View topic - Engine Testing - 08. Jul 2012 (88.0.1-503-gce368c3)



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PostPosted: 11 Jul 2012, 09:59 
Spring Developer

Joined: 31 May 2009, 23:08
sorry, this is not how it works. i can't reproduce that.


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PostPosted: 11 Jul 2012, 10:02 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Of course you can't reproduce it with the frigging d-gun... It's command fire = 1!

Forgot to mention that turrets seem to work fine.


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PostPosted: 11 Jul 2012, 10:04 
Spring Developer

Joined: 31 May 2009, 23:08
i don't know which units have this tag, please attach a replay and don't waste the time of both of us.


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PostPosted: 11 Jul 2012, 10:13 
Evolution RTS Developer
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No, don't you waste my time. You already have. It's completely reproduce-able with the commander's laser in BA.

Instead, you do the silly thing, and test it with the d-gun. At what point in your thinking process did that strike you as a good idea? It's essentially the same as testing it with a nuke silo.

Why? Because what do the two weapons have in common? Oh that's right, they have to be force fired! And after they are force fired, they are essentially given a stop order by the engine!

I am very cross and irritated with you at this point because you didn't even try to reproduce, and attempted to have me do everything for you. I have better things to do with my time than to work out every angle for you (like go to sleep, considering it's 2am here).

The main reason I'm angry? Because I went out of my way to help and you were altogether very rude. Very dick move.


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PostPosted: 11 Jul 2012, 10:16 
Spring Developer

Joined: 31 May 2009, 23:08
i tried (with ba + commander dgun) and it didn't happen for me. (even if its "stupid", i don't know which units have this tag)


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PostPosted: 11 Jul 2012, 10:28 
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see top of first page, kloot fixed it


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PostPosted: 11 Jul 2012, 10:31 
Evolution RTS Developer
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http://www.evolutionrts.info/random/buggyforcefire.mp4


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PostPosted: 11 Jul 2012, 10:34 
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Joined: 06 Dec 2007, 11:12
It's very easy to reproduce with commander dgun, here is a replay showing it in action (I only gave 2 dgun orders, 1 at start which behave correctly, and a second one just after which only triggered when I started to move and then kept repeating itself).

But yes, I think that's what kloot fixed already.


Attachments:
20120711_112403_Comet Catcher Redux_88.0.1-503-gce368c3 release.sdf [29.05 KiB]
Downloaded 8 times
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PostPosted: 11 Jul 2012, 10:39 
Spring Developer

Joined: 31 May 2009, 23:08
aww... confusion. didn't recognize that bibim and forb are still using the testing version, that bug is fixed, yes.

the attack ground thing can be seen as feature, ais i posted a earlier alredy. not sure whats the wanted behaviour here.

uhm if you test now, use 89.0 (as also posted earlier....)

(+meh, i can't close this thread)


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PostPosted: 11 Jul 2012, 10:52 
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Joined: 06 Dec 2007, 11:12
abma wrote:
uhm if you test now, use 89.0 (as also posted earlier....)
Oh I had missed this:
abma wrote:
And there was no RC thread in the news section as usual so I didn't think it was actually tagged and ready to test.


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PostPosted: 11 Jul 2012, 11:06 
Spring Developer

Joined: 31 May 2009, 23:08
bibim wrote:
And there was no RC thread in the news section as usual so I didn't think it was actually tagged and ready to test.


meh, sorry, my fault. should have made a new thread or wait for the official post :-/

now it is: viewtopic.php?f=2&t=28397 :)


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PostPosted: 11 Jul 2012, 11:38 
Evolution RTS Developer
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It's worth noting that phpbb screwed up somehow, And since my first post in this thread the only posts I had seen were mine and abma's, which explains the confusion.

I couldn't sleep so I checked the thread with my phone and Lo and behold there were other replies O_o. That explains why abma checked the dgun. From my perspective, of all the weird ass Shit to test first... Makes sense now.
, My apologies abma, I was only seeing half of the conversation.


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PostPosted: 11 Jul 2012, 12:03 
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Is anyone else getting complete hangs at gamestart with QTPFS in 89.0?


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PostPosted: 11 Jul 2012, 12:18 
Spring Developer

Joined: 31 May 2009, 23:08
i guess nobody really tested qtpfs. this reminds me to setup such a validation test.


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PostPosted: 11 Jul 2012, 16:23 
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Joined: 06 Dec 2007, 11:12
abma wrote:
the attack ground thing can be seen as feature, ais i posted a earlier alredy. not sure whats the wanted behaviour here.

Well, it seems when you tell a unit to attack another one, and if the target goes out of range, then the unit won't fire at other enemy units in range until you give stop order (tested with 89).


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PostPosted: 11 Jul 2012, 17:08 
Spring Developer

Joined: 31 May 2009, 23:08
ok, thats indeed a bug then... uh, or does it only target that specific one on manual set?

(this time sorry, can't test for myself)


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PostPosted: 11 Jul 2012, 17:44 
Spring Developer

Joined: 16 Dec 2006, 20:59
Yeah, seems so. Actually I somewhat like this behavior, only that the unit should start fire if you issue e.g. a move order. Requiring STOP is ridiculous.


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PostPosted: 09 Aug 2012, 23:19 
Spring Developer

Joined: 31 May 2009, 23:08
new test release (for preparation of spring 90.0):

viewtopic.php?f=12&t=28536


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