In this case it probably wont help, but in general make sure to press F5 inside the debugger and not in PA. In PA it often does not work the moment you have broken js.
Ran from terminal; output attached. Suspicious part: Code: -1 15:42:43.605902 W | View 9 terminated in an abnormal fashion! -1 15:42:43.607366 A | Assert failure: Unable to map memory on buffer 0 I then started a new game and saw 17 coherent processes instead of 3, so it looks like a crash that took down related views (parent/child?)
So, uh, this is a bug... EDIT: Another bug, sometimes when quitting a game, and going back to the main menu, the game gets stuck at the "are you sure?" menu. I can still push buttons, but it doesn't do anything.
Got some more feedback! Being notified that a spinner or inferno was built does me no good. Nor does notifying me that I destroyed an enemy energy plant. Once the game gets going it means the top is a never ending stream of notifications so notifications are worthless. They whiz by so fast that I have no clue what they are. Fabricators can't finish a build queue to save their life. I have to constantly look back at my fabbers to make sure they're working on their build queue. And there are a lot more unbuildable places than normal. Hope the feedback helps.
More feedback! Server performance is... terrible. I have a solid 20 fps, but the sim speed is between .1 fps and 4.4 fps. I was playing a Galactic War match. According to PA Stats I had about 1.2k units. My allied sub commander probably had less. And I don't know how many units my enemy commander had. Probably less than me as well. It was a 2 planet system. Hope that helps.
This might never come up in the actual game, but negative values of shared eco crash the economy bar when using shared arrows. Uncaught RangeError: Invalid array length live_game_econ.js:152 Negative values of shared look like they will reliably create a negative array size via percentXXSharedToIncome. I could be faking the data wrong if abs(shared) always > loss, but the calculation for net doesn't seem to support that. I'm also seeing incremental updates to knockout properties. Once one property changes,the derived properties cascade, but related properties may not have been updated, leading to an temporarily inconsistent inconsistent state etched in memory by the exception. I actually thought this was the error at first, and I still suspect it could could create some out of bounds values. Example values: Tick 1: metal.demand: 268 metal.production: 810 metal.shared: -270 Tick2: metal.demand: 700 metal.production: 3005 metal.shared: -79 model.metalGain() -> 3005 (tick 2) model.metalLoss() -> 700 (tick 2) model.metalShared() -> -270 (tick 1) model.percentMetalSharedToIncome() -> -0.62...
so, the fabbers are really Walmart employees. Give them a list, come back to check not 2 minutes later, chillin against a wall of a mex standing around doing nothing. the other day I was so frustrated, I fired one. (delete key) humor for the day.
I still have same problem "Update failed: download of http://download.uberent.com/PA/hashed/75d9cc7ec2e129f9b2d992c372d3bc5a4315fd45 failed: 404 Not Found"
Yeah, I got that too. But when you start the PTE anyway, it is indeed version 67099-main. I'm not sure what it's supposedly missing, but it can successfully start a game. I do get loads and loads of these though: Code: [16:13:27.162] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.286] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.287] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.354] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Movement/commander/Commander_move_loop] [16:13:27.354] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.355] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.369] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Movement/commander/Commander_move_loop] [16:13:27.370] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.372] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.419] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Movement/commander/Commander_move_loop] [16:13:27.419] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.420] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.483] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Movement/commander/Commander_move_loop] [16:13:27.483] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.485] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] [16:13:27.600] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Movement/commander/Commander_move_loop] [16:13:27.601] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Fab_contruction_beam_loop] [16:13:27.604] ERROR WorldAudioDriver::createPlanetSound - failed to create sound [/SE/Construction/Factory_contruction_loop_veh] And there are indeed no sound effects. I do have fsb files in media/pa/audio though, so I'm unsure why that doesn't work.
That bundle has quite a few rather important files. Not sure if the game will run properly without those. If you have an older version already installed and just don't patch those files, the game will work but may not have all changes relevant for that particular build.
Or maybe cut it down to metal energy to shorten it, but not have it too short for newbies? Although honestly factory first wouldn't be terrible for newbies anyway.
Interesting building bug, I selected a pelter for building in the PIP on an orbiting moon (planet B), but the attack radius preview showed up on the central planet (planet A) in the main screen!
Hornets seem to have trouble targeting something when it is already well within range. When it's out of range there's no issue, the hornets move and attack as needed.
I've got some more PTE feedback for y'all! Doxes are practically useless. They only have 1 use, outlying metal extractors. As soon as Doxes run into units or a defensive line (even a weak defensive line), Doxes get shredded. I tried playing bots only against the GW AI. The Doxes couldn't destroy anything, even when they got into MASSIVE clumps, they could hardly make a dent in the enemy base. As soon as I switched to vehicles, it was a piece of cake to attack the enemy. Here's the PA Stats graph of my match where I was experimenting with different stuffs: http://www.pastats.com/chart?gameId=161558 As you can see early on, all of those dips in unit count. That's when I attacked with Doxes, and they did jack squat against the enemy base. Hope that feedback helps.
Well, if the Dox stays like that, I won't ever use it again. The extra little bit of speed it offers isn't worth how weak they are. If it works, do I comment on it? People tend to comment on broken stuff. If I talk about every thing that works, then I wouldn't have time to play. Do you want feedback or not? Besides, I give tons of positive feedback all over the forums and all over reddit and lots of positive feedback in my playtest recaps.