PTE build 85104-pte is now live!

Discussion in 'Planetary Annihilation General Discussion' started by jables, July 16, 2015.

  1. mikeyh

    mikeyh Post Master General

    Messages:
    1,869
    Likes Received:
    1,509
    I had just finished workarounds to add custom commanders for the Legion Faction server mod :(

    At least it should be easier now :)
    Quitch and cdrkf like this.
  2. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Now there is one thing about this that for example also the idle alerts suffer from. It only updates for data the player can see in at least one holodeck. A performance optimization, but it makes idle alerts as they are useless and hurts this API as well. I have a "fix" that I use for the ubermap already, but it isn't pretty...

    Code:
        var unoptimizeNetworkForPlanet = function(planetId) {
            var makeHackHoloDeck = function(deckId) {
                var deck = $('<holodeck class="network_unoptimization"></holodeck>');
                var size = 1;
                var yPosition = 1;
                var xPosition = 1;
                deck.attr('style', "top: "+yPosition+"px; left: "+xPosition+"px; width: "+size+"px; height: "+size+"px;z-index: -1;position:fixed;");
                deck.attr('id', deckId);
                $('body').append(deck);
                return new api.Holodeck($('#'+deckId), {}, undefined);
            };
         
            var setDeckCamera = function(deck, planet, x, y, z, zoom) {
                var focusBefore = model.holodeck; // assumes live_game
                deck.focus();
                api.camera.lookAt({planet_id: planet, location: {x: x, y: y, z: z}, zoom: zoom});
                if (focusBefore) {
                    focusBefore.focus();
                }
            };
         
            var deckA = makeHackHoloDeck("network_unoptimization_planet_"+planetId+"_a");
            var deckB = makeHackHoloDeck("network_unoptimization_planet_"+planetId+"_b");
            setTimeout(function() {
                setDeckCamera(deckA, planetId, 0, 0, 1, "orbital"); 
            }, 5000);
            setTimeout(function() {
                setDeckCamera(deckB, planetId, 0, 0, -1, "orbital");
            }, 5000);
        };
    
    Called for every planet there is. Well the version in the ubermap is not exactly this code, it's optimized and more complex, but it still comes down to one hidden pip (whose camera jumps around multiple times per second) per planet. So on top of breaking the optimization it adds overhead due to the pip. Though I need one pip per planet anyway to give commands in world coordinates...
    Last edited: July 17, 2015
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
  4. Crembels

    Crembels Member

    Messages:
    69
    Likes Received:
    90
    I BET YOU THOUGHT YOU WOULD GET AWAY WITH IT

    BUT NO

    I UNDERSTOOD THIS REFERENCE.
  5. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,327
    Likes Received:
    2,125
    There are a couple of unofficial launchers for Linux that can get you the PTE. Available Linux patchers:
    The first two are command-line based, while the last one has a GUI (and mild mod support).
  6. tracert

    tracert Member

    Messages:
    51
    Likes Received:
    13
    Does this mean we can have a version of Ubermap running on Linux? :)
  7. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Yes
    tracert and cdrkf like this.
  8. veep

    veep Member

    Messages:
    45
    Likes Received:
    54
    The planet smash looks pretty good and I think Planktum above is crazy for insisting they must overhaul it.

    My only gripes:
    1. Orbital units attached to a moving body look ridiculous.
    2. (The asteroid visibly pops out of existence during the smash animation.)
    3. This AMD brightness thing! A sizable portion of players have these cards and the mods that try to fix the issue are hacky workarounds most players won't even find.
    ace63 and tunsel11 like this.
  9. wpmarshall

    wpmarshall Planetary Moderator

    Messages:
    1,868
    Likes Received:
    2,989
    I don't think the effect needs an overhaul, but I certainly agree it should not share the same effect, visual or audio, as the annihilaser destruction effect.
    ace63, Remy561, stuart98 and 2 others like this.
  10. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    This is indeed the biggest issue I can see with the current animation as well. Make the asteroid itself not stop that early, but let it move "into" the explosion effect and make it disappear there, outside of the sight of the player.
    Also imho it would be really cool if the effect would massively slow down once there are only particle-rocks remaining, so basically the rocks stay there for a longer time, reminding of the planet.
  11. Planktum

    Planktum Post Master General

    Messages:
    1,060
    Likes Received:
    510
    That means it needs an overhaul.
    rivii, EdWood, ace63 and 1 other person like this.
  12. veep

    veep Member

    Messages:
    45
    Likes Received:
    54
    That's reasonable.
  13. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    This patch made PA more like the Kickstarter trailer for me, which is good. I think that making the astroids smaller will make it visually better. The size of the Halleys is then beginning to make more sense. Also the astroid is a bit big when I compared it with a planet, during a smash.
    Remy561 and n00n like this.
  14. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    I personally would vote for the effect to update such that charted shattered remains of the planet remain after a small smash for the duration of the game, but are not accessible for further play. It would greatly add to the feel of 'ultimate destruction' to see the remnants of the one luscious planets littering a system at the end of the game!
    pieman2906 likes this.
  15. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Yeah once this patch hits Uber should make some video showing off the new explosion and use that for PR. Make it the big "ASTEROIDS" patch.
  16. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    I have a feeling they might be ahead of you on this one :)
    stuart98 likes this.
  17. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Well I hope.
    stuart98 and cdrkf like this.
  18. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    C'mon, this is me we are talking about! :)
    Yes, the old system still works, it just adds that single entry to the vector of personality tags. In fact, you can have both personality_tag and personality_tags in the same AI personality and it will work.

    This is correct, and my horrible typo has been fixed locally.

    Also correct.
  19. kayonsmit101

    kayonsmit101 Active Member

    Messages:
    197
    Likes Received:
    128
    Pretty darn awesome!

    I must admit, I was hoping for a better planet smash effect. As this is the first release on PTE I am hopeful there could possibly be some slight changes. Such as no asteroid disappearing to soon, a longer linger of large planet remains, a different explosion effect than our deathstars create and a crater explosion effect that starts the chain reaction.

    There is a cool set of burning line type effects around the location of impact that I could see spreading slower or at least across the entirety of the target planet before destruction. The effect also has the target planet sort of blow out the opposite side of impact that is nice.

    Obviously the laser sound will change.

    I will miss making craters :'(

    But hey, its a huge improvement of what we had so I'm happy :)
  20. pinbender

    pinbender Active Member

    Messages:
    78
    Likes Received:
    137
    Glad you are enjoying it. :)

    Yikes. If you guys are going to those lengths to work around the culling anyway, I'll just go see if I can add a flag for turning it off. It's a really big bandwidth saver, which gives a much smoother experience on the client, which is why it's on there. Running multiple holodecks that jump around the planet would actually be worse than just disabling the culling.

    I'll see what I can do.

Share This Page