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Everything posted by wraitii
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A25 Feedbacks from testing
wraitii replied to Yekaterina's topic in Game Development & Technical Discussion
Note also that you can disable the 'Pushing' behaviour on an individual template basis by adding "<DisablePushing>true</DisablePushing>" to the UnitMotion component of the template. Depending on player feedback, we might do it for rams/eles & possibly ships. Edit: though I wasn't particularly aware this was possible in A24, which you seem to suggest? If so, A25 might actually help a bit, though there will be more overlap in general, it should be smaller overlap. -
A25 Feedbacks from testing
wraitii replied to Yekaterina's topic in Game Development & Technical Discussion
Can have a few sources, but the problem is twofold: - Unit pushing allows some overlap, though units in the same spot should push each other away in A25 (may/may not mitigate this) - The rams are much bigger than their actual pathfinding size. You can play with the settings in pathfinder.xml, but unfortunately increasing clearance doesn't work that well. -
Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 25 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25741 (See below for updated bundles) Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Currently known issues: As reported by Valihrant and experience by wow, there is a weird issue where units in formation get 'stuck' in running speed. This will be fixed, but it's not yet in this version. Groups of 2 units can overlap. This will also be fixed, and doesn't happen with more than 2 units, it's a simple configuration issue. The replay filter in the replay menu appears to have some issues There are a few others that shouldn't affect play much, see the Milestone for details. Big screenshots are broken in the game. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
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A25 Feedbacks from testing
wraitii replied to Yekaterina's topic in Game Development & Technical Discussion
For the particular case of A25 we're going to be providing test bundles soon (1-2 days at most) -
The RM scripts sometimes contain a lot of logic to avoid these issues, but it remains tricky.
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I think it's likely you didn't recompile? I should have specified this was necessary. Now there has been an auto build, so you should be able to tweak things. It is definitely working for me, see the following comparison screenshots. This is 2 groups of 100 units crossing each other's path at 0 extension, 2.5 extension, 5 extension, and then at 2.5 with lower MinPushing factors. This is ordering these 200 units to go somewhere at 0/2.5/5 Edit -> BTW, you can 'hotload' your changes by quick saving and quick loading.
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Good news still on this front: I've increased the flexibility of the system so you can play with 3 more settings, and fixed an issue so it's possible to have units push each other more, so things should death ball _less_. See https://code.wildfiregames.com/D4098 which I've merged. I'll still take player input during Feature Freeze, but I expect these new settings will be overall more satisfactory.
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https://code.wildfiregames.com/D4097
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Less but not none, because moving units can't cross through non-moving units, so chokepoint can remain relatively crowded and ultimately impassable. And their ability to be turtled and ranged by more units remain Also, conversely, artificial choke points because of bad pathfinding feel terrible. That is a good point, but the mosh pit design that we had already made this somewhat difficult. --- Overall, I agree that the pushing feature can and should ideally be tweaked and improved, but I believe the good offsets the bad. We'll see how people feel in testing.
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Both Turn ½ OOS are probably explained by different revisions, as the "mainland" map had been edited on July 4. I fully reproduce Yekaterina's commands.txt using rP25682. However, I found and fixed a potential OOS on rejoin this morning, so that might still explain the 6K turn OOS.
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Just to clarify -> We're not going with the most upvoted suggestion. The poll is mostly here to see if some names get a clear lead. The poll closed on June 1st because that was the original FF date, I've reopened it up until Sunday (didn't notice that). To be honest, so far, Y seems like it's lacking in very relevant names. I'm not sure what's getting picked at all at this stage.
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@Palaiologos can you share the replay? We need at least the command.txt
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Would be great if we could have the OOS dump of the OOS players as well for comparison
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I've updated https://code.wildfiregames.com/D3679 following discussions there.
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A25 Feedbacks from testing
wraitii replied to Yekaterina's topic in Game Development & Technical Discussion
The logs should be OK to share, but the config file contains your lobby password (hashed, but it's still usable to connect with your account). -
Thanks for bringing this up. I guess it's another time where it's urgent to do nothing. I guess this might make it easier to move away from Phabricator, as people might share migration scripts. Might also end up with a straightforward fork that's not a one-man project and end up with a more functional product. We'll see.
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Right. I don't see the A24 situation as that problematic either (or at least I don't really mind), so the change isn't horrible to me, merely unfortunate. Note that it's still hardcoded in C++ that idle units are allowed to bunch up together more than walking units, I could make these settings different so we can tweak the parameters individually.
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This is mentioned in the very first post in this thread. I don't really like it, but I also don't think it's a very realistic situation outside of toy examples. I also don't expect it to be a particular balancing problem, but maybe I'm incorrect on that account. The 'pushing distance' can easily be modified by changing pathfinder.xml if you want to test out other settings.
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A25 Feedbacks from testing
wraitii replied to Yekaterina's topic in Game Development & Technical Discussion
See also the discussion at https://code.wildfiregames.com/D3686 -
Committed, thanks for reporting all
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Should be fixed by https://code.wildfiregames.com/D4066 if someone else can confirm
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Mh, yes, this is working as designed actually. I figured it was better to show cheats are always enabled than to not show it at all like in A24. I can either hide it again, or make it configurable.
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Can you upload you matchsettings.json in the user config folder? Then delete it, that will fix the problem.