PTE Stream: 70243

Discussion in 'Support!' started by garat, August 8, 2014.

  1. aevs

    aevs Post Master General

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    Downloading now.
    150 vision seems like a lot, wonder how that will affect the dox's role.
    I guess that could help give bots a semi-scout unit, since that's something they lack.

    API for system designer looks useful too! Custom planet type prefab buttons should be possible now, right?
  2. garat

    garat Cat Herder Uber Alumni

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    Apologies, apparently reacting a little too harshly tonight. Been getting a little too much sarcasm/antagonism lately. And that came across as very snarky, which was apparently not the point. Apologies, Mered.

    Overall, I think this build is looking good, but want it to run til morning before setting it to stable. More feedback the better.
    Remy561, popededi, Qaar and 5 others like this.
  3. nixtempestas

    nixtempestas Post Master General

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    Curious, are all those metal points on lava's lava (and presumably to move/build on them, haven't actually played on a lava) intentional?

    Because the ability for things to move on lava is really... odd. Reminds of early beta when lavas weren't really any different than moons.
  4. mikeyh

    mikeyh Post Master General

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    Server crash where everything froze and reconnect failed on AU server: (Connect to ec2-54-252-50-165.ap-southeast-2.compute.amazonaws.com:9000 worked)

    Code:
    [15:50:33.571] INFO holodeckUnitBeginCommand patrol
    [15:50:33.626] INFO holodeckUnitBeginCommand patrol
    [15:56:29.043] ERROR WorldAudioHandle::stop - Unexpected null handle
    [15:58:08.804] ERROR WorldAudioHandle::stop - Unexpected null handle
    [16:02:34.210] INFO Streaming state: Uninitialized
    [16:02:36.334] INFO Shutting down CoherentUI
    Where do I find the game ID in the logs?


    Still seeing the following on OSX 10.9.5:

    Code:
    [15:13:31.993] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs
    [15:13:31.993] 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
    [15:13:31.993] INFO Failed to link shader program for technique colorvelocity
    [15:13:31.994] INFO Failed to link shader program: vertex shader particle_quad_color_flip.vs and pixel shader particle_soft.fs
    [15:13:31.994] 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
    [15:13:31.994] INFO Failed to link shader program for technique ColorFlipbook
    [15:13:31.995] INFO Failed to link shader program: vertex shader particle_string.vs and pixel shader particle_soft.fs
    [15:13:31.995] 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
    [15:13:31.995] INFO Failed to link shader program for technique string
    [15:13:32.040] INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs
    [15:13:32.040] 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
    [15:13:32.040] INFO Failed to link shader program for technique velocity
    [15:13:32.041] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs
    [15:13:32.041] 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
    [15:13:32.041] INFO Failed to link shader program for technique colorvelocity
    and the following:

    Code:
    [15:14:40.673] ERROR /pa/terrain/ice/textures/base/ice_tile_material.papa: open failed
    [15:14:40.673] ERROR Failed to load texture resource /pa/terrain/ice/textures/base/ice_tile_material.papa
  5. garat

    garat Cat Herder Uber Alumni

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    Lava still needs to be fixed. But I'm not sure I'll hold up a build for it. As regressions go, it's unfortunate, but not game wrecking. It's just a nav bug.
  6. stuart98

    stuart98 Post Master General

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    It will break two maps in the Statera tourney and maybe some in the Progenitor Cup. I somehow doubt that you'll release a hotfix just for it (Although if you do that's great!).
  7. warrenkc

    warrenkc Active Member

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    Just noticed a small detail. There are flames coming out from the bottom of the nuke when it is not being launched. This is visible from the video link I included here. I only noticed it while in replay mode.

