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JavaMan
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« on: February 21, 2007, 07:05:29 PM »

Code:
+ new feature
* bug fix
~ enhancement/improved code

7/5/07 - v1.4.3
Going to stop working on conflict for awhile, onto another project, i'll still be adding those maps though
~ Changed the shirt images to suits to fit into the game more
~ Price drop in shop items

6/21/07 - v1.4.2
+ Added doors, they slide open to a near by player, obstructs bullets and hornet's lazer, and bounces grenades (a
little glitchy)
+ Added a new Dark Tileset
+ Added doortest.map by me, centerline1.map by EdisonHuff, and arena-bunkers2.map by KevinJerome
~ Minimap only shows yourself and your own team players

6/19/07 - v1.4.1
+ New third layer for maps
+ New lobby music
~ Bubble lifetime to 15 sec
~ Deleted all previous maps
~ Moved ceiling images and declare them private static instead of public static
~ Assault Rifle, increase ammo to 50, faster reload, increased damage to 15, better collision

6/17/07 - v1.4.0
+ Added the Assault Rifle
+ Added ability to move the game window by pressing f3
+ Added scoping in and out sounds for covert suit
* No more dead grenades that don't vanish after hitting bubble
* No more registering more than one kill with one player, this happened a lot with dual rifle
* Fixed sorting at the end of round board descending for kills
~ Delete bullets faster on host side
~ Reduced bubble life to 12 sec
~ Creating bubbles cost 75% energy
~ Save some useless memory allocation

6/13/07 - v1.3.9
+ Added password protecting games
+ Added a Clans button but doesn't work yet
+ Added the Details button to get more info about a game
~ Redid drawing scores and added a category for deaths
~ Better way to register who killed who
~ Bubbles block grenades
~ You can shoot through your own bubble shield
~ Reduced the maximum fps to 35 this will stop some of the pausing because the computer was trying to use all cpu to reach 50 fps
~ Put Host, Join, Details button together with a sliding effect
~ Better border color for mouse over buttons
~ Made bullets shoot from the tip of gun so you can be protected in a bubble while shooting
~ Increased life time for bubble shield Lasts for 20 secs now
~ Item description for Gold Suit
~ Reduced shield radius again

6/9/07 - v1.3.8
+ Added the Gold Suit, used to create bubble shields, the kinetic energy can be charged. Takes up 60% energy
+ Added blackhole.map by Kirby, theneighborhood.map by dupont, collosseum2.map by ManBearPig, oblique-collateral.map by SourceOfPain
+ Added reward messages for consecutive kills
+ New images for the Plasma Rifle and the Dual Rifle
* Fixed lobby chat empty 2 lines at the top
* Fixed lobby chat bug after doing /clear
* Players cant pass space floor but bullets can
~ ParticleSystem can have different life lengths, different amount of particles to produce in one period, different individual particle life lengths
~ Use constant vars for each equipement
~ Attach some finals to some vars
~ Created the methods for the rest of packets received in GameReceiver
~ Decreased shield radius by 15%

6/6/07 - v1.3.6
+ Added the Dual Rifle, double the fire power of the regular Plasma Rifle
+ Added xxx.map by mlbryan
* Fixed seeing names that are still green but just disconnected
* Fixed some bugs with scrollbar
* No more friendly fire for Hornet M21
~ Reduced Plasma Rifle's reload time
~ Dead bullet packet isn't sent back to host
~ Shields are full when you respawn
~ Hornet M21 overall damage is reduced a bit

6/3/07 - v1.3.5
+ Shields work now, plasma bullets do 20 damage, hornet's damage depends on range
+ Added scrollbar for online list
+ Create SimpleList for the online list which is also capable of scrolling
+ Type /clear to clear lobby chat
+ Created the Scrollable interface and made Chat implement it, Lobby chat has a working scrollbar
* Other player's shield values and recover amount is synced when you join a game
* Fixed out of sync weapons when joining games
~ Better way to start up guns

