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 Releases

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jk2pach
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PostSubject: Re: Releases   Tue 10 Aug - 20:15

Restricted Complex 601 1.45 released

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jk2pach
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PostSubject: Re: Releases   Wed 11 Aug - 23:58

1.46 is not ready at all. I just added arround 40 custom icons and made several models for the engineer towers...

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PostSubject: Re: Releases   Thu 12 Aug - 21:41

Restricted Complex 601 1.46 released

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PostSubject: Re: Releases   Sat 14 Aug - 18:13

Restricted Complex 601 1.47 released

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PostSubject: Re: Releases   Sun 15 Aug - 13:15

Restricted Complex 601 1.48 released

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PostSubject: Re: Releases   Tue 17 Aug - 17:46

Restricted Complex 601 1.49 released

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PostSubject: Re: Releases   Tue 17 Aug - 22:53

Restricted Complex 601 1.50 released

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jk2pach
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PostSubject: Re: Releases   Wed 18 Aug - 16:42

Restricted Complex 601 1.51 released

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PostSubject: Re: Releases   Sun 22 Aug - 19:09

Restricted Complex 601 1.52 released

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jk2pach
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PostSubject: Re: Releases   Mon 23 Aug - 0:00

Restricted Complex 601 1.53 released

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jk2pach
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PostSubject: Re: Releases   Tue 24 Aug - 23:08

Finally: I found the bug which locks all creeps to the hero of the player red when there is no specific target.

Siege mode reworked. Creeps will spawn closer from base to prevent any delay (and fun things such as boss coming before creeps); player will be teleported to the random base.

I will take care of Last Stand mode now.

Ah and: I reduced the amount of doodads from 10K+ to 6K+ (a doodad is an object which is not selectable or killable, to make the terrain, but 10K was enormous; to compare, NOTD-AM has no more than 3K+ doodads; for example, the wheat in the fields, near the village, there were something like 2K wheat -_- it was not necessary, since so much details is useless. Anyway, they are a lot of changes in the terrain; and less trees (but better placed, once again to reduce the warcraft 3 engine use)

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PostSubject: Re: Releases   Wed 25 Aug - 21:16

Restricted Complex 601 1.54 released

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PostSubject: Re: Releases   Thu 26 Aug - 1:15

Restricted Complex 601 1.55 released

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PostSubject: Re: Releases   Fri 27 Aug - 16:38

Restricted Complex 601 1.56 released

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PostSubject: Re: Releases   Mon 30 Aug - 22:47

Restricted Complex 601 1.57 released

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PostSubject: Re: Releases   Thu 2 Sep - 17:37

Restricted Complex 601 1.58 released

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PostSubject: Re: Releases   Fri 3 Sep - 0:55

Restricted Complex 601 1.59 released

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PostSubject: Re: Releases   Wed 8 Sep - 21:17

Restricted Complex 601 1.60 released

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PostSubject: Re: Releases   Sat 11 Sep - 16:11

Restricted Complex 601 1.61 released

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PostSubject: Re: Releases   Tue 14 Sep - 0:20

Restricted Complex 601 1.62 released

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PostSubject: Re: Releases   Fri 17 Sep - 14:06

Next release next week or in 2 weeks, depending on my free time. I'm really busy with my thesis and other private things.

Sure things:
-Debug
-Ammo system a little optimization
-3 heroes: Biological Soldier,Cerberus, Chemical Tester (rank 16/16/15)

Not sure things (not sure at all :p):
-Secondary weapon system like in NOTD with deagle/colt
-Game modes proposed (it will be hard since my base systems are not made to get human players as enemies, it will require a complete rebuild)
-Complete terrain change, maybe map change to a 2.0 with green design map to make it darker.
-Global script otpimization to reduce the amount of custom objects (skills, units etc. since they are too much things now for the old w3 engine)
-...

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PostSubject: Re: Releases   Thu 23 Sep - 18:42

This takes a lot of time :/
What I have done:

-Map design to green
-Multi object generator: all units/destructables/trees are loaded after the game starts. (That was so long, I had to find a way to store the 450 units and 2500 trees which exists on the map before game starts somewhere). I still need to add again the doodads, but it can wait.
-4 heroes.
-Ammo system optimized, a bit faster at unit creation
-Name compression: most skills without more than 1 level have the tip {Level 1} removed.
-Marine ID reduction: all triggers using marines should all point to the same variables.
-Secondary ammo system: some heroes will get a colt, some a deagle, like in NOTD-AM.
-Unit reconversion: most of the "decor" things on the map were units, since it allowed more special effects than if it has been normal destructable. I removed those fake destructable and replaced them with real destructable, for the simple reason it removes arround 400 units from the game and arround 20 units id from the editor (and destructable are less CPU user than units). More, that makes some icons/textures removed.
-Useless units removed (laptop/table/chairs, a lot for nothing)
-some terrain changes, especially to reduce wall amount, doodads amount etc.
-set whichPlayer = null: all this lines are removed now, since the player variable is not a source of leak but takes some useless lines in the map script

What I am doing now:
-Dummy caster compression: only one unit for all the spells which require an invisible caster and do not need dummy unit to show a special effect. I should gain arround 30 units id more.
-Variables compression: I use hundreds (actually more than 1K) variables considering rect, constants, locals etc. I'm working on reduce them a bit.

What I still need to do then
-major debug since I changed a lot of things
-remade the convoy system to make the current convoy quests "lighter" as scripts
-add again some doodads (those small objects can not be added during a game, such as wheat, bushes etc)
-import icons
-...

I hope the end of this week end for the next release, but I'm not sure at all.

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PostSubject: Re: Releases   Thu 23 Sep - 23:09

Repick command done.

In other words, now I am able to make a player select several time a hero. There is still a probleme with some spells, such as Intervention pilot whom multitask driver is not MUI at all.

I'm currently working on the "allied can be hostile system" through the implementation of a new mode (Assaut=>find and destroy allied base, it will be at the moment a short mode with NPCs and zombies as enemies).

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PostSubject: Re: Releases   Sun 26 Sep - 16:36

Well. Assaut mode is the hardest mode Surprised Our little NPCs are such a pain against heroes xD. It will be a fun mode, even if quite simple.

You guys will be really helpfull since I changed so much things in the code I'm not able to debug with efficience :/ I guess the first version will be hard bugged Sad

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PostSubject: Re: Releases   Sun 26 Sep - 16:54

Maybe just finish the thing you're working on now and let us test it Very Happy

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