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Zeta Leporis RTS News

Zeta Leporis RTS updated to v.0.4.111.2025

Today's update primarily features work on multiplayer (which is still very much a work in progress) but there have been a few additions and corrections to the game otherwise as well.

Changelog

-Fixed issue allowing 101 units in shipyard production queues instead of 100.
-Code for adding units to the shipyard production queue removed some needless inefficiency.
-Assigning multiple mechbots to construction now uses the selected unit array.
-Shipyard rally points are now drawn using the selected unit array.
-Resources' builtOn and playerBuilding variables are now proper booleans as they should've been all along.
-Cursor now changes while placing a building for construction.
-Added more particle effects to Energy Reversal Cannon to improve visual feedback of its functionality.
-Moved resource generation code from room creation event to room start event.

Multiplayer (work in progress)

Still on the to-do list as of .111:
-Need to stop sending host packets to clients after they are defeated.
-Client fighters have no idea who their squad leaders are.
-Frequent cases still exist of client units thinking their destination is 0,0.
-In some cases client units are being assigned targets that they don't know exist yet (during unit creation).
-Converted units don't change color in multiplayer.
-Client unit selection currently becomes progressively more broken with every click.
-Still have an intermittent missing resource deposit/asteroid bug.
-Still no lockstep targeting/shooting on client side.
-Client match statistics are incomplete/inaccurate.
-Host doesn't register client disconnects from crashes yet.
-And more!

