[REL] [CMM] Hotbuild2 v1.51 [113578]

Discussion in 'Released Mods' started by proeleert, December 8, 2013.

  1. cola_colin

    cola_colin Moderator Alumni

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    Can you please remove all debugger statements you have in your code when you release it?
    I randomly get debugger breaks due to them.
    ;)

    EDIT:
    actually there are quite a few that are commented out. But you missed one.
    Quitch likes this.
  2. proeleert

    proeleert Post Master General

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    Yes they will be all gone next time.
    Must have forgot some :p
    It was even to debug a problem for you :)
    Last edited: February 21, 2014
    cola_colin likes this.
  3. cola_colin

    cola_colin Moderator Alumni

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    Something felt off to me since I used hotbuild2. Now I just realized.
    I often do this pattern:

    Select worker
    press r for radar
    place radar
    press shift
    press r for radar again
    place more radars

    somehow I usually handle the first of a bunch special like that. I am used to it, dunno why.

    hotbuild1 respected this by resetting the cycle thing once a building was placed without holding shift.
    So the sequence above would work even when executed at full speed.

    hotbuil2 does not reset the cycle on the first placed radar so I often end up cycling futher by pressing r again and placing a space radar thing.

    Am I the only person who plays like this?
    I'd like hotbuild2 to support my play style :p
    elitedanzel, stormingkiwi and zaphodx like this.
  4. proeleert

    proeleert Post Master General

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    Coming Soon :
    Option made : Hotbuild Reset Cycle when Shift isn't down Default (Off) so cola you put this on ON.
    Fixed ImbaWall cause latest build broke it.

    New Option thnx to Tripax's CSS Hotbuild Show Key on SideBar.
    zaphodx and Quitch like this.
  5. Quitch

    Quitch Post Master General

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    Soon or Soon(TM)?
  6. proeleert

    proeleert Post Master General

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    After black screen issue is gone.
  7. proeleert

    proeleert Post Master General

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    Scratch that :

    Cola_Colin found out that it happens when loading css files in live_game.
    So that's a bunch of mods creating black screens randomly.
    All mods that use a css in live_game should be affected. Fix on the way See (https://forums.uberent.com/threads/rel-possible-fix-for-blackscreen-issues.56735/)

    Anyway new update out : 1.9.9.9.3
    Fixes : ImbaWall
    Adds new Setting for shift forget for Cola_Colin (default off)
    Add new Setting to show keys on command(sidebar) (default on)
    Last edited: February 22, 2014
    mishtakashi and Quitch like this.
  8. stormingkiwi

    stormingkiwi Post Master General

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    I play like this, I got around it by making the cycle delay timer insanely quick.

    Oddly, clashes with PIP cause crashes to desktop. Notsure if everyones results would be the same. I tried to build artillery, the game crashed. Later I accidentally hit v, the game crashed. \


    Also, why I am I saying two hotkeys for some units? E.g. scouts are "ek". However in hotbuild settings, they are only "e", and k removes them from the queue apparently.
  9. mishtakashi

    mishtakashi Active Member

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    I found this problem as well, I just changed the pip keybinds to the letter z instead of v. From what I could tell the crash occurs when to pressing shift+v or alt+v without the pip window actually open.

    E.g. I was adding artillery to my build queue (shift+v) however that same key combo was bound to an action for the pip window which wasn't open hence the PA crashed.

    I didn't actually check if shift+v to queue artillery worked with the pip window open, I just changed the keybind.
  10. stormingkiwi

    stormingkiwi Post Master General

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    Yeah me too. Changed it to a key which was redundant because hotbuild gave toggle power capability.

    Just recording the issue here for troubleshooting purposes.
  11. gillza

    gillza Member

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    Umm is it normal that after selecting WASDF community default key bindings in hotbuild2 all ctrl+# commands have been assigned to the most random functions, for example ctrl+1 is self distruct? Is this a community default or glitch with my game...?
  12. Tripax

    Tripax Member

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    have you updated to the latest version, clicked community defaults then save and close? This was an issue in the previous version
  13. proeleert

    proeleert Post Master General

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    still is issue cause defaults need to be updated
  14. proeleert

    proeleert Post Master General

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    Makes a lot of sense. Guess I have to create new defaults. Any else weird keys that could be conflicting ?
  15. mishtakashi

    mishtakashi Active Member

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    From what I've seen the ctrl+# change reported above. Also the ctrl+shft+f# commands which were originally for selecting all combat units (land, air, naval and so on) got replaced with factory selections which caught me out so I changed it back manually :p
  16. cola_colin

    cola_colin Moderator Alumni

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    The reset on no shift option seems not to work for me?
    When I press c for aa turret, place it, press down shift and press c again I still have a wall.
  17. proeleert

    proeleert Post Master General

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    Have you activated the option ?
    Should be like this.

    upload_2014-2-22_18-2-35.png
  18. cola_colin

    cola_colin Moderator Alumni

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    Yes
  19. Quitch

    Quitch Post Master General

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    It seems odd that, by default, the missile launcher and wall share a hotkey. Everything else that's key sharing shares a function.
  20. stormingkiwi

    stormingkiwi Post Master General

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    @proeleert - you know that ugly bug where the function commands were being read as being normal hotkeys?

    I think that has resurfaced. When you set the defaults to community arrowkeys you end up with a lot of odd commands in the function line.

    Corrected. I saw your post.


    Err... You know unit selection doesn't cycle?

    I'm observing it cycling with multiple factories selected?
    Last edited: February 24, 2014

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