View topic - gundam 1.28 Prerelease testing.



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PostPosted: 13 Dec 2011, 07:21 
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I wanted to see if people could try out 1.28 this week as the rest of my time needs to be fixing all the gundam maps and prepping the MASSIVE changelog...

for people who want to help test the pre-release build of grts.. I have a rapid thingie for you lot..

extract this into your spring directory.. run the .bat file.

http://www.smoth.net/files/gundam_prerelease.zip

if you already have rapid:
create a gundam.txt file

Quote:
rapid.exe pin gundam:prerelease
rapid.exe upgrade gundam:prerelease

place the above in a gundam.txt file

save

rename gundam.txt to gundam.bat

run gundam.bat



Feel free to leave thoughts in the thread..


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PostPosted: 13 Dec 2011, 12:22 

Joined: 29 Mar 2010, 16:54
Nice improvements.

I could not find anything gamebraking so the release seems good.

Slope tolerance on guntank 1 and 2 is really high.
It looks abit odd on guntank 2.

The player list disappears when you draw line commands. Update customformations? Will that change it?

When the map is rectangular rather than a square the frame for the minimap will be larger than the map.

Some units turn their left cheek against the enemy, like guntanks. Can be fixed by making them a 360 degree firing cone and a forward facing turret with their mainweapon.

Type 61 tank got a its center right next to the ground. Can cause units to be unable to fire at it in bumpy terrain.

Magellan attack tank chase tin cod, an air unit. Aircraft can propably be added to noChaseCategory for magellan attack tank.

the fed mobile AA risk killing themselves when they get created in the factory if there are planes in range. Can be solved by making their shoots pass through friendlies(they can still avoid firing through friendlies in most times so no big gameplay change) or by making their damage only be large against air units.

Luggun unit voice is really hard to hear unless the camera is next to it.

Xamel unit voice is really hard to hear unless the camera is next to it.

Xamel wreck hitsphere is alot larger than the Xamel hitbox. Could propably be the same size and shape or smaller.


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PostPosted: 13 Dec 2011, 17:04 
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Godde wrote:
Type 61 tank got a its center right next to the ground. Can cause units to be unable to fire at it in bumpy terrain.

don't quite follow you on this one


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PostPosted: 13 Dec 2011, 17:28 
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The models centre/origin is too close to the ground, can cause targeting issues.


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PostPosted: 13 Dec 2011, 17:35 
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Most of these should be quick fixes.


Things to fix from my test last night:
- xp/level/score have no tooltip or clickable help in chat, fix it smawfy.
- music code needs to be fixed so new songs can play. YAY spring changes that ninja by!


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PostPosted: 13 Dec 2011, 17:37 
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units aim at the models center that is set in Upspring.
if its too low, the targeting line of sight will obscured by terrain if the unit is in the smallest ditch.
meh too slow.

music player recently had a thread about that problem:
viewtopic.php?f=23&t=27147


Attachments:
targeting.png [7.24 KiB]
Downloaded 2 times
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PostPosted: 13 Dec 2011, 17:58 
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yeah, I am aware, forb was bugging me about it in chat one day then said nevermind halfway into the conversation.

I hate undocumented changes but shit happens eh?


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PostPosted: 14 Dec 2011, 04:35 
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Fix't
- xp/level/score have no tooltip or clickable help in chat, fix it smawfy.
-- added tool tips

- Slope tolerance on guntank 1 and 2 is really high.
It looks abit odd on guntank 2.
-- adjusted slope tollerance

- Type 61 tank got a its center right next to the ground. Can cause units to be unable to fire at it in bumpy terrain.
-- adjusted the hitsphere center

- Magellan attack tank chase tin cod, an air unit. Aircraft can propably be added to noChaseCategory for magellan attack tank.
-- just did the suggestion, was best way

- the fed mobile AA risk killing themselves when they get created in the factory if there are planes in range. Can be solved by making their shoots pass through friendlies(they can still avoid firing through friendlies in most times so no big gameplay change) or by making their damage only be large against air units.
-- set units to collidefriendly false

- Xamel wreck hitsphere is alot larger than the Xamel hitbox. Could propably be the same size and shape or smaller.
-- set the corpse collision

not fix't
- The player list disappears when you draw line commands. Update customformations? Will that change it?
-- eventually plan on replacing this, I hate this fucking widget.

