Excellent stuff with the new orbital icons, my number 1 top requested feature, thank you! Finally I can tell where they are above my base with ease. I think they do overlap a bit too much though, and also, the Orbital launcher's icon is absolutely massive. Also, relevant feedback: Performance seems to be quite solid, not having any issues with the UI.
new scenes: - live_game_celestial_control - live_game_message (ex: Pick a location to land, also PAStats checkbox) Changed build bar from KO conditionals to toggling visible which ought to reduce DOM churn quite a bit.
I found a bug. Sometimes, when I select my factories, they want to build what the fabbers can. It happend with all type of factories, so air, bot, vehice and orbital too.
System Designer edit button works again. I'm not seeing the hotkey selection lag I was last build. When starting play (planet first appears), there is a delay before the UI comes up, during which panning is sluggish. Galactic War hover is still missing build icon apparently due to malformed path. In Galactic War, I don't get a build bar for the commander (hotkeys don't work either), so that's pretty much a non-starter. Debugger message: Code: Uncaught TypeError: Cannot read property 'buildIcon' of undefined live_game_build_bar.js:20 In both GW and regular, a bunch of warnings on console: Code: -1 11:49:36.952082 E | PID: 28020 | -1 11:49:36.908863 Could not create shared memory key 691B16D1-EC11-4128-8D39-0F1124506147 flags 1 size 1024 error No such file or directory
I had the same thing when in the PTE when i select my commander in some games the build UI will not show up and i will have to restart the game + that mostly my mouse turns into a black square and does not return normal. Got no mods or what ever.
Black on Black for Stratic Icon bug is back again also the Leviathan is underground when built and jumping around in orbital.
I got the black mouse icon when I selected an orbital fabber, I then couldn't build anything with any fabber although move/attack commands etc were still working. EDIT: I tried to screenie it but the black mouse isn't even visible on a screengrab
Can also confirm the Black mouse cursor. The performance in this build seems to be a good improvement
I got a similiar, weird bug 2 times. I didn't have a black cursor, but I couldn't click anything in some parts of the ui (e.g. not select something from the build menu) but I could still give move orders (and they were being followed). I could enable the line command mode by clicking on it, for example. Esc key didn't do anything and I couldn't move the camera using the middle mouse button. Zooming in and zooming out still worked. I could move the camera by using the arrow keys.
I'm not gonna say much about this, but just to make sure it's intentional; has brush bending behavior been changed at all? Because I'm seeing some pretty... different results with some things.
Anyone know if they deliberately replaced some building icons with their water-buildable counterparts, or is this just a bug and only the boat-fabbers should have those? Well, people DID want spaceships.
Did another game, went for about 50 mins, no crashes, multi-planet, still beautifully smooth. If this is first pass multi-threading, I can't wait to see what more goodies we can get. Only issue was the build bar for basic vehicle/bot fabs got scrambled again after awhile, I think it happened after I got advanced.
Just tried GW on this build, and I don't have my commander build bar at all. Works fine in multiplayer (aside from aforementioned scrambling), but is missing completly in GW.
Someone clarify on what "Multi Threading" will do? I know it is to use all of the processors so does this mean its gonna be optimized like heck?
multi-threading isn't really optimization, more utilization. what it does is allow for concurrent operations to occur on different processors, effectively allow you do do multiple things at the same time. 4 cores would have a theoretical speed up of 4x (in reality it is never really quite this high for various reasons). For example, I have a 6 core processor, and I have noticed a 4-5 times client speed up late game on this patch (since my CPU was the bottleneck, not the graphics card). I now see CPU usage between 30-50%, way higher than before. Its still executing the same number of commands, just doing more at the same time, hence faster.
Certainly uses more of my 3570k, noticeable performance increase over stable build, but not faster than the previous stable (I guess some "laggy bugs" were fixed). Some of the new UI I guess is temporary, doesn't look good, but the extra information displayed is nice. Turret rotation speed on the Ants is kind of crazy high. I like the extra manoeuvrability they get, it makes the combat a bit more fluid and makes retreating more viable, BUT... I think instead of making tanks more manoeuvrable, bots could be made less terrible, so that they were used more and their increased usage made the game more fluid instead.
There is only one image for each unit. I'm guessing some of the naval models look better floating in space, and in the case of the air factory, it looks more distinct from the vehicle factory.