5/31/07 - v1.3.3
+ Added arena-bunkers.map by KevinJerome
+ Added option to allow nades when hosting
+ Added show fps and fps slider options to lobby
+ Added keep lobby option so you can still see the lobby even in a game
* Rocket explosions are always visible when they hit walls, before it appeared sometimes
* Fixed team name tags, you should see your teammates names and have to rollover enemy names
* You can see other players regenerate shields when they respawn
* Total games and players label doesn't overlap other windows
* Fixed clones collision with map edges, forgot to do this when fixed it for players
~ Prepare Chat class for scrollbars
~ Removed GameSender class because there's no need to inherit from Sender class
~ Covert suit is less sensitive with scoping
~ Shields fade out after 2 seconds from finishing recovering
~ Decreased nade and rocket explode radius by 20%
~ Shortened the options constructor
~ FPS can be changed at anytime

5/27/07 - v1.3.2
+ Added games and players counter in lobby with a new italic font
+ Added the shield interface and draws a alpha field over players. Although it doesn't work yet
* Saving is guaranteed now
* The reload status bar was a bit shorter than the rest
* Fixed freezing when minimap hasn't loaded yet
~ Create RoundTimer to handle the round states
~ PlasmaBullet and RocketBullet use round collision
~ Don't try to draw the spotlights in fog when fogofwar is turned off

5/19/07 - v1.3.0
+ Added Options in lobby, now you can disable lobby music
+ Added Fog of War option in hosting options
+ Added map preview box in host options
+ Created MiniMap class, preloads minimap, saves constant drawing. Also has ability to scale the image to the appropriate size
+ Added tooltip text for the hosting options
+ Created an abstract class for socket receiving
* Optics2 is displayed in preview
* Game chat is cleared after every rejoin
~ Names are centered over the players, draws your name and players on opposing team, rollover your team players to see their name
~ Added more methods for different packet processing, further helps hotspot
~ Use prefix constants for GameReceiver class, saves useless memory allocation
~ Use minimap scaling in game and added a little help message on mouseover
~ Use enum to handle teams
~ Made map tile images static final
~ Removed giantx.map and smile.map

5/13/07 - v1.2.5
* Fix crashing at end of rounds, it was because it was trying to reload secondary gun when someone didn't have a secondary
~ Doesn't quit when Conflict/Maps folder isn't created. Allows people to still host if their computer account doesn't have write permissions

5/12/07 - v1.2.4
+ Added on-the-run.map by kylew159
+ New Optics2, ignores clones and has 150% times more range than Optics, will have other functions in future
+ Added detecting cheating with fake accounts, killing idle players will not increase your points
+ Now you can hit enter in login screen when the password field is selected
* Fixed line wrap with repeating letter in lobby
* After round both weapons are reloaded not just primary
~ Decreased optics range by 10% and made it point to clones
~ Covert Suit uses up energy at 1%/second rate and optics/optics2 will have a center point at your scope point
~ Gave lobby a slightly different blue so the background color of scrollbar shows
~ Lobby mouse cursor changed to cursor in-game
~ Made flat buttons have round edges

5/9/07 - v1.2.1
+ Added colony.map and colony3.map by Shadow, colosseum.map and lockdown.map by ManBearPig, diamond.map by SENATORxLEWIS
* Fixed scoring for ctf, it was not working because of another bug fix in earlier version
* Fixed black energy bar after it charges to 100%
* Fixed let go of flag after someone leaves
~ Made scope's square follow mouse
~ Use enum with game states so I removed the GamePhase and GameState class
~ Build specifically for Java 1.5 or higher

5/7/07 - v1.2.0
+ Added energy, everyone has a limit of 100% energy and it will go down when you use special abilities from suits, etc. Recovery rate is 3% per second
+ Added status bar for nades
+ Added stealth suit and blazer weapon, they don't do anything yet though
* Fixed a crash bug with the second layer of map not completely loaded
* Ceilings fade out at respawn even if you die in a faded out ceiling
* Fixed scoring when a player has a flag and touches his own that's not in the flag point
* Fixed placement of a few things because of new bigger screen
~ Use Conflict theme colors for status bars in game
~ Other players fire direction is sent more often
~ Use a separate static class to handle all the ctf stuff

