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geX
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Post subject: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 1:07 pm |
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| Site Admin |
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Joined: Fri Jul 21, 2006 11:31 pm Posts: 4350 Location: Munich, Germany YouTD Score: 250
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1.17 fixes bugs and adds some API functions. Especially the smallFloatingText function should be used in most cases instead of the old floating text function. It creates faster smaller floating text with random offset. This way, the text is less disturbing and many texts can be displayed on one unit without overlapping (for example for storm battery). Please also update your old towers and use the smallFloatingText function where possible.
Changelog 1.17 |
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DevKit v1.17 -the ForceMethodEvaluate bug should be fixed -Fixed some errors in the gsl build script -Debuff Duration for items no longer changes the goldcost in the wrong way -Added the Event.isLevelUp() function that can be used in an onLevelUp event to check if this was really a level up or a level down -An ability added using an EventPlacer will no vanish correctly when the eventPlacer is removed -Added an calcAttackCritNoBonus into struct Unit which can be used for doAttackDamage calls (does not use multicritting which is not possible for such function calls at the moment!) -Destroying a projectile manually will no longer yield a warning -When using the applyCustomPower method, the buff's time now correctly depends on the POWER level of the buff (as stated in the documentation) instead of the normal level -Added a new api method for struct Playor: displaySmallFloatingText. It displays a small and fast floating text comparable to the +x.xXP messages. Use these texts for often appearing text, they are less disturbing as the big floating text -Added the Item.getLevel method to get an items level (the level in which it begins dropping)
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boekie
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 1:23 pm |
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| YouTD Admin |
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Joined: Fri Jan 09, 2009 3:02 pm Posts: 3038 Location: Belgium YouTD Score: 627
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Ok nice! Will start updating now!
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boekie
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 1:37 pm |
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| YouTD Admin |
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Joined: Fri Jan 09, 2009 3:02 pm Posts: 3038 Location: Belgium YouTD Score: 627
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The numbers of basic modifications are colored now but is it supposed that they are more yellow than the tooltip coloring?
The crits of projectiles with attackdamage are displayed as spell crits on the target, is that correct?
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Hatschi18
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 4:18 pm |
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Joined: Sat Mar 13, 2010 4:11 pm Posts: 13
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Castle Fight is dead anyway.
geX if you dont have the time or if you find it boring, then give the project to someone else.
You said you have to write the whole code again, this need time i know.
But you released youTD instead, youTD Devkit.. etc.pp.
Are you still working on CF?
There are many good coders out there, you can give the project to someone (not me).
There is a topic in your forum, where someone asked about CF.
You did not even answered him.
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I love CF, many of us love CF. But there are bugs in it, which can be fixed easily i think. You spend so much time to YouTD, where is your love to CF?
As i said 2 times, if you hate working on CF, then make a topic and give the project away.
Or even tell us how long it will take.. but since months we didnt heard anything about CF. I'm not crying, i only want to know what's going on.
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boekie
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 4:21 pm |
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| YouTD Admin |
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Joined: Fri Jan 09, 2009 3:02 pm Posts: 3038 Location: Belgium YouTD Score: 627
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Just stop complaining about CF, gex said he was working on it. Plz have some patience, i know it takes long but you can't do anything about it.
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Hatschi18
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 4:40 pm |
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Joined: Sat Mar 13, 2010 4:11 pm Posts: 13
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boekie wrote: Just stop complaining about CF, gex said he was working on it. Plz have some patience, i know it takes long but you can't do anything about it. Stop complaining about CF? Dude, why you cant understand us? We didnt really know if geX is working on that. Do you really read my post, or stopped after the first word? I know it takes some time, and yes i have patience since months. Sure we cant do anything. But i am not asking every day "geX is CF finished? =/" No i ask the first time since months without any information. I think that is okay, isnt it?
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MasterCassim
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 4:45 pm |
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| YouTD Admin |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 1387 YouTD Score: 58
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In every thread somebody is complaining about CF. geX mentioned that he is working on it but this takes time. He can't answer all threads but he writed it a couple of times.
YouTD was his bachelor thesis and therefore the development was much faster.
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Hatschi18
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 4:55 pm |
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Joined: Sat Mar 13, 2010 4:11 pm Posts: 13
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But he can write a news or mention it that he has or is already working on that. He said he is working on that in december last year i think.
And now you guys give me the answer "he cant answer all threads". Hell, to write "i am still working on it" takes 5 seconds.
If he should answer me with the short message "i am working on it" i will stop asking for months.
Is it a problem for you if we want to know that AFTER MONTHS ?
I cant.. no i really cant understand you why this is a big problem.
But hell, i wait for geX answer. I dont want to spam a youTD news with CF Questions. It should be just a short question with a short answer. And "he said he is working on that" isnt an answer. But okay, i will wait for geX.
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geX
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Post subject: Re: YouTD DevKit v1.17 released Posted: Sat Mar 13, 2010 6:38 pm |
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| Site Admin |
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Joined: Fri Jul 21, 2006 11:31 pm Posts: 4350 Location: Munich, Germany YouTD Score: 250
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It is very easy:
As I said I have to recode everything -> takes time which i barely have at the moment because i had a really hard term at university.
My laptop broke, I can't develop at university -> takes even longer.
YouTD v0.5 is failing at the moment, so there must be a playable YouTD version before I can go on with CF. This devkit comes with v0.6 of YouTD that will hopefully work without desyncs, then I can go on with CF. You know, I am working on YouTD for so long and there is still no working version out. I need to make a playable version of that project, otherwise the time I put into it until now would be lost.
But you are right, maybe some help would be cool, but I would need someone who is able to write clean code and stuff...
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drol
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Post subject: Re: YouTD DevKit v1.17 released Posted: Mon Mar 15, 2010 4:30 pm |
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| Power User |
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Joined: Mon Jul 27, 2009 6:12 pm Posts: 1165 Location: Netherlands YouTD Score: 277
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Cheers on the new DevKit!
I already encountered a bug. I got a problem with the [?] button not appearing on my builder in the test map in the newest version of the DevKit. Can anyone confirm this bug?
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geX
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Post subject: Re: YouTD DevKit v1.17 released Posted: Mon Mar 15, 2010 5:33 pm |
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Joined: Fri Jul 21, 2006 11:31 pm Posts: 4350 Location: Munich, Germany YouTD Score: 250
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drol wrote: Cheers on the new DevKit!
I already encountered a bug. I got a problem with the [?] button not appearing on my builder in the test map in the newest version of the DevKit. Can anyone confirm this bug? yesyes, already known 
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