Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I'll just point out (again) that I implemented a much better target lock in 88.0 in lua. It is better because it does not interact with the normal command queue structure at all. A target can be set or removed with by widgets, hotkeys or by selecting the command from the command menu.
I don't see any reason for it to be done engine side. Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
I don't see any reason for it to be done engine side. Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
+1Google_Frog wrote:I'll just point out (again) that I implemented a much better target lock in 88.0 in lua. It is better because it does not interact with the normal command queue structure at all. A target can be set or removed with by widgets, hotkeys or by selecting the command from the command menu.
I don't see any reason for it to be done engine side. Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Posted to springinfo. If you have any forum threads like this that you'd like posted there to show up in community guidelines PM me a link.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Ok, just revert things to old behaviour and everyone should be happy.smoth wrote:I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay
- fix some OpenGL usage errors found by decal
decal? [teh]decay
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Johannes, that has nothing to do with return fire.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
oops, fixed.jamerlan wrote:typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I'm happy about current target lock behavior (only thing is that it should include a cooldown when going out of range (3-5s and it stops targeting dude)).
It makes for much more fun micro - coms are easier to snipe cause you can micro away from dgun without losing target.
It makes for much more fun micro - coms are easier to snipe cause you can micro away from dgun without losing target.
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I have two observations
1) pathfinding is changed again and groups of small units in NOTA choose their path very nice as I remember from some older versions.
2) the problem I was posting here is in this current engine version solved by teleporting transporter into needed flight level. In one moment aircraft is near ground, in second jump 100 elmos up or more (depends how high is the hill) and continue in flight
all tested with NOTA 1.681 + last engine release
1) pathfinding is changed again and groups of small units in NOTA choose their path very nice as I remember from some older versions.
2) the problem I was posting here is in this current engine version solved by teleporting transporter into needed flight level. In one moment aircraft is near ground, in second jump 100 elmos up or more (depends how high is the hill) and continue in flight
all tested with NOTA 1.681 + last engine release
Last edited by PepeAmpere on 12 Aug 2012, 13:42, edited 1 time in total.
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
BaNa wrote:I'm happy about current target lock behavior (only thing is that it should include a cooldown when going out of range (3-5s and it stops targeting dude)).
It makes for much more fun micro - coms are easier to snipe cause you can micro away from dgun without losing target.
Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
- Forboding Angel
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Target lock is bad mmk?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I think it's important to fix these bugs (from "Spring 89.0!" thread):
andEven after removing dragoon teeth units cannot go though where dt use to br . U need to individually micro step by srep every single unit So that work
I will test this test release today to understand: are these bugs fixed or not yet.I have troubles with constructors every time I play on water (BA). I build many constructors to guard factory and they pushed to factory and factory don't produce because of pushed constructor ships into it.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I think they can, but it takes way too long before the pathing system will update to allow units to take the new paths that were previously blocked.Even after removing dragons teeth units cannot go through where dt use to be
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I do to. Its the only way to controll economic spill in my mod. Otherwise soldiers would pump expensive ammonition into worthless buildings all day long, bleeding you dry.smoth wrote:I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
So +1
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Maybe it deformates terraian too much during building. Sorry, yesterday I had no time to test. I will try to test it today.zerver wrote:I think they can, but it takes way too long before the pathing system will update to allow units to take the new paths that were previously blocked.Even after removing dragons teeth units cannot go through where dt use to be
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I tried under windows vs AI and it crashed. Infolog and demo are atttached
- Attachments
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- 20120817_200659_Small Supreme Battlefield V2_89.0.1-87-gce4d36e post_release.sdf
- (418.43 KiB) Downloaded 33 times
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- infolog.txt
- (24.9 KiB) Downloaded 48 times
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
next attempt - commander stuck
demo attached. It's very short
demo attached. It's very short
- Attachments
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- 20120817_202203_Small Supreme Battlefield V2_89.0.1-87-gce4d36e post_release.sdf
- (36.73 KiB) Downloaded 34 times
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
next try.
Big troubles... unplayable.
03:15 - commander can't build water lab
12:10 - 14-00 - water t1 cons can't build adv shipyard.
demo attached.
Big troubles... unplayable.
03:15 - commander can't build water lab
12:10 - 14-00 - water t1 cons can't build adv shipyard.
demo attached.
- Attachments
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- 20120817_202639_Small Supreme Battlefield V2_89.0.1-87-gce4d36e post_release.sdf
- (907.29 KiB) Downloaded 27 times
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I tested more... can't reproduce "Even after removing dragoon teeth units cannot go though where dt use to br . U need to individually micro step by srep every single unit So that work" in singleplayer. Maybe it's reproducible only if enemy built these dt. Or it was fixed (I doubt).