PTE Stream: 69411

Discussion in 'Support!' started by garat, July 24, 2014.

  1. garat

    garat Cat Herder Uber Alumni

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    Stuff. Things. More bug fixes. :)

    Test, please! Check it out, report back here.
  2. Raevn

    Raevn Moderator Alumni

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    • "splash_damage" changed to "damage" for mine & nuke explosions
    • Changes to Galactic War html
    • Settings page watermarks change visibility on panel being active/inactive.
    Last edited: July 24, 2014
    stuart98 likes this.
  3. mered4

    mered4 Post Master General

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    I will find them.
  4. SXX

    SXX Post Master General

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    Hm. Tried on Linux and end up with some freezing on start of game (RAM is okay) with PA executable eating 100% of one core.

    Likely it's some issue with my system, but feedback from anyone else on Linux would be great.
  5. jtibble

    jtibble Active Member

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    Testing underway!
  6. kjotak109

    kjotak109 Well-Known Member

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    Downloading the new PTE at this moment!
  7. brandonpotter

    brandonpotter Well-Known Member

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    Downloading as we speak as well...Then gonna check armory :p
  8. brianpurkiss

    brianpurkiss Post Master General

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    New Lobby browser!

    [​IMG]

    It has new filters, more info about the match in the lobby and stuff. Pretty great.
    Last edited: July 24, 2014
    thetrophysystem likes this.
  9. stuart98

    stuart98 Post Master General

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    We absolutely NEED modded games to be prominently displayed and displayed without having to use a side-bar that 97% of users won't notice. The fact that this hasn't been done disappoints me.
    warrenkc likes this.
  10. Raevn

    Raevn Moderator Alumni

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    Not new in this build ;)
    lokiCML, tehtrekd, Fr33Lancer and 3 others like this.
  11. aevs

    aevs Post Master General

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    So, a few things:
    Closing the pathing view still causes a client crash.

    Boom bot behaviour is very strange still. I've given them attack commands against mex, and have had them sit there doing nothing. Area attack commands would usually work where a regular one fails, however.
    At other times, they will move in somewhere nearby to the target, sit in a group and one-by-one run at their target instead of swarming. They also seem to deal much lower damage, but I could be mistaken there.

    Pathing issue: I had the enemy commander land on my planet, start moving toward a crevice, stop at the edge and then stop moving or attacking completely. Giving units attack commands against it would not send them toward it to attack unless they were already close by, while a 'move' command toward it would work.
    I'm assuming it somehow got stuck into an unpathable corner of some sort, but it's hard to tell how or why it pathed into the side of the crevice in the first place.
    lilbthebasedlord likes this.
  12. jtibble

    jtibble Active Member

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    Some small things:

    - Air wrecks don't get removed, and float mid-air forever.
    - A T1 Pgen that wasn't finished and left unattended... wasted away until it [poof] exploded... but the health bar and icon were still there with a tiny amount of health left, for some time. Eventually it was removed.
  13. warrenkc

    warrenkc Active Member

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    If possible I think modded games should be displayed by default.
  14. mered4

    mered4 Post Master General

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    Bugs found:

    Bomb bots do not attack enemy units/buildings they do not have previous vision of (no radar-only attacks).
    Patrol works as a workaround, tho.
    All wreckage sticks around all the time. Even reclaiming doesn't remove the visual.
    We only tested air fabbers successfully on this, but it looks like the assist issue where fabbers wouldn't assist things if they weren't already in range at the time of command is resolved for air.

    Craters are interesting - basically making a place radioactive after a smash. I like the way that conforms to the *making the battlefield smaller by eating planets* philosophy that neutrino stated a while back.

    You cannot smash planets that are smaller than the launching planet UNLESS you use the change planet keybind (, by default) after selecting a smash-able planet.

    Canceling an annihilation leads to the object going into orbit around the dominant body in the closest proximity. In other words, you could rig it so that you can go into close orbit around your target planet if it has a larger mass. Very cool. Wish nukes were a little cheaper.....but still cool.

    You cannot send or move units from or to a planet that is being moved.

    At the end of the game, we did the following: (we had two 600r planets left in the system)

    1) we moved our commanders and some solar panels off-world.
    2) while they were enroute, Vorell smashed one of the 600r planets into the other.
    3) When the planet entered the final approach vector for the second planet, with both commanders offworld, the game crashed (server-side).

    :D

    Also. Bomb bots seem weak. Dox still are weak. Vanguards still wreck everything. And nukes need to be cheaper.

    PERFORMANCE IS AMAZEBALLS. Both myself and Vorell had 1k+ units running around on three different planets and we had no sim lag at all. IT WAS AWESOME.

    :D
  15. vorell255

    vorell255 Active Member

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    Last PTE I ran two planets of same size into each other and they were both destroyed and the solar system had nothing but the sun left in it. I died first so the other player won. No Crash. Haven't re-tried it this PTE build.
    jtibble likes this.
  16. jtibble

    jtibble Active Member

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    That sounds like everything is working exactly how it's supposed to!
  17. vorell255

    vorell255 Active Member

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    Lobby ID was 15433999163952074116. Also I don't see the lobby IDs in game any more.
  18. jtibble

    jtibble Active Member

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  19. vorell255

    vorell255 Active Member

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    Yes it did. But I was specifically trying to help them figure out why Mered4 and my game broke.
  20. mered4

    mered4 Post Master General

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    Also, this happened:
    [​IMG]
    That's a formation. :D

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