Planetary Annihilation Current Build: 51531 Date: August 2nd, 2013 Windows Versions: Windows Vista, Windows 7, Windows 8 (64 & 32 bit) Mac OS/X: 10.7 & 10.8 Linux: Ubuntu 12.04 & 13.04 (And derivatives), Mint 14 & 15; See here for other distro's that are working (Need alpha forum access) Build 51531: - Significant land pathing improvements; Whenever possible, land units will follow a straight line to their goal. This should reduce, if not entirely eliminate, land units wandering on unusual paths. - Bug fix: Chronocam occasionally doesn't return to the end of the timeline when you exit it. - Large number of air pathing changes: Air fabbers assiting/building more accurately, more precise movement, fixing more cases where air units can end up underground - Number of default key bindings for building structures and units added In client patch notes should now display with formatting - AA Bot has correct proper and friendly name now (No unit names are final)
What's this I see about US East?? (gameServerState stopping means the game is in progress) At the least could we get a listing of changed files from build to build? I'd rather not play Russian Roulette when I do an update in the middle of some mod work (which can be witnessed over at http://twitch.tv/sneakyness_912
Sneaky, where did you see that? That was in the build that got pushed? And honestly, for now, we're not listing which files got changed, because of how frequently we're pushing builds. When we're closer to live, yes, we'll be making sure modders get updates on what's being changed.
Size of Update: ~7.4MB Other Changes Orbital Factory, Adv. Orbital Factory and Adv. Orbital Launcher removed from unit list (game files also removed) AI files now in PA/media/pa/ai Metal planet type changes Unit Changes T1 AA Bot New name: Stinger New description: Anti-Air Bot T1 Air Scout Acceleration: 1100 => 1000 Brake Rate: 1100 => 100 Modders See PA Modding Changes for a list of changes that affect mods. Bug Fixes FS#495 - Two units named Spinner
That's the game you're in right now If you hop on my stream real fast I can show you exactly what I'm doing. Edit: it's in options too lol Double Edit: if we had diffs to look at you probably would have caught this before it went out :smug:
Ah, ok.. that's expected. I was worried a file had been sent out with the build, which would have been undesirable. Before setting a build live, we always have at least one person hop in and start building some units, just to make sure nothing went wrong with publishing the build.
It's too bad the sys editor isn't fully functional at the moment, but still interesting Also, "..\PA\media\ui\mods\readme.txt" :?: How did I miss that? EDIT: so basically I could put a css file with ONLY the text size changes in a mods\live_game folder, and list it under "live_game" in the js file you make, and it would basically "overwrite" the text sizes without affecting anything else?
Err... that was there last build? At the moment it's a case of "Planetary Annihilation Units: Brought to you by the letter S!" Skitter Spinner Stinger Sheller Scamper Slammer Stomper Sun Fish Stingray
So can I upload a vanilla copy of the UI files to github and then use forks off that to keep track of my work? I sent an email almost a week ago concerning this, but I haven't heard back. Edit: I don't intend to embrace this modding system until it provides more benefits than limitations.
As far as the naming guys the community is going to have some input. First off though I have to work through those who are getting units named after them. So think of the names as temp (although some may stick).
I need full html file support at the very least before I would even consider it. So github is cool then? great!
Yay pathing improvements! Nice not to have to keep a corner of my eye watching the grunts all the time...
pathing changes were causing some problems for me in my games today Had the commander get totally confused because i'd placed a power generator with a corner touching the corner of a metal extractor. The Commander walked in a circle three times before figuring out that it could just walk around .. something about the corners of the flow field might have confused it? I also was hitting some really stuttery gameplay, right from the start of the game
It is already helping. My hotkey mod just continues to work after the patch since it completely lives in the mods/ directory. Nice