I mean immediately regain of course, not the slow regain all units have.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
1.3.6.4y - OPEN BETA & TESTING
Moderators: GSH, VSMIT, Red Devil, Commando
Re: 1.3.6.4y - OPEN BETA & TESTING
Re: 1.3.6.4y - OPEN BETA & TESTING
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.
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 ۩
Re: 1.3.6.4y - OPEN BETA & TESTING
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.
No messages, no blood, they just fall on the ground.
Re: 1.3.6.4y - OPEN BETA & TESTING

This is where my signature picture would normally be. It is not, as you can see.
You're wasting your time reading this.
You're wasting your time reading this.

Re: 1.3.6.4y - OPEN BETA & TESTING
Can you repeat in your native language? That way we can use a translator to figure out what you are trying to tell us.
Re: 1.3.6.4y - OPEN BETA & TESTING
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
-- GSH
Re: 1.3.6.4y - OPEN BETA & TESTING
Vlad or me?Can you repeat in your native language?
Re: 1.3.6.4y - OPEN BETA & TESTING
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.
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.
- blue banana
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Re: 1.3.6.4y - OPEN BETA & TESTING
Don't be a doter, it's not you.Vassili wrote:Vlad or me?Can you repeat in your native language?
- Zero Angel
- Attila
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Re: 1.3.6.4y - OPEN BETA & TESTING
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.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
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"
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
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
Re: 1.3.6.4y - OPEN BETA & TESTING
GSH compare please : behavior of pilots
in version 1.3.6.4 y
in version 1.3.6.4 n - lookes good really ?
in version 1.3.6.4 y
in version 1.3.6.4 n - lookes good really ?
Scion dream ۩
- Red Devil
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Re: 1.3.6.4y - OPEN BETA & TESTING
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"
[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
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- Zero Angel
- Attila
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Re: 1.3.6.4y - OPEN BETA & TESTING
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.
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
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
Re: 1.3.6.4y - OPEN BETA & TESTING
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
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
Re: 1.3.6.4y - OPEN BETA & TESTING
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.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.
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'.