A new stream has been posted. This includes the first full combat balance pass. It includes Mac OS/X SDL implementation - this allows for true full screen. There are a host of other changes. We'd love to get some people playing this build between now and tomorrow morning for feedback, and any new problems uncovered. Hopefully, we could potentially publish this to Stable this week. Scathis will be along shortly to go into detail about the balance changes.
Highlights: - All non-combat structures health increased by 3x. - General combat balance pass over ALL combat units and structures. - T1 AA Bot: Removed. - New T2 Tactical Missile Bot added. - T2 Sniper Bots: Can now shoot down tactical missiles. - T1 Assault Bots: Turned into light raiders. Fast, cheap, weak. - T2 Assault Bot:s Can now go under water, added torpedo. - T1 Bomb Bots: speed greatly increased. - T2 Tank: Has a very slow turret turn rate but improved overall. - T1 Fighter: Improved. - T2 Fighter: Removed. - T1 Bomber: Drops 5 bombs in carpet bomb style. - T2 Bomber: Fires from outside of range of AA towers and fires a tactical missile. - T1 Frigate: Torpedo removed. - T1 Destroyer: Torpedo added. - Pass on Artillery structures and their firing arcs. - Tactical Missile Launcher Structure: Energy removed, range reduced, made into much more of a base defense. - Bases defenses improved overall. - Ion Cannon: (Umbrella): Energy usage removed, range and damage increased.
WOOHOO! Fullscreen! Finally! I'll get playing some PTE galactic war later this evening. Did y'all make any changes for fixing the stuck cursor? Where we can't unclick? That's the biggest bug I've encountered. Extremely frustrating and gamebreaking.
At moment (on Linux) SDL handle everything: window management, GL context creation, all input. I guess this affect most OS X specific behaviors just like it's affected Linux before.
As SXX said, this has a range of implications on Mac, just like it did on Linux. Start playing with it, and let us know what you find on keyboard, mouse and basic OS interop. We'll fix it as fast as we can if anything new breaks.
noooooooo!!!! hotbuild no longer works in the PTE! Curse you Uber!!! Not really. I understand mods breaking. But it's still annoying!
Just got a server freeze 4 minutes and 30 seconds into my first GW match. Couldn't reconnect to it either.
Well, server freeze / crash, it's unlikely you'll be able to reconnect, so I would expect that. Client crash you should.
I've never been able to reconnect to a GW match on the PTE build. Even when my UI freezes and the game is still running and I restart PA, I can't reconnect.
Game simulation froze again. This time at 3:48. Nothing special was happening. I can still scroll around and stuff, but the game just stopped.
Big one. Were there 135 packages before, or did you break them down a little for smaller future updates?
So I just run my traditional test: 10 AIs on large planet (1300 meters sandbox) with me spectating. As result got simulation freeze which isn't happen in previous PTE. Server stats still updated fine, but sim is frozen, messages in chat don't appear. PS: Noticed 3000 meters in original message, but yeah it's wasn't 3000 but 1300 which looks like enforced by server.
Just tried another match against an AI in a non-GW match. Server froze at... 3 something minutes in. PTE build is completely broken for me. I can't get past 4 minutes in a match without the server freezing.
We're investigating. Leaving this build live for a bit, but will probably revert back to the old PTE build once we know what's going on. That's probably sufficient testing of this for now. It's pretty consistent. I just got a solid repro on it.
Woa, everything moved. Tip: move everything in Resources to Resources/media to cut down the download time (untested) I guess the platform differences were causing Uber too much trouble. (I don't suppose you've considered using git as an frequently pruned object database rather than a full version history? It handles renames quite well)