New stream is up! No Steam, sorry - as per normal with -main builds. Bunch of fixes. The more feedback by morning, the better the chance this goes to stable. It should improve much pathing on metal planets, and also make lava unpathable again, along with a host of other fixes.
For Linux users. This build contain small, but nice improvement done by @jorgenpt. Now users of PulseAudio would see "Planetary Annihilation" as stream name instead of "FMOD Ex App". This also allow to save/restore sound level properly even if you play other games that using FMOD (e.g Mount and Blade). PS: Also just tested mouse lock on Linux: work as excepted!
[Unit] Calyx Commander included [Unit] Dox guard_radius reduced (90 -> 80) [Unit] Dox weapon velocity reduced (150 -> 130) [Unit] Dox weapon range decreased (80 -> 75) [Unit] Slammer torpedo weapon range no longer shown [Unit] Slammer torpedo weapon damage increased (90 -> 100) [Unit] Slammer torpedo weapon range decreased (240 -> 200) [Unit] Slammer torpedo weapon rate of fire decreased (0.35 -> 0.25) [Unit] Orca torpedo weapon range no longer shown [Unit] Commander AA & torpedo weapon ranges no longer shown [Nav] Additional attributes around pathable areas (Ceiling, step height, water depth) [UI] Redeem button in the Armory changed; presumed fixes the existing bug [UI] Build number shown in Settings page [UI] Unit popup now shows "TRANSPORT" when applicable [UI] Game over stats screen now correctly shows actions per minute (previously it showed actions per second) [Art] Large Moon icon updated to be a larger size [Art] Art assets (icons) for Gas giants added [Keybinding] Break key now trappable for keyup/keydown [Keybinding] Pause now mappable [AI] Max advanced fabbers: 10 -> 8 [AI] Max basic fabbers: 10 -> 5 [AI] Min basic fabbers: 5 -> 2 [AI] Land attack neural net regenerated [Modding] A weapon tool can now specify different ammo blueprints for different layers [Modding] Death weapon spec moved to a new attribute in the unit blueprint [Credits] Matt Reynolds added, credited as Artist [Credits] Kickstarter area refactored, names to come. [Credits] "Filter Talent" added under "Special Thanks" [Credits] Ellis Marjorie Gaffney added as "Production Baby" TODO
Calyx?! Interesting modding changes. As far as balance goes, I think that it will help but that it won't be enough.
Not sure why you think like this is for modding only. When there will be players who going to play with this commander in MP it's have to be included with game client of every player anyway.
OSX 10.9.5 issues with 3 absurd AI on custom system: * initial view was centred on sun not starting planet * crazy visual effects * still seeing pathing issues with stuck units eg dox navigating terrain * client crash * couldn't reconnect after crash (nothing in lobby and maybe it timed out as I took a while to reconnect) * initially couldn't watch replay (now it works) Code: abort() called *** error for object 0x608005c24700: Heap corruption detected, free list canary is damaged Thread 8 Crashed: 0 libsystem_kernel.dylib 0x00007fff8d65f866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff89e3b35c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff8f0e1b1a abort + 125 3 libsystem_malloc.dylib 0x00007fff864f6bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff864f6db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff864f56b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff864f3868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff864f427c malloc + 42 8 libc++.1.dylib 0x00007fff9035928e operator new(unsigned long) + 30 9 libc++.1.dylib 0x00007fff9035be13 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >::__init(char const*, unsigned long) + 61 10 com.uberent.pa.client 0x0000000101be617c crom::FmodAudioWrapper::createSound(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 220 11 com.uberent.pa.client 0x000000010193ef10 client::WorldAudioDriver::createPlanetSound(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, unsigned int, bool) + 48 12 com.uberent.pa.client 0x000000010193f3c3 client::WorldAudioDriver::playLoopingPlanetCue(unsigned int, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 51 13 com.uberent.pa.client 0x00000001018d79ed client::AudioLoop::update(client::WorldAudioDriver*, unsigned int, zu::Vec3<float> const&, zu::Vec3<float> const&) + 77 14 com.uberent.pa.client 0x00000001018de628 client::ClientUnit::updateAudioLoops() + 296 15 com.uberent.pa.client 0x00000001018dd2f6 client::ClientUnit::update(bool, bool) + 246 16 com.uberent.pa.client 0x000000010182f629 