Beta Build: 54497 Various server crash fixes Units should handle wall dodging properly again Fixes to Mac OS/X / AMD sun not rendering (we hope). Lighting changes to lava planets No more metal extractor exploit Orbital Balance Changes: Tac missile launchers can no longer attack orbital units, ANY recon unit will provide orbital radar info (this is experimental/WIP - We think that information may need to be "general" knowledge); Pretty big rebalanc to orbital laser / ion defense cannon
Other Changes Ion Defense, Orbital laser & recon changes were implemented last build (54459) Orbital units now leave ghosts Edit: I fail at linking.
Where can we download it? I'm guessing it just happened? I logged in to play a game but was prompted to update... however there's no update when I login to my Uber account... still shows 54459 build. If we need to wait, no problem.. just asking. Nevermind.. just took a bit before it was changed. Thanks.
By the time I post the dif between the changes, Raevn will probably have all my balance changes documented up above. Overall upped the cost across the board of using the systems, build cost is about the same. Ion Cannon was given a tiny amount of tracking until we get target leading in.
Specifically you need libboost_regex.so.1.49.0 Debian jessie will install libboost_regex.so.1.54.0 Depending on your system, it's better to be more percise so apt-get install libboost-regex1.49.0
on my archlinux box I just simlinked libboost_regex.so.1.50.0 to libboost_regex.so.1.49.0 and it works fine
Does anyone know what Lighting Changes were made to the Lava Planets? dont really seem any different to me unless I'm just totally missing something here?
I don't know what all of these values mean, but the lava lighting changes are: Ambient Front: (0.0, 0.0, 0.0) -> (0.15, 0.125, 0.125) Ambient Back: (0.0, 0.65, 1.0) -> (0.2, 0.15, 0.2) Ambient In: (0.8, 0.1, 0.0) -> (-0.3, -0.3, -0.2) Ambient Out: (0.4, 0.05, 0.0) -> (0.4, 0.3, 0.3) Intensity: 0.5 -> 1.0 Directional Intensity: 0.75 -> 1.0 Radial Intensity: 2.0 -> 1.0 Sun Colour: RGB(1.0, 0.89, 0.68) #FFE3AD -> RGB(1.0, 0.9, 0.6) #FFE699 Sun Intensity: 1.0 -> 2.0
By the way, the runtime dependency on libboost_regex-mt was a mistake on my part. I though I was linking against the static library, but it turns out that if there is both a .so and a .a it picks the .so. Who knew? Anyway, I've fixed the build script and the next build won't have a runtime dependency on libboost-regex. In case you are wondering, I switch the linux build from using the C++11 standard <regex> to Boost's <boost/regex.hpp> because libstdc++ doesn't actually implement <regex> they just pretend to. Which caused our "this texture is sRGB" regex to fail. Hence bad lighting on linux.
That makes sense, I was wondering why on all of the other builds I had a whole bunch of regex errors on my terminal, but the game appeared to run fine (multi-monitor).
I LOVE YOU GUYS! 100% gay (sorry). I have up to 60-70 fps on small games, i think (i did not tested big ones yet) and stable 20-30 fps. And no crash for now.
It still won't launch from Steam on Linux. Please see this topic: https://forums.uberent.com/threads/wont-launch-from-steam-but-will-manually.51737/ You have to launch it manually from the folder, it's a real pain.
You might be interested to read his answer here: https://forums.uberent.com/threads/game-wont-start-on-ubuntu-13-04-on-steam.51871/#post-797145
Is this correct ?? Ambient Front: abient lighting colour on planet closest to players viewpoint or the suns lighting directions Ambient Back: the Lighting color on the opposite side of the planet from players viewpoint and or the suns lighting direction from planet modify's this too Ambient In: the Lighting color on the whole of the planet from players viewpoint when zoomed IN and or the suns lighting direction from planet modify's this too. Ambient Out: the Lighting color on the whole of the planet from players viewpoint when zoomed OUT and or the suns lighting direction from planet modify's this too. Intensity: 0.5 -> 1.0 Directional Intensity: 0.75 -> 1.0 Radial Intensity: 2.0 -> 1.0 still trying to work this one out but i think it has to do with the outer planet glow width and depth