Not much text wise, most already covered. GW latin: "Ad astra per aspera" ~ to the stars, through difficulty
I wonder what happens when all planets are gone and two different players have their commanders in transition when it happens? is that a perma-draw? Maybe if there are no planets left, they should start falling into the sun, and die when they hit, at least then whoever hits the sun last is the winner. And if there are planets left, we need to be able to send the transitioning comms back to one of the remaining planets, the closest one i guess.
Now hold on, it is just a beta. I would only be disappointed if it wasn't displayed prominently upon release. I suggest with ladders to have it's own list of matchmakers and their rank number, and agreeing on a match autogenerates by standard 1v1 rules on a competitive map. Ask for mods, the list as we know it should just have white named games that are vanilla and modded games show in the same exact list but as orange/green/whatever colored names. Maybe matchmaking games or laddered games instead show up as red or orange? Then, a filter can show or unshow those independently. Filters are cheap to install in something like a server list, especially if it just hides by color but the list completely generates in the background, lazy way but cheap nonetheless.
Just had the teleporter bug again. It happened when I sent a large formation of Shellers through a teleporter. Some would never go through and I had to kill them manually. This glitch does not happen with other units. Also, I had performance issues when I zoomed in on a formation of units.
No, it's not. Side-bars aren't. Ever. Unless they're the build bar. But it's hard to miss a build bar. Some text? Not hard at all to miss. ANY barrier will keep people from using a feature, no matter how seemingly insignificant the barrier.
Hang on ... lets just clarify... are you talking about the lobby screen that Brian posted earlier in this thread and saying that it is not clear to see if a game is modded or not in the browser?
I obviously can't know if they made modded lobbies obvious or not; that can't be seen from the screen. What can be clearly seen is that whether players can tell modded lobbies from non-modded ones is irrelevant because mods are still locked away behind a side-bar that 97% of the user base won't ever see, won't ever touch.
Would you think modded games would get very many people look or join them if you don't see them by default? In contrast, why not just make modded lobbies show up in the same list, with different colored text...
You don't need to use different coloured text.. there is perfectly good filter on the left hand side for modded games.. I don't know why you keep insisting it's hidden... it's not! Why not change the text colour for number of planets too? Make the text bold for EU servers? make the text italics for number of players > 5?......... No... it's not necessary.
- Switching between groups sometimes freezes the game. I can't interact with the game. F5 solves this problem. - I've seen this issue before, but now I encountered it as well. I used attack command on the enemy commander with Vanguards, and they just didn't enter their maximum firing range, so they didn't shoot at all.
@garat I don't know if this has been mention but don't play on any of the Uber Default Map's! Played a game with a friend on the Monday Night System and 2 of the planets collided at the start of the game. Some of the Uber Default System need fixing before stable release.
OSX 10.9.4: bizarre planet smash (stays like screen shot with moon bouncing) one client crash Code: abort() called *** error for object 0x618001023620: Heap corruption detected, free list canary is damaged Thread 6 Crashed: 0 libsystem_kernel.dylib 0x00007fff8fd66866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff9054235c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff8fe1cb1a abort + 125 3 libsystem_malloc.dylib 0x00007fff8db17bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff8db17db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff8db166b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff8db14868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff8db1527c malloc + 42 8 libc++.1.dylib 0x00007fff903ab28e operator new(unsigned long) + 30 9 com.uberent.pa.client 0x00000001067188bb std::__1::enable_if<(__is_forward_iterator<unsigned char const*>::value) && (is_constructible<unsigned char, std::__1::iterator_traits<unsigned char const*>::reference>::value), std::__1::__wrap_iter<unsigned char*> >::type std::__1::vector<unsigned char, std::__1::allocator<unsigned char> >::insert<unsigned char const*>(std::__1::__wrap_iter<unsigned char const*>, unsigned char const*, unsigned char const*) + 267 10 com.uberent.pa.client 0x0000000106a79fa4 net::MsgPackerPipe::recv(net::Message&) + 628 11 com.uberent.pa.client 0x00000001069cd260 ViewpointController::pull() + 112 12 com.uberent.pa.client 0x00000001069cc816 ViewpointController::update(float) + 566 13 com.uberent.pa.client 0x00000001069cc586 HistoryViewerImpl::update(float) + 422 14 com.uberent.pa.client 0x0000000106715679 client::ConnectionToServer::update(float) + 537 15 com.uberent.pa.client 0x0000000106740f97 std::__1::__function::__func<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22, std::__1::allocator<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22>, void (unsigned long, unsigned long)>::operator()(unsigned long&&, unsigned long&&) + 407 16 com.uberent.pa.client 0x0000000106a9c53b crom::AsyncParallelForDriver::threadExecute() + 683 17 com.uberent.pa.client 0x0000000106a9d9a1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 18 libsystem_pthread.dylib 0x00007fff90541899 _pthread_body + 138 19 libsystem_pthread.dylib 0x00007fff9054172a _pthread_start + 137 20 libsystem_pthread.dylib 0x00007fff90545fc9 thread_start + 13
I can see from your last screen shot that the sim performance is 10, which is max. Thus the issue is your machine being able to handle what is happening not the server.
@garat if you have the planet list open (upper right hand corner of screen) and it goes down far enough to be visually underneath the command bar on the right, and you then try to click a command it will actually select the planet instead. UX issue.
OSX 10.94: some of these in the logs: ERROR WorldAudioHandle::stop - Unexpected null handle spectating finished game crash Code: Thread 11 Crashed: 0 com.uberent.pa.client 0x0000000101cd2173 client::ClientPlanet::onStateChanged(unsigned long long, ViewpointEvalParams const&) + 979 1 com.uberent.pa.client 0x0000000101da1fb8 ClientViewpointImpl::updateNote(ClientViewpointImpl::EntityNote*, ViewpointEvalParams const&, bool, std::__1::vector<std::__1::pair<int, ClientViewpointImpl::EntityNote*>, std::__1::allocator<std::__1::pair<int, ClientViewpointImpl::EntityNote*> > >&, std::__1::vector<std::__1::pair<int, ClientViewpointImpl::EntityNote*>, std::__1::allocator<std::__1::pair<int, ClientViewpointImpl::EntityNote*> > >&, std::__1::vector<ClientViewpointImpl::EntityNote*, std::__1::allocator<ClientViewpointImpl::EntityNote*> >&) + 312 2 com.uberent.pa.client 0x0000000101da1227 ClientViewpointImpl::update(float, ViewpointEvalParams const&) + 1287 3 com.uberent.pa.client 0x0000000101f3383a ViewpointController::update(float) + 602 4 com.uberent.pa.client 0x0000000101f33586 HistoryViewerImpl::update(float) + 422 5 com.uberent.pa.client 0x0000000101c7c679 client::ConnectionToServer::update(float) + 537 6 com.uberent.pa.client 0x0000000101ca7f97 std::__1::__function::__func<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22, std::__1::allocator<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22>, void (unsigned long, unsigned long)>::operator()(unsigned long&&, unsigned long&&) + 407 7 com.uberent.pa.client 0x000000010200353b crom::AsyncParallelForDriver::threadExecute() + 683 8 com.uberent.pa.client 0x00000001020049a1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 9 libsystem_pthread.dylib 0x00007fff90541899 _pthread_body + 138 10 libsystem_pthread.dylib 0x00007fff9054172a _pthread_start + 137 11 libsystem_pthread.dylib 0x00007fff90545fc9 thread_start + 13 Thread 12:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff8fd67662 kevent64 + 10 1 libdispatch.dylib 0x00007fff8ff56421 _dispatch_mgr_invoke + 239