Sat, 11 May 2013 23:23:17 -0400 |
nemo |
Package the 3 dynamic maps broken by recent uFloat changes as static maps. first_blood actually didn't seem to need it, but, just in case.
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Sat, 11 May 2013 21:50:14 -0400 |
nemo |
suggestion of unc0rr's to fix issue w/ random maps in campaign. load sidecar packages in physfs for lua. should be useful also for lua that does custom layouts
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Sat, 11 May 2013 21:19:44 -0400 |
nemo |
Change net button back on leaving main page.
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Sat, 11 May 2013 21:14:25 -0400 |
nemo |
Basic workarounds for overlapping drawn map (rename buttons) and short team list (set a min height). Min size of form still fits targetted min size on desktop of 800x600
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Sat, 11 May 2013 10:54:24 -0400 |
nemo |
Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.
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Fri, 10 May 2013 21:00:06 -0400 |
nemo |
I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
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Fri, 10 May 2013 12:00:51 -0400 |
nemo |
cases have no health
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Thu, 09 May 2013 23:21:06 -0400 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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Thu, 09 May 2013 18:19:17 -0400 |
nemo |
oops
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Thu, 09 May 2013 09:02:06 -0400 |
nemo |
*sigh* freakin "with"
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Tue, 07 May 2013 16:00:34 -0400 |
nemo |
oh right. and uSound. the main culprit.
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Tue, 07 May 2013 15:59:05 -0400 |
nemo |
Fix voice naming. Case problems.
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Tue, 07 May 2013 15:43:34 -0400 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
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Tue, 07 May 2013 23:37:03 +0400 |
unc0rr |
IFDEF that score expectation logging
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Tue, 07 May 2013 15:34:36 -0400 |
nemo |
☹
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Tue, 07 May 2013 14:59:30 -0400 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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Sat, 04 May 2013 21:58:42 -0400 |
nemo |
*sigh*
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Sat, 04 May 2013 21:56:04 -0400 |
nemo |
oops
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Sat, 04 May 2013 21:40:52 -0400 |
nemo |
pass the target
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Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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Sat, 04 May 2013 13:58:18 -0400 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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Sat, 04 May 2013 08:16:50 -0400 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
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Fri, 03 May 2013 23:46:15 -0400 |
nemo |
oops
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Fri, 03 May 2013 22:18:23 -0400 |
nemo |
try to guess at barrel state. prob should flag it..
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Fri, 03 May 2013 21:38:16 -0400 |
nemo |
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
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Fri, 03 May 2013 21:36:01 -0400 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
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