5/5/07 - v1.1.9
+ Added giantx.map, separation.map, spaceship.map, thegauntlet.map by ManBearPig middle-ground.map, glasshouse.map by SENATORxLEWIS
+ Added flag bay images
+ Added metal-wall.map by kylew159
* Flags are reset to their original places when a new round starts
* Flag bays are only drawn in ctf game types
~ Increased the length that selector in lobby games to be drawn, to cover up for the long name of Capture the Flag
~ Increased both screen width and height by 100 px
~ Put maps in alphabetical order
~ Updated boom.map, playhouse.map. Renamed boom.map to supplypoint.map

5/2/07 - v1.1.8
+ Added boom.map by Slacker101 and playhouse.map by Lucky
+ Added nade image in replace of the green circle
+ Added two new tiles: space and glass floor
* Flag is dropped if a player who is holding flag quits
* Optics work in ctf
* Fixed death log font, was mispelled
* The minimap in ctf games use same color code as team matches, it was acting like a deathmatch game
* Flags are only drawn if the game type is ctf
* Now ctf scores reset after a round
~ Combined player leave message with player die packet
~ Updated bunker.map, hallways.map, crusade.map to have flag points
~ Limited the game name length when drawn

4/30/07 - v1.1.6
+ New game type: Capture the Flag Split into teams like Team Match and try to capture the other team's flag.
+ Added crusade.map by IronAlTheSaxGod
+ Added flag points to maze.map, blastdome.map, center.map
+ Added factory.map by kylew159
* Fixed name color for the person that is it in tag
* Fixed a major bug with crashing when hosting or joining, the shaker object was carried to your next game which caused problems. It should be recreated after every game
~ Used a global init method for all PlayPanel constructors

4/27/07 - v1.1.3
+ Added lobby music by joshmattie, should loop in lobby and stop in-game
+ Added horizontal,vertical velocity, friction, gravity, ground absorb to nades and reduced time to explode
* Optics is drawn over ceilings
* Removed that small white pixel on the shirt images
~ Improved nade collision with walls
~ Make disconnect from lobby cleaner, it was giving an exception before
~ You can't exit the game by hitting escape in lobby only by quit
~ Improved detecting ceiling, uses a very efficient way

4/26/07 - v1.1.0
+ Added hawaiian shirt to the shop
+ Added line wrap to the lobby chat, too lazy to do word wrap
+ Now maps can handle ceilings, they fade in and out as you enter rooms
+ Set the connection to lobby to stay alive, this fixes the problem of disconnects when idle for about 20 min
+ Added map info, it's displayed in chat log when you load map for first time
* Fixed scoping view on map edges
* Fixed the hair styles of the different shirt images to be the same
~ Updated center.map, narrow.map, maze.map to have ceilings
~ Increased optics range by 25%
~ Increased the player speed a tad bit
~ Added synchronized to all broadcast methods, should solve problem with order of packet arrival
~ Improved sync for player movement, reduces lag a lot

4/24/07 - v1.0.5
+ Added a round interval setting when hosting a game
+ Added smile.map and bunker.map by Lucky
* Fixed a major bug with sliding between walls on the edge of the map
~ Slowed the movement of players
~ The scrollbar in lobby works on it's own now but doesn't work with the chat
~ Improved player collision will map edge
~ Improved security for unlimited nades

4/23/07 - v1.0.3
+ Added security for unlimited nades
+ Added hallways.map by ManBearPig
+ Added a progress bar to reloading and ammo
+ The lobby screen can be dragged to anywhere on your screen just left click anywhere on lobby screen and drag
* Forgot to get rid System.out when playing with ping
* Forgot to change rocket blast size for other clients, change was only visible to host
~ Replaced long code in else if's with methods, this will help the hotspot, faster startup times, and reduce lag
~ Nades aren't drawn if not within view

