FAZ R5: Difference between revisions
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*:The above settings control how much DATA YOUR CLIENT RECEIVES from the server (not sends). | *:The above settings control how much DATA YOUR CLIENT RECEIVES from the server (not sends). | ||
*:It ONLY comes into play in busy (crowded) sectors by sending updates for ships that would not have made the 'cut off' at a lower setting. | *:It ONLY comes into play in busy (crowded) sectors by sending updates for ships that would not have made the 'cut off' at a lower setting. | ||
*F5 Investment panel improved (KGJV) | |||
**Tech being invested now shows time remaining | |||
**There is a checkbox to hide completed tech | |||
**There is a checkbox to show unavailable tech, and what is required to make it available | |||
*Multi-team alliances can be set by the Game Controller (KGJV) | |||
*Graphics engine upgraded to DX 9. | |||
===Bugs Fixed=== | ===Bugs Fixed=== | ||
Revision as of 19:04, 2 October 2008
R5 is currently in Public Beta testing (Aug 2008). Check out the Development forum for more information, in particular this thread.
Changelog
Features Added
- There is a new entry under <Esc> Game Bandwidth (w0dk4)
- With these options: Dial-Up (33k), (56k), Broadband (128k), (512k), (>1mbit)
- The above settings control how much DATA YOUR CLIENT RECEIVES from the server (not sends).
- It ONLY comes into play in busy (crowded) sectors by sending updates for ships that would not have made the 'cut off' at a lower setting.
- F5 Investment panel improved (KGJV)
- Tech being invested now shows time remaining
- There is a checkbox to hide completed tech
- There is a checkbox to show unavailable tech, and what is required to make it available
- Multi-team alliances can be set by the Game Controller (KGJV)
- Graphics engine upgraded to DX 9.
Bugs Fixed
- Fixed a bug caused by R4 which caused cons to dodge missiles when lining up at a rock (dogbones)
- Fixed a bug in Experimental mode which disallowed escape pods.
- 2 server crash issues fixed.
Experimental Changes
- Probes are treated as if friendly fire is always on
- Probes dropped too close to an aleph 'tip' are destroyed (within 30m)
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