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Alpha 1.3.0 is out!

Status updates from MythoLogic Interactive about the game progress.
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Hjarpe
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Alpha 1.3.0 is out!

Post by Hjarpe » Sun May 07, 2017 11:14 am

The Dynamic Camera Update!

-New and improved dynamic camera.
-If an unsupported resolution is used (marked with an asterisk (*) in the settings menu) letterboxing (black bars) occurs.
-Double-tapping direction keys to sprint and using attack + block to grab can now be disabled via the key bindings options.
-Added credits to the main menu.
-Other fixes and tweaks.

Map Editor:
-Added ObjectCameraAreaTrigger to setup camera areas for the end users.
-Simplified and improved SpawnTeam and SpawnOrder for SpawnMarkers.
-Removed BorderArea world property (it's now a part of the defined camera area).

ScriptAPI:
-Renamed IProfile.Waits to IProfile.Waist.
-Added IGame.SuddenDeathEnabled
-Added IGame.SuddenDeathActive
-Added IGame.TimeLimitActive
-Added IGame.GetRemainingTimeLimit()
-Added IObject.GetBaseSize()
-Added IObject.GetSize()
-Removed Game.SetCameraArea(IObject obj)
-Removed Game.GetBorderArea()
-Removed Game.SetBorderArea(Area area)
-Removed Game.SetBorderArea(int top, int left, int bottom, int right)
-Removed Game.SetBorderArea(IObject obj)
-Removed Game.ClearCameraFocusObjects()
-Removed Game.AddCameraFocus(IObject objectToFocus)
-Removed Game.AddCameraFocus(IPlayer playerToFocus)
-Removed Game.RemoveCameraFocus(IObject objectToUnfocus)
-Removed Game.RemoveCameraFocus(IPlayer playerToUnfocus)
-Removed IPlayer.SetBotType(BotType botType)
-Removed IPlayer.BotType BotType(get)
-Removed IPlayer.RunToPosition(Vector2 worldPosition, int facingDirection)

Bug Fixes:
-Fixed a bug where players could get stuck in the throwing animation when trying to throw something while rolling onto and grabbing a ledge.
-Fixed a bug where you could cancel your kick while holding a throwable by manual aiming.
-ProjectileCritChanceDealtModifier and ProjectileDamageDealtModifier are now preserved for each projectile for the duration of its lifespan.
-Fixed a bug where removed projectiles wouldn't always be synced (causing bazooka rockets to keep animating for example).
-Fixed a crash that could occur if calling IPlayer.Gib() on its OnPlayerDeath event from the ScriptAPI.
-Fixed a bug where you could move objects in locked maps with creative input.
-Fixed a bug where the server preview wouldn't open if the server required login.
-Banning a user with an account now also bans the IP.
-Other fixes and tweaks.
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Post by your nightmare » Sun May 07, 2017 1:04 pm

Man i cant open Sfd after update plz help it

this sreenshot http://imgur.com/a/cKzpA
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Post by Hjarpe » Sun May 07, 2017 1:43 pm

your nightmare wrote:Man i cant open Sfd after update plz help it

this sreenshot http://imgur.com/a/cKzpA
Looks like you need to reinstall the game.
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Post by Gurt » Sun May 07, 2017 1:52 pm

your nightmare wrote:Man i cant open Sfd after update plz help it

this sreenshot http://imgur.com/a/cKzpA
Close any old sfd process (or restart your computer) and try again.
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Post by Armadyl5 » Sun May 07, 2017 9:09 pm

Gotta love that new dynamic camera , That transition between dynamic and static is way better than the previous sudden change , well done , dynamic duo :D
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Post by MrAnyone » Mon May 08, 2017 3:25 am

Why remove Game.GetBorderArea :(
Without it my rain script can't work.

https://github.com/MtMercer/Super-Fight ... pt.cs#L465
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Post by MrAnyone » Mon May 08, 2017 3:27 am

So, with that changes, I need to use the camera area?
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Post by Del Poncho » Mon May 08, 2017 1:35 pm

Is there a way to set a camera as the default one?
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Post by Hjarpe » Mon May 08, 2017 8:26 pm

Setting the "activate on startup" property to true will make a camera area the default one.

If no camera area trigger is active, the map's "camera area" property is used instead. If you look at the official maps, you'll see that I've added a camera area trigger to some and not to others. The reason is that some levels needed little to no tweaking to look good with the new camera system. Others, like Fairground, required a lot of tweaking, and it's a lot easier to move around a camera area trigger than to type coordinates.
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Post by Del Poncho » Mon May 08, 2017 8:50 pm

Hjarpe wrote:
Mon May 08, 2017 8:26 pm
Setting the "activate on startup" property to true will make a camera area the default one.

If no camera area trigger is active, the map's "camera area" property is used instead. If you look at the official maps, you'll see that I've added a camera area trigger to some and not to others. The reason is that some levels needed little to no tweaking to look good with the new camera system. Others, like Fairground, required a lot of tweaking, and it's a lot easier to move around a camera area trigger than to type coordinates.
I meant for all the maps,not specific to a single one. My bad.

For example, before the update, the standard camera was the static one, meaning that everytime you joined a match you would find yourself with the static camera.
And since I may still prefer the static camera, I would like to set it as the standard one, to avoid having to change it manually everytime I join a match. First world problems,eh?
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Post by -Raline » Mon May 08, 2017 10:09 pm

How to control a player without IPlayer.RunToPosition(Vector2 worldPosition, int facingDirection)?
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Post by Gurt » Mon May 08, 2017 10:45 pm

Del Poncho wrote:
Mon May 08, 2017 1:35 pm
Is there a way to set a camera as the default one?
The dynamic camera is the new default one.
You can change the initial camera mode from dynamic to the old static if you want by changing INITIAL_CAMERA_MODE=DYNAMIC to INITIAL_CAMERA_MODE=STATIC in the "Superfighters Deluxe\Content\Data\Misc\cam.ini" file. We will move it to the config.ini file in your documents for the next update so it will only work until we release the next update :)
MrAnyone wrote:
Mon May 08, 2017 3:25 am
Why remove Game.GetBorderArea :(
Without it my rain script can't work.
For now use GetCameraArea(). I will add a variant on this one for the next update called GetCameraMaxArea() which will return the maximum possible camera area depending on users resolution. So you can safety assume that it's outside the camera (will be the replacement for the old BorderArea).
-Raline wrote:
Mon May 08, 2017 10:09 pm
How to control a player without IPlayer.RunToPosition(Vector2 worldPosition, int facingDirection)?
You do that by using player commands - see old update notes and topics here on the forum.
1 x
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