Has something in Lua command handling changed in 0.82.7 ?

Has something in Lua command handling changed in 0.82.7 ?

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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

CA/ZK has several new issue since release:

* retreat system:
- you can command retreating units (was impossible before by design)
- retreated units become stuck in repair zone with wait command
- retreated units dont execute previous commands as they should after repair

* transport AI:
- after transported unit becomes stuck with wait command (should execute next command)

* ferry points:
- don't work at all

On top of this resource system does not seem to work same way as before. Because ZK heavily modifies that it causes lots of issues.
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Licho
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Also unit collisions seem to work differently (affects gravity weapons) but can be fixed by tweaking the game i hope.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Sigh, it's very frustrating to make complex games for this engine. After each release it takes months to fix everything and make workaround for various quirks only to be broken again by next release..
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Cheesecan »

I believe there is now a limit on unit commands per second, maybe that is causing some new issues?

Probably not related to that, but I noticed in BA that when you tell a vehicle con to assist from behind the factory, it will always drive to the front, blocking units coming out.

I used Transport AI yesterday in BA and it was working fine.

Yeah it sucks when things break, but that is part of the development process too. Best way to prevent it is to improve testing.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Gota »

Licho wrote:Sigh, it's very frustrating to make complex games for this engine. After each release it takes months to fix everything and make workaround for various quirks only to be broken again by next release..
Problem is not enough testing.
Testing new Engine releases should be much much easier to fix this problem.
If players were allowed to host Battles using the text versions and be seen by regular players using the stable build and one would be allowed to install different versions of spring together into the same dir wed have way more testing.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Satirik »

or maybe you're using too many hacks in zk to make work around for spring bugs which are fixed with next spring release ...
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Gota wrote:
Licho wrote:Sigh, it's very frustrating to make complex games for this engine. After each release it takes months to fix everything and make workaround for various quirks only to be broken again by next release..
Problem is not enough testing.
Testing new Engine releases should be much much easier to fix this problem.
If players were allowed to host Battles using the text versions and be seen by regular players using the stable build and one would be allowed to install different versions of spring together into the same dir wed have way more testing.
They are! I said that many times. Zero-K can use many engines at once and download different for different battle hosted. But we only had like 3 games on the new engine. I made bug reports and it got released anyway..
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Gota »

Licho wrote:
Gota wrote:
Licho wrote:Sigh, it's very frustrating to make complex games for this engine. After each release it takes months to fix everything and make workaround for various quirks only to be broken again by next release..
Problem is not enough testing.
Testing new Engine releases should be much much easier to fix this problem.
If players were allowed to host Battles using the text versions and be seen by regular players using the stable build and one would be allowed to install different versions of spring together into the same dir wed have way more testing.
They are! I said that many times. Zero-K can use many engines at once and download different for different battle hosted. But we only had like 3 games on the new engine. I made bug reports and it got released anyway..
Ok thats great, I didnt know that, and probably most springers dont.
I have to say though that i dont feel comfortable using the lobby when it's called ZK lobby.
I know its free but still, either its a general spring lobby or its ZK lobby..
This is not th place but as long as i have your attention Id liek to point a few things that are really uncomfterble in ZK lobby.

1)(major issues)the battle list is in 3 raws which his terribly frustrating.
(i know there is mod filtering but i need to constantly click to change filters and see what interesting games there are for every mod.
Even if it was a single game lobby it would still be annoying as hell.

2)I miss the extensive group options that TAsclient has and how its so easy to immediately see the battles that have players you'd like to play with.
For newbies this is not very important but for players that know exactly what types of games they want to play and with who its priceless.
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Licho
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Regarding ZK name - its technically challenging to have it change name because we also use same program for Zero-K game itself. TAsClient does not concern you? It contains "TA" :-)


Regarding filters - its now a bit different, I removed premade filters so people realize there is powerful filter on top instead. Column count depends on width of your screen


Regarding seeing friends - thats simple too - if you add some people into friends you see them in battles (as pink shirt icons)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Gota »

Please make number of game raws always the same(1).
Also swords are hard to differentiate since htye are sort of greyish and the map pictures behind them make them blend some...
Make swords red or something...
Supcom lobby has only one column for games and it sometimes has tons of games hosted at once..
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by hoijui »

Cheesecan wrote:Probably not related to that, but I noticed in BA that when you tell a vehicle con to assist from behind the factory, it will always drive to the front, blocking units coming out.
That sounds like it might be caused by the change of minBuildDistance minimal value from 128 to 38. If it is that, it would be a thing to be changed in BA, if it is seen as a bug.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

It seems that something happend with CMD.WAIT queue handling.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

It seems for example that CMD.STOP won't clear CMD.WAIT when executed during unit unload ..
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Another bug I noticed - i queued fight, patrol commands.

Units (gunships) started patrolling instantly again.

So i queued fight directly and they were still patrolling around probably due to internal commands and no patrol command was visible.

I then issued stop and fight again and it went to target.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Has something in Lua command handling changed in 0.82.7 ?

Post by Licho »

Replicable example - have mission spawn few gunships, while they drop give them any order, after they drop they have the order but instead they circle around
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