Fibre v13 - Page 3

Fibre v13

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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Fibre v5

Post by zwzsg »

Had plenty of nodes, mortars, and factories, whose build counter who not move, they'd stay at 300, despite having many well charged nodes nearby.

And the odd lua error here and then (ex: LuaRules::RunCallIn: error = 2, CommandFallback, [string "LuaRules/Gadgets/teleporter.lua"]:66: attempt to call field 'SetUnitBliocking' (a nil value) )

Also, you need to write a fancy CA-style ingame LUA manual, because I tried to play it like TA and kept losing. :|
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Fibre v5

Post by Stealth870 »

It seems once you kill the host's Citadel, that's when the game gets screwy. Has crashed for me in the past couple of games.

BTW, tomorrow I'm gonna attempt to draw up a nice manual for this, now that I (think I) understand most of the basics and stuff. :twisted:
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Fibre v5

Post by imbaczek »

this mod is win, play it!
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

The teleporter thing is a typo. No idea how I managed to miss that.

Yeah, Citadel deaths are really weird for a reason. Somehow not all parents get nilled. Added another hack... By now Fibre's code is a patchy mess I think.
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Stealth870
Posts: 166
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Re: Fibre v5

Post by Stealth870 »

Hey KDR, I made page 1 of my own little "noob's guide" with the little I've learned so far about your mod. If you could look over it and make sure I'm not messing up, that'd be good. ;)

Image

I just need to figure out exactly how the energy per step and draining stuff works. Seems like simple math, but I guess I need to get some more nodes linked to my brain since I'm having trouble grasping it all mentally. ;P
Last edited by Stealth870 on 03 Jan 2008, 19:18, edited 1 time in total.
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

I told stealth via PM but for everyone: Node links don't transfer energy at all, only transmitters do. The node links only establish ownership.
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Stealth870
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Re: Fibre v5

Post by Stealth870 »

Ok, fixed that bit up. Will work on page 2 after lunch! :D
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Soulless1
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Joined: 07 Mar 2006, 03:29

Re: Fibre v5

Post by Soulless1 »

Just wanted to say that I had a lot of trouble figuring out the use of beacons (thanks stealth for helping me out in the lobby) because they don't really seem to show up much, at least for me...all you can see is the healthbar, and there doesn't appear to be any way to select them other than dragging a box. I wonder if beacons are somehow appearing underground?

Either way, would it be possible to make them a little more obvious? :)

PS. Lovin' the mod now that I can get units to move around! :P
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

http://www.unknown-files.net/javatest.p ... Fibre_v51/

Bugfix release BTW, there seem to be a crapload of new bugs in 76b1 though that weren't in SVN last time I tried.

Beacons should show up as icons, downward pointing triangles. Unit control WOULD be more intuitive if units weren't selectable which last I checked I did set.
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Stealth870
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Re: Fibre v5

Post by Stealth870 »

It would be nice if you could highlight the beacon when selecting a factory. Sometimes, I don't know which beacon to move because there are too many. :P
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

http://www.unknown-files.net/spring/3936/Fibre_v52/

More bugfixes for now. I know usability could use some improvements but that'll require a lot of work.
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Stealth870
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Re: Fibre v5

Post by Stealth870 »

2nd page:
Image
Last edited by Stealth870 on 04 Jan 2008, 01:09, edited 1 time in total.
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

Actually the laser turret has more damage output than the rocket turret IIRC. Think of it as a close combat option. Also the bomber factory maintains only one bomber at a time.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Re: Fibre v5

Post by bwansy »

How do I choose between the mod options? I'm using SSP 0.9 by Android, which is designed for Spring 0.75b2, and I suspect it is where the problem is. (I have Spring 0.76b1, of course.)
Google_Frog
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Re: Fibre v5

Post by Google_Frog »

I played a 4v4 on EE-Riverglade and it crashed eventually with this error:
LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/charge.lua"]:396: attempt to perform arithmetic on a nil value
In another game all my stuff turned neutral a this same error turned up.

Also everyone was getting about 5 fps near the end.
To improve the UI hovering your mouse over a unit, factory or marker should highlight the factory, marker and units. In a large game I had many useless factories because i can't find their markers. Especially after you take over an enemy area.
Orakio
Posts: 119
Joined: 25 Aug 2006, 16:41

Re: Fibre v5

Post by Orakio »

How are we supposed to play this? I have been criticised for:

A: Not expanding enough..

I expand in all directions. Obviously if there is less enemy in one direction I'm going to expand faster in that direction. I don't see how expanding backwards is not playing properly.

B: Overlapping nodes, too much redundancy.

Overlapping is unavoidable to an extent. I happens. However I like the idea of having redundant nodes. Makes it more strategically interesting.

---

I think this mod is great and works ok, but apparently I am not fun to play with. I personally hate the cruise missile system but don't quite because o it or think it should be removed. Can you check out this replay and tell me if I am playing properly...

http://orakio.net/temp/fibber.rar
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Fibre v5

Post by Argh »

@bwansy: this game isn't going to work worth a gosh-darn with AIs. Be warned ;) You won't see the options, either, unless you set it up in the Lobby...
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

Google_Frog wrote:I played a 4v4 on EE-Riverglade and it crashed eventually with this error:
LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/charge.lua"]:396: attempt to perform arithmetic on a nil value
In another game all my stuff turned neutral a this same error turned up.
That line gets the charge of a citadel. It means a citadel has ceased to exist without the code being told about it o_O. The same about all your things turning neutral, that should be caused by your citadel dying. Was there any giving or taking of Citadels?
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Fibre v5

Post by DZHIBRISH »

I like this mod.
Why cant i right click to make units go somwhere else instead of pressing the actual move button or "M"?
Cant wait for textures.
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KDR_11k
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Re: Fibre v5

Post by KDR_11k »

Rightclick is one of the things on my "to do some day" list, I'm not sure how it works and the only one who knows how is trepan AFAIK.
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