0.73b1 test release 4, pretty much the final 0.73b1 version - Page 4

0.73b1 test release 4, pretty much the final 0.73b1 version

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

xta v7 is the only mod included with dev version.
Uh, XTA is the only mod included with ANY version. There are development versions of at least one mod, designed for .73 bugtesting. So I guess it's an XTA issue... you should probably post it in the XTA thread, because it's very likely it'll be missed here.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

ok i tested again, and theres definitly something wrong with damage of laser weapons.

a weasel destroys an arm solar plant with 6-8 shots, two weasels took out 4 peewees. is it possible that laser damage is somehow multiplied or tehres some kind of minimum laser damage?
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Caydr
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Post by Caydr »

Are you still using 2.11 or one of the 2.2 betas?

~~~

Dev build 4, AA 2.2: Just tried 10 jeffy vs 10 peewee, 3 peewees survived. Jeffy laser damage didn't seem too odd, I mean, it took 10 or so shots to down a peewee I think. I'll try it again.

~~~~

A single jeffy hit does 23 damage. In a 1v1, Peewee vs Jeffy, Peewee survives with 212 of its 300 health remaining. Extra HP due to experience, gave him a total of 313 HP. From what I can tell, there doesn't appear to be a problem.

~~~~~

Weasel damage also appears to be spot-on in my testing.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

i got question bit out of box,
was amount of unique commander IDs increased for next version or not?

or is there any reason for 10 limit ...

sorry for bit offtopic
NEWSBOT3
Posts: 13
Joined: 12 Sep 2006, 21:53

Post by NEWSBOT3 »

im pretty sure the changelog somewhere says its increased to 16.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

After being struck yet again by the Alt tab bug yet again today, I realized I want a new release already. Pleasepleaseplease?
submarine
AI Developer
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Post by submarine »

no im using the "old" 2.11 which i used to play vs other ppl before. i just copied the files to my 0.73 folder; it's not only the weasel, llts and exploiters seem to be more powerfull as well
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Caydr
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Post by Caydr »

How strange. The only recent changes I've made to those weapons are purely graphical, so it has to be something odd going on in the engine.

Can you do the above test I did, spawn one peewee, one jeffy, turn the game speed down slow and make them fight? See how much damage per hit the jeffy and weasel do. Might be helpful to determine if there's a bug.

Also, if the behaviour is there, try this version of AA and see if it's still present: http://prdownloads.sourceforge.net/ta-a ... p?download

Broken lasers are pretty nasty, if there is in fact a problem I want to get it solved asap.
submarine
AI Developer
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Post by submarine »

spring final release rev 2336:

aa 2.11 (latest official release)

arm flea vs core exploiter: 30 damage per shot

core weasel vs arm cons veh: 86.5 damage per shot

arm llt vs core ak: 159 damage per shot


seems very odd to me... i'll test with your linked version later that evening

edit: if i looked it up correctly, weasel is supposed to do 50 damage by default
danzel
Posts: 56
Joined: 30 Sep 2005, 01:49

Post by danzel »

I played a game vs 3 AAI bots through the battle room interface.
The bot names don't show in the bottom right ping/player list while playing. I don't actually think they ever have, but it would be nice if they did. :-)
Maybe have them appear under the player that is hosting them, with the AI.dll name for their ping time?

Code: Select all

Danzel 33ms
 - MyBot  [AAI]
 - MyBot2 [NTai]
AnotherPlayer 266ms
 - MyBot3 [KAI]
PlayerX 133ms
PlayerY 100ms
Is there a way to see what teams, players and their colors are currently alive and in the game?
Thanks :)
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Aircraft that are not bombers/gunships seem to have real trouble landing on air pads to refuel/repair.. I dont know if this is a unit thing in my mod or if anyone else has experienced this.. They seem to fly around aimlessly after depleteing fuel and not refueling/repairing..
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

If you post/PM a testcase (mod file, which units to .give, expected behaviour if not obvious) I may take a look at it. Can't promise I've time before release though.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

tested with caydr latest aa.2.2 test version with the same results.

one ak wins vs a flash now... (flat terrain, both heading directly to each other...)

is nobody able to reproduce this?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

submarine wrote:tested with caydr latest aa.2.2 test version with the same results.

one ak wins vs a flash now... (flat terrain, both heading directly to each other...)

is nobody able to reproduce this?
it works fine for me..
danzel
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Joined: 30 Sep 2005, 01:49

Post by danzel »

Flash wins here. Want to post a replay?
submarine
AI Developer
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Post by submarine »

we found out that it doesnt not happen with the released test version. you need to compile latest svn version...

anyway, the devs now know about it so it's going to be fixed before a public release :)


edit: (from dev. log)
2345 / yeha 100 minutes Fixed beamlasers doing to much damage.
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rattle
Damned Developer
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Post by rattle »

Confirmed, they work again like they should.
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BvDorp
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Post by BvDorp »

release that piece of l33tne$$ 8) 8)
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

ill upload a version of my mod with tweaked aircraft fuel so it can be seen but apparently they werent landing I have to do some tests to see if exactly true but I think its fairly reproducable..
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Caydr
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Post by Caydr »

Woo! Wonderful! You devs are really on the ball lately! :mrgreen:

(now stop making the bugs in the first place :P)
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