Possible problems We have one debatable change in GetUnitBasePosition():
"Before it was like that: GetUnitPosition always returned unitPos + midPos GetUnitBasePosition returned unitPos
Now GetUnitPosition returns only unitPos, and midPos is returned as additional arguments when a special input argument is set -> needs to change all lua code (without having any indication what lines need to get fixed)."
i personally don't see any problems, but i'm playing with very low gfx settings... if you see problems with it, please post here!
The rest as usal: Download See the Testing Release Wiki page for general info about how to obtain the release, and an archive of all testing releases since the last stable one.
Bugs/Feedback If you find a bugs, please report in this thread or on Mantis. Remember to attach infolog.txt as file, if you crash!
ps.: hopefully the last test version before a release! *pressing thumbs*
pps.: macosx build not ready... will be finished soon.
Last edited by abma on 08 Jul 2012, 12:48, edited 2 times in total.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
strange bug i never saw before: give units a a ground attack order and they refuse to shot. (sometimes they shot once) now move the units a bit and they start shooting.
F1 and F2 map only appear on the minimap and not world map for me with S44 on Moro River (8800 GTS).
Also the S44-killer issue is still present, quoting nemo:
Quote:
http://springrts.com/mantis/view.php?id=2877 is still a problem. I know cob scripts are old fashioned at this point, but S44 has a lot of cob still active (specifically infantry scripts) because porting them is going to be a ~150-hour project minimum.
More specifically, SET MAX_SPEED from cob side only takes effect for one frame. After that they're free to move again. To see: grab spring1944.net/files/Build/S44v159_PreMorgenroteTRI.sdz and any map, plug it into 88+. /cheat /give germg42 /give 10 gerhqengineer.
Order the MG42 to fire at the ground near the engineers. they'll dive to the ground, yellow starts will appear indicating suppression (move only while crawling). after a few seconds, red stars will appear, showing pinned status (no moving, no firing). However, if you give the pinned dudes a move order, they'll scoot off.
Is this a "won't fix"? Cannot the same can be done to the COB call as was done lua-side?
edit: Well, the speed change is now permanent... but a little too so. You have to re-issue the move order to clear it. It's not 87(?) but it's a big improvement on 88.
as nobody complained, 89.0 will be soon released :)
Shouldn't at least the devs of the biggest games (== userbase -> 0K, BA, Evo, ?) give an indication that it works for them, before releasing? None of them have said a word in this thread.
Shouldn't at least the devs of the biggest games (== userbase -> 0K, BA, Evo, ?) give an indication that it works for them, before releasing? None of them have said a word in this thread.
yeah, they should, but we can't wait forever for a feedback. if they replied at the last engine testing thread, they all got a notification about this thread. also we mostly did only bugfixes to the engine since last test release, so hopefully nothing new got broken.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Honestly, it takes a lot of effort for me to test new engine releases. More because of how all my stuff is set up than anything. The addition of minimal portable is quite helpful though in that regard.
I'll test it extensively tomorrow and report back with any issues.
I haven't really been working on evo much lately. I've spent the last year or so working feverishly on anything and everything and have things polished so well, but recently I realized that for the people here and in general, it would never be enough, so at the moment I've lost my motivation to really give a shit.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Quote:
- introduce an independent Lua-controllable aim-position (defaults to mid-position) for units and features, used by weapons as their aiming/target point
! replace Game.gameID by synced callin GameID(string gameID)
like it is now a callin (not a function) that gets called once on gamestart or something? But then widgets that get disabled/enabled have no way to get gameID?
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Here are the results of my testing today. It is by no means exhaustive, but here you go.
Pathing is incredible. In fact, it makes flowfield look like ancient technology. I do wish that in my testing that the units would have spread out a bit more, but no complaints. It's very good.
There is one MAJOR bug though, and I don't really know how to describe it, so I'll say what I did and what happened.
First few units popped out of the factory, so I gave them an attack order on the ground. Only one of them shot and the rest sat their with their weapons pointed. I thought that was kinda strange, but that sort of thing happens if terrain is in the way sometimes, so I gave them a move order. All of a sudden, when I was moving them around, they attacked the shit out of the area that I had previously issued the attack order on.
I was able to reproduce this with every unit in the game except my fighter plane, so that needs some more looking into. I don't have any weird luaz that would be causing this, and vs enemy units it seems that everything was normal. My gunship aircraft seemed to be having issues firing as well. Ingame I chalked it up to not high enough tolerance, then I looked it up and noticed that it has 8000 tolerance (probably because I've had issues of this sort before).
This was tested with evo 3.7 on evorts-proving_grounds 12 (not to be confused with AI Proving Grounds).
Can someone test this out in evo and zk and see if the results are consistent?
I gave them an attack order on the ground. Only one of them shot and the rest sat their with their weapons pointed. I thought that was kinda strange, but that sort of thing happens if terrain is in the way sometimes, so I gave them a move order. All of a sudden, when I was moving them around, they attacked the shit out of the area that I had previously issued the attack order on.
I got the exact same behaviour with commander dgun in BA with this Spring test release.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Abma, you know better than that. Think it through. Commander D-Gun is command fire 1.
All you have to do is grab evo 3.7 from rapid and test it yourself. It's not much to ask.
Edit: Abma, your post is really back and forth. Your first sentence suggest that you tested it because you mentioned something that I left out (forgot to add it). But your second sentence makes it sound like you loaded up ba and tested with a dgun which is beyond the worst testing ever.
Can you please clear it up?
I was actually going to suggest that this be turned into a feature. I.E. Hold modifier while giving attack command, units will mercilessly attack that spot while being given move orders until a stop order is issued.
For example: In BA it would be useful, I.E. if you had unit attacking a feature like DT but wanted them to be moving around.
Last edited by Forboding Angel on 11 Jul 2012, 10:00, edited 1 time in total.
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