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5th and (really) final prelease of Bitfighter; Usual caveats apply
Topic Started: Oct 21 2009, 12:34 PM (265 Views)
watusimoto
Zapper Extreme
I think we've got everything reported from the previous version working. Please give everything a run through, and if you don't find any new problems, we'll rebuild this with a real version number, build the Mac version, and we'll have our release.

http://bitfighter.org/files/Bitfighter-Installer-011-prelease-5.exe
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watusimoto
Zapper Extreme
Oh, also, for anyone running Vista, the installation should be a bit smoother... Please try running the installer normally and let me know what happens.
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UnknownJoe
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Somewhat Pro Level Maker
The new speedzone design looks nice. The editor is working perfectly. The only thing that still bothers me is the redundancy of the text describing that a spawn is a spawn and that an asteroid is an asteroid (EDIT: in the editor).
Edited by UnknownJoe, Oct 25 2009, 05:08 PM.
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watusimoto
Zapper Extreme
Not sure what (exactly) you are referring to, but it sounds like an easy fix for the next version.
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bobdaduck
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Origami Ninja
Vista install worked fine over my 011-3.


I am undecided on the speedzone design, other then the fact that it looks like two speedzones rather then one. I think they should be linked together somehow, other then just being near each other.
Edited by bobdaduck, Oct 21 2009, 07:30 PM.
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watusimoto
Zapper Extreme
Propose a design!
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Quartz
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Looks great. Only thing I'm noticing is that in menus, you occasionally have about two seconds of freezing, and then it runs fine again. Thankfully it's not present in actual gameplay.

Oh, and I really like the graphics for the Goal Zones 'n such.

Well done, Wat!
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watusimoto
Zapper Extreme
Mac version now available:

Download here!

Please give this a good test. Especially the following:

* New screen capture code, which should produce BMP files
* Is there a robots folder?
* Can you run the maze level (which uses a levelgen script)?
* Leveldir specification: Can absolute and relative paths be specified in INI? How bout on the command line?
* Can you run a basic robot? (Either one that's included or one from the wiki)
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sky_lark
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Will Live 4 Bitfighter!
watusimoto
Oct 30 2009, 05:43 PM
Please give this a good test. Especially the following:

* New screen capture code, which should produce BMP files
* Is there a robots folder?
* Can you run the maze level (which uses a levelgen script)?
* Leveldir specification: Can absolute and relative paths be specified in INI? How bout on the command line?
* Can you run a basic robot? (Either one that's included or one from the wiki)
- I tried the screenshots mode, and the screen flashed white and opened to a large window.
- Can't find any robots folder in the Bitfighter folder... Am I looking in the right place?
- Sorry, no walls showed up in the maze level.
- ???
- Er... how?

I like the arrows and colored text modes.

- In Arcturus Triple Gaak, it appears two of the loadouts have been messed up.
- If you start shooting a laserbeam and then press c, but don't move or release your mouse, then you won't destroy the laserbeam (in map view mode).
- Are you going to change the ticker at the bottom? I think talking about the forums or weekly parties wouldn't hurt.

Thanks.
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watusimoto
Zapper Extreme
The window should resize to 800x600 briefly during the screenshot. But it should then immediately revert to its previous state. Is that happening? Does it do something different on 010?

The robots folder should be sitting parallel to the levels folder (along with a screenshots folder). It's not there?

In your levels folder, is there a file called mazegen.levelgen in there? If not, that could be the problem. If it is there, please send start the game, run the mazeracer level, then quit and me your bitfighter.log file.

I'll see if I can reproduce the other bugs.

As for the MOTD ticker, yes, it will be changed, and can now be set from a web browser, if you have the password. I agree that we should advertise games there, and we'll start that up with the full release.
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watusimoto
Zapper Extreme
As for the turret thing... well... I hate to point out the obvious but... when you go into commander's map, your ship is no longer aiming at the turret. If you move the crosshairs onto the turret, you can shoot it just fine.
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qui
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zaplevelomancer
If this hasn't been confirmed already, there is no robots or screenshots folder, and the mazeracer level does not have a maze if simply run on the mac version. I think this is the important part of the log, copied just as it appeared:
Quote:
 
------ Bitfighter Log File ------
Client connecting to master...
Client puzzle solved in 11 ms.
Client established connection with Master Server
***LEVELGEN ERROR*** in levels/mazegen.levelgen ::: Error loading lua helper functions lua_helper_functions.lua. Skipping levelgen script...
deleted LuaLevelGenerator (0xbffff6b0)

Loaded level MazeRacer of type Zone Control [levels/editor.tmp]
***LEVELGEN ERROR*** in levels/mazegen.levelgen ::: Error loading lua helper functions lua_helper_functions.lua. Skipping levelgen script...
deleted LuaLevelGenerator (0xbffff680)

Then it goes on, but that bit didn't look important.

Edit: one more thing: I couldn't edit the regen rates for turrets etc. When I hit control + return (or the enter key on the number pad) it produces a mine.
Edited by qui, Nov 3 2009, 06:17 PM.
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watusimoto
Zapper Extreme
This is very helpful. It had not been confirmed.
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watusimoto
Zapper Extreme
Try downloading these two files:

First
Second

And put them in the appropriate places. Then please retest, and see if this allows you to use the MazeRacer level.
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qui
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zaplevelomancer
Great success!

This looks like so much fun.
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