- When the map is rectangular rather than a square the frame for the minimap will be larger than the map.
-- intended. I want the minimap to ALWAYS take up the same spot.

- Some units turn their left cheek against the enemy, like guntanks. Can be fixed by making them a 360 degree firing cone and a forward facing turret with their mainweapon.
-- don't understand, this unit has no arc set, that means it is the default 360 right?

- music code needs to be fixed so new songs can play. YAY spring changes that ninja by!
-- didn't look into yet

- Luggun unit voice is really hard to hear unless the camera is next to it.
-- didn't look into yet

- Xamel unit voice is really hard to hear unless the camera is next to it.
-- didn't look into yet


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PostPosted: 14 Dec 2011, 07:33 
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Quote:
- Some units turn their left cheek against the enemy, like guntanks. Can be fixed by making them a 360 degree firing cone and a forward facing turret with their mainweapon.
-- don't understand, this unit has no arc set, that means it is the default 360 right?


http://springrts.com/mantis/view.php?id=2666

Godde is suggesting the same solution he applied in S44

http://spring1944.svn.sourceforge.net/v ... ision=3180

Which helped alleviate the issue.


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PostPosted: 14 Dec 2011, 16:57 
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Joined: 23 Jan 2008, 18:29
Anyone online for multiplayer testicles?


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PostPosted: 14 Dec 2011, 17:34 
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normally I would but it is Y/E and I have been working a lot of overtime, like seriously it is all I can do to just fix bugs let alone play. I mostly post a lot right now between build/publish cycles.


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PostPosted: 14 Dec 2011, 19:50 

Joined: 29 Mar 2010, 16:54
Feel free to pm me if you got balls. Otherwise skype is fine.


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PostPosted: 14 Dec 2011, 20:12 
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My balls went elsewhere.


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PostPosted: 21 Dec 2011, 17:43 
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Pre4 update!

- Fixes to the research ui
- - no longer shows aquired tech(white) as unlocked(green) when it does the unlock cycle
- - added smaller rank icon images for alternative ui elements.

- looked at the guntank and it already has an arc, it has a vertical dome, I didn't want the barrels aming THROUGH the ms body.

- adjusted the spawner on easy and very easy to switch out guncannons and rx79 with dual weaposs as I cannot beat it half awake.

- rgm79
- - Fixed the walk lua
(this is a base for later work but for now only the rgm79(g) has a lua script)
- - added shells ejecting.

- Zaku2
- - added shells ejecting, need to adjust emit point

machineguns now have a slight flash when they fire.


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PostPosted: 22 Dec 2011, 09:53 
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Pre5 update!

-removed dgun command to hopefully be compatible with 85..

please test to make sure it still works! What do you need tested? just play, click everthing make sure nothing gives errors.


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PostPosted: 25 Dec 2011, 10:29 

Joined: 29 Mar 2010, 16:54
Pre5 bugs
The hitbox of the Type 61 tank is abit up in the air.

When making Type 61 from the fed motor pool and upgrading the first level of vehicles the motor pool will stop producing units after finishing the last type 61 sortie.


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PostPosted: 25 Dec 2011, 15:28 
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Hitbox, I'll get to it tonight.

Upgraded units disappearing from que:
Happens on upgrades, will have to do larger refactor to fix

Also I fixed the minimap last night but didn't upload a pre6 as I am working on the ui layout.


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PostPosted: 25 Dec 2011, 20:41 

Joined: 29 Mar 2010, 16:54
Several tracks of the music play at once when the fighting starts. Zero-K had the same issue with new engine. They propably updated it.

Vulcan trucks have a really low center aswell.

Did you intend to keep the guntank turning the right cheek(yeah its not left as i said before) against the enemy?
You could give the guntank like ' mainDir = "0 1000 1",' so its arc is a tiny bit forwards making it turn its front against the enemy when the Line of Fire is obstructed rather than its right side.
Other units like vulcan trucks and type 61 tank is also affected as they turn their right side to the enemy aswell.


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