477.1084 (Notes)
This hopefully fixes a strange server crash in recent releases (most likely everpresent but exacerbated by some new features). We won't "officially" release to the hub until we're convinced it's working well.
480.1087 (Notes)
We went a number of months between releases and some bugs built up, so this addresses most of them. I'm leaving it in a "developer forum" beta for a little bit just in case something went wrong. It should be OK so please test, especially if you encountered any of the bugs. I wanted to get a few of the many requested features into this release, but we got tied up in some optimizations and other foo. We do have some things in the works so hopefully we'll get some upgrades in the next release or two. |
In response to Tom
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In response to Tom
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483.1092 (Notes)
This is a Beta release. The only real feature here is the offloading of dynamic icon operations to the client. This has performed well in testing, but we need to see how it does under real load, so we'd like it if hosts of larger games could give it a try. Currently 483 servers require 483 clients (which can be obtained in the Beta section at the bottom of the Download page. Please give us feedback! |
In response to Tom
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OMG, I've been posting in this thread for four years.
490.1101 (Notes) This is a BETA release. We expect some bugs and/or undesirable behavior, and will make it a priority to fix those. However, we think this is should be a really nice addition to most BYOND games. Try it out and let us know what you think. For basic games, you should only have to change the movable/step_size var and the world/fps var to get started. More info: Pixel perfect! |
In response to Tom
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In response to Tom
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490.1103 (Notes)
From Lummox JR: - Movement states persist at least 0.1s to reduce flicker - Turf bounds are now correct in a SIDE_MAP project - Default bounds didn't init properly in projects with altered icon_size due to order of operations at startup - walk_rand() without a speed was broken - Isometric placement in map editor didn't work (no bug report but mentioned by Gooseheaded) - Continuous movement of an object slowed the client over time (I noticed this last nght) I made a minor improvement to the key repeat on the client as well, but it doesn't completely solve the problem of movement commands occasionally skipping a server tick due to timing issues. However with the move flicker basically eliminated, I think that's a lot less noticeable now. I'll have to work on a more comprehensive timing solution some other time after letting ideas percolate a bit. |
A few more little fixes...