llunak Posted December 6, 2014 Author Share Posted December 6, 2014 It should work with the same steam_api.dll that's shipped with 1.5 . Have you tried installing 0.31 on top of that? Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 For some reason I can't edit the post above... but anyways: I just wanted to clarify that I updated the game by just overwriting files and the .dll I tried was just a random one I downloaded from the net. Anyone have any ideas? Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 No, I have the old CE I'm updating as it's highly modded and wouldn't want to lose that. Will try to download the 1.5 though... Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 If someone wants to send me the file from the 1.5 would save me some time and effort though. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 6, 2014 Author Share Posted December 6, 2014 [ATTACH]5911[/ATTACH] steam_api.dll.zip steam_api.dll.zip Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 Yeah, that fixed the issue. Thanks llunak! Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 Ok, found few bugs already: First, set BG music to zero. Still starts to play it in certain circumstances. (can't yet say what they are) Also, BG music volume fluctuates when sound effects are played (music gets more silent when other SFX are played) Second: a 3 story building with a balcony at the 2nd floor. If a player unit stands on a balcony, third floor foof is not visible. Otherwise, great looking changes. Especially the roof toggle stuff. I love it! Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 6, 2014 Share Posted December 6, 2014 And one more (sorry, for some bizarre reason I can't edit my posts any more?) If a unit or cursor is outside of a ufo but inside the submap, the ufo roof is removed. This is easy to notice with light scout when a unit stands outside of the ufo, diagonally adjacent to the door. This happens only if the ufo door is open. Dunno if there's anything that can be done to this though... Quote Link to comment Share on other sites More sharing options...
llunak Posted December 6, 2014 Author Share Posted December 6, 2014 Volumes are an engine thing, so I don't think I can't do anything there. Balcony: Testcase? Ufo roof: It's not really everywhere inside the submap, it's just that the specific tile there is also marked as UFO hull, since there's a tiny little bit of it. I can try to write it down for my todo if I find a way to handle it. Quote Link to comment Share on other sites More sharing options...
Skitso Posted December 7, 2014 Share Posted December 7, 2014 Here's a save for the roof visibility bug. (I just hope it works as my game is heavily modified) As you can see, there's a unit on the balcony. Nobody is inside the building but the roof is not displayed as it should. roof visibility bug.sav roof visibility bug.sav Quote Link to comment Share on other sites More sharing options...
llunak Posted December 7, 2014 Author Share Posted December 7, 2014 No, it doesn't load. But is this about a balcony in soviettown? That should be the same issue like with the light scout, the balcony is marked as being part of the room, so a unit on it is technically inside the room. If it bothers you enough, I'd expect this could be fixed by removing the room id from those tiles. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 7, 2014 Author Share Posted December 7, 2014 On the other hand, such a change might possibly lead to people on the balcony not being killed when the building collapses, so that should be checked if the change is done. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 7, 2014 Author Share Posted December 7, 2014 (edited) RC3 has been uploaded. Unless there are serious problems with it, it is will become the final 0.31 version, to be released in a couple of days. Edited December 8, 2014 by llunak Quote Link to comment Share on other sites More sharing options...
llunak Posted December 7, 2014 Author Share Posted December 7, 2014 Also, as outlined in this thread, the Steam version of 0.31 will ship with some mods included. It is recommended to test this release candidate with those mods installed and enabled (except for Skitso's map pack, which has been merged in). Quote Link to comment Share on other sites More sharing options...
kabill Posted December 7, 2014 Share Posted December 7, 2014 Fixed some cases when suppression effect and explosions would spread through obstacles. Out of wonder, does that apply to UFO wall designated tiles? Quote Link to comment Share on other sites More sharing options...
llunak Posted December 7, 2014 Author Share Posted December 7, 2014 No, but I'm aware of the issue and it's on my todo list. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 10, 2014 Author Share Posted December 10, 2014 0.31 final has been released. Note that it is not identical to RC3, so RC3 should be upgraded. Quote Link to comment Share on other sites More sharing options...
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