tried 1.91, found the vehicles reversing become stupid....
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
tried 1.91, found the vehicles reversing become stupid....
velhicles often reversing run , Even if click move far away, they were still reversing run
Re: tried 1.91, found the vehicles reversing become stupid....
please forgive me bad english. I fallen in love with NOTA, and Thank to the authous give us the best game.
I tried 1.80,1.82, found The plane fly off and landed from the carrier or platform looks smoothly, but in 1.90r and 1.91, them looks unsmooth.
and arm's Missile Exhaust plume is below the missile
I tried 1.80,1.82, found The plane fly off and landed from the carrier or platform looks smoothly, but in 1.90r and 1.91, them looks unsmooth.
and arm's Missile Exhaust plume is below the missile
- PepeAmpere
- Posts: 589
- Joined: 03 Jun 2010, 01:28
Re: tried 1.91, found the vehicles reversing become stupid....
Hi bbpeas,
So we try to make it better, no successful, yet.
What is Missile Exhaust? You mean orbital laser satellite rocket? (Old and known bug, but it may be easy to fix it)
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We are glad you like NOTA. If you want to play some multiplayer matches with us, you can join our skype group. (ping me on account "machys.")
Yes, we know about that. Since we started to use new version of engine, we had to choose from two optionsbbpeas wrote:vehicles often reversing run , Even if click move far away, they were still reversing run
- use our custom reverse gadget and experience desynchronization of the game during multiplayer matches
- try to experiment with engine reverse
So we try to make it better, no successful, yet.
Yes, fly off/landing is completely reworked, there is used our custom system which allows us to keep the fuel simulation in game and it is also related to the new engine version change. It is not perfect but it is very hard to improve with current state of models and engine support to control movement.bbpeas wrote:please forgive me bad english. I fallen in love with NOTA, and Thank to the authous give us the best game.
I tried 1.80,1.82, found The plane fly off and landed from the carrier or platform looks smoothly, but in 1.90r and 1.91, them looks unsmooth.
and arm's Missile Exhaust plume is below the missile
What is Missile Exhaust? You mean orbital laser satellite rocket? (Old and known bug, but it may be easy to fix it)
-----
We are glad you like NOTA. If you want to play some multiplayer matches with us, you can join our skype group. (ping me on account "machys.")
Re: tried 1.91, found the vehicles reversing become stupid....
Wow,PepeAmpere, thanks for your reply, surprise to see you again, before chat in the lobby I don't konw you are author, now I'm sure you are not bot, you are advanced human, lol
damn China BAIDU translation,it give me a odd words. We can't use google if havn't VPN, last problem I mean the ARM's missile vehicle/ship rocket tail flame have wrong, it isn't aligned middle with rocket
ok, I download skype and join group now, language is my biggest problem, but I willing to multiplayer matches
damn China BAIDU translation,it give me a odd words. We can't use google if havn't VPN, last problem I mean the ARM's missile vehicle/ship rocket tail flame have wrong, it isn't aligned middle with rocket
ok, I download skype and join group now, language is my biggest problem, but I willing to multiplayer matches
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: tried 1.91, found the vehicles reversing become stupid....
That gadget should never have existed. Using wait commands instead of stop commands? Yes, I love it when half my army stops fighting because that gadget issued wait commands to half of them.PepeAmpere wrote: We choose the second. Sadly engine reverse (no matter if using old pathfinding or the new one) is quite tricky and not reliable. I'm still experimenting with it, current solution using old pathplanner has issue you describe, new pathplanner do not have this issue as often (it works quite reliable on some distances with small amount of units to "repair" to move) but on the other hand new pathplanner combined with our AI systems does not work good.
It is not tricky or unreliable. Units will choose the fastest way to get to where they are going. If the fastest way is reversing, they will reverse.
You can save yourself a lot of trouble by just doing it in unitdefs post with a global block, e.g.:
Code: Select all
--Set reverse velocity automatically
if uDef.maxvelocity then
uDef.maxreversevelocity = uDef.maxvelocity * 0.6
end
FWIW this is the functionality I added to BA as well which makes microing in a big fight significantly easier. I dunno if floris changed it though. You can look in ba:test for a pretty similar example to what you would see in nota.
Edit: Just checked, it's there: https://github.com/Balanced-Annihilatio ... st.lua#L92
You could even use a customparam for more granular controls on specific units.