Platinum Arts Sandbox 2.8 Beta Feedback Forum
Posted: July 23rd, 2012, 4:35 pm
Let us know what you think and any problems you encounter! Thanks!
No bad language. Kids must have parental permission!
http://forum.sandboxgamemaker.com/
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PAS 2.8.0 Changes
Art
* Assorted RPG related icons from Tony
Windows
* removed smpeg and mikmod dlls - this means MP3 and mod tracks can no longer be played
* Updated bundled version of SDL libs, this provides support for flac audio tracks and webp images
Generic
* Removed 3dgui
* Significant work on UI
* introduction of freecursor variables, default setting is 1; 0 disallows free movement, 1 frees the cursor when the UI is open and 2 frees it at all times
* UIOverlay type which accepts no input
* significantly improved Text Editor, based on the patches from Eduardo Terol
* Tooltips
* split animations into engine specific portion (idle, forward) and game specific portions (attack, block, taunt)
* new decals and particles, mainly for "WaterGun Wars"
FPS
* reintegration of weapon subsystems
* new map, Snowcourt by Kid_Matthew
RPG
* overhaul item system - allows dynamic and varying values (ie Diablo), all items will still stack where possible.
* new inventory management system - items are now managed as sets of identical bases
* numerous script changes related to item code, the like of r_drop and r_equip now require T_INV references.
* references now support lists; additional items can be pushed onto the end or removed from a random place. Index is specified by ref:idx, idx is assumed to be 0 when not specified for most commands.
* r_script_signalappend command, this allows you to register extra commands per signal. For example an entity may use this to get a more specialised inventory on top of the basics for his type.
* don't use static templates for characters/triggers/containers/obstacles/platforms. Definitions are now used as dynamic templates.
* global vairables are now of the string type - shouldn't break existing code
* models are now queued for preloading when assigned.
* numerous new and functional interfaces for the UI system.
* Includes trade and looting!
* paperdoll equipment UI with by slot filtering for equipment
* implemented merchant types, with trading rates, multiple currencies and even store credit.
* Item categories are now defined as a stand alone item
* use dynamic limits for applicable types, like faction and merchant.
* map and newmap will now just return, rather than start the default game when no game's in progress.
* commands to query the values of the delta stats (values changed via buffs)
* rudimentary journal system; implemented as named buckets in which each contain multiple entries
* "r_hudline" text for displaying important messages on screen, currently used to inform you of level ups.
* Dialogue system is now node based - the command has been changed to r_script_node from r_script_say. Note the syntax is different so update your dialogue accordingly.
* Split ATTACK_MAGIC into 4 subtypes, ATTACK_ARCANE, ATTACK_MIND, ATTACK_HOLY, ATTACK_DARKNESS
* Ammunition can now be recovered for projectile based and thrown weapons.
* Items that collide will now merge into a single stack, provided they're the same item (should help with performance).
* throttle item and obstacle physics updates to once every 5 seconds if it is not airborne or has a velocity below 1 u/s, in addition align items with the ground, should improve performance as well.
* areaeffects can now utilise lensflares and dynamic lights from their associated particle effect.
* new references are now made in the first reference stack. To create a new reference in the current stack (if it doesn't exist there), use r_local. This behaviour change was made to mirror cubescript.
* removed commands r_loop_equip and r_get_status_group - they were effectively useless in light of recent changes.
Generic Bugfixes
* Fixed missing preview for text (type 8) particles and crash while previewing type 11 particles;
FPS related bugfixes
* fix for adddynlights when checking entities with no attributes
* fix for disconnects when talking in multiplayer
RPG related bugfixes since 2.7.1
* fixed crash in the renderer when starting a game after aborting one
* fixed recipe requirements calculations
* fixed possible memory corruption when trying to use a reference of T_ITEM (rpgitem) as one of type T_INV
* fixed possible crash with the non-temporary T_INV references when using r_destroy on its container.
* fixed behaviour when aborting during game initialisation; you'll no longer be thrown into an empty map.
* fixed memory leak when creating uses of type use_weapon or use_armour
* fixed possible crash and weirdness from restoring rpgtrigger timestamps where lasttrigger > lastmillis would be true.
* fixed possible issues when using r_select commands to select something of another type, when the inferred index is out of range.
* fixed character status effects to not reset the attributes until right before the next iteration for status effects as opposed to the end of the update cycle; broke hpregen and mpregen buffs and the disply of deltas.
* fixed restoring savegames in which factinos have a saved relationship
* fixed incorect read/write order for an areaeffect's owner and its location
Upstream
* Cubescript compiler tweaks
* local command for restricting variables to a cubescript block
* collect game mutator for the FPS
* assorted bugfixes
* fixed lightmap blurring
* servcmd for the FPS for server mods
actually, I thought they just subtracted for suicides and team kills.jSoftApps wrote:That's how sauer did it (or used to do it)
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