabled’.
  • Fixed an issue with the logic action ‘set_player_physics’.
  • It’s now possible to set a prop to be an indicator with ‘has_indicator’ set to true. Other properties are: ‘team’ TEAM_NUMBER, ‘team_text’ TEXT, ‘enemy_text’ TEXT, ‘team_text_color’ COLOR, ‘enemy_text_color’ COLOR, ‘image’ none|pin|hourglass|frozen|macguffin, ‘scale’ NUMBER (defaults to 1), ‘duration’ (defaults to -1 that means infinite), ‘show_triangle’ true/false (default true), ‘keep_on_screen’ true/false (default false).
  • It’s now possible to set a trigger with action ‘smart_loop’ in order to be able to start a new run immediately after ending the previous run by touching a different trigger with action ‘smart_loop’.
  • Editpad properties with drop-down lists now show “Not set” until a selection is made; selecting “Not set” can be used to clear the property.
  • Editpad properties with text input can now be cleared by emptying the text box and pressing enter to clear the property.
  • Thank you to JoJTheRat, AngryTetris, and erny for reporting bugs related to the logic functions.

Replays

  • Seeking through replays is now faster.
  • Server replays no longer end immediately when the match ends and the scoreboard is shown.
  • Fixed an issue in server replays where a player's perspective was not possible to switch to.

Maps

  • The Time Trials versions of the CTF and Gold Rush maps now have the new smart_loop triggers.
External link →
almost 3 years ago - /u/RavenCurrent - Direct link

Gameplay

  • Christmas Miniguffin is now available in Quickplay. Take the MacGuffin through the goal to score points, frag opponents to earn weapons (mode based on the Brawl mode with logic entities in the map "mod_miniguffin_christmas" and hp and armor settings externally).
  • Improved speed of application of knockback effect (improves rocket jumping and blaster wall climbing). When rocket jumping do not fire and then jump, make sure you first jump and then fire.
  • Fixed an issue introduced in a previous patch causing power-ups in Brawl and FFA to spawn at the same time instead of in cycles.

Editor

  • Fixed a crash while editing related to logic entities (rolled out earlier in a minor update).
  • Fixed an issue where actions triggered by 'on_player_spawn' were having no effect (rolled out earlier in a minor update).
  • Fixed an issue where tag-related actions were ignoring their ‘delay’ setting.
  • Fixed a typo the logic property 'set_shooting_enabled' when it was set using the editpad, causing the action not to work.
  • Fixed an issue where players were unable to pick up entities spawned by the logic action ‘spawn_entity’.
  • Removed the requirement for grouped logic entities to have a valid trigger in order for the actions to be executed by ‘trigger_logic_group’.
  • Console debug output now shows the correct order of execution for logic groups.
  • Added the game setting /editor_debug_logic: If enabled, all logic entities will print debug information to console while in edit mode (default: 0, disabled).
  • Added logic trigger ‘on_player_connected’ which will execute on behalf of the connecting player when they first connect to the game.
  • Added logic action ‘set_allowed_scoring’ which can be used to disable certain types of scoring, for example: disabling scoring for frags. The logic action ‘modify_score’ is not affected by these filters.
  • Added logic action ‘set_allowed_drops’ which can be used to control what players will drop when they die: Macguffins, powerups, weapons, flags, and health orbs can be enabled or disabled; new editpad entry. The selection is dependent on the gamemode, for example, weapons and health orbs will not drop in Wipeout.
  • Added logic actions ‘set_player_hp’ and ‘set_player_armor’ which set the player’s HP/armor values directly instead of adding or subtracting from the current values. Adding/subtracting from the current value can still be done using ‘heal_player’ and ‘damage_player’.
  • Added logic action ‘play_sound’ which plays a sound that can be heard by all players. By default, the sound will emit from the position of the player who triggered this action. Alternatively, if the ‘sound_source’ property is set to ‘from_position’, the sound will be played from the X, Y, Z coordinates specified by ‘source_position’.
  • Added logic action ‘upgrade_player_tag’ with the properties ‘old_tag’ and ‘new_tag’. If the triggering player has the specified old_tag, it is replaced by the new_tag.
  • Added the general property 'logic_group_order' to logic entities which determines the order in which grouped logic entities will be executed when the group is triggered. Previously this was determined by the 'delay' property, they are now separate.
  • Added logic action ‘finish_round’ which ends the current round and starts the next round (similar to Wipeout or Aim Arena).
  • Logic action ‘finish_game’ now determines the winners based on the current standings according to the gamemode rules. For example: in FFA the winner is the player with the highest score (or draw), in TDM it is the team with the highest score (or draw), in Time Trials it is the team with the lowest time (or draw).
  • Logic actions that give a variable amount of things (coins, ammo, etc.) no longer allow the total to become negative if the amount given was negative.
  • Logic actions ‘set_unlimited_ammo’, ‘set_self_damage’, ‘set_physics’, and ‘set_shooting_enabled’ now affect the chosen player targets instead of affecting all players. The action keywords have been renamed to reflect this: ‘set_player_unlimited_ammo’, ‘set_player_self_damage’, ‘set_player_physics’, and ‘set_player_shooting_enabled’.
  • Fixed an issue with the logic action ‘set_player_physics’.
  • It’s now possible to set a prop to be an indicator with ‘has_indicator’ set to true. Other properties are: ‘team’ TEAM_NUMBER, ‘team_text’ TEXT, ‘enemy_text’ TEXT, ‘team_text_color’ COLOR, ‘enemy_text_color’ COLOR, ‘image’ none|pin|hourglass|frozen|macguffin, ‘scale’ NUMBER (defaults to 1), ‘duration’ (defaults to -1 that means infinite), ‘show_triangle’ true/false (default true), ‘keep_on_screen’ true/false (default false).
  • It’s now possible to set a trigger with action ‘smart_loop’ in order to be able to start a new run immediately after ending the previous run by touching a different trigger with action ‘smart_loop’.
  • Editpad properties with drop-down lists now show “Not set” until a selection is made; selecting “Not set” can be used to clear the property.
  • Editpad properties with text input can now be cleared by emptying the text box and pressing enter to clear the property.
  • Thank you to JoJTheRat, AngryTetris, and erny for reporting bugs related to the logic functions.

Replays

  • Seeking through replays is now faster.
  • Server replays no longer end immediately when the match ends and the scoreboard is shown.
  • Fixed an issue in server replays where a player's perspective was not possible to switch to.

Maps

  • The Time Trials versions of the CTF and Gold Rush maps now have the new smart_loop triggers.
External link →
almost 3 years ago - /u/GDFireFrog - Direct link

We had an issue rolling out this update, the new mode should start working in about 10 minutes. (From 21:05 CET*)

almost 3 years ago - /u/RavenCurrent - Direct link

Originally posted by teivos

can't rocket jump anymore. am i am the only one?

If you were pressing fire before pressing jump that will not work correctly now (even if just slightly before), you have to press fire and jump at the exact same time or press fire after pressing jump.

Edit: it's safer to press jump right before fire so that you're in the air when the explosion knockback is applied

almost 3 years ago - /u/GDFireFrog - Direct link

Originally posted by WhaleSong2077

nvm i found it through edit-- may we fork and reup?

Yes, of course. Go ahead.

almost 3 years ago - /u/GDFireFrog - Direct link

Update: We just released a minor version (466d). This keeps the same improvements mentioned in the patch notes but adds a small grace window of time that also allows rocket-jumping with the previous shoot-first timing. From our testing this also improves rocket jumping in this scenario compared to the situation pre-466. (Update update: Sorry for update right before finals, eggwp, we have been testing this all evening and forgot to check.)