Good to know. Thanks. Based on your considerable experience, would you say the build has a good chance of being done for the tourney tomorrow??
Under normal circumstances, I'd say yes, but we're a few people light today, so it's dicey. If not today, not til Monday.
On another subject, but since almost the beginning of the game (not that it's a high priority thing) i notice that double clicking and there by selecting a group of the same units needs to be done VERY fast or else it doesn't work. Is there somewhere written in the code that the time between the clicks needs to be done within a certain time, and if so could that be a tiny bit longer, because double clicking, like i'm used to in other RTS games or just in windows seems to have a longer interval
I suggest using ctrl+Z instead of double click. Much less dicey. Oh boy. Guess Tank rush will rule the Progenitor Cup
Thanks for the update! We really appreciate you keeping us fans updated, even when the news isn't good.
More client crashes on OSX 10.9.5: Code: abort() called *** error for object 0x61800503bbe0: Heap corruption detected, free list canary is damaged Thread 12 Crashed: 0 libsystem_kernel.dylib 0x00007fff83197866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff8f82c35c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff8a466b1a abort + 125 3 libsystem_malloc.dylib 0x00007fff84943bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff84943db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff849426b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff84940868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff8494127c malloc + 42 8 libc++.1.dylib 0x00007fff8b38028e operator new(unsigned long) + 30 9 com.uberent.pa.client 0x0000000100dec279 crom::MaterialLibrary::getFrozenMaterialData(zu::RefNoCount<crom::MaterialData>) + 489 10 com.uberent.pa.client 0x0000000100ded044 crom::Material::freeze() + 52 11 com.uberent.pa.client 0x0000000100ababde client::ClientUnit::updateMaterials(bool) + 3806 12 com.uberent.pa.client 0x0000000100ac1c14 client::ClientUnit::onStateChanged(unsigned long long, ViewpointEvalParams const&) + 1124 13 com.uberent.pa.client 0x0000000100b56c68 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 14 com.uberent.pa.client 0x0000000100b55eb7 ClientViewpointImpl::update(float, ViewpointEvalParams const&) + 1303 15 com.uberent.pa.client 0x0000000100cedd2a ViewpointController::update(float) + 602 16 com.uberent.pa.client 0x0000000100ceda76 HistoryViewerImpl::update(float) + 422 17 com.uberent.pa.client 0x0000000100a301f9 client::ConnectionToServer::update(float) + 537 18 com.uberent.pa.client 0x0000000100a5bea9 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, unsigned long)>::operator()(unsigned long&&, unsigned long&&, unsigned long&&) + 425 19 com.uberent.pa.client 0x0000000100db6609 crom::AsyncParallelForDriver::threadExecute() + 729 20 com.uberent.pa.client 0x0000000100db7a91 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 21 libsystem_pthread.dylib 0x00007fff8f82b899 _pthread_body + 138 22 libsystem_pthread.dylib 0x00007fff8f82b72a _pthread_start + 137 23 libsystem_pthread.dylib 0x00007fff8f82ffc9 thread_start + 13 Code: abort() called *** error for object 0x61000423a900: Heap corruption detected, free list canary is damaged Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff83197866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff8f82c35c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff8a466b1a abort + 125 3 libsystem_malloc.dylib 0x00007fff84943bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff84943db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff849426b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff84940868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff8494127c malloc + 42 8 com.apple.GeForceGLDriver 0x000012344024e875 0x123440000000 + 2418805 9 com.apple.GeForceGLDriver 0x000012344024e5f6 0x123440000000 + 2418166 10 com.apple.GeForceGLDriver 0x000012344024e6b5 0x123440000000 + 2418357 11 com.apple.GeForceGLDriver 0x000012344024ede7 0x123440000000 + 2420199 12 com.apple.GeForceGLDriver 0x00001234402e3cbf 0x123440000000 + 3030207 13 GLEngine 0x00007fff9040dfd0 glBufferSubData_Exec + 492 14 com.uberent.pa.client 0x0000000102f0db92 crom::ras::GLTextureBufferNoMap::finalize(int) + 258 15 com.uberent.pa.client 0x0000000102f37ac7 crom::RasRenPagedBuffer::commit() + 71 16 com.uberent.pa.client 0x0000000102f72b78 crom::RasRenVirtualTextureEngine::fillPages(zu::RefNoCount<crom::RasRenSceneViewport>) + 