More bug fixes, more tuning on the AI, working toward a new stable build. A few known problems in this - pretty minor, but we prefer not to set live with known regressions in the build. Enjoy!
[Audio] Selection response audio cues added to units [Audio] Adv. air fabber movement audio cue changed [Audio] Audio cues added for Avatar [Audio] fired audio cue added for base_commander [Modding] New blueprint value: lod_hide_pixelsize [Units] Dox: now amphibious [Units] Dox: weapon max_range: 50 -> 80 [Units] base_bot & base_vehicle wreckage_health_frac set to 0 [Units] Skitter: wreckage_health_frac set to inherit (0), was 1.0 [Units] Vanguard: damage: 4000 -> 2000 [Units] Vanguard: splash_damage: 4000 -> 2000 [Units] Vanguard: splash_radius: 20 -> 10 [Units] Sheller: damage: 600 -> 400 [Units] Sheller: full_damage_splash_radius: 5 -> 1 [Units] Sheller: splash_damage: 600 -> 400 [Units] Leveler: wreckage_health_frac set to inherit (0), was 1.0 [Units] Ripper: wreckage_health_frac set to inherit (0), was 1.0 [Terrain] All biome colours updated [Systems] Monday Night System: Bacon planet went on a weight-loss plan, now has 5000 mass (was 50000) [Systems] Monday Night System: Bullseye increased mass to 50000 (was 5000) Credits added - Click on the Uber logo in the bottom left, then "Launch Credits". This will take you to a galactic war that doubles as an interactive credits.
Oh! Game now using proper 4.3 context on Windows as before: Can someone on Nvidia check log too? PS: Thanks to @jorgenpt for including glewinfo! ... Other changes: now debug cam no longer cause crashes in space view too. Noticed bug: server region selection not work properly with in-game settings page.
The new launcher is still having one issue where it almost completely download but fails too. Have to restart the launcher in order to finish the download and update.
Code: [04:53:55.928] INFO Successfully created context with configuration 1/8: v4.4 (core) [04:53:55.928] INFO HAL initializing... [04:53:55.928] INFO OpenGL Vendor: NVIDIA Corporation [04:53:55.928] INFO OpenGL Renderer: GeForce GT 750M/PCIe/SSE2 [04:53:55.928] INFO OpenGL Version: 4.4.0 NVIDIA 340.24 [04:53:55.928] INFO OpenGL Shader Language Version: 4.40 NVIDIA via Cg compiler [04:53:55.929] INFO Vendor flag set to NVidia [04:53:55.929] INFO Gamma correct pipeline enabled. [04:53:55.929] INFO Ranged mapping enabled. [04:53:55.929] INFO Advanced instancing enabled. [04:53:55.929] INFO Advanced shader models enabled. [04:53:55.929] INFO Compute shaders enabled. [04:53:55.929] INFO Persistent buffer mapping disabled. [04:53:55.929] INFO Buffer textures enabled. Looks good now on Nvidia/Linux.
Those balance changes look juicy. Any chance someone can post a back to back comparison of the biome colour changes by the time I wake up in the morning?
OSX 10.9.5 on MacBook Pro Retina: Code: [16:22:26.020] INFO Starting async parallel for driver with 6 threads [16:22:26.404] INFO Successfully created context with configuration 4/8: v4.1 (core) [16:22:26.404] INFO HAL initializing... [16:22:26.405] INFO OpenGL Vendor: NVIDIA Corporation [16:22:26.405] INFO OpenGL Renderer: NVIDIA GeForce GT 750M OpenGL Engine [16:22:26.405] INFO OpenGL Version: 4.1 NVIDIA-8.26.26 310.40.45f01 [16:22:26.405] INFO OpenGL Shader Language Version: 4.10 [16:22:26.405] INFO Vendor flag set to NVidia [16:22:26.405] INFO Gamma correct pipeline enabled. [16:22:26.406] INFO Ranged mapping disabled [16:22:26.406] INFO Advanced instancing enabled. [16:22:26.406] INFO Advanced shader models enabled. [16:22:26.406] INFO Compute shaders disabled. [16:22:26.406] INFO Persistent buffer mapping disabled. [16:22:26.406] INFO Buffer textures enabled. [16:22:26.407] INFO initial size 2560x1396 Still seeing: Code: [16:22:26.733] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [16:22:26.733] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:22:26.733] INFO Failed to link shader program for technique colorvelocity [16:22:26.734] INFO Failed to link shader program: vertex shader particle_quad_color_flip.vs and pixel shader particle_soft.fs [16:22:26.734] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:22:26.734] INFO Failed to link shader program for technique ColorFlipbook [16:22:26.735] INFO Failed to link shader program: vertex shader particle_string.vs and pixel shader particle_soft.fs [16:22:26.735] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:22:26.735] INFO Failed to link shader program for technique string [16:22:26.780] INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs [16:22:26.780] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:22:26.781] INFO Failed to link shader program for technique velocity [16:22:26.781] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [16:22:26.781] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:22:26.782] INFO Failed to link shader program for technique colorvelocity
I can confirm that. I've had this happen multiple times now on several machines, both for the installation of the stable build as well as the PTE version of the game. Edit: Added to bugtracker.
Fix naval pls we don't need amphibious dox we need useful dox and useful naval. If vision wasn't increased this is useless. Dox will still suck at raiding. Maybe enough will be able to get shots in before dieing now as to be useful. Wat? Explanation would be great. I OBJECT! Wreckage is great. It allows dynamic changes in terrain. It allows quick recovery after an attack by reclaiming your opponent's wreckage. If we could not have this go away, that'd be great. Good, good. So... It still one shots T1 tanks? Cool. I'm not sure what the new full damage splash radius will do exactly; don't know how splash is calculated. Excellent. Does this actually change anything?
I know as much as you do. It's some kind of LOD setting. These are just the base blueprint values; if they were already overridden in the individual unit ones, then this change makes no difference. I haven't had a chance to check yet though. The value determines where the falloff begins. I assume the falloff is linear, like so: Using actual values: Mass affects orbits I believe. Not sure what in-game effect this has though.
AI commander landed in a mountain and was unable to move from that spot. Also the hotkeys still select the wrong units. "select ground combat units on screen" selects the commander but not AA vehicles.
The rest of the changes seems nice but those seem utterly wrong. I am completely against the idea of making every freaking bot amphibious. - It looks like a bug - It takes roles away from potential specialist units Also I think that wreckage should be anything but less emphasized. It is a very unique feature and makes for some interesting gameplay options. Why would you take it away from us step by step?
I had a problem with this PTE - it kept on coming up with: "The program can't start because MSVCP110.dll is missing from your computer." - the "stable" version of the game works plus the X86 version of the PTE works - without the error message. Upon closer examination the folders "bin_x86" and "bin_x64" didn't have the following files: "msvcp110.dll" and "msvcr110.dll" - I kept verifying the PTE installation but to no avail it was upon copying the files from the "bin_x64" folder from the stable to the PTE version the game loaded up.