the version is called 83.0, not 0.83, and not 83. we did not make a mistake. if it would have been a mistake, it would have been fixed 100 times already by now. mak us brain.
Looks good. The pathfinder works a lot better and the UHM is a nice features. There are also some nice little generalisations added (although not as many as I'd like).
What's the limit on "add network bandwidth limits per player to prevent malicious command spam"? With custom formations players legitimately give several hundred commands per second.
What was the behaviour before "remove hardcoded enter-crashing-state-on-death behavior for aircraft" and how would you replicate it?
It's a shame that aircraft refuel/repair has been completely broken because that makes it unusable for ZK.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
zwzsg wrote:
I hope as well that the frame numbers in chat will be removed in the real release.
Also the camera keys thing, seems like two small oversights that could potentially be very annoying.
My favorites are: - /reloadCEGs -the functions to manipulte metalmap and some others -unit voices do not overlap and drone like some dubstep remix if you click too much. Finally playing Spring with sound enabled! -cegs for piecetrail dont have to use that silly blabla_0 blabla_1 naming scheme anymore -autocomplete for /give <feature> (showed me how many unused "unit_dead" features i have to clean from unitdefs) -more error messages when stuff is broken modside! -no more inside-out units when transporting/applying impulse -f11 list omg u so small!
Dont like: -silly low fps forces me to /advmapshading 0 even though shadows worked just fine in 0.82.7 -25% chance of locking up on alt tab (but maybe just have to try different drivers)
I would be quite happy if spring would be in debian volatile section, because older version often is useless, but thats quite impossibe I guess :/
>>Some packages aim at fast moving targets, such as spam filtering and virus scanning, and even when using updated data patterns, they do not really work for the full time of a stable release. The main goal of volatile is allowing system administrators to update their systems in a nice, consistent way, without getting the drawbacks of using unstable, even without getting the drawbacks for the selected packages. So debian-volatile will only contain changes to stable programs that are necessary to keep them functional.
I WANNA MULTIPLAYER BACK.... buuu
The reality is will recompile when zero-k will start using 83
Also: is there a way to automatically enable the /advmapshading 0 command, so I don't have to start each game by typing that.
This is factually correct, not broken, your ally team != your team.
The reason this appears broken is because team sharing is rare these days, as such ally teams have been shortened to 'teams' and teams has been renamed to 'player'.
Go start a battle and have someone share the same ally and team numbers as you and watch as you both control the same units.
I was testing (for myself) the AIs one by one, and the second or the third one on the list , did not make a move. Sometimes it's commander attacks back, sometimes not, but never starts to build or stg.
I suppose it is a failure, how can I help debugging it ?
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