4/22/07 - v1.0.1
+ Added a mouseover effect for the buttons in the lobby
+ Secondary weapons are added, switch weapons by pressing 'E' Your secondary weapon will always be the plasma rifle, if you don't have any other weapons, then you won't have a secondary weapon
+ New weapon added: Hornet M21 A sniper gun that shoots a straight line of energy
~ Reduced rocket cost, increased rocket speed and fire rate, decreased rocket explosion radius
~ Merged bullet collision in team matches with death matches and got rid of some code
~ Got rid of useless firedirection set on host side
~ Item cost/sell values aren't hardcoded into game, its downloaded from the web

4/19/07 - v0.9.8
+ Added the Covert Suit not for sale yet, it allows scoping which is a perfect combo for a future weapon: Hornet M21 for sniping
+ Screen shakes when near an explosion, amount of shake depends on the distance away from the explosion
+ Added toString to a few classes, better debugging
~ Got rid of title bar in lobby, the version of the game is displayed on top of the lobby chat
~ View is more flexible, the view is centered between your player and your mouse position
~ Host doesn't send start new round packet to itself
~ Better alpha composite drawing, removed a useless method for it

4/15/07 - v0.9.6
+ Added bullet trail for plasma bullet
+ New images for plasma rifle and rocket launcher bullets
+ Two additional official maps added: blastdome.map by rmdec and training-facility.map by kylew159
+ Now Conflict can be played on LAN and yes your stats will still be saved. There is a checkbox in the hosting a game dialog box, deselect Internet for LAN
* Fixed typo for the plasma rifle in stats window
* Can't create clones while chatting
~ Host doesn't send dead player or deathlog message packets to itself
~ Better way to delete a bullet with a certain id
~ Better checking for lobby status
~ Use polymorphism for drawing different bullets, saves lots of conditionals
~ No self lag for nades, shortened nade packet and isn't sent back to host
~ Host doesn't send respawn packet to itself
~ Removed some useless repaints in lobby

4/10/07 - v0.9.3
+ Added functionality for the plasma suit, clones or afterimages spawn from you. These clones can't do anything except look like you and move around. They fade out eventually.
+ Added colors for different pings (green - excellent, orange - fair, red - laggy)
* Explosion kills didn't increase points before
~ Got rid of some useless code in drawing player which applied to circles
~ Increased lobby fps limit to 20 and removed fps from title
~ Shortened new bullet packet and combined it with ping
~ Ping is fixed and also everyone's ping will be visible on everyone's screen, updates after every bullet fire

4/8/07 - v0.9.2
+ New ping board, it can be viewed by pressing ctrl button in-game. So far only your own ping is accurate
+ Working on the scrollbar, will be used to scroll through lobby chat, online list, and game list. Made it draw so far...
+ New Images.jar and Sound.jar to further decrease the time needed to update your game in the future
* Fixed going through the 4 corners of a map
* Fixed custom map error which said that you do not have the map when you do
* Fixed stuck moving in some direction when clicking out of screen. When you click out of screen the game stops your player, this also fixes the wall pass through glitch

4/7/07 - v0.9.1
Bunch of optimizing
+ broadcastOne to send message to one person only, saves some code
* Increased the width of the item info box in shop so that optics info doesn't go past the box
* Fixed sell value for green shirt, it was $0 before
* Direction of players wasn't updating when they shot for the person who is hosting, fixed now
~ Shortened packet size of messages in game, not in lobby
~ Time left isn't sent back to host
~ A separate resource is added: Maps.jar This way only the Maps.jar will be downloaded again in webstart if there is an update in the maps.
~ WebStart will only use Java 1.5
~ Chat messages in game isn't broadcasted to host again
~ Shortened code to send a new bullet, send move dir, send points
~ Shortened code to send player dir, packet isn't broadcasted to host again

