PTE Stream: 67053-main

Discussion in 'Support!' started by garat, June 6, 2014.

  1. garat

    garat Cat Herder Uber Alumni

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    This build includes:

    - Significant changes to sim/server threading on the server. I'd love to see some 10 player games going on this build to really hammer it out.
    - A bunch of inprogress combat balance changes. These are in no way done, but they're fun to mess around with.
    - Host of changes, updates and bug fixes.

    This is not a candidate for stable. Just a good test build, with some fun things to mess around with. :)
    Remy561 and wondible like this.
  2. brianpurkiss

    brianpurkiss Post Master General

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    10 player games? Well twist my arm.

    What about system sizes? Are you wanting to really push the limits and have 10 player planets on decent sized systems?
  3. garat

    garat Cat Herder Uber Alumni

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    System size won't have a huge impact, other than number of units.. Any typical 10 player map (that's not intended to take 5 hours to finish) should do a good job of putting it through the paces. No need to go crazy, but no real harm if you decide to push it hard either.
  4. cptconundrum

    cptconundrum Post Master General

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    My first test on it was promising. I'm not getting the same UI lag that has been making PA unplayable since the GW update. It could just be a one-time thing though so I'll need to keep testing. Can anyone else help confrm this?
    aapl2 likes this.
  5. brianpurkiss

    brianpurkiss Post Master General

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    Cool deal. I'll be happy to mess with your servers. :-D
  6. brianpurkiss

    brianpurkiss Post Master General

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    Woah. The PTE has new explosions and they look amazing!!!
    Remy561 and cptconundrum like this.
  7. brianpurkiss

    brianpurkiss Post Master General

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    Looks like there's an issue with the area patrol.

    I set up an area patrol out of a factory and they fly back and forth in a line rather than covering the entire area.

    Like this:
    [​IMG]
  8. brianpurkiss

    brianpurkiss Post Master General

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    Got some more bugs for ya.

    Fired up a large match (10 way ffa with 9 AI) and jacked up the economy modifier to 99 for kicks and kept the AI at 1. The economy never was that massive. When I was building my first building I only had 20+ metal. And currently my economy bar is frozen, not going up or down.

    And more importantly, my cursor is hijacked. I'm stuck in an area build of adv power plants and can't deselect. I can't click on anything, I can't do anything, the esc key isn't even working. The simulation is still running though. The fabricators that I did have on a queue are still running around building and planets are still orbiting. I can't even middle click to rotate the camera view.

    I restarted PA and everything started working fine.
  9. SXX

    SXX Post Master General

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    I have feeling that AI/pathing performance got worse with this PTE.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Oy. At this point I should stop posting and write it all up at once.

    Set up a large match. 10 players (9 of them AI), 4 planets. 1 1,000 ish planet, 2 800ish size planets, and a 300 size moon. It's really slow.

    My client FPS is a solid 30 fps, but sim is less than 5 fps. And I'm only 18ish minutes into the match.
  11. brianpurkiss

    brianpurkiss Post Master General

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    Yeah. I keep on giving fabricators build orders and the fabbers just stand there next to the thing they're supposed to build. Seems to happen the most with large buildings.
  12. methanwyr

    methanwyr New Member

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    Ya seems this PTE took away my anti air in the bot factory
  13. SXX

    SXX Post Master General

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    There is some cool stuff added! Might be I didn't noticed it in previous PTE because I was too busy with Ctrl+C and Ctrl+V, but it's looks like lame green dots buildings previews are gone now!
    MUCH_WIREFRAMES_WOW.jpg
    Before only first batch of buildings was visible as wire frames and now everything planned visible that way.

    No more lame green dots and false-positive feedback for firs tbuilding (PA#2802)!
    Remy561 likes this.
  14. duncane

    duncane Active Member

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    Have combat fabbers changed?
  15. wondible

    wondible Post Master General

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    Yes. They can no longer assist, but cost zero energy to run.

    Other highlights from the code diff:

    • build bar styling (mod warning)
    • aa bot -> tactical missile bot
    • bomber roles switched, basic is area, adv has tactical missiles
    • "bolo" -> "aventail"
    • advanced assult bots amphibious, complete with torpedoes
    • alerts moved to sub-scene
    • common.js changed - beware shadow mods.
    • key pan style removed from settings, each direction is separate keyboard item; new engine call set_camera_key_map
    • ESC behavior changed "modal back"
  16. methanwyr

    methanwyr New Member

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    Thats great but the tactical missile bot is not showing up in the Bot factory. Unless it was moved to the Avd.
  17. wondible

    wondible Post Master General

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    Yep, advanced. Didn't notice it because the whole file was new.
  18. duncane

    duncane Active Member

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    Sounds good. Probably should be renamed "repair bot"
  19. duncane

    duncane Active Member

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    Sounds interesting but it will need a counter. My suggestion is to make flak towers able to hit tax missiles?
  20. wondible

    wondible Post Master General

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    This basically makes them work as originally intended, when they first got the name.

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