View topic - Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)


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PostPosted: 09 Aug 2012, 23:15 
Spring Developer

Joined: 31 May 2009, 23:08
A new test release, sorry this time in the post_release branch because it mainly contains only bugfixes. To fix compilation with boost 1.50 streflop was adjusted at many parts, so sync-testing / multiplayer games are important as desyncs are possible.

We soon try to make a release, so a new testing version:

For changes look at the "90.0" section in changelog.txt.

Many things were changed, so please test as much as you can. If no major bug is found, this will be released as spring 90.0!

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.

If you find a bugs, please report in this thread or on Mantis.

Remember to attach infolog.txt as file, if you crash!
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PostPosted: 10 Aug 2012, 00:07 
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Joined: 17 Sep 2010, 14:49
Quote:
- partially revert the "lock-on targeting" behavior:
If a user-selected target moves out of range, the lock is
now broken as it used to be and automatic targeting is not
blocked anymore (though this can take some SlowUpdate's).
For ground-attack orders it is still in place, since the
behavior seems to be preferred (so a unit that is told to
attack a position and then to move away will keep firing
even when other targets are available)

There's no need to have the ground-attack behaviour lock like this, it was an easy maneuver (attack ground while moving) to do with older engine as well - you just made an attack command, then a subsequent move command while holding shift. Then it would fire there whenever the patch of ground was in range.
Which is much preferable to it always locking on to the ground unless you give stop command. There's many reasons to shoot at ground, but in most of those cases shooting there indefinitely is NOT preferable.

I'd prefer the rest of the attack lock stuff to be also optional, either by modside or firestate (nobody ever uses return fire? could replace that with an attack lock mode and keep fire-at-will like it always was).
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PostPosted: 10 Aug 2012, 02:04 
Spring Developer

Joined: 16 Dec 2006, 20:59
Johannes wrote:
nobody ever uses return fire?

+1
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PostPosted: 10 Aug 2012, 05:00 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Quote:
For ground-attack orders it is still in place, since the
behavior seems to be preferred (so a unit that is told to
attack a position and then to move away will keep firing
even when other targets are available)


This is not acceptable (it causes very real problems). Put it on a meta key or just leave it to be done as Johannes points out!
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PostPosted: 10 Aug 2012, 07:39 
Moderator

Joined: 12 Oct 2007, 08:24
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.
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PostPosted: 10 Aug 2012, 12:31 
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Google_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.


+1
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PostPosted: 10 Aug 2012, 13:46 
Content Developer
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Joined: 13 Jan 2005, 00:46
zerver wrote:
Johannes wrote:
nobody ever uses return fire?

+1

I do. Deal with it.
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PostPosted: 10 Aug 2012, 16:13 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
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.
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PostPosted: 10 Aug 2012, 18:05 
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Joined: 17 Sep 2010, 14:49
smoth wrote:
zerver wrote:
Johannes wrote:
nobody ever uses return fire?

+1

I do. Deal with it.

Ok, just revert things to old behaviour and everyone should be happy.
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PostPosted: 11 Aug 2012, 00:43 

Joined: 20 Oct 2009, 12:04
typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay
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PostPosted: 11 Aug 2012, 03:25 
Content Developer
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Joined: 13 Jan 2005, 00:46
Johannes, that has nothing to do with return fire.
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PostPosted: 11 Aug 2012, 08:35 
Spring Developer

Joined: 31 May 2009, 23:08
jamerlan wrote:
typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay


oops, fixed.
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PostPosted: 11 Aug 2012, 11:30 

Joined: 09 Sep 2007, 20:05
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.
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PostPosted: 11 Aug 2012, 11:35 
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Joined: 03 Jun 2010, 00:28
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


Last edited by PepeAmpere on 12 Aug 2012, 12:42, edited 1 time in total.
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PostPosted: 12 Aug 2012, 07:07 
Moderator

Joined: 12 Oct 2007, 08:24
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.
Quote:
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.
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PostPosted: 12 Aug 2012, 10:44 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Target lock is bad mmk?
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PostPosted: 13 Aug 2012, 08:03 

Joined: 20 Oct 2009, 12:04
I think it's important to fix these bugs (from "Spring 89.0!" thread):

Quote:
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

and
Quote:
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.


I will test this test release today to understand: are these bugs fixed or not yet.
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PostPosted: 13 Aug 2012, 23:11 
Spring Developer

Joined: 16 Dec 2006, 20:59
Quote:
Even after removing dragons teeth units cannot go through where dt use to be

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.
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PostPosted: 14 Aug 2012, 10:24 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: weblobby.springrts.com/jw-battleroom_joinMe-PW:-GURL
smoth wrote:
zerver wrote:
Johannes wrote:
nobody ever uses return fire?

+1

I do. Deal with it.


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.

So +1
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PostPosted: 14 Aug 2012, 11:36 

Joined: 20 Oct 2009, 12:04
zerver wrote:
Quote:
Even after removing dragons teeth units cannot go through where dt use to be

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.

Maybe it deformates terraian too much during building. Sorry, yesterday I had no time to test. I will try to test it today.
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