PTE build 85104-pte is now live!

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

  1. Engineer1234

    Engineer1234 Well-Known Member

    Messages:
    325
    Likes Received:
    291
    ....has anyone ever tried fitting halleys to a metal planet, sending it to smash another planet, and then fire the laser before it impacts ?
  2. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    I have a feeling the effect is still WIP
    rivii, ArchieBuld and ace63 like this.
  3. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    I already thought of that issue. :)

    Attempting to fire the planet weapon while the planet is in motion will fail.
    Sending the planet to smash while the planet is lining up to fire will cancel the weapon firing.
  4. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    You had to ruin the fun. :(

    What was it doing before you fixed that? Bugginess and crashing?
    ArchieBuld likes this.
  5. temeter

    temeter Well-Known Member

    Messages:
    501
    Likes Received:
    305
    I've got some weird performance issues in a system with a belts. Looking away, my framerate is around 50 at the start of a match (which is a bit low), while anytime the belt is visible (or directly behind the planet) my framerate goes down to 30. And I'm not talking about a classic framedrop, fpsdoesn't change with graphic settings and is stable, almost as if the fps get capped.
  6. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Also I present the MOST WELL DOCUMENTED API in all of PA ;)
    [​IMG]
    I've not played with it yet, but it actually seems to be REALLY powerful and awesome.

    Uber you amaze me.

    EDIT:
    omg wait this stuff actually means we can do custom shader based ingame 3D UI elements?
    I still have not actually tried it, but from what I read and the more I think the more .... wow
    maxpowerz, cdrkf, Remy561 and 2 others like this.
  7. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    I wrote it that way from the start, so no idea what would happen if it didn't work that way.
    stuart98 likes this.
  8. Engineer1234

    Engineer1234 Well-Known Member

    Messages:
    325
    Likes Received:
    291
    Could you make the orbital lines thicker than a pixel ? they are not very pretty when zoomed out for a full system view.
    I would also recommend adding strategic icons for planets/asteroids because they are totally too small to see.

    233250_2015-07-16_00011.png
    n00n and cola_colin like this.
  9. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    listen to this man
    maxpowerz and stuart98 like this.
  10. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Should be there for any unit that has less than full health. It will be a 0-1 value representing their health fraction.
    proeleert, Quitch and cola_colin like this.
  11. radongog

    radongog Well-Known Member

    Messages:
    638
    Likes Received:
    295
    Nice, looks like you´ve not just been working on including new but also on fixing old features!
    Hope that the new system will allow more "timeout!"-focused systems to be created!
  12. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    lol. That is the better than any answer I could have even imagined. You even do that fraction calculation for me already. xD
    cdrkf and stuart98 like this.
  13. Engineer1234

    Engineer1234 Well-Known Member

    Messages:
    325
    Likes Received:
    291
    I made a system with a planet pretty close to the asteroid belt, and one of the asteroids spawned in orbit of that planet because it was so close (and was heavy enough ?) is that supposed to happen ? looked weird because it was way outside of the actual asteroid belt after an orbit around my planet.
  14. xanoxis

    xanoxis Active Member

    Messages:
    459
    Likes Received:
    238
    I really dislike that asteroid just disappear.
  15. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    wow live already? o_O
    nvmd
  16. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    You're neglecting your sizable Steam community again. This isn't on the forums there OR in the announcements section of PA.
    stuart98 likes this.
  17. chaser86

    chaser86 New Member

    Messages:
    7
    Likes Received:
    21
    @jables Nice work! :) I noticed a little visuals bug. You can see the asteroid belt through deep water at the horizon of a planet.
    16142.jpg
    whisperr, xanoxis, stuart98 and 3 others like this.
  18. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    After looking at things from a gameplay perspective, i'm not liking how regular structures can be built on the asteroids. In general asteroids are really cool but they're lacking unique-ness. Seems like a regular moon with an asteroid-like skin. Even the explosion is mostly a copy (probably WIP, but just in case...).

    I think only mobile units should be allowed to walk on asteroids, no factories, just teleporters, mobile units, and hallies. I'm not sure what kinds of technical problems this solution presents, but it would be much better imo if this was implemented.
    Last edited: July 16, 2015
    rivii, xanoxis, cdrkf and 4 others like this.
  19. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Modding stuff.

    - new AI attribute cross_planet_shared_count
    - personality_tag -> personality_tags, an array; default AI may use tag PreventsWaste
    - @Sorian "NetalStorageFrac" ? (multiple files)
    - planet type has possible new attribute metal_spot_spec
    - new unit attribute: sing_selection_response; seems to be the same for all units
    - new file: pa/units/commanders/commander_list.json
    - commander catalog info moved into unit specs
    - all the code that deals with player's chosen commander rewritten
    - new file ui/main/shared/js/badges.js
    - new file ui/main/shared/js/commander_utility.js
    - new file ui/main/shared/js/playfab.js
    stuart98, killerkiwijuice and Quitch like this.
  20. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Ooh, Metal Planet metal spots no longer being out of place!

Share This Page