Is it intentional that Adv. Torpedo launchers are built by basic Fabrication units (including bot/vehicle fabricators)?
I feel like anchors make orbital fighters obsolete. It's kind of hilarious watching a group of orbital fighters come in on an anchor, which totally blows them away. And the anchors move reasonably well and get some sight to the ground so......yeah, I just build anchors now. I guess the fighters have an advantage in that they are fast and can respond quickly to a situation but usually "the situation" is a bunch of anchors have shown up, which is exactly what fighters can't handle. On the bright side, anchor do help with invasions since they are so hard to kill and can see the ground. Seems like the sim fps suffers now. I do mostly FFAs and I dunno if it's my "unit stream" plan or just the game in general but it really bogs down after a while. I'm pretty sure it's worse than before. I've also seen some fishy things.... * Build 4 nukes in a row * Set them to build missiles * Set a bunch of fabricators to patrol up and down the line (I have always done this....it ensures your fabbers will assist whatever launcher is building a missile) * Check back later * Some/most of the fabbers will appear to be stuck. Giving them a new patrol order will get them busy again. I think both bot and air fabricators do this. It's like they just decide to stop patrolling. I'm doing the old point-to-point patrol for this, not area.
Oh, this isn't new, but a lot of times when I host a game I can't seem to see chat in the lobby. I type things and nothing happens. I think other people can see my chat but I can't see any chat. This only seems to happen when I'm the one creating the game. Chat is always fine when I join someone else's game.
Ubercannoning the ground causes the commander to start shooting at the same spot on the ground as if you had just issued an attack command. This is not consistent with "the ubercannon cannot be triggered by an attack contextual command", if an attack command can be triggered by the ubercannon. Also, we are fast running out of keyboard real estate. Technically hotbuild is a mod, but practically it is the better way of dealing with construction than the current mousebased UI, and so I'm hoping it basically get's implemented into final release PA. However, on a standard Qwerty keyboard, I basically have every letter key assigned, and I'm incredibly light on what to use (e.g. I placed metal storage with metal, energy storage with energy, and don't have hotkeys for stuff I don't build) Edit: note that this doesn't count any of the hotkeys in this build that have caused clashes and nlw must be reassigned. Particularly for my funky j k l u I as being assist, unload etc. Edit: we can delete posts now! Oh lorde! I can prune away the unmitigated forum spam!
They did. Control A-Z0-9, Shift A-Z0-9, Alt A-Z0-9 (and/or the Mac equivalents) ...Though, my favorite instance of binding madness is an old IBM terminal with 24 Function keys. A standard which Windows must have supported, because the Unreal engine had entries for them in config.ini.
Interesting, that happened to me with a nuke a while back. I just aimed it at some random rock and it just spun around indefinitely.
You need the most current version of the mesa drivers to support openGL 3.3 which is Mesa 10.0, mesa 9.2 only supports 3.1 so I am guessing you need the most current version of the FOSS or opensource nvidia drivers, pain in the *** I know and preferably kernel 3.13 for good performance. Current version of mesa is 10.03 http://mesa3d.org/relnotes/10.0.html AMD or NVidia properiatory drivers replace mesa drivers with there own current opengl support.
It's doesn't mater, problem is not there. At moment game will only work with compatibility profile that isn't supported in Mesa. E.g need 3.2 to work, but it's use features that was removed after 3.0. Uber implement 3.2 core profile support in OS X version, but it's looks like Linux version still use old code. More information is here: PA#5307 Though at moment I actually fighting with driver bug than with game bug.
Yeah, l'm on 10.2.0-devel already actually, and it's still a no-go as @SXX mentioned just now. It's relatively painless to update the Mesa (and Nvidia drivers) using the xorg-edgers PPA on Ubuntu. If I remember correctly you are on Arch though, so that won't help you, but maybe for people that pass along here.
I am on amd drivers 13.12 still works fine ingame except for UI bug on launch. Arch is current as of mesa 10.03 and can download mesa-git from AUR as for other Arch users, don't know if kernel drm version affects FOSS opengl 3.3 though
It's doesn't mater what Mesa version you have game will crash because it's need both OpenGL 3.2 and features removed in 3.1 in the same time. Proprietary drivers support GL_ARB_Compatibility and open source do not support it so game might only use core profile.