I'm very glad to see this change. Getting the game to run in real-time even when there are very many units is important; It's good to see Uber making substantial effort in that direction, and based on the videos that effort's having very good results. Over the last week I've seen games run faster, this is also a good sign that at some point before all that long the game's going to meet my high standards regarding performance.
The pathfinding performance. Oh wow. 1000+ units, area patrolling a whole metal planet without any getting stuck. ~8.5 sim speed. Uber: New spectate UI features are good too.
Did the planet have water? Last I checked, it did not let you extend an area command into the water with land units selected.
@garat what *have* you done? With these sim / pathing performance improvements @buckfast9 will be unstoppable... now there is no limit to the number of dox's he can produce..... we're all going to be destroyed, smothered under a never ending swarm of dox...
Nice work on memory here!! On previous build (72996) this radius 100 planet costs 5166mb. On this PTE(or already stable/ last PTE): 830mb for the same planet The index buffer goes from 4095mb to 1.7 mb Edit: got a client crash when I smashed a planet Edit2.0: game doesn't crash in the replay so it was probably and edgecase or something Final Edit: Planet smashes could use lighting effects!! This purple commander explosion makes it look a lot more awesome!!
Is there any way to convince you Uber guys to change the nanolathing color back to green? I absolutely hate it being team-colored. I know there are mods for this etc.. but anyway.
That's exactly why there are mods. Before this there was a mod to change the green into team colour. So there are people that prefer the team colour. The alternative is to make everything an option in PA, but then you end up with a settings screen that's forty pages long.
As the new awesome pathfinding algorithm is live, is there any plan to get back some 3D terrain like in Beta, hill, cliff, etc?