Unofficial Build 71378 Notes

Discussion in 'Support!' started by Raevn, August 28, 2014.

  1. Raevn

    Raevn Moderator Alumni

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    Firstly; as always, Disable All Mods before playing!

    Units

    [NEW UNIT] Catalyst

    Analysis: Controls things. Big things.
    Metal Cost: 40000
    Max Health: 20000
    Must be built on the 5 control points on a metal planet
    Animates on finish to open up (looks very cool!)
    upload_2014-8-29_7-28-18.png
    upload_2014-8-29_7-33-33.png

    [NEW UNIT] Jig
    Gas mining and metal creation satellite. Only works above gas giant planets.
    Metal Cost: 6000
    Production: 36 Metal, 9000 Energy
    Storage: 10000 Metal, 50000 Energy
    Only buildable on gas giants

    Spinner
    Missile turn rate reduced (3600 -> 360 deg/s)

    Galata Turret
    Missile velocity reduced (240 -> 200 m/s)
    Missile turn rate reduced (3600 -> 360 deg/s)

    Anti-nuke Launcher
    Build rate increased (38 -> 45 metal)
    Ammo metal cost increased (6720 -> 6750)

    Ripper -> Bolo

    Fabrication Bot
    Selection audio cue changed

    Combat Fabrication Bot
    Now amphibious

    Adv. Fabrication Bot
    Push class increased (100 -> 101)

    Adv. Combat Fabrication Bot
    Now amphibious
    Now also builds
    • Single laser defense turret
    • Galata turret
    • Torpedo launcher
    • Wall
    Adv. Fabrication Vehicle
    Push class increased (100 -> 101)

    Land Mine
    Now buildable on water

    Nuclear Launcher
    Ammo metal cost decreased (86400 -> 60000)
    Influence radius increased (1200 -> 3200)

    Leveler
    Splash removed from weapon

    Radar
    Area build info added: Sphere, 100 separation.

    Adv. Radar
    Area build info added: Sphere, 200 separation.

    Halley
    Audio cues can now be heard off-planet
    Metal cost increased (39000 -> 40000)
    Health increased (12250 -> 20000)
    Recon set to always visible
    Added build restriction: "Thrustable"

    Battleship
    Muzzle flashes added

    Destroyer
    Muzzle flashes added

    Frigate
    Muzzle flashes added
    AA missiles velocity decreased (250 -> 200)
    AA missiles turn_rate decreased (3600 -> 360)

    Missile Ship
    Muzzle flashes added

    Sun Fish
    Muzzle flashes added

    General
    • Build nanolathe and wireframes are team coloured
    • Unit death explosion sizes adjusted
    • New explosion for Boom, Land Mine
    • Wreckage removed from Ships
    • Collision box tweaks to ships
    • Time dilation - if the sim performance drops, the server will slow down to ensure a smoother client experience
    UI
    • "AI Skirmish" option added to Single Player on main menu
    • Updates tab removed from start screen
    • Alpha disclaimer removed
    • References to Ubernet changed to PlayFab
    • Additional Localisations in many screens
    • Game over "REPLAY" button now titled "CHRONOCAM"
    • PING command moved to bottom bar
    • "Activate Planetary Laser" option appears in the planet list when a metal planet that can fire is selected.
    Modding
    • UNITTYPE_Important added to the following units:
      • Anti-nuke Launcher
      • Holkins
      • Bot Factory
      • Advanced Bot Factory
      • Nuke Launcher
      • Tactical Missile Launcher
      • Vehicle Factory
      • Advanced Vehicle Factory
      • Deep Space Radar
      • Halley
      • Orbital Factory
      • SXX-1304 Laser Platform
      • Orbital Launcher
      • Naval Factory
      • Advanced Naval Factory
    • UNITTYPE_PlanetEngine added to the Halley
    • New UNITTYPES for modders:
      • UNITTYPE_Custom1
      • UNITTYPE_Custom2
      • UNITTYPE_Custom3
      • UNITTYPE_Custom4
    • Weapons in the tools section can have a fired_event specified.
    • Weapons in the tools section can have a record_index specified (purpose?).
    • Additional events:
      • asteroid_imminent
      • asteroid_impact
    API Changes
    • api.game.getRandomPlanetName() added
    • api.audio.playSound(cue)
    • api.net added:
      • api.net.uberId()
      • api.net.startReplay(region, mode, replayId)
      • api.net.startGame(region, mode)
      • api.net.joinGame(params)
      • api.net.connect(params)
      • api.net.removePlayerFromGame()
      • api.net.getReplays(sortOrder, uberIdFilter)
    More to follow
    Last edited: August 30, 2014
    K1S3L, Jaedrik, Remy561 and 15 others like this.
  2. optimi

    optimi Well-Known Member

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    Thanks, raevn!
  3. Raevn

    Raevn Moderator Alumni

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    Just woke up :)
    Then I watched the launch trailer.

