Probably the last 0.72b1 test installer
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Probably the last 0.72b1 test installer
Pretty much all the bugs that were mentioned in the last test thread are fixed now. Here is a list with some of the changes from svn:
* Disables updating of projectile perlin noise on ati cards since it seems to destroy the rest of the projectile texture, someone with an ati card should look at getting it to work instead of disabling
* Fixes radar dots on main map not being visible
* applied colorblinds patch to fix enemy radar dots having descriptions
* explosion generators work for beamlasers also
* ground flashes only happen on ground
Download link
* Disables updating of projectile perlin noise on ati cards since it seems to destroy the rest of the projectile texture, someone with an ati card should look at getting it to work instead of disabling
* Fixes radar dots on main map not being visible
* applied colorblinds patch to fix enemy radar dots having descriptions
* explosion generators work for beamlasers also
* ground flashes only happen on ground
Download link
wow, JC mad props man!
I am heading out. I did a quick check, the beams work! and so do the not on the ground shockwave.
Heat cloud doesn't work in the air... are there others that do not work off ground outside of heatcloud and ground flash?
I have not had the time to test the rest I gotta run. Reallife(TM) stuff.
I am heading out. I did a quick check, the beams work! and so do the not on the ground shockwave.
Heat cloud doesn't work in the air... are there others that do not work off ground outside of heatcloud and ground flash?
I have not had the time to test the rest I gotta run. Reallife(TM) stuff.
YEEEEEHHAWWWWWW!* ground flashes only happen on ground
BTW, that's still a little confusing. I know what it means, but others might not - it means that ground flashes will only appear if the explosion occurs on the ground or on a unit which is on the ground. In previous versions, groundflashes would appear even if it was an aircraft exploding... there'd just be this weird glow directly beneath it. But that's fixed now. And aircraft doing a death-spin into the ground still do the flash! Woo
EDIT: PROBLEM RESOLVED
Wait wait wait, found a bug, pretty bad one. Shield generators have stopped working. They were fine before, now I can't make them work. What gives? Anyone else having this problem that can confirm this for me?
I don't know if this is related or not, but I don't think I've seen a message in the previous versions regarding not having a [damage] section in the shield's weapon entry, so I've omitted it since I found this out. There wasn't an error before, I'm pretty sure; now when the game starts up it says something about it missing this section in the info box. Even after I add this section back in with some dummy info it doesn't work.
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I thought I'd better be more specific. The shield isn't just not appearing, it's not functioning at all in any capacity.
Wait wait wait, found a bug, pretty bad one. Shield generators have stopped working. They were fine before, now I can't make them work. What gives? Anyone else having this problem that can confirm this for me?
I don't know if this is related or not, but I don't think I've seen a message in the previous versions regarding not having a [damage] section in the shield's weapon entry, so I've omitted it since I found this out. There wasn't an error before, I'm pretty sure; now when the game starts up it says something about it missing this section in the info box. Even after I add this section back in with some dummy info it doesn't work.
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I thought I'd better be more specific. The shield isn't just not appearing, it's not functioning at all in any capacity.
Last edited by Caydr on 14 Jun 2006, 17:29, edited 1 time in total.
LOL!FireCrack wrote:Umm, buildings are moving now, I ordered a swarm of con planes to build a feild of metal makers and the con planes bumped into the metal makers and pushed them around.
Also try turning nocost on, telling an air factory to guard itself, and making it crank out con planes constantly.
So, there's just two problems up till now? Keeps getting better and better :)
And jcnossen, I'm gonna move the hell outta ya :)
E: 1 remark: Could you plz include AAI in the final .72b1? Maybe run it for a few games, so it includes some learning files?
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I can confirm the latter; the air factory is pushed upwards.FireCrack wrote:Umm, buildings are moving now, I ordered a swarm of con planes to build a feild of metal makers and the con planes bumped into the metal makers and pushed them around.
Also try turning nocost on, telling an air factory to guard itself, and making it crank out con planes constantly.
That depends on submarine sending me binaries, because it's still closed source. That's also why I'm a bit reluctant to include it since he actually is in violation with GPL.1 remark: Could you plz include AAI in the final .72b1?