4/5/07 - v0.9.0
+ Conflict now uses Java Web Start. You download a very small file that automatically downloads updates and starts the game with a simple double click
+ Rockets are done, each round will explode with contact with another player, wall, crate... Will be available in shop soon
+ broadcast overloaded method that exludes a player or multiple players, easier to determine who doesn't need some data packets
+ New Explosion class which will handle nade explosions, rocket explosions, any explosions
+ The DrawLib can now draw status bars with border thickness and bg and filling colors
+ New rocket bullet and rocket gun, rocket explosion still needs to be done
* Nade explosion collisions are checked in DeathMatchs
* Bullet deletes itself when it hits a nade, this got removed when dead player was combined with dead bullet, so the dead bullet packet was unknown
* Fixed grenade explosion check for death match
~ Removed version check because Java Web Start automatically checks and updates
~ Shortened explosion and plasma shot sounds
~ Better Map file check, loads official maps from resource and loads external maps from homepath/Conflict/Maps. Ex: C:/Documents and Settings/JavaMan/Conflict/Maps
~ Better explosion collision check
~ Got rid of half of nade collision check code in replace of a new explosion instance
~ Nade off packet isn't sent back to host
~ Forgot to remove test.ogg when testing ogg sounds, shortens total file size
~ Plasma bullets color no longer depends on your team, they will all by cyan
~ Replaced two vars with a rate of explosion for grenade explosion

3/31/07 - v0.8.6
+ New death log that is separate from the game chat
* Fixed two cases where I didn't use != instead of ! .equals
~ If you are host you won't send dir to yourself
~ Combined dead player notify and dead bullet notify packets together and shortened them
~ Better checking for server disconnect

3/24/07 - v0.8.5
+ Added new map narrow.map
* Fixed team choosing for hosting after hosting once
* Fixed teleport bug when round is finished
* Fixed bullet offset bug
~ Better blue theme
~ Login buttons blend into the theme
~ Reduced bullet notify packet
~ Host doesn't send bullet notify to itself
~ Better respawn algorithm
~ Better crate image that fits the environment

3/22/07 - v0.8.4
+ Deleted all previous maps because they no longer work, and added two new maps
+ Can now play .ogg music with JOrbis although there is no ogg playing yet
+ Spawning and spawn points are ported to tile map
+ Minimap is toggable by pressing F2
+ Minimap resizes itself to fit map and handles the new tile system
+ Bullets are ported to new tile system. (Before - 1000 collision checks for 50 bullets and 20 walls) (Now - 50 checks for 50 bullets and any amount of walls)
+ Entities now hold their previous pos. It isn't used but it might be needed later on
+ Player collision has been ported to new tile system. The idea is to check only 4 tiles which is much better than checking all wall objects like we had before
+ Debug mode is now available to myself only for testing
+ Crate tile added to maps
+ Wall tile added to maps
+ Floor tile added to maps
+ New map tile system that will handle tiles and structures. This replaces the old unorganized map object system we had before Also maps can be different sizes now, a new map editor will be released
* Fixed screen view to player, it is more accurate
* Nades count doesn't go down when you right click at end of round
~ Minimap is moved to top left corner and adjusts to the map size
~ Ingame chat is moved to bottom left corner, black text is changed to white
~ New custom cursor instead of that cross cursor that came with java
~ With new tile system got rid of many classes: Wall, SpawnPoint, WallList
~ Make it seem like there is less lag.

3/7/07 - v0.7.7
Finally created the shop system and fixed all bugs found during testing shop
+ Optics upgrade has it's own preview in the MyStats window
+ Shop is open with 2 items to start with. Black shirt and optics upgrade, both of which are implemented into the game.
+ Buy/Sell now works in the shop, also added some security for lobby server to detect cheating
+ Shop window now displays what is on sale and your inventory. On sale items are not hard coded into client so sometimes the shop will have different things such as on different holidays. Item info is shown for any item you select, your money is also shown
+ Default equipment includes Fusion Rifle, White Shirt, and Basic upgrade. You cannot remove these, you can only replace them with better equipment.
+ Equip button is in MyStats window, switches what you have equiped with the item you selected
+ UnEquipAll button is in MyStats window, unequips everything into your inventory if there is room
+ Accounts now support equipment and inventory, everything is saved when you quit
* Players don't move right when they are respawned
* Player's velocity is reset when round is over
* Scores in tag games does not get added to your account