    Now, with a fresh pair of pants, I can start the change log.
  4. SXX

    SXX Post Master General

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    Don't want to create new topic for this tiny change, but someone might be interested.
    PA now get 3 new launch options:
    Code:
         | --gl-vendor              : Override the GL_VENDOR string
         | --gl-force-enable-capabilities : Comma separated list of capabilities that are forced ON.
         | --gl-force-disable-capabilities : Comma separated list of capabilities that are forced OFF.
    By default PA have number of presets for certain OS or GPU vendor that automatically disable some of features that was buggy. When you check game log you'll see something like that:
    Code:
    [01:26:24.722] INFO Successfully created context with configuration 6/8: v3.3 (core)
    [01:26:24.722] INFO HAL initializing...
    [01:26:24.722] INFO OpenGL Vendor: Intel Open Source Technology Center
    [01:26:24.722] INFO OpenGL Renderer: Mesa DRI Intel(R) Haswell Desktop 
    [01:26:24.722] INFO OpenGL Version: 3.3 (Core Profile) Mesa 10.4.0-devel (git-80771e4 2014-08-26 trusty-oibaf-ppa+gallium-nine)
    [01:26:24.722] INFO OpenGL Shader Language Version: 3.30
    [01:26:24.722] INFO Vendor flag set to Intel.
    [01:26:24.722] INFO Supported rasterizer capabilities: Gamma correct pipeline, Ranged mapping, Advanced instancing, Advanced shaders
    [01:26:24.728] INFO Unsupported rasterizer capabilities: Compute shaders, Persistent buffer mapping
    Before it's was impossible to force enable something, but now you can do that using those launch options by overriding OpenGL vendor string or certain features:
    Code:
    ./PA --gl-vendor="NVIDIA Corporation" --gl-force-enable-capabilities="Compute shaders,Persistent buffer mapping" --gl-force-disable-capabilities="Advanced instancing"
    On Windows this can be done by creating shortcut for PA.exe. As result your log output going to look like that:
    Code:
    [01:32:15.071] INFO Successfully created context with configuration 6/8: v3.3 (core)
    [01:32:15.071] INFO HAL initializing...
    [01:32:15.071] INFO OpenGL Vendor: Intel Open Source Technology Center
    [01:32:15.071] INFO OpenGL Vendor OVERRIDE: NVIDIA Corporation
    [01:32:15.071] INFO OpenGL Renderer: Mesa DRI Intel(R) Haswell Desktop 
    [01:32:15.071] INFO OpenGL Version: 3.3 (Core Profile) Mesa 10.4.0-devel (git-80771e4 2014-08-26 trusty-oibaf-ppa+gallium-nine)
    [01:32:15.071] INFO OpenGL Shader Language Version: 3.30
    [01:32:15.071] INFO Vendor flag set to NVidia
    [01:32:15.071] INFO Supported rasterizer capabilities: Gamma correct pipeline, Ranged mapping, Advanced shaders, Compute shaders, Persistent buffer mapping
    [01:32:15.071] INFO Unsupported rasterizer capabilities: Advanced instancing
    [01:32:15.071] INFO Buffer textures enabled.
    Obviously if some feature remain buggy game likely going to crash, but in some cases it's really useful because you can check how exactly certain features affect PA performance and also now we can find out if some problems was solved on our own.
    DeathByDenim and n00n like this.
  5. Azarath

    Azarath Member

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    Is there any way to disable the team colored wireframes and get back the original green?
  6. tg230

    tg230 New Member

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    Do you know if the workarounds garat mentioned for Linux issues were in this build or not?

    Play as the green team ;)
    squishypon3, Remy561, drz1 and 3 others like this.
  7. gerii

    gerii Member

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    I have yet to run into the issue again, however some people in the Linux board have said that it still happens to them.
  8. liquius

    liquius Well-Known Member

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    It should be quick and easy to do with a UI mod.
    melhem19 likes this.
  9. brianpurkiss

    brianpurkiss Post Master General

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    Here's a video of the Catalyst in action.

    squishypon3, Jaedrik, Remy561 and 8 others like this.
  10. burntcustard

    burntcustard Post Master General

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    A lot of the GW UI has changed. Looks better. Also the GW systems have changed - still way too many multi-planet systems in my opinion, especially near the start.
    Remy561, philoscience and igncom1 like this.
  11. archmagecarn

    archmagecarn Active Member

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    AI Skirmish button is best button.
    squishypon3 and Jaedrik like this.
  12. liquius

    liquius Well-Known Member

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    Might be worth mentioning that it also has 50,000 energy storage and 10,000 metal storage.
    burntcustard likes this.
  13. gerii

    gerii Member

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    Was already wondering where that storage was coming from. :)
  14. epicblaster117

    epicblaster117 Active Member

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    The death lazer is really cool, but still no balance changes :C
  15. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Yeah, mods making it into vanilla.

    Noticed that upon deleting units, you now have a confirmation popup ;)
  16. brandonpotter

    brandonpotter Well-Known Member

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    F@@# Ya! Deathstars! Finally!
  17. aevs

    aevs Post Master General

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    I noticed that area build for gas giant mining platforms distributes them with what appears to be an icosphere-like distribution (possibly a cubic one), instead of the old UV-sphere distribution. I suspect this is the case for other area build options too.
    I'd just like to thank uber for implementing this :D It was a pet issue of mine for a while, and I'm really happy to see these area build commands improved!
    Jaedrik likes this.
  18. greendiamond

    greendiamond Active Member

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    i ensure you this facility is fully operational
    squishypon3, corteks and philoscience like this.
  19. earth75

    earth75 Member

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    it's 71400 already lol!
  20. thetrophysystem

    thetrophysystem Post Master General

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    The loltastic thing was, I always wanted team lathe color for so many reasons.

    The sad thing is, now "classic green" will be the mod. It is backwards now! Oh silly pa...
    Remy561 and ArchieBuld like this.

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