Whilst I port the game to a completely new engine build with such modern delights as Physical Based Rendering (PBR) and a fully fledged asset system, I also continue to update the current game build.
Porting requires me to methodically move and rebuild assets and functions - I could just [i]bung[/i] the lot in, in one go, but then then would not get a better understanding of the new engine system. During this process I have hunted down numerous script issues, most of which are due to simple misnaming of local variables. Much of the time this is harmless, but some of the time it could lead to bigger problems. In the end, a whole lot of little bugs can merge into one of big, bad bug - like cheap plastic robot toys for 1980s cartoon made in Far Eastern sweatshops! ːnotsohappychappyː
So here, in order that I found them rather than importance, is the list of bugs squashed in the latest update:
[olist]
[*] Update to v.1.7.7.1
[*] Fix: Spawned SWAG was calling a collision timeout on a NULL object rather than the player. This may well have been causing a crash for some people.
[*] Fix: NULL object being called at the end of a level should have been the player's client connection ID. This may have prevented some Achievements for being accomplished.
[*] Fix: Tsunami swag attack was not networking in online multiplayer co-op correctly, now it does.
[*] Fix: Vector based raycast damage had an incorrect start point when testing.
[*] Fix: Removed console spam when client first has camera set.
[*] Fix: Player was not updating to first spawn position correctly.
[*] Fix: Light animation has no starting phase.
[*] Fix: Steam Stats for Traps Discovered was being passed from the client when not required.
[*] Fix: Status of Achievement SADDLE BAGS was being passed to the client but not being read by the server.
[*] Fix: Client naming alias was not being used for checking status of Achievement WALLOP.
[*] Fix: Client naming alias was not being used for checking status of Achievement ONE SHOT WONDER.
[*] Fix: Player object was not recording how much total damage they had taken in a level correctly.
[*] Fix: Heal kills were not always updating correctly.
[*] Fix: Achievement MONSTER MASH will now fire.
[*] Fix: Achievement UNTOUCHABLE will now fire.
[*] Fix: Achievement CHEQUERED FLAG will now fire.
[*] Fix: Achievement SUCKER FOR PUNISHMENT will now fire.
[*] Fix: Achievement SLEEP IS FOR THE WEAK will now fire.
[*] Fix: Dead monster cleanup was not always being scheduled correctly.
[*] Fix: Monsters with a special death no longer attempt to spawn a non-existant decal.
[*] Fix: Player was failing to check for noClip status when using specialEvade.
[*] Fix: Player was not receiving full health regeneration bonus on maximum score multiplier during a Momento Mori when they became the God Of Death.
[*] Fix: Noxious Gas special Defend was attempting to cleanup objects which did not exist.
[*] Fix: Spurting jugulars were attempting to avoid colliding with a non-existant object. This reminds me of the old tabletop MERP game when a critical fail fumble led the adventurer to "trip over an unseen, imaginary, deceased turtle". ːhappychappyː
[*] Fix: Player was not correctly storing the new damage bonus after leveling up.
[*] Fix: Crash if level file does not exist and it looks for alternatives.
[*] Fix: Safe Heal reset was missing which player to reset with.
[*] Fix: Issue with resusitating players in online multiplayer co-op due to bad trigger naming.
[*] Fix: False Flag special Attack was not passing the attacking player data to the victim.
[*] Fix: False Flag special Attack was not passing the experience for damage of the victim to the appropriate player.
[*] Fix: Monsters were not turning to stare at the False Flag special Attack victim when False Flag was first set, thus giving the player a brief moment to escape.
[*] Fix: Napalm special Attack was not set to specifically affect Monsters only, could potentially harm other players in online multiplayer co-op.
[*] Fix: Player was failing to check for noClip status when using special Defend Ghost Run.
[*] Fix: Terror Tower special Use Item was giving monsters an incorrect vector to flee.
[*] Fix: Homing Missiles were not being properly attributed to the correct client connection.
[*] Fix: Bomblets from special Use Item Angel Cannon were not causing damage to Monsters.
[*] Fix: Monsters were not getting correct angle for melee attacks.
[*] Fix: Added missing terrain file for level 7.
[*] Fix: Bad location for level 7 terrain file in mission file. When I update to the new game engine, the asset system will stop errors like this happening.
[*] Fix: Added missing forest file for level 7.
[/olist]
Hopefully this will improve both gameplay and stability for those who have suffered crashes.
The next update is likely to be a beta release of the new engine build, and will probably come out later this month.
ːcorblimeyguvnorː