I tried reproducing the moving buildings bug earlier but with no success. Maybe someone can upload a demo of it?Umm, buildings are moving now, I ordered a swarm of con planes to build a feild of metal makers and the con planes bumped into the metal makers and pushed them around.
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
http://teake.home.fmf.nl/temp/test.sdfjcnossen wrote:I tried reproducing the moving buildings bug earlier but with no success. Maybe someone can upload a demo of it?
There you go.
shields work fine for me (used the 151 you sent me caydr)
http://members.home.nl/sangers/shieldsworkfineforme.jpg
http://members.home.nl/sangers/shieldsworkfineforme.jpg
happends for me too, however the effect is lesscolorblind wrote:http://teake.home.fmf.nl/temp/test.sdfjcnossen wrote:I tried reproducing the moving buildings bug earlier but with no success. Maybe someone can upload a demo of it?
There you go.
Caydr wrote:Wait wait wait, found a bug, pretty bad one. Shield generators have stopped working. They were fine before, now I can't make them work. What gives? Anyone else having this problem that can confirm this for me?
I don't know if this is related or not, but I don't think I've seen a message in the previous versions regarding not having a [damage] section in the shield's weapon entry, so I've omitted it since I found this out. There wasn't an error before, I'm pretty sure; now when the game starts up it says something about it missing this section in the info box. Even after I add this section back in with some dummy info it doesn't work.
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I thought I'd better be more specific. The shield isn't just not appearing, it's not functioning at all in any capacity.
Cadyr, are you using the tags that give the sheild a built in energy storage of sorts? If so you should note that it starts off uncharged and slowly warms up afterwards.
I'm familiar with the way it works, Firecrack.
I'll try messing around a bit. I don't mean to raise a false alarm, but the severity of this bug if it exists warranted a quick post, I think.
As I post this, I'm testing the shields again on my main comp.
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They appear to work now. I think I might've been sent a faulty build by someone. Now that I've actually downloaded the link provided here, they seem to be fine. Sorry about that.
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Is the Total War style camera supposed to have movement on the x-axis (when middle mouse is clicked/held down) reversed? I've never played any of the Total War games so I don't know if this is intentional, but I don't remember it being this way in previous builds.
I'll try messing around a bit. I don't mean to raise a false alarm, but the severity of this bug if it exists warranted a quick post, I think.
As I post this, I'm testing the shields again on my main comp.
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They appear to work now. I think I might've been sent a faulty build by someone. Now that I've actually downloaded the link provided here, they seem to be fine. Sorry about that.
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Is the Total War style camera supposed to have movement on the x-axis (when middle mouse is clicked/held down) reversed? I've never played any of the Total War games so I don't know if this is intentional, but I don't remember it being this way in previous builds.
I can't make paralyzetime work. If set to 20 even, if anything the EMP duration is less than 10 seconds, more like 5.
A bit of possible insight: autorepair initially used a system where it counted by quarter-seconds rathe than full seconds. Maybe the same is true here? Please try to fix if possible.
A bit of possible insight: autorepair initially used a system where it counted by quarter-seconds rathe than full seconds. Maybe the same is true here? Please try to fix if possible.
This isn├óÔé¼Ôäót really a bug but can you please add an option to filter out all those "Can't reach destination!" messages and only show messages from other players.
First person unit control mode didn├óÔé¼Ôäót work for me and after looking at the problem I think I nailed it down in ├óÔé¼┼ôMouseHandler.cpp├óÔé¼┬Ø line 442 that should probably be ├óÔé¼┼ôIMouseInput::Get()->SetPos (int2(lastx,lasty));├óÔé¼┬Ø.
First person unit control mode didn├óÔé¼Ôäót work for me and after looking at the problem I think I nailed it down in ├óÔé¼┼ôMouseHandler.cpp├óÔé¼┬Ø line 442 that should probably be ├óÔé¼┼ôIMouseInput::Get()->SetPos (int2(lastx,lasty));├óÔé¼┬Ø.