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Devlog KAG BUILD 3320 - Match end map vote, Small CTF, Block binder, Better 3D mod support

Discussion in 'Announcements' started by Furai, May 20, 2020 at 4:13 PM.

  1. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,117
    Hey everybody!

    This new update contains everything that we & the community have been working on over the past few months. There are multiple new additions to the game which you all should enjoy, along with plenty of new fixes & changes for modders to enjoy.

    We hope you enjoy this update!
    ❤️ THD

    Match end map vote
    When a match ends, you now get greeted with a vote for the next map instead of the map randomly being picked.
    match-end-map-vote.png
    Many thanks to @Monkey_Feats for working on this feature!

    Small CTF
    Small CTF has been added as an official gamemode! Some of you may remember this gamemode from a few months ago, or from this video down below. In short its CTF but with smaller maps, which results in shorter rounds and more chaotic fun.

    Thank you @Mazey for this

    Block binder
    Thanks to @Verrazano there is now a new hotkey selection for builder tiles, as shown below. You can access it the same as the emote binder (esc -> bindings -> Bind Builder Blocks). Once done, you can use shift + number to quickly access that block.
    block-binder.png

    Better 3D mod support
    There are a few changes in this update that helps out 3D modders with their mods. This first update aims to help performance with 3D mods, and more will be coming later.
    SMesh and SMaterial has been added, SMesh provides modders with VBO support, so drawing a static object like terrain is no longer as taxing, along with allowing you to load up custom obj (and .mtl) files.

    better-3d-mod-support.png
    (Image contains a mesh, loaded with an .obj and .mtl file, made by @Turtlecake. All done inside KAG)
    Big thanks to @GoldenGuy and @Turtlecake for testing this part of the update and working on 3D mods.

    Change log
    There are plenty of other changes, as shown below;

    Thank you to the following for contributing to this update
    Code:
    Github changes:
    Bunnie:
    [added] Accolade February 2020
    [added] Accolade April 2020
    
    Mazey:
    [added] Small CTF gamemode
    [added] CTF dynamic music changes
    
    Shy:
    [fix] CTF resupply works correct on next map (thanks shy)
    
    Epsilon:
    [added] Cinematic spectator camera (right click while in spectator mode)
    [change] Water bombs no longer kill when they explode in an inventory
    [change] Ladders can now be placed on top of players
    
    Verra:
    [added] Pickup menu item (use shift+c to access)
    [added] Block binding UI (use esc -> bindings -> Bind Builder Blocks)
    [added] New weapon icons
    [change] Corpses can no longer be put in inventory
    [fix] Catapult charging animation now sync’s correctly
    
    Vamist:
    [added] Shop hitboxes no longer getting extended randomly (caused by tree seeds)
    [change] FallOnSupport.as has been moved from onTick to onBlobCollapse (check engine change log)
    [change] Drill UI is no longer blurry in 30fps+ (Better fix for this is coming in a future update, needs more testing/bug fixing)
    [change] Drill now freely follows your mouse, no longer locked to 45 degree angles.
    [change] Drill now deals half damage to shielded people (this may change in the future)
    [change] onHeal particles only effect humans/players
    [change] Heal particle no longer spawning when 0 damage is taken (like shield hits)
    [change] Heal particle now spawns in a random position with in a circle, instead of only being in the outer edge
    [change] Sandbox now has a 3 second cooldown on commands
    [change] Sandbox servers now have all commands enabled by default
    [change] Sandbox servers now have a command blacklist.
    [change] New chat command !coins amount_to_set
    [fix] Nursery blob no longer has a null error (found by long_wood_bow)
    
    Betelgeuse0:
    [fix] Wood no longer falls through the map when using saws (most noticeable on a laggy server)
    
    Asu:
    [change] Background upscaling
    [change] Music encoded at a lower bit rate without any noticeable audio loss
    [change] TDM coin cap has been removed (servers can still re-enable it)
    
