1.3.6.4y - OPEN BETA & TESTING

Moderators: GSH, VSMIT, Red Devil, Commando

mase
Thunderbolt
Posts: 160
Joined: Sat Mar 05, 2011 11:17 am

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by mase »

Vassili wrote:I always have see statue regain, it's why if you don't attack then in team, time you go to reload they heal and you do an infinite loop attack<>reload
I mean immediately regain of course, not the slow regain all units have.
User avatar
vlad_C0M
Rattler
Posts: 61
Joined: Sat Apr 20, 2013 9:25 am

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by vlad_C0M »

GSH , I notice bug.
Pilots now cant go through building for ship.
-
I know one feature :
Sit in guardian ship, and deploy it on Doter (scion service bay). In all versions earlier any pilot go on my doter, and sit in guardian ship , without any trouble.
Now pilots staying about doter, and do nothing. Or if I hide any ship inside a Kiln, pilot go "on the Kiln" not inside. And staying about ship.
Scion dream ۩
User avatar
Vassili
Thunderbolt
Posts: 186
Joined: Mon Oct 21, 2013 9:09 pm
Location: France
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Vassili »

Yea i see that too in ISDF, and i too see pilots who die alone on the way...it is new? It is a maximum pilots or maximum walk?
No messages, no blood, they just fall on the ground.
Feared_1
Sabre
Posts: 217
Joined: Mon Feb 21, 2011 3:25 am
Location: USA
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Feared_1 »

:lol:
This is where my signature picture would normally be. It is not, as you can see.
You're wasting your time reading this. :)
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Commando »

Can you repeat in your native language? That way we can use a translator to figure out what you are trying to tell us.
User avatar
GSH
Patch Creator
Posts: 2486
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by GSH »

In an editor build here, I placed a few fbscup to make building quick and easy. Build a kiln, then a dower. Built a guardian. Parked the guardian on the dower, then told it to pick me up. I can hop in/out of that guardian all I want.

-- GSH
User avatar
Vassili
Thunderbolt
Posts: 186
Joined: Mon Oct 21, 2013 9:09 pm
Location: France
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Vassili »

Can you repeat in your native language?
Vlad or me?
User avatar
Vassili
Thunderbolt
Posts: 186
Joined: Mon Oct 21, 2013 9:09 pm
Location: France
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Vassili »

I have a bug with vir/phantom, that make me invisible.
No no i'm joking :)
The bug is sometimes that disabled my ammo gauge (show 0) and i can't unvir.
I must change the weapon selected for debug it.
Ah and 90% of time today when i put vir on, that work 0.5s, that make me visible 0.5s, and that work good after.
User avatar
blue banana
Sabre
Posts: 332
Joined: Sat Feb 19, 2011 2:08 pm
Location: Banana Land, UTC−6:00 MDT
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by blue banana »

Vassili wrote:
Can you repeat in your native language?
Vlad or me?
Don't be a doter, it's not you.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Zero Angel »

GSH wrote:In an editor build here, I placed a few fbscup to make building quick and easy. Build a kiln, then a dower. Built a guardian. Parked the guardian on the dower, then told it to pick me up. I can hop in/out of that guardian all I want.

-- GSH
That's because some of the flat part of the dower is marked as an 'invalid zone' which means that the AI will not even attempt to path through parts of it. If he leaves an empty ship in that area then the pilots will stop just outside of that area.

Since the dower has inaccurate tunnel defs I would recommend replacing the default tunnel defs with this

Code: Select all

[BuildingClass]
tunnelCount = 3

tunnel01X0 = 3
tunnel01Z0 = 1
tunnel01Dx = 4
tunnel01Dz = 4
tunnel01Edge = "ttff"
tunnel02X0 = 1
tunnel02Z0 = 1
tunnel02Dx = 2
tunnel02Dz = 2
tunnel02Edge = "tfwt"
tunnel03X0 = 5
tunnel03Z0 = 5
tunnel03Dx = 2
tunnel03Dz = 2
tunnel03Edge = "fttw"
That should add some more valid surface for AI units to path through
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
vlad_C0M
Rattler
Posts: 61
Joined: Sat Apr 20, 2013 9:25 am

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by vlad_C0M »

GSH compare please : behavior of pilots
in version 1.3.6.4 y
in version 1.3.6.4 n - lookes good really ?
Scion dream ۩
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Red Devil »

za, try this; opens it up a bit more:

[BuildingClass]
soundAmbient = "sdow01.wav"
tunnelCount = 3

tunnel01X0 = 3.25
tunnel01Z0 = 1
tunnel01Dx = 3.75
tunnel01Dz = 3.75
tunnel01Edge = "ttff"
tunnel02X0 = 1
tunnel02Z0 = 1
tunnel02Dx = 3.25
tunnel02Dz = 3.25
tunnel02Edge = "tfwt"
tunnel03X0 = 3.75
tunnel03Z0 = 3.75
tunnel03Dx = 3.25
tunnel03Dz = 3.25
tunnel03Edge = "fttw"
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Zero Angel »

That one works even better, RD.

Also, ibrecy could use some improvements to pathing due to units getting jammed up on the rec pad (noticable with bad base layouts) even though they clearly should have no difficulty moving over it.

Code: Select all

[BuildingClass]
tunnelCount = 4

tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 2
tunnel01Edge = "wwfw" // Rec Pad - Ramp Area
tunnel02X0 = 1
tunnel02Z0 = 5
tunnel02DX = 6
tunnel02DZ = 2
tunnel02Edge = "fttt" // Rec Pad - Open Front (wide)
tunnel03X0 = 1
tunnel03Z0 = 3
tunnel03DX = 2
tunnel03DZ = 2
tunnel03Edge = "wwft" // Rec Pad - Left Nook
tunnel04X0 = 5
tunnel04Z0 = 3
tunnel04DX = 2
tunnel04DZ = 2
tunnel04Edge = "wtfw" // Rec Pad - Right Nook
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
GSH
Patch Creator
Posts: 2486
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by GSH »

Vlad- I don't believe anything changed between 1.3.6.4n and 1.3.6.4y in the pilot code. A position difference of a few millimeters can cause the pathing system to give radically different results. Ken did change the lower-level pathing code to return more stable -- i.e. fewer resyncs or bad data -- results when the pathing system thought you just can't get there from here.

Last time tunnels were changed, it seemed to work great, then things blew up months later. You're welcome to make a recy variant to change things and get them into the public's hands for testing before going into a public beta.

BZ2's pathing system stinks. Had to run on a Pentium 166. Replacing it would probably be on the order of a year or two of my free time -- roughly the same magnitude of work as the DX9 rewrite. And pathing is more likely to break in mysterious ways that would need lots of quality testing and feedback on a ton of builds.

-- GSH
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: 1.3.6.4y - OPEN BETA & TESTING

Post by Red Spot »

Vassili wrote:Yea i see that too in ISDF, and i too see pilots who die alone on the way...it is new? It is a maximum pilots or maximum walk?
No messages, no blood, they just fall on the ground.
There is a setting in the pre-game shell that dictates how long pilots can stay alive. Give it a large value if you do not want pilots to be removed from the game, or very small if you dont want pilots hopping around.
Doesnt seem to apply (directly at least) to pilots spawned by the training facility as I usually set it to 0 in MPI, build a training facility near the recy and use empties as a sort of 'early warning system'.
Post Reply