BallisticNG 1.4.1 Dev 3 is now available
[p]We've reached a major milestone with BallisticNG's multiplayer update! We still have some work to do, mostly in the quality of life department, but we're currently in a good place for a new development branch release.[/p][p][/p][p]If you haven't seen the other multiplayer changes we've made recently, be sure to also check out the previous announcement:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Remember to check out our roadmap for a look at what we're working on for 1.4.1. [/p][p][/p][h2]Playing on development builds[/h2]
- [p]Right click BallisticNG in your steam library and go to Properties[/p]
- [p]Go to the betas tab on the window that opens[/p]
- [p]From the dropdown select development. If the update doesn't automatically queue for download, restart Steam[/p]
- [p]Once you have opened the game, the version at the bottom right of the menu for this release will read 1.4.1-d9
[/p]
Multiplayer
[h3]Multiple Gamemodes[/h3][p]Multiplayer now supports Knockout, Rush Hour, Upsurge and Eliminator! Bots can also join in and play these gamemodes if you enable them![/p][p][/p][p]Dedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.[/p][p][/p][p]Some notes:[/p]- [p]When playing Eliminator, bots will combat spin to maintain proximity to the player who has the lowest race position. If there aren't any players (everybody leaves on a dedicated server), then the bots will keep proximity amongst themselves to ensure that the event can end in a somewhat reasonable time.[/p]
- [p]The placement of barriers in Upsurge are handled client-side. The tradesoffs with this was accurate positions but barriers could pop out of nowhere, or inaccurate positions but you get a chance to react, and we think it's better if you don't have to deal with barriers spawning out of nowhere.[/p]
Full Changelog
[h3]Ships[/h3]- [p]The eliminated fire sound is now stopped when entering a spectator camera[/p]
- [p]Elimination fire now only plays for 10 seconds[/p]
- [p]Controllers no longer rumble when the players ship is eliminated[/p]
- [p]Hellstorm no longer locks onto eliminated ships[/p]
- [p]Projectiles no longer collide with eliminated ships[/p]
- [p]Fixed plasma impacts not creating camera shakes against walls[/p]
- [p]The AI ahead of player lap multiplier is no longer applied in multiplayer[/p]
- [p]Fixed discharge start time notice not displaying[/p]
- [p]The target score can now be lowered to a minimum of 150[/p]
- [p]Peer names are now cached on their linked ships (prevent Unknown Networked Player showing if a player disconnects mid-race)[/p]
- [p]Bots are now assigned random ship variants[/p]
- [p]The gamemode is now shown under the track name in the lobby[/p]
- [p]Knockout can now be played in multiplayer[/p]
- [p]Upsurge can now be played in multiplayer[/p]
- [p]Eliminator can now be played in multiplayer[/p]
- [p]Rush Hour can now be played in multiplayer[/p]
- [p]Chat messages can no longer re-enable parsing with tags[/p]
- [p]The spectator camera is now user controlled and allows access to the pause menu[/p]
- [p]Ship laps are now synced as trigger events happen instead of being included in per-tick ship data[/p]
- [p]Ship eliminations are now synced as they happen instead of being handled on each clients side (this should also fix the long standing fire ship bug)[/p]
- [p]The race completion check no longer tries waiting for players who have backed out to the lobby[/p]
- [p]Disconnected peer ships are now hidden[/p]
- [p]Fixed bot ship weapon hits not registering against the host in Server Authoritative and Sender Trusted hit detection modes[/p]
- [p]Fixed pause menus remaining open when switching to result screens[/p]
- [p]Fixed the racers list not always updating correctly when ships are eliminated[/p]
- [p]Fixed a race condition where both the gamemode and race manager can trigger a return to lobby[/p]
- [p]Added Vote Gamemode option[/p]
- [p]DedicatedServerExample.cfg updated with LobbyVoteGamemodePercent entry[/p]
- [p]Random Lobby example scripts updated with random gamemode selection[/p]
- [p]Fixed bots not having eliminations reported[/p]
- [p]Fixed several sources of null reference exceptions being thrown due to notification buffer messages being triggered without anything listening for them[/p]