[REL] [CMM] Hotbuild2 v1.51 [113578]

Discussion in 'Released Mods' started by proeleert, December 8, 2013.

  1. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Doesn't work any better. I do have T2 mex/pgen first in queue (why would anyone prioritize T1 with T2 fab ?)
    Test reminder ;)
  2. cola_colin

    cola_colin Moderator Alumni

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    While playing around I've seen this in the debugger:

    [​IMG]

    Dunno when, how, why or what about it ;)
  3. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Is anyone getting issues with latest build (71544) ?
    Hotbuild key neither worked nor showed on build / side bar, so I checked both settings and they are ON
    But I'm getting an empty Hotbuild :
    [​IMG]
    Any confirmation /advice (appart from reset everything :eek:) ?
  4. proeleert

    proeleert Post Master General

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    Well I don't have any issues at all. How odd.
  5. cola_colin

    cola_colin Moderator Alumni

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    Bug: Changing any settings only has an effect after the main scene is reloaded
  6. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Tried re-installing the mod, didn't help.
    Funny thing, if I try to reassign one key, all the purple colored key (Hotbuild) disappear (except the one I'm assigning).
    If I hit cancel and go back to hotbuild, they are all colored again (but yeah, empty).

    Where are the setting stored ?
    Would it be helpful for you if I send you my corrupt / messed data set ?
  7. proeleert

    proeleert Post Master General

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    Oh does main not reload anymore like it used to ? I'll try to fix all bugs during weekend.
  8. cola_colin

    cola_colin Moderator Alumni

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    Yep, it seems to show the settings in some sort of overlay scene instead. PA Stats happly continues to report data in the main scene :)
  9. cola_colin

    cola_colin Moderator Alumni

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    I've made myself a new set of hotkeys, mostly inspired by how FA hotbuild works:
    Based on the german keyboard, but if you switch z and y, it should be qwerty compatible as well.
    Basically for the key idea is to have all units layout just like on the keyboard, with the upper keyboard line as t1 and the middle keyboard line as t2

    Also I have only 4 camera anchors, with f5-f8 used for selecting things instead.

    Another "unusual" thing for PA is that the menu is on F10, esc is "cancel"

    config: http://pastebin.com/m8j0JnXp

    navy t1: [​IMG]
    navy t2:[​IMG]
    air t1:[​IMG]
    air t2: [​IMG]
    bot t1: [​IMG]
    bot t2: [​IMG]
    vehicle t1: [​IMG]
    vehicle t2: [​IMG]
    orbital t1: [​IMG]
    orbital t2: [​IMG]

    stop: esc
    capture camera: ctrl+fx with f1-f4
    recall camera: f1-f4
    select commander: 1
    capture group: ctrl 2-0
    recall group: 2-0
    toggle energy orders: tab
    move: m
    attack: a
    reclaim: u
    patrol: q
    load: k
    unload: l
    alt fire: p
    menu: F10
    reload: F12
    idle fabbers: i
    all land combat on screen: f5
    all air combat on screen: f6
    all naval combat on screen: f7
    all idle factories on screen: f8
    can't find a setting for all orbital combat units on screen?
    all land combat: shift+f5
    all air combat: shift+f6
    all naval combat: shift+f7
    all idle factories: shift+f8
    all matching units on screen: o
    build loop: y (yes, I have no key bound to disable this)
    track selectioon with camera: ctrl+t
    align to pole: n

    removed most of the other hotkeys

    Also thanks for not attacking me to the AI for the last 90 minutes.

    EDIT:
    The AI only build this xD
    [​IMG]
    Last edited: September 3, 2014
    mishtakashi, proeleert and Quitch like this.
  10. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Is it intended that SXX (No category) and Advanced Radar Satellite ("Recon" category) are considered as "Buildings" ?
    The ARKYD (T1 Radar Satellite) is listed correctly as a unit, though.
  11. proeleert

    proeleert Post Master General

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    That's what's in the json's.
    Fr33Lancer likes this.
  12. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Ok, so it's up to Uber to "fix" this, so your mod can properly read it from BIF, right ?
  13. proeleert

    proeleert Post Master General

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    Yep, but that's not a big issue me thinks.
    Fr33Lancer likes this.
  14. cola_colin

    cola_colin Moderator Alumni

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    okay, so here is a weird one:

    While playing some real 1v1 again (yey) I noticed I can't reliably select t2 mex with a group of t1 and t2 workers.

    In a sandbox I can now reproduce why:
    [​IMG]

    2 Workers. If I select them I always should be able to use hotbuild to toggle between t2 mex and t1 mex.

    That works, if I make a box from the left to the right, so the t2 worker is selected first. If I make a box from the right to the left, only the t1 mex is available. The t2 mex shows up in the buildbar, but I cannot use the hotkey to select it.

    It's not limited to mex, t2 pgens also have it. Probably all t2 buildings are only available if the t1 worker is selected first.
  15. mered4

    mered4 Post Master General

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    This guy hit it on the head. Exactly what's happening. I was wondering why I could only select commander buildings.....or just t1 buildings....
  16. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Great minds think alike :p
    cola_colin likes this.
  17. proeleert

    proeleert Post Master General

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    This bug should be fixed in new version.

    Hotbuild2 1.29 released:
    - multiple fabber selection bug fixed
    - better community defaults (normal based on cola colin's defaults)
  18. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Unfortunately, it doesn't do the trick for me :(
    Still depends on initial fabber selection
  19. proeleert

    proeleert Post Master General

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    You haven't seen anything 1.30 released :p
    cola_colin, Quitch and Fr33Lancer like this.
  20. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Confirmed working, you are the man :cool:

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