client::Client::update(std::__1::vector<crom::ren::CameraInfo, std::__1::allocator<crom::ren::CameraInfo> >&) + 1161 17 com.uberent.pa.client 0x00000001018f9a53 client::ClientView::update(float) + 243 18 com.uberent.pa.client 0x0000000101878c98 std::__1::__function::__func<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22, std::__1::allocator<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22>, void (unsigned long, unsigned long, unsigned long)>::operator()(unsigned long&&, unsigned long&&, unsigned long&&) + 664 19 com.uberent.pa.client 0x0000000101bda619 crom::AsyncParallelForDriver::threadExecute() + 729 20 com.uberent.pa.client 0x0000000101bdbaa1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 21 libsystem_pthread.dylib 0x00007fff89e3a899 _pthread_body + 138 22 libsystem_pthread.dylib 0x00007fff89e3a72a _pthread_start + 137 23 libsystem_pthread.dylib 0x00007fff89e3efc9 thread_start + 13
I am saying that the reasons I have for being pleased with it's inclusion are modding related, not that the reasons for its inclusion are modding related (I don't think).
- AI wants fewer fabbers - AI land neural nets retrained - Dox can't fire while underwater, which is kind of tragic since they run towards enemies. - GW: Settings accessible from map - GW: primary planet no longer highlighted (since there common multi-planet starts) - Show the victor's game-over summary to spectators - APM count * 60 - Hover has a section for "transporting" - Start screen steam integration tweaked - Keybinding for pause, default is 'break' (also labeled pause on most keyboards) - 'break' is available as a binding key. Modding: - nav.json edited; offhand I think the recent new attributes were removed - Death weapons are now a special attribute instead of an exceptional weapon. - Death weapons can have separate ground and air ammo - ammo_id can now be an array of objects, with a layer property - Two shaders changed. - GW: systems can have an html property (credits)
I'm 2/2 on the "start in sun" issue. (OS X) Not 100%sure it's this patch (possibly particle_line shader), but queued commands (shift held) are a a solid line.
Looks like the same stuff in OSX 10.9.5 logs as previous builds: Code: [16:36:21.939] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [16:36:21.939] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:36:21.940] INFO Failed to link shader program for technique colorvelocity [16:36:21.940] INFO Failed to link shader program: vertex shader particle_quad_color_flip.vs and pixel shader particle_soft.fs [16:36:21.940] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:36:21.941] INFO Failed to link shader program for technique ColorFlipbook [16:36:21.941] INFO Failed to link shader program: vertex shader particle_string.vs and pixel shader particle_soft.fs [16:36:21.941] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:36:21.942] INFO Failed to link shader program for technique string [16:36:21.985] INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs [16:36:21.985] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:36:21.986] INFO Failed to link shader program for technique velocity [16:36:21.986] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [16:36:21.986] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [16:36:21.987] INFO Failed to link shader program for technique colorvelocity [16:38:59.462] ERROR /pa/terrain/ice/textures/base/ice_tile_material.papa: open failed [16:38:59.462] ERROR Failed to load texture resource /pa/terrain/ice/textures/base/ice_tile_material.papa [16:20:13.614] ERROR WorldAudioHandle::stop - Unexpected null handle (multiple of these)
OS X is really crashy, I'm 0/2 getting past the first few factories in GW. I believe the second game crashed as I was trying to build a radar; I don't think the first got that far, but it caught me by surprise. I got firewall warnings from crashupload on both, and one log is attached. I beginning to think that starting in solar view is intentional because of multi-planet starts, but the occasional extreme close-up of the sun is a remaining kink. Also, dox don't do nearly as well against mixed ripper/inferno in lab tests, and even straight rippers are almost a fair fight.
I wonder if all the pathing problems mostly come from procedurally generated planets? I can imagine if maps were manually build a lot of pathing problems would be fixed. I just hopes it get better cause I know we wont see manually build planets soon or maybe never.
On manual maps you can place pathing markers. It's quite remarkable what uber have done on procedural maps particularly as they are spheres.