Full build history since the previous update:
.79
-removed an unused argument from scr_client_build_building.
-closer to having menu buttons and mechbot construction working for clients.
-client mechbots are now properly assigned to assist with building construction.
.80
-Fixed an issue causing the host to display clients' build menus.
.83
-removed unused client code for drawing buildings.
-lmb release now only sent to host from clients if not over gui or during construction placement (as is the case with lmb press), so client units no longer deselect when pressing menu buttons.
-host shipyards now tell clients when they produce units.
-clients now tell host when they add units to shipyard build queues.
-client shipyards no longer produce their own units (since they get created by the host instead)
This means clients don't have to maintain their own build queues, right?
.84
-Fixed incorrect buffer size for client rmb release packet.
-Host now updates resource storage amounts and capacity for clients in all cases except collector incrementation and unit creation, which are handled client-side.
.85
-Host no longer draws rally points for shipyards selected by clients.
-Steam achievements "game ender", "been workin out", "so close yet so far", and "trusting who we are" now work for multiplayer clients, while "efficient eradiction" is implemented but might not trigger properly yet.
-Clients now display eliminated player and victory/defeat notifications and perform other match end things (but don't display stats yet, at least not correctly).
.86
-Eliminated some multiplayer errors resulting from outdated enum values, by cleaning the project.
-Client resource deposits are now objects, no longer simply drawn by the client, making collector placement much easier to implement for clients.
-Resource deposit status is now implemented in multiplayer.
.87
-Client exiting or surrendering via the ingame menu now registers as an elimination.
-The ingame menu no longer pauses the game in multiplayer.
-Changed host's unit id variable to be local, when clients add new units.
.88
-Added debug objects on client side to test client mechbot building construction in HOST_ADD_MP_BUILDING and for confirming correct object type in HOST_UPDATE_CONSTRUCTION_BP.
.90
-Improved code for handling received network packets to eliminate potential errors.
.92
-Client controller: changed a buffer type from 8 bit to bool, reset buffer size to 1 before reusing.
.93
-Added more checks to verify correct instance when receiving network packets.
.94
-Fixed bug introduced in .90 causing unitArray entries to be incorrect.
.95
-Added debug info for client building construction.
.96
-Host now properly tells client which mechbot is constructing.
So now it's possible to build 1 building and then crash the game instead of building no buildings and not crashing the game! Progress!
.97
-Host no longer gives client mechbots too much information when initiating construction projects.
-Only the host can pause and save or load the game via the menu.
-Removed code for drawing ore and fuel deposits that is no longer being used.
-Fixed incorrect buffer size for CLIENT_QUEUE_SY_UNIT
.98
-Most main controller step actions can no longer run while the game is paused (this was causing a crash for host in multiplayer but not - for some reason - in singleplayer)
-Host now tells clients when all shipyards start production, not just mechyards.
-Build assisting mechbots now properly check distance from the construction project rather than the constructing mechbot in multiplayer.
-Host now updates mechbots after assigning them to a construction project.
-Added debug info for host's shipyard orders recieved from clients.
.99
-Fixed crash on client side when host pauses the game.
-Added a workaround for now to try to allow client shipyards to produce ships (didn't work).
-Host now registers that a surrendering client is defeated rather than simply telling the other clients about it.
.100
-Added more debug checks for the shipyard issue and the 0,0 mechbot issue.
-Fixed the 0,0 mechbot issue.
.101
-Fixes to the shipyard issue would've worked better if I wasn't making the changes to an old and unused version of the script. Oops. Workaround fixed.
.102
-Removed shipyard debug code.
-Added debug code to monitor network usage for host and client.
-HP and shields now update slightly less frequently across the network.
-New construction projects on client side no longer have full alpha before construction begins.
-Added debug code to find out why alpha isn't increasing as buildings are being built on client side.
.103
-Removed the network and alpha monitoring debug code.
-Attempted to fix the alpha situation though the reason for it is still unclear.
.104
-Fuel deposits no longer are incorrectly added to the drawn sprites array.
-Added debug info for finding out why asteroids aren't always all drawn on the client side.
-Did another thing to test alpha for buildings under construction on client side.
.105
-Moved resource generation code from room creation event to room start event. This may have fixed the asteroid drawing problem.
.106
-Added a check for obj_unit_parent to scr_deselect_player_units for now, to prevent a crash caused by unfinished client unit deselection code.
-Removed asteroid drawing debug code.
-Alpha test in .104 worked so trying another thing to make it actually work. Very strange issue. Re-enabled debug code for this as well.
.107
-Undid the thing and added more debug info for the alpha issue.
.108
-Fixed the alpha issue.
-Added netcode for setting shipyard rally points.
.109
-Host now updates client units' positions in all situations that require it.
Client unit behavior between these cases still needs to be worked on to make it lockstep with the host, however.
-Added debug info for client's global.selectedUnits array.
.110
-Fixed a client crash caused by checking nonexistent selected unit array entry.
However this indicates a problem with addition of units into the client's selected unit array.
.111
-Host now updates clients' unit targets.





Zeta Leporis RTS hotfixed to v.0.4.82.2025

-If a unit that is being displayed is destroyed, the displayed unit is now set to noone.
-Players are no longer able to control units after being eliminated.

Zeta Leporis RTS hotfixed to v.0.4.81.2025

-Fixed issue caused by assimilation of shipyards that sometimes resulted in players not being able to build fully to their unit limits.

Zeta Leporis RTS updated to v.0.4.80.2025

changelog

-Shipyards will now build other units in their queues if the unit limit for the next ship in queue has been reached.
-Fixed an issue where AI failed to build new mechbots in tech level 3 when the cargo barge limit was set too low.
-Resource counts in end of match statistics are now always displayed as whole numbers.
-AI no longer creates one fewer unit than the unit cap.

multiplayer (work in progress)
-Fixed an issue causing the host to display clients' build menus.

Zeta Leporis RTS updated to v.0.4.79.2025

I've been taking it easy over the summer so this is just a small update with a couple nice improvements.

-buildings under construction now periodically display a notification when lacking resources.
-brightened background asteroids to make them more noticeable.
-fixed bug preventing mech shipyard rally points from being assigned to an existing construction project.

multiplayer (still very unfinished and broken!)

-removed an unused argument from scr_client_build_building.
-closer to having menu buttons and mechbot construction working for clients.
-client mechbots are now properly assigned to assist with building construction.