PA Beta Build: 54497

Discussion in 'Support!' started by garat, October 1, 2013.

  1. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    Beta Build: 54497
    • Various server crash fixes
    • Units should handle wall dodging properly again
    • Fixes to Mac OS/X / AMD sun not rendering (we hope).
    • Lighting changes to lava planets
    • No more metal extractor exploit
    • Orbital Balance Changes: Tac missile launchers can no longer attack orbital units, ANY recon unit will provide orbital radar info (this is experimental/WIP - We think that information may need to be "general" knowledge); Pretty big rebalanc to orbital laser / ion defense cannon
  2. vackillers

    vackillers Well-Known Member

    Messages:
    838
    Likes Received:
    360
    thanks for the update...
  3. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    Other Changes
    • Ion Defense, Orbital laser & recon changes were implemented last build (54459)
    • Orbital units now leave ghosts
    Edit: I fail at linking.
    Last edited: October 1, 2013
  4. rayfe

    rayfe New Member

    Messages:
    9
    Likes Received:
    0
    Where can we download it? I'm guessing it just happened?

    I logged in to play a game but was prompted to update... however there's no update when I login to my Uber account... still shows 54459 build.

    If we need to wait, no problem.. just asking.

    Nevermind.. just took a bit before it was changed. Thanks.
    Last edited: October 1, 2013
  5. EdWood

    EdWood Active Member

    Messages:
    533
    Likes Received:
    147
    May I ask in what way?
  6. stevenrs11

    stevenrs11 Active Member

    Messages:
    240
    Likes Received:
    218
    My minions laugh at you, walls! We no longer fear your impassable, impossibly sticky facades!
  7. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    By the time I post the dif between the changes, Raevn will probably have all my balance changes documented up above. ;) Overall upped the cost across the board of using the systems, build cost is about the same. Ion Cannon was given a tiny amount of tracking until we get target leading in.
    xanoxis, Raevn and EdWood like this.
  8. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    The Ion defense/orbital laser & recon changes were actually implemented in the last build?
  9. AyanZo

    AyanZo Active Member

    Messages:
    142
    Likes Received:
    27
    Specifically you need libboost_regex.so.1.49.0

    Debian jessie will install libboost_regex.so.1.54.0

    Depending on your system, it's better to be more percise so

    apt-get install libboost-regex1.49.0
  10. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    The Uber Launcher still says build 54459 (although it updates correctly).
  11. MCXplode

    MCXplode Active Member

    Messages:
    196
    Likes Received:
    28
    on my archlinux box I just simlinked libboost_regex.so.1.50.0 to libboost_regex.so.1.49.0 and it works fine
  12. vackillers

    vackillers Well-Known Member

    Messages:
    838
    Likes Received:
    360
    Does anyone know what Lighting Changes were made to the Lava Planets? dont really seem any different to me unless I'm just totally missing something here?
  13. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    I don't know what all of these values mean, but the lava lighting changes are:

    Ambient Front: (0.0, 0.0, 0.0) -> (0.15, 0.125, 0.125)
    Ambient Back: (0.0, 0.65, 1.0) -> (0.2, 0.15, 0.2)
    Ambient In: (0.8, 0.1, 0.0) -> (-0.3, -0.3, -0.2)
    Ambient Out: (0.4, 0.05, 0.0) -> (0.4, 0.3, 0.3)
    Intensity: 0.5 -> 1.0
    Directional Intensity: 0.75 -> 1.0
    Radial Intensity: 2.0 -> 1.0

    Sun Colour: RGB(1.0, 0.89, 0.68) #FFE3AD -> RGB(1.0, 0.9, 0.6) #FFE699
    Sun Intensity: 1.0 -> 2.0
  14. UberWilliam

    UberWilliam Uber Alumni

    Messages:
    28
    Likes Received:
    76
    By the way, the runtime dependency on libboost_regex-mt was a mistake on my part. I though I was linking against the static library, but it turns out that if there is both a .so and a .a it picks the .so. Who knew? Anyway, I've fixed the build script and the next build won't have a runtime dependency on libboost-regex.

    In case you are wondering, I switch the linux build from using the C++11 standard <regex> to Boost's <boost/regex.hpp> because libstdc++ doesn't actually implement <regex> they just pretend to. Which caused our "this texture is sRGB" regex to fail. Hence bad lighting on linux.
    vadi, Xaseron, DeathByDenim and 3 others like this.
  15. AyanZo

    AyanZo Active Member

    Messages:
    142
    Likes Received:
    27
    That makes sense, I was wondering why on all of the other builds I had a whole bunch of regex errors on my terminal, but the game appeared to run fine (multi-monitor).
  16. xanoxis

    xanoxis Active Member

    Messages:
    459
    Likes Received:
    238
    I LOVE YOU GUYS! :D 100% gay (sorry). I have up to 60-70 fps on small games, i think (i did not tested big ones yet) and stable 20-30 fps. And no crash for now.
  17. Devak

    Devak Post Master General

    Messages:
    1,713
    Likes Received:
    1,080
    TBH, reading that gave me a headache.

    Good to see the mexploit gone!
  18. liamdawe

    liamdawe Active Member

    Messages:
    349
    Likes Received:
    61
    It still won't launch from Steam on Linux.

    Please see this topic: https://forums.uberent.com/threads/wont-launch-from-steam-but-will-manually.51737/

    You have to launch it manually from the folder, it's a real pain.
    Last edited: October 1, 2013
  19. SXX

    SXX Post Master General

    Messages:
    6,896
    Likes Received:
    1,812
  20. maxpowerz

    maxpowerz Post Master General

    Messages:
    2,208
    Likes Received:
    885
    Is this correct ??

    Ambient Front: abient lighting colour on planet closest to players viewpoint or the suns lighting directions
    Ambient Back: the Lighting color on the opposite side of the planet from players viewpoint and or the suns lighting direction from planet modify's this too
    Ambient In: the Lighting color on the whole of the planet from players viewpoint when zoomed IN and or the suns lighting direction from planet modify's this too.
    Ambient Out: the Lighting color on the whole of the planet from players viewpoint when zoomed OUT and or the suns lighting direction from planet modify's this too.

    Intensity: 0.5 -> 1.0
    Directional Intensity: 0.75 -> 1.0
    Radial Intensity: 2.0 -> 1.0
    still trying to work this one out but i think it has to do with the outer planet glow width and depth

Share This Page