We think something may have happened to this build to make it... not clean. This shouldn't be possible, so no matter what, this one can't go to stable, but we're getting closer.
What do you mean? I see a slightly messed up layout in the Armory, but nothing else. Except for the well known bugs that is. Btw.: German translations causes some issues with not properly scaling buttons. The text wraps inside the buttons in some locations.
If one of the Uber folks has 5 minutes, would they care to tell me why the server is crashing whenever an air unit is built with our test version of Statera? https://github.com/Stuart1998/Statera/blob/master/REL/Statera_v0.6_pte.zip
Found the cause, will have a fix to prevent this crash from occurring soon. For now, drop the dodge_radius in base_flyer.json (and anywhere else using a huge dodge_radius like that) to something at 128 or lower.
Are you working on another PTE build for tonight? My buddy and I would love to do some testing on it later tonight.
Haha, usually I'm playing on 1920x1200. But I have problems making Screenshots. When I press "Druck S-Abf"(usually this is the Screenshot Key on German Keybords), I'm switching throgh the Planets. So I switched to Window Mode and used the Windows Snipping tool .
Hm overall this build is barley playable for me :/. I only have 4gb of RAM (more is coming ), but the stable version is running "smoothly", well long loading times and so on, but when its loaded it works! On this build my view halts every few seconds. Even the menu tab of Units often doesn't come up, shows the wrong unit. Maybe its just because my PC is to old :/. Edit: I just noticed, the Commander produces +30Metal and + 3000Energy. When he's working he only show +1500Energy. So he's using -30Metal and -1500Energy while building. If this is right, the thing with the resource consumption of the Commander isn't a bug, but a feature. It just doing the math foor us . While I was testing I noticed something new odd. I builded 5 Metalfabbers. 5x7 + 30(Commander) should be 65Metal. I only got +64 :-/.
First of update drivers for integrated graphics: Code: Card name: Intel(R) HD Graphics 3000 Driver Version: 9.17.10.3347 To update drivers download and install "win64_152822.exe" from Intel website: https://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=23764 Second: by default game is running on slow integrated graphics so I recommend you configure your drivers to run it on Nvidia GPU. For details check "Laptops and hybrid graphics" section in this topic: http://steamcommunity.com/app/233250/discussions/2/864980278116578701/ PS: If you still experience "missing menus" you can try to configure Nvidia drivers to run "host/CoherentUI_Host.exe" on Nvidia GPU too. I have laptop with exactly same iGPU and it's really slow, but I didn't notice any problems with Coherent, but it's can be not that good when PA and Coherent running on different GPUs.
Hi, thank you for your reply. I Didn' updated the iGPU because I donot use it. I'm playing on my GT 540m. I checked this, I'm sure . So it wouldn't make any difference. I will try you PS point .
WOW...this...CHANGED EVERYTHING!!! Thank you! I did not know, that the menus using a own process. My GT540m is now doing the whole work. Menus are fast and smooth! Realy thank you!
Is there a known issue with 9 or more FFA? create game load pacifier 10 player FFA with 9 absurd AI Commander shows launching into wrong location then zooms to correct location but no commander is visible or selectable. Stuck in some sort of spectator mode which shows two AIs in spectator mode and only building frames of the AI where commander was shown as launching.
I found a bug with the teleporter: - When I ordered a large army through a teleporter, three of the units got stuck and and stayed that way. - After turning off the teleporter, I saw the blue glows of the units that tried to go through.
Any idea how that applies to CoherentUI_Host processes on OSX with multiple GPUs? NSSupportsAutomaticGraphicsSwitching is not set so I'm assuming it would be based on creation of an OpenGL context. Supporting multiple GPUs would be interesting performance enhancement. I'm seeing PA then the top and first CoherentUI_Host processes as requiring high performance GPU. Code: Process Name %CPU CPU Time Threads Requires High Perf GPU Planetary Annihilation 21.1 02:49.2 27 Yes CoherentUI_Host 13.5 01:37.7 54 Yes CoherentUI_Host 6.9 57.64 5 Yes CoherentUI_Host 0.2 1.42 15 No CoherentUI_Host 1.8 15.02 15 No CoherentUI_Host 0.3 1.53 15 No CoherentUI_Host 2.3 18.47 15 No CoherentUI_Host 0 0.55 15 No CoherentUI_Host 0.3 1.94 15 No CoherentUI_Host 0.2 1.8 15 No CoherentUI_Host 0.2 1.59 15 No CoherentUI_Host 0.2 1.46 15 No CoherentUI_Host 0.3 1.73 15 No CoherentUI_Host 0.2 1.45 15 No CoherentUI_Host 3.2 41.12 15 No CoherentUI_Host 0 0.22 15 No CoherentUI_Host 0.2 1.42 15 No CoherentUI_Host 0.3 1.44 15 No CoherentUI_Host 0.3 1.4 15 No CoherentUI_Host 0.2 1.43 15 No CoherentUI_Host 0.2 1.43 15 No CoherentUI_Host 0.4 4.59 15 No CoherentUI_Host 19.2 04:49.6 15 No CoherentUI_Host 0.2 1.33 15 No CoherentUI_Host 3 1.68 15 No CoherentUI_Host 5.4 39.78 15 No CoherentUI_Host 0.3 1.52 15 No CoherentUI_Host 0.2 1.45 15 No CoherentUI_Host 0.2 1.4 15 No CoherentUI_Host 0.3 1.51 15 No CoherentUI_Host 0.2 1.44 15 No CoherentUI_Host 0 0.49 15 No CoherentUI_Host 0.9 6.11 16 No CoherentUI_Host 0.2 1.44 15 No CoherentUI_Host 0.2 1.45 15 No
Unfortunately I have no idea how multi-GPU works on OS X. As far as I get there is only two processes that use GPU at all: one main Coherent process that likely pass rendering results to PA and other GPU process like in Chrome. Any other processes don't use GPU at all.
After release maybe someone from Uber can provide some details about how CPU-GPU concurrency and multi-threaded OpenGL are implemented on the different platforms.