BATTLEZONE 1.5.2 BUILD NOTES

Version 1.5.2.11
Released 2013-05-03


What's New:


AI and Pathing

* Units don't evade (invisible) sniper shots

* Improved quality of ordnance evasion
- Units take their own velocity into account
- Units take ordnance radius into account (e.g. seismic wave)

* Units avoid ordnance during "goto"-based actions
- This was previously implemented but broken

* Pilots going to an empty vehicle don't get stuck when the vehicle dies

* Units ignore enemies being carried by a Tug


Stability

* Fixed the Font_Get_String_Dimensions crash seen in MPI

* Fixed potential floating-point exception in per-polygon collision

* Fixed uninitialized values in strategic AI building types


Collision and Physics

* Made deploying and undeploying units immovable
- Restores expected collision behavior
- This got messed up by the big collision system change

* PathSpawn "reconnects" with spawned items after load
- Prevents it from spawning multiple copies of the item
- It still loses track of spawn delays, though


Gameplay

* Turrets and Gun Towers update terrain ownership properly on team change
- MAS Grenade revealed a flaw in the previous implementation

* SAV weapons aim up and down properly
- This got broken earlier in the development of 1.5


Multiplayer

* Added shell support for Multiplayer Instant Action map types
- DM-based "Action" MPI with new [A] icon; use A in netmis.txt
- ST-based "Mission" MPI with new [M] icon; use M in netmis.txt
- New icons will need the new bzone152 asset pack
- Will fall back to [D] and [S] icons respectively if not found

* Organized map filters by base type
- DM-based: Death Match, KOTH, and Action
- ST-based: Strategy, 2 Player, 3 Player, 4 Player, and Mission

* Run simulation during a D3D device reset to prevent lag-out

* Disabled "death cam" view until I come up with something better


Editor

* Turn off player vehicle effects in ctrl-A edit mode
- Time-stopped dust and smoke would accumulate indefinitely

* Build menu can read the name of a weapon powerup from the weapon it gives
- This is how the weapon powerups themselves get their names


Debug

* Added debug display showing hardpoint types and locations
- Toggle with "showguns" cheat code
- Color indicates slot: 1=red, 2=yellow, 3=green, 4=cyan, 5=blue
- Letter indicates type: C=cannon, R=rocket, M=mortar, S=special
