This build is now online, however Steam's management page is currently down. This means I can't set the PTE active on Steam for this build.. and that's unfortunate for a number of reasons. I'll update as soon as I can set the Steam build live for PTE as well. Reason this is unfortunate is a word that starts with "A" and ends with "chievements". Preliminary Build Notes: Balance: All units arriving at a planet via celestial space will now have a 3 second cooldown before they can take any action. Gameplay: Fix for tactical missiles flipping out when targeting factory wreckage. Gameplay: Make Area Patrol more gooder!! Ground and Sea units now use a guarding behavior when they do area patrol. Each unit type has a pool of shared area targets that they pull from in order to do a small local area patrol. If any nearby units have an attack target, other units will also target it. If the units are too far away from their destination during whole planet patrol they will use the army wide cached targets to keep memory spiking down. This improves both patrol behavior and navigation performance when doing area patrols! Gameplay: Adjusted the guard radius calculation to be the same everywhere. Gameplay: Adjusted the guard radius for all units to be something more reasonable. Gameplay: Fix for units firing into terrain if their target happened to be close to blocking terrain. Gameplay: Land mines can now take damage from weapons and explosions. System Editor: Fix for not showing the busy message when going from a terrain preview to a full preview. UI: Unit selection group display. UI: The host is now using 4 renderer processes by default. (Suggested by our users.) Use --renderer-process-limit=N to change the value, or --single-process to run in single-process mode. (Really not recommended...) Windows: Tell NVIDIA Optimus to use discrete graphics. Extended Notes: You are now able to view metal spots in the system editor! - Clicking "Preview" in the system editor will generate a planet without metal spots (and without having to create nav or physics world). - Clicking "Preview" with the "with metal spots" checkbox ticked will generate and display metal spots. If you already have a planet preview the terrain will not be regenerated. - While a planet preview with metal spts is up adjusting "metal density" or "metal clusters" will give immediate feedback without regenerating the planet terrain. - Metal spot placement in the system editor is accurate, except in the case of start locations. System Editor: Multiple polish items. - Nav mesh generation no longer blocks the UI - Metal spots can now be turned on and off. - Starting planet flag is now correct on load. - Exiting the system editor goes back to the system load screen. - Clicking on a planet no longer moves it. Language updates for: - French - Spanish - Italian - German - Polish - Arabic - Czech republic - Hungarian - Korean - Netherlands - Netherlands, Belgium - Portugeuse, Brazilian - Russian - Chinese, Simplified
No more endlessly ping-ponging your commander with little to no risk. Can still abuse it, but it's a lot harder now.
Wait, what? What exactly does this mean? You make a difference between Dutch in the Netherlands and Dutch in Belgium or...? Because that would be pretty strange.
I assume the next point on the list of things to improve here is "show start locations in the system editor and make mex spot placements 100% accurate for them"? Apart from that: nice! EDIT: "Balance: All units arriving at a planet via celestial space will now have a 3 second cooldown before they can take any action." Doesn't this mean: a) putting up teleporters becomes harder b) SXX snips are nerfed, as they won't be able to get a guaranteed shot anymore.
I think this will extend certain Galactic War scenarios by several hours ;^) Sometimes dropping 250 tanks on the commander's head and hoping the few that survive do some damage is all you've got. But hey, maybe it will force even more creative solutions.
For everyone who wonder how to use it: Code: PA.exe --coherent-options="--renderer-process-limit=2" So there is new option of PA executable called "--coherent-options" that let you pass any option to Coherent. Full list of options that Coherent accept available here: http://peter.sh/experiments/chromium-command-line-switches/ Obviously Coherent use Chromium 28 so not 100% of them available, but most for sure.
One process per "view" (panel in UI). It's about 6 before game and 30-31 in-game. PS: Keep in mind there is 6 renderers before game started because icons, special icons and cursors also rendered by Coherent and have separate "views".
So does this change prevent the game from spawning those 30 in-game processes? How exactly does this work? Basically, I don't need to conserve RAM, and I don't want to get screwed in UI responsiveness by those who do.
I'd guess the difference in responsiveness between 30 and 4 processes is very very little, so 4 is probably fine for anybody.
Correct. It's will now spawn 7-8 processes at startup and then this count wouldn't change. You can read how does it work in this topic: https://forums.uberent.com/threads/how-to-decreasing-ui-memory-usage-on-windows-linux.63043/ So Uber (or Coherent guys too?) implemented feature to pass those options to Coherent host.
Internal changes: - Guard radius: most things lost it, base_xxx got it. - Land Mine: got a physics object - Orbital arrival: planetary_arrival_cooldown_time in base_orbital - possible fix for PA#4107 - New stat tracking (probably for achievements) - Game stats for commanders destroyed - Localization within credits - Current selection displays something extra - maybe group number? - some old new_game versions removed - new local html5 video player - possible options noVideoEmbedding (probably --uioptions) - common.js touched - additional parsing for --uioptions
Dear @garat I suppose you forgot to add something important into change log. What the hell is happen with client RAM usage? PS: Previous test 71973 vs 72332 can be found here: https://forums.uberent.com/threads/pte-stream-72332.64315/page-2#post-1002422