PTE Stream: 73532

Discussion in 'Support!' started by garat, October 7, 2014.

  1. cptconundrum

    cptconundrum Post Master General

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    The videos on the main menu still don't work.
    Tripax and Quitch like this.
  2. skypheonix20

    skypheonix20 Member

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    i think metal placement and spawn locations are wrong for desert planets
    saved this map then loaded a 1v1 AI with me as spec
    1.jpg 2.jpg
  3. garat

    garat Cat Herder Uber Alumni

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    Well crap. That was supposed to be fixed.
  4. wondible

    wondible Post Master General

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    I believe it came out with or near the Galactic update. At least that's when I implemented the Gross Economy version. Oh, and it's been a few builds since I checked it, but watch out for PA#3694
  5. cptconundrum

    cptconundrum Post Master General

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    I just found another one that has probably been in the game for a while and most likely you don't really care about.

    • Select a unit.
    • Press ctrl+u to disable UI.
    • Press delete key to self-destruct.
    • Everything gets stuck and you can't even escape or f5. The only way to recover is either through the console or by restarting PA.
    Simple fix for this I guess is just don't do that, but I thought I would let you know.
    elodea, wondible, Remy561 and 4 others like this.
  6. nlaush

    nlaush Active Member

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    What was the reasoning for getting rid of the seed slider? I found it rather useful sometimes...
  7. cptconundrum

    cptconundrum Post Master General

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    I miss it. I plan to mod it back in but it will probably be a "new random seed" button instead.
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  8. thetrophysystem

    thetrophysystem Post Master General

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    I feel like I could get better results by changing only certain numbers in the seed instead of all the numbers. I may be wrong on this. I just felt like it was possible, such as when I found a total-water planet at water-height-60.
  9. exterminans

    exterminans Post Master General

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    Pathing looks a lot better indeed. Well, I think the flocking algorithm has still too much weight (causing joint forces not to evade obstacles properly but rather sticking together until it's too late), but at least no more getting stuck or moving in strange ways.
    planktum likes this.
  10. Raevn

    Raevn Moderator Alumni

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    That's not how seeds work ;). Changing one value is no different than changing them all.
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  11. masterdigital

    masterdigital Uber Alumni

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    Already done.
  12. masterdigital

    masterdigital Uber Alumni

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    I don't think that it was merged into main yet. It is fixed, just not integrated.
  13. doud

    doud Well-Known Member

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    I'm not sure if i was alone on a PTE server, but damned, seems like the simulation is able to handle up to twice more kbots simultaneously :cool:
  14. mikeyh

    mikeyh Post Master General

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    First game on PTE 73532 my landing spot is in water and I build an air factory.

    This is my commander stuck under the air factory :)

    PA-PTE-73532-commander-stuck-under-air-factory.png
    stuart98, elodea and burntcustard like this.
  15. Tripax

    Tripax Member

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    great improvements, thanks alot

    am i wrong or do i still see
    FS#4149 - overlapping metal spots

    And a request, is it possible to add a metalspots count in the editor? I feel like we're not able to mod that in ourselves?
    elodea, Quitch and proeleert like this.
  16. swizzlewizzle

    swizzlewizzle Active Member

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    Well one of the big drags on sim time was pathfinding. Not sure about how much better the orbital lag is but it sounds like this pathfinding update should really help with the server side bot lag.
  17. liltbrockie

    liltbrockie Active Member

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    Well i was not expecting these path finding improvements. Love to see some technical descriptions on how it was done.
  18. PrinceAAwe

    PrinceAAwe Member

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    I agree, would be great if they wrote a short article or something about it. I am a bit curious. But yea great Job! Keep it up!
  19. xonal

    xonal New Member

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    Played a quick game and noticed a few issues:
    • I couldn't give planet wide patrol area commands. Units would just not move... very large patrol area commands covering half the planet worked fine.
    • Fabbers were getting stuck a lot on buildings, particularly advanced factories.
    • Units weren't even trying to path around the large crack/river on planets, they just pathed directly into it and become stuck.
    Last edited: October 7, 2014
  20. FSN1977

    FSN1977 Active Member

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    Just played a game, had a couple bot engineers getting stuck on buildings.
    Edit: Just want to say that the sim speed have improved Thx Uber :)
    Last edited: October 7, 2014

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