    Attached Files:

  8. mikeyh

    mikeyh Post Master General

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    And a client crash on OSX 10.9.5 when trying to select stuck units:

    Code:
    abort() called
    *** error for object 0x600001e26440: Heap corruption detected, free list canary is damaged
    
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0  libsystem_kernel.dylib            0x00007fff8fd0c866 __pthread_kill + 10
    1  libsystem_pthread.dylib          0x00007fff96a4935c pthread_kill + 92
    2  libsystem_c.dylib                0x00007fff90ec0b1a abort + 125
    3  libsystem_malloc.dylib            0x00007fff9174abee nanozone_error + 486
    4  libsystem_malloc.dylib            0x00007fff9174adb0 _nano_malloc_check_clear + 445
    5  libsystem_malloc.dylib            0x00007fff9174971a nano_calloc + 76
    6  libsystem_malloc.dylib            0x00007fff91747b61 malloc_zone_calloc + 79
    7  libsystem_malloc.dylib            0x00007fff917482ca calloc + 49
    8  com.apple.CoreFoundation          0x00007fff963f9bd2 +[__NSSetM __new:::] + 210
    9  com.apple.CoreFoundation          0x00007fff9645eee9 +[NSMutableSet setWithCapacity:] + 41
    10  com.apple.AppKit                  0x00007fff8f370cde +[NSEvent _touchesFromSet:matchingPhase:inView:includeResting:] + 130
    11  com.apple.AppKit                  0x00007fff8f370c11 -[NSEvent _touchesMatchingPhase:inView:includeResting:] + 278
    12  com.apple.AppKit                  0x00007fff8f638442 -[NSEvent touchesMatchingPhase:inView:] + 601
    13  com.apple.AppKit                  0x00007fff8f8d80a6 -[NSWindow _handleTouchEvent:] + 324
    14  com.apple.AppKit                  0x00007fff8f366cc1 -[NSWindow sendEvent:] + 3721
    15  libSDL2.dylib                    0x00000001042393e9 -[SDLWindow sendEvent:] + 73
    16  com.apple.AppKit                  0x00007fff8f4fa5a2 -[NSApplication _handleTouchEvent:] + 324
    17  com.apple.AppKit                  0x00007fff8f37124c -[NSApplication _handleGestureEvent:] + 628
    18  com.apple.AppKit                  0x00007fff8f306f34 -[NSApplication sendEvent:] + 325
    19  libSDL2.dylib                    0x000000010423319c Cocoa_PumpEvents + 460
    20  libSDL2.dylib                    0x0000000104172e20 SDL_PumpEvents_REAL + 48
    21  libSDL2.dylib                    0x0000000104172eb8 SDL_WaitEventTimeout_REAL + 56
    22  libSDL2.dylib                    0x0000000104172e7a SDL_PollEvent_REAL + 26
    23  libSDL2.dylib                    0x000000010415e9b4 SDL_PollEvent + 36
    24  com.uberent.pa.client            0x0000000102f6a6ac crom::SDLPlatform::dispatchEvents() + 3052
    25  com.uberent.pa.client            0x0000000102f6b63f crom::SDLPlatform::runGame(crom::Game*) + 447
    26  com.uberent.pa.client            0x0000000102f64198 main + 264
  9. wondible

    wondible Post Master General

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    - Dox have been buffed enough for the AI to use them again ;^)
    - Biome size field visually hidden in system editor

    The rest of this update (beyond what @raevn mentioned) is sponsored by Galactic War.

    - GW: mobile artillary units no longer tied the artillary tech; e.g. bots have grendiers, etc. Many artillary buff cards affected (no longer buff mobile)
    - GW: artillary cost card 50%->25% cost - description incorrectly still states mobile units affected.
    - GW: artillary damage card reduces energy demand,
    - GW: weapon energy effiicency has zero chance
    - GW: artillary commander gains Holtkins and 25% artillary cost.
    - GW: superweapon cost card 50%->25%, 4x as likely to appear
    - GW: superweapons 3x as common
    - GW: SXX available by default, provided you have the requisite factories; removed from cards that used to explicitly grant
    - GW: many cards affected by rejiggering the way basic/adv works. Advanced cards grant the basic factory with only a basic fabricator.
    - GW: storage card (was 200%), desc says 300%, actually grants 400%
    - GW: eco bonus card 40% -> 25%
    - GW: water on Legonis Machina boss planet changed from ~34 to ~63
    - GW: basic naval appears to have zero chance
    - Credits screen getting icons and colors
    - Replay browser changes suggest that GW games are now recorded and available for review... and in fact I'm seeing them in the list.
    Remy561, thetrophysystem and stuart98 like this.
  10. Sorian

    Sorian Official PA

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    Don't think so. It occurs because lava is not being flagged as unpathable, so when the metal spots are placed they see the lava terrain as valid for metal spot placement. Once nav for lava gets fixed the metal spots will no longer be placed there.
    ArchieBuld likes this.
  11. vorell255

    vorell255 Active Member

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    @garat Great build! Thanks for all the hard work. I really appreciate all your investment into the game and the community.

