Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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!
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!
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.- 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)
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).
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
+1Johannes wrote:nobody ever uses return fire?
- Forboding Angel
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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!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)
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.
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.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
+1Google_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.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Ok, just revert things to old behaviour and everyone should be happy.smoth wrote:I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay
- fix some OpenGL usage errors found by decal
decal? [teh]decay
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Johannes, that has nothing to do with return fire.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
oops, fixed.jamerlan wrote:typo in changelog))
- fix some OpenGL usage errors found by decal
decal? [teh]decay
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.
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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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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
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, 13:42, edited 1 time in total.
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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.
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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Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Target lock is bad mmk?
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
I think it's important to fix these bugs (from "Spring 89.0!" thread):
andEven 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
I will test this test release today to understand: are these bugs fixed or not yet.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.
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.Even after removing dragons teeth units cannot go through where dt use to be
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
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.smoth wrote:I do. Deal with it.zerver wrote:+1Johannes wrote:nobody ever uses return fire?
So +1
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Maybe it deformates terraian too much during building. Sorry, yesterday I had no time to test. I will try to test it today.zerver wrote: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.Even after removing dragons teeth units cannot go through where dt use to be