KAIK still doesn't build any units for me.. it builds a lab and then stops.. (tested on TitanDuel+BA6.5
Does it stop building completely, even if you set the speed to +10 and
wait a few minutes? TitanDuel is a low-energy map, so it may just be the
anti-stall measures.
Well I'll point out the two issues I also posted in Help&Bugs:
1.) http://spring.clan-sy.com/phpbb/viewtop ... 11&t=16634
Certain maps give you a strange error parsing the smd file. That's not a lobby issue but an engine one as even if you try to start the map via Spring.exe you get that error...
2.) http://spring.clan-sy.com/phpbb/viewtop ... 11&t=16631
When having several units selected and trying to give them patrol points the patrol mode for clicking gets reset to the standard move/attack/reclaim cursor and so you have to select the patrol mode again after setting up a point...
hoijui wrote:..about the ghosted units:
i did not yet look at them often, but it seems to not work 100% correctly. in BA, i once saw a ghosted level one artillery flying patrol with two planes. (of course, it was actually a plane as well)
though its kind of cool when it fails like this as well :D
Ghosted units are done via a widget, not the engine. Go complain to very_bad_soldier about these problems.
Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability. Right now text from players with black color is almost impossible to read.
el_matarife wrote:Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability.
That's more of a feature request though, isn't it? I won't add it to the first post but since it's probably not that hard to implement, maybe a dev can still do it.
el_matarife wrote:Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability.
That's more of a feature request though, isn't it? I won't add it to the first post but since it's probably not that hard to implement, maybe a dev can still do it.
I don't remember hard to read text before, so it sounds like a regression...
el_matarife wrote:I heard some complaints about it earlier, so I figured I'd make a request for some attention in here since it seems like a quick fix.
Ye, set a threshold for switching between black/white outline for bright/dark colors.
You can select them with click-drag, BUT when clicking, try clicking around it, it reprodicibly gets selected for me if I click about a solars distance to the left and up. Strange bug.
Woot, thx for fixing that.
However, in testing R6903 I did find one interesting performance bug, that is very easily reproducible.
I start on dsd, commanders script, BA mod. I get 100 fps on start.
Ill .give 1000 t2 fighters, then fps drops to about 80. Which is all very dandy and normal. Then, Ill stick the fighters on patrol, have them map a lap or two(15 fps, 46% cpu), then I selfd them. Im back to my commander unit only, yet the max frame rate is now only 60, and wont go higher no matter how long I wait. If I selfd the fighters right after /give, without giving them orders, this performance drop doesnt happen.
If I now do a /luaui reload, then my framerate goes back to 100.
Done with vanilla svn installer, no other widgets besides default BA widgets, with FPS manager widget off.
hoijui wrote:..about the ghosted units:
i did not yet look at them often, but it seems to not work 100% correctly. in BA, i once saw a ghosted level one artillery flying patrol with two planes. (of course, it was actually a plane as well)
though its kind of cool when it fails like this as well :D
Ghosted units are done via a widget, not the engine. Go complain to very_bad_soldier about these problems.
I will take a look (but I never encountered this by myself). Do unitIDs get re-used in course of the game?
Beherith wrote:I'm back to my commander unit only, yet the max frame rate is now only 60, and wont go higher no matter how long I wait. If I self d the fighters right after /give, without giving them orders, this performance drop doesn't happen.
If I now do a /luaui reload, then my framerate goes back to 100.
Done with vanilla svn installer, no other widgets besides default BA widgets, with FPS manager widget off.
Do you still have high CPU usage or does it just look like the frame rates are being capped? If it looks like the frame rates are being capped, maybe v-sync and your refresh rate is the issue?
A shot of the debug mode after 1000 fighters patrolled 2 laps around whole map and then got selfdestructed. A good 30 seconds has passed since the selfd.