    Biggest problem with this build is the mountains that units get stuck inside (usually they were pushed into them) and the pathing that goes along with all of that.

    For instance you have a dox army selected and one dox is inside a mountain and you tell them all to move some where, because the dox inside can't get a path the whole army just sits there. If you select the army minus the guy in the mountain they all move properly.

    Those new mountains look cool, but maybe they need thicker boundaries so things can't get inside of them.

    I don't believe I have seen a unit actually walk inside, only pushed inside.

    Also with the new vision range of the dox it seems like sim performance degrades rather quickly when there are a lot moving (more than before the range change).

    Most of the balance changes will need to be vetted better in stable, for the most part I think they are the right direction. Thanks for listening to all the feed back. Dox are actually really helpful to have as scouts now. And they function SUPER well as raiders. Put them with a tank army and you can see and hit things pretty well. Rushing T2 doesn't have as big as a pay off now that the sheller and vanguard got nerfed. The biggest army now will win.

    Ground units can't assist orbital layer, not sure when that happened but I think that is a good change. Orbital can still assist ground and reclaim, which I think is ok.

    Nuke still seems WAY to expensive.
    Remy561, ArchieBuld and cwarner7264 like this.
  12. mered4

    mered4 Post Master General

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    After further testing, many of those whom tested with myself and vorell decided pathing is the biggest problem in this build. Playing on a moon really helped to get rid of those issues, so we tested the new dox there. They aren't OP. Just useful. But not nearly as useful late game.

    Also, t2 becomes a strategic decision and not a mandatory one thanks to the t2 vehicle nerfs. Max won two matches by just spamming t1 without expanding much. IMHO,the problem where expanding is costing players more than just army building may become a serious problem in the near future.
    ArchieBuld likes this.
  13. brianpurkiss

    brianpurkiss Post Master General

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    Oooh. I like the idea of that Dox vision range increase.

    I'm definitely going to have to try that out.

    Perfect fit for a raiding unit.
    zweistein000 likes this.
  14. liltbrockie

    liltbrockie Active Member

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    Sorry to bang on about it, it's only because I love the game but Uber... can you say anything about what is being done to fix the pathing issues?
  15. pieman2906

    pieman2906 Well-Known Member

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    The Dox feel really nice at the moment, still takes then quite a while to bring down buildings, but the vision and range allows them to be a pain in the *** quite nicely.

    Noticed a few units getting stuck inside the new terrain doodads.

    Performance and the zoom feels nice as well.
  16. thetrophysystem

    thetrophysystem Post Master General

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    You must not have been around since alpha. Pathing started terrible, everything needed short baby steps chain-moves. Got really good. Then bad as some things were added. Then got good again. Then got bad with trees and more detailed collision. Then got decent again, at least enough to trust units to do right on orders. Recently, they made their flowfield pathing 3d, and that requires "fine tuning" all over again.

    That, and what they mentioned in this very thread about consistently working on pathing in many areas.
    Remy561 likes this.
  17. thelordofthenoobs

    thelordofthenoobs Well-Known Member

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    I have actually been able to play an 18 minute long 1vsAI in this build with only the usual hiccups :)

    Love the new post-game screen and the stats :)
    Remy561 likes this.
  18. mot9001

    mot9001 Well-Known Member

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    Guys, on RLM TS we go and play this now. Join plz!
  19. pieman2906

    pieman2906 Well-Known Member

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    Eh, there are worse things than having pathable lava for a little bit.
  20. Zenotheory

    Zenotheory Member

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    Commander seem a little to OP with all that firepower now... Can his fire of rate for the missiles and torpedoes be lowered?

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