Cannot test much, but I'll do what I can. Changes seem inconsequential, at best, for balance anyways. More Bug fixes! AWESOME!
Correct. Features that inherit base_burnable are the only things to be reclaimable in the game, as base_feature actually defines "reclaimable": false (ie., things that inherit directly from base_feature are not reclaimable). Things that are reclaimable and are affected by this change are the following, plus anything that inherits from these: base_grass_tree base_jungle_fern base_jungle_fern_group base_jungle_leaf_plant base_jungle_palm base_jungle_spike_plant base_jungle_tree
OSX 10.9.5 visual effects in orbital are now fixed but it's still unplayable against US server on my setup due to constant freezes even though showing typical FPS for client / sim / server. Second game also started without an econ bar Client crash: Code: Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000190 VM Regions Near 0x190: --> __TEXT 000000010c1f2000-000000010c906000 [ 7248K] r-x/rwx SM=COW /Users/USER/Library/Application Support/Uber Entertainment/*/PA.app/Contents/MacOS/PA Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.uberent.pa.client 0x000000010c6cec78 std::__1::__function::__func<crom::RasRenSceneViewport::renderLit()::$_3, std::__1::allocator<crom::RasRenSceneViewport::renderLit()::$_3>, void (crom::RasRenDrawCall const&)>::operator()(crom::RasRenDrawCall const&) + 40 1 com.uberent.pa.client 0x000000010c6cd9eb crom::RasRenSceneViewport::renderMeshes(crom::RasRenSceneViewport::SceneInfo const&, std::__1::__wrap_iter<crom::RasRenDrawCall const* const*>, std::__1::__wrap_iter<crom::RasRenDrawCall const* const*>, zu::StringRange, std::__1::function<void (crom::RasRenDrawCall const&)> const&) + 3035 2 com.uberent.pa.client 0x000000010c6cb3da crom::RasRenSceneViewport::renderBucket(crom::RasRenSceneViewport::DrawBucket const&, zu::StringRange, std::__1::function<void (crom::RasRenDrawCall const&)> const&, std::__1::function<void (crom::RasRenSceneViewport::SceneInfo const&)> const&) + 202 3 com.uberent.pa.client 0x000000010c6c98af crom::RasRenSceneViewport::renderLit() + 1087 4 com.uberent.pa.client 0x000000010c63ce7c crom::RasRen::renderLit(int) + 188 5 com.uberent.pa.client 0x000000010c240452 client::ClientGame::updateAndPresent(crom::Profiler&, float) + 4786 6 com.uberent.pa.client 0x000000010c57f27f crom::SDLPlatform::runGame(crom::Game*) + 719 7 com.uberent.pa.client 0x000000010c577be8 main + 264
Connection times seem much slower in recent builds as described here: https://forums.uberent.com/threads/connecting-to-ubernet.62997/
Had a client crash when I send an Astraeus to another planet. I like the new lines which show movement of units. Also the reconnect button did not appear after restarting PA. EDIT: Client crashed again doing the same thing. I send an astraeus with an engineer to another planet. I order it to unload on arrival with shift. I see the movement line appearing and when I scroll around the planet the game crashes. Again, no reconnect button. Showing My Games Only with replay still gives a failed to retrieve replay list error. It would be nice to be able to rightclick your replay entry and be able to copy the lobby ID to clipboard Lobby IDs First game: 85830169945023805 Second game: 15617313628903707890 EDIT2.0: Watching the replay also crashes the game. It happens when the Astraeus goes into the orbital layer.
Not related to this specific build, but is it possible to increase the distance where explosions are rendered? When theres a battle and you zoom out, they disappear, but it would be very cool, if you could see them from far away too. Thx!
Reviews will appear in the main list in a few minutes unless there are a lot of games ending. My crashes were always caused by myself sending Astraeuses and were also always around 7 or 8 minutes depending on my rush to get to another planet
Astraeus crash confirmed on my machine. It was about 8 minutes into the match before the game CTD. I've uploaded a few screenshots of the match and the PA log to diagnose the problem. This is the match I set up to test the glitch. I finally got an image of the commander spawning before the pod hits the ground. This is the same match seconds before I sent the Astraeus out of orbit and crashed the game. @Zaniaac: Is this what crashed your game?