1480 17 com.uberent.pa.client 0x0000000102f5b3ee crom::RasRenSceneViewport::renderVirtualPageMapping(crom::RasRenSceneViewport::DrawBucket const&, crom::RasRenVirtualTextureEngine*) + 622 18 com.uberent.pa.client 0x0000000102f5b16b crom::RasRenSceneViewport::updateVirtualTexturing() + 59 19 com.uberent.pa.client 0x0000000102ed0c3c crom::RasRen::processVirtualTexturing(int) + 188 20 com.uberent.pa.client 0x0000000102adc185 client::ClientGame::updateAndPresent(crom::Profiler&, float) + 4549 21 com.uberent.pa.client 0x0000000102e1675f crom::SDLPlatform::runGame(crom::Game*) + 719 22 com.uberent.pa.client 0x0000000102e0f388 main + 264 23 com.uberent.pa.client 0x0000000102a8ec64 start + 52 Code: abort() called *** error for object 0x618005032880: 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 0x00007fff8f8d8047 -[NSWindow _handleTouchEvent:] + 229 14 com.apple.AppKit 0x00007fff8f366cc1 -[NSWindow sendEvent:] + 3721 15 libSDL2.dylib 0x000000010fa523e9 -[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 0x000000010fa4c19c Cocoa_PumpEvents + 460 20 libSDL2.dylib 0x000000010f98be20 SDL_PumpEvents_REAL + 48 21 libSDL2.dylib 0x000000010f98beb8 SDL_WaitEventTimeout_REAL + 56 22 libSDL2.dylib 0x000000010f98be7a SDL_PollEvent_REAL + 26 23 libSDL2.dylib 0x000000010f9779b4 SDL_PollEvent + 36 24 com.uberent.pa.client 0x000000010e7806ac crom::SDLPlatform::dispatchEvents() + 3052 25 com.uberent.pa.client 0x000000010e78163f crom::SDLPlatform::runGame(crom::Game*) + 447 26 com.uberent.pa.client 0x000000010e77a198 main + 264 27 com.uberent.pa.client 0x000000010e3f8ab4 start + 52
Ohh so they are like sink holes. It totally makes sense now. AWESOME!. Game needed some random elementals to it. Sadly it seems to hit me more than the average. I must be unlucky. It also makes sense why it doesnt have on the moon since moon doesnt have sink holes.
Yay just beated Brad by playing the credits All bugs I found are known: units pushed inside brushes & traversable lava. FPS seems higher again or game more fluid, great work!!! I really love the credits, just one flaw, AI Brad didn't go with bots
The commander should be OP. He's you King chess piece. When he dies it's all over. He's only OP in the early game too which is good. We don't want people using early rush builds to kill the commander. If you find him late game and he's all alone then he's anything but OP. A couple of vanguards and T2 tanks take him out easy. This game is about long term strategy. It's why I now prefer this type of RTS over the likes of StarCraft.
Well done with the performance improvements in the latest PTE builds. I've gone from about 50% GPU/CPU utilisation to now getting 100% GPU and about 70% CPU. Now getting much better FPS late game.
Early game, I agree - commander should be a little bit OP. Very quickly though, commander unit becomes outclassed though, and as Planktum mentioned, you need to protect your king piece. Commander should be able to fight off a few early rushes though.
Yeah the Commander balance right now is excellent. In the right situations the Commander is super scary, but even slightly out of position and it's suddenly incredibly vulnerable. Possibly the only exception to this right now is a Commander underwater.
I sincerely hope this dox vision change does not make it into the live build. Out of all possible dox changes, this was the absolute worst option for the health of the game. And if it does go through, i'll be the one saying this is what happens when you make knee jerk balance changes without bothering to understand how PA actually plays out. Just a really uninformed decision with very bad consequences on how the game will play. I'd be cautious about changes without waiting for the community to catch up with the current meta, and for the meta to evolve to a stable state. You dodged a bullet already with the vanguard cost increase - an unwarranted change but one that didn't upset gameplay fortunately.
Hey, means that there will be more contrast between vanilla and Statera apparent in the Statera tourney.
Haha Soooo It's balanced. Fix nukes, Uber, and I could live with this. And all the exploitey stuff =D
So.. What time are the various tournaments this weekend? I'd like to give this til tomorrow to push it live, but don't want to shut things down in the middle of some games. As I plan on going to Guardians of the Galaxy around lunch time tomorrow, I suppose I could always set it live after.