3/3/07 - v0.7.3
Mainly focused on creating a faster connection system and I came up with a type that uses dead reckoning.
+ Added new server type when hosting a game, you can choose dead reckoning which will less lag but a slight smoothness drawback which is hard to notice though. Dead reckoning is set as default
~ Removed addnotify method this might solve the gray screen problem
~ Hosters update their position right away rather than sending data to themselves which improves game connection
~ Hosters sends their dir right away to everyone else instead of sending it to themselves and then sending to everyone
~ Improved dir sending to 30 degree intervals differences instead of sending 1,2,3 it would send 1,31,120,65,125 which saves bandwidth
~ Improved the way the game requests focus
~ Players, bullets, and walls are only drawn if they are in your view, improves fps

3/1/07 - v0.7.1
+ Added sounds for plasma gun and nade explosion
+ Sounds can be loaded from resource now so it is more compressed
* Your ammo doesn't go down when you try to shoot when the round is over

2/28/07 - v0.7.0
+ Spawn points are used now. If no spawn points were found on the map or no spawn points for your team then you will be spawned in a random location
+ Conflict can now load .mid and .wav sound files although I didn't put any sounds in the game yet
* Fixed an error when you quit from hosting
* Nades resets after round is over
* You can shoot now when you are hosting for a second time
* The game doesn't keep saying you are respawning when you host games after your first one
~ Removed synchronized from sending data maybe this is the reason for lag

2/27/07 - v0.6.9
+ When joining other people's games, it will check if you have the required map, if not you will see a error popup and won't be able to join
+ New map system, when the game starts it will first check if you have a Maps folder in the same directory, if you don't it will create it. All the maps you have in this folder will be selectable in the create game window
~ The create game window now has the same theme as the rest of the game with different shades of blue

2/26/07 - v0.6.8
+ Added more gui in the my stats window, now it shows a preview of your guy rotating 360, your equipment, and your inventory. You can select items that you have in your inventory with mouse and also scroll through them with arrow keys
+ When you try to join a game it will display a little ingame dialog box that tells the user that he is connecting to a game and will tell you if it failed to join a game. Before it just closed the game if you failed to join a game.
* When someone leaves a game and the game type is TeamMatch then the total team count for that team is reduced by one, this caused problems with uneven teams
* Your ammo resets after you respawn
* Your ammo resets when a new round starts
* You can't reload when you are respawning
* The re-password field matches the other fields, forgot to change the bg and fg colors of it
~ If two teams are evenly numbered then the newest person to join will be selected a random team, before it just sent that person to red team

2/23/07 - v0.6.6
+ In the host a game window you can specify what name you want to name your game
+ Added the logo into the connecting and login phases of the game, also changed some text for login menu
* You get full ammo when you join/host another game
* You can't reload when you are reloading... before you could press r when you were reloading and it would start the reload timer again
* Your ammo doesn't go down when you try to shoot doing respawn phase
~ Bullets are shot from the tip of your gun rather than the center of the player image

2/21/07 - v0.6.4
+ Reloading is done, use the 'R' char to reload. You can only reload your ammunition if not full. You can't fire when you are reloading either even if you have ammo left
+ Game screen now shows your current gun, ammunition, and whether you are reloading or not
+ Reload time, fire-rest time, ammunition is all supported in the gun class. I could add new guns if I wanted but there is no shop yet so it would be pointless
+ Gun class made to handle the primary gun and also secondary gun in the future
+ New image for plasma gun which is everyone's default gun, it is drawn onto the screen also
* Fixed the font in the game, it was switching from bold to normal after the scoreboard
~ when your client detects a newer version it will tell you what the newest version is.
~ Chatting in-game is different, to chat you have to press enter to make the chat input appear and enter again to send your message. It returns you to the game after you finished pressing enter.
~ In game player images are changed
~ Player movement keys are changed. Instead of up,down,right,left arrows it is WASD characters.

2/19/07 - v0.6.0
First beta release
« Last Edit: July 05, 2007, 02:53:39 PM by JavaMan » Logged
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« Reply #1 on: June 24, 2007, 12:19:05 PM »

i love the sweet smell of updates in the morning, ahhh Cool
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