PTE build 79270-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, February 16, 2015.

  1. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    - A strike at the root of the orbital fabber problem: build arms may now have "assist_layers" and "reclaim_layers". Orbital and the rest do not interact in vanilla setup.
    - "can_only_assist_with_buildable_items" moved to the build arm. (no longer on orbital fabber)
    - change in units with multiple-barrel weapons (dox, leveler, battleship):
    "projectiles_per_fire"; multiple tool instances turned into multiple muzzle bones
    zx0 likes this.
  2. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    More changes coming on this front, by the way.
  3. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    That sounds promising! I'll give these a go and see what comes out. Then I'll wait for the next step.... :D
  4. mikeyh

    mikeyh Post Master General

    Messages:
    1,869
    Likes Received:
    1,509
    Multiple crashes in the tvinita team game on 78783-pte with lobbyID: 6746676459226903590

    First crash:

    Code:
    Thread 0:: Dispatch queue: com.apple.main-thread
    0   com.uberent.pa.client             0x00000001016a8401 crom::RasRenSceneViewport::getCulledMeshes(crom::RasRenSceneViewport::DrawBucket&, crom::RasRenSceneViewport::SceneInfo const&) + 1553
    1   com.uberent.pa.client             0x00000001016a5afd crom::RasRenSceneViewport::beginFrame() + 3453
    2   com.uberent.pa.client             0x000000010161d589 crom::RasRen::present() + 249
    3   com.uberent.pa.client             0x00000001011a6fdf client::ClientGame::updateAndPresent(crom::Profiler&, float) + 4783
    4   com.uberent.pa.client             0x0000000101557a1a crom::SDLPlatform::runGame(crom::Game*) + 666
    5   com.uberent.pa.client             0x000000010154fd02 main + 274
    6   com.uberent.pa.client             0x00000001011578f4 start + 52
    
    Reconnected and could not see any units.

    Eco bars were active, could see a nuke explosion but all planets were empty of units.

    Reconnected and crashed again:

    Code:
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0   com.uberent.pa.client             0x00000001028a29cd client::UnitWatchList::sendIdleUnitUpdates(client::UIBridge*) + 301
    1   com.uberent.pa.client             0x0000000102763c78 client::Client::postUpdate() + 1816
    2   com.uberent.pa.client             0x000000010284aee4 client::ClientView::postUpdate(float) + 212
    3   com.uberent.pa.client             0x0000000102797749 client::ClientGame::updateAndPresent(crom::Profiler&, float) + 2585
    4   com.uberent.pa.client             0x0000000102b48a1a crom::SDLPlatform::runGame(crom::Game*) + 666
    5   com.uberent.pa.client             0x0000000102b40d02 main + 274
    6   com.uberent.pa.client             0x00000001027488f4 start + 52
    Reconnected with nomods again and crashed with same as above.

    Managed to reconnect again and still no units displayed.
    killerkiwijuice likes this.
  5. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    The 2nd stacktrace is pretty close to what was reported here: https://forums.uberent.com/threads/rel-pa-stats-74525.50690/page-40#post-1072243
  6. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Oh christ, you mean to tell me, that you are going to break ALL of our mods?
    stuart98 and pieman2906 like this.
  7. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    they love to do that ;)
    pieman2906 likes this.
  8. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    This is a big one though. Like changing firing to fired.

    But, at least it shows signs of improving functionality and adding some game hooks, rather than just breaking for the sake of breaking.

    Nonetheless. While they are doing it, they can at least add "unittype_1" - "unittype_9", and for observable add "observable1" - "observable9", and junk. For modders. So we can add stealth units, and factions, without borrowing tags from existing units.
  9. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I don't see how that is a big change.
  10. nixtempestas

    nixtempestas Post Master General

    Messages:
    1,216
    Likes Received:
    746
    And this is why you make dev tools. I can rebuild most of my mods in under a second. If things really go crazy in the files, it might take a minute to reconfigure. Profit.

    Not that any of my mods are in any way complicated...
    cola_colin likes this.
  11. nixtempestas

    nixtempestas Post Master General

    Messages:
    1,216
    Likes Received:
    746
    that might cause havoc to balance mods
  12. mot9001

    mot9001 Well-Known Member

    Messages:
    833
    Likes Received:
    650
    Since there is more in the game then dox, definitly a l2p issue. Dox aint the fastest raiding unit. Also, people won't get any time to get used to balance lately since balancechange spamming so they can't even learn to play the best because they need time to learn.
  13. nixtempestas

    nixtempestas Post Master General

    Messages:
    1,216
    Likes Received:
    746
    the balance spam is only really a PTE thing though, as it should be.
    mered4 likes this.
  14. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    What is a l2p issue? I know the ropes on dox - I just don't want to use them or master them. I admit their effectiveness, nonetheless. What am I missing here? What is nix missing?
  15. mot9001

    mot9001 Well-Known Member

    Messages:
    833
    Likes Received:
    650
    I kinda think that if players get better at a specific balance the strategys get a lot more refined over time, i think fast dox already have a lot of counters, and also, why aren't any other units slowed down if the map needs to feel big?
  16. Planktum

    Planktum Post Master General

    Messages:
    1,060
    Likes Received:
    510
    And this time in english...
  17. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Orbital fabbers can assist orbital factories again.

    Assist and reclaim between the orbital and non-orbital layers is no longer possible.

    Projectile stuff only affects modders.
    Remy561, ArchieBuld and igncom1 like this.
  18. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    Unfortunate side effect....

    Now only a single orbital fabber can participate in the construction of a teleporter. And if the construction is interrupted in any way, it can no longer continue.

    EDIT: Ok, two fabbers can share the work if they BOTH had the command to START construction. But if one is set to assist the other, it can no longer do so.
    Last edited: February 28, 2015
    wondible likes this.
  19. zx0

    zx0 Well-Known Member

    Messages:
    295
    Likes Received:
    319
    Yeah, orbital fabbers should better move to air layer to build on the ground. We would need build_layers and buildable_types for build arms and active_layers for all tools then.
  20. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I still don't like them building gates at all.

    That should be surface fabbers job, especially with the unit cannons firing advanced fabbers.
    websterx01 likes this.

Share This Page