    Blackjoker77777:
    [change] Killing yourself no longer reduces coins for team killing (because it would stack with teammates and remove more coins)
    
    Monkey_Feats:
    [added] End of game vote menu
    
    Map Mods:
    [change] CTF mapcycle changes
    
    Vik:
    [change] Report system update (!r <username> <reason> to grab an admins attention using in game chat)
    
    Engine changes:
    [added] Console warning message now appears when mods/base files are being moved into the OLD file (less heart attacks for modders with files suddenly disappearing)
    [added] CPlayer@ getHardwareID() (server only)
    [added] CPlayer@ getIP() (server only)
    [added] Sector@ ownerID
    [added] Autoconfig.cfg cl_minimap_delay (increase for less chance of white minimaps (being removed once we figure out whats causing it))
    [added] Autoconfig.cfg sv_pingkick_time (default is 15)
    [added] Autoconfig.cfg sv_tcpr_timestamp (default is enable, remoevs TCPR timestamp if set to 0)
    [added] Autoconfig.cfg cl_mouse_scale (default is 2, scales mouse cursor)
    [added] Autoconfig can be edited using launch parameters (small example: KAG.exe sv_gamemode TDM)
    [added] onBlobCollapse hook, (please move any code that only checks for no support onto this function)
    [added] SMesh@ class for 3D mods
    [added] SMaterial@ class for 3D meshes
    [added] Render::layer_last to render over minimaps
    [change] .Sync bool ``onlyServer`` has been renamed to ``relayToClients`` to be more clear.
    [change] Leaving a server now clears settings, CMap, CRules and much more (this will stop mods from messing with settings on other servers by accident)
    [change] hasShader() has been renamed to CanUseShaders for more consistency (will return true if shader’s can run, otherwise false)
    [change] AreShadersAllowed() renamed to ShaderState for more consistency (if shaders are on, return true, otherwise false)
    [fix] Shaders don’t stay turned on when you leave a server, instead reverts back to the setting its supposed to have.
    [fix] Tiles should now be correctly destroyed. This will help in cases where long matches cause low frame rate (even more so on huge mods like TC)
    [fix] CSpriteLayer divide by 0 hard crash (now warns instead of crashing)
    [fix] doesCollideWithBlob no longer crashes when passed blob is null
    [fix] moveInventoryTo no longer crashes when passed inventory is null
    [fix] server_Pickup no longer null when passed blob is null
    [fix] getSectorsAtPosition no longer crashes on being called
    [fix] Mod exploit, which allowed people to edit mods client side
    [fix] Ban immunity under certain conditions
    
    Steam post: https://steamcommunity.com/games/219830/announcements/detail/2184754758052955423
     
    Last edited: May 20, 2020 at 6:01 PM
    FG, jimmyzoudcba, Biurza and 13 others like this.
  2. Ni

    Ni Battle Angel Forum Moderator Mapping Moderator Donator Tester Official Server Admin
    1. Active Forum Users

    Messages:
    350
    The mapcycle changelog for this update can be viewed at here.
     
    jonipro and Cleaf like this.
  3. Turtlecake

    Turtlecake Horde Gibber

    Messages:
    3
    grobber
    added
     
    DatNobby, jonipro and Vamist like this.
  4. Cleaf

    Cleaf Shopkeep Stealer Tester

    Messages:
    21
    This is awesome! thank you for the hard work.
     
    jonipro and PUNK123 like this.
  5. Achillios

    Achillios Base Burner

    Messages:
    154
    When will we see a music update?
     
  6. jonipro

    jonipro Drill Rusher Tester

    Messages:
    67
    Thank you guys for creating the parts of the update ^^
     
  7. Potatobird

    Potatobird Bison Rider Forum Moderator Mapping Moderator Tester Official Server Admin

    Messages:
    777
    Neat, but say I've been playing for the past 6 years with shift as my pickup button... And now because shift + pickup is hardcoded as the new pickup menu, I can't grab things normally and am forced to change my pickup key.... yeah........
     
    DatNobby likes this.