Mythos_Ruler Posted May 25, 2013 Author Report Share Posted May 25, 2013 UnitMotion/Walk/SpeedUnitMotion/Run/Speed Quote Link to comment Share on other sites More sharing options...
alpha123 Posted May 25, 2013 Report Share Posted May 25, 2013 Is there somewhere a description for that (and if not, could you describe what you mean)? Seems like it shouldn't be too long to do.Ask historicbruno about this on IRC; he actually tried this (IIRC) but ran into some odd problems. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 25, 2013 Author Report Share Posted May 25, 2013 Ask historicbruno about this on IRC; he actually tried this (IIRC) but ran into some odd problems.Let's get this one worked out if we can. It's a 'self-balancing' thing for the techs. Add more armor to your units, they get slightly slower. Things like that. It's one of the main effects missing to where I can actually start adding this self-balancing to the techs. Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 26, 2013 Report Share Posted May 26, 2013 I think the issue is that it's in the C++. But CcmpVision handles technologies already. Using the exact same stuff, here's a patch that appears to be working for that (just create a tech and try it).However I'm not sure if that resists serialization (which could bug in Vision too). Also in that component there's walkspeed, runspeed, and "speed", which seems to alternate between both and I'm not really sure what it means.UnitMotionTech.patch Quote Link to comment Share on other sites More sharing options...
Josh Posted May 27, 2013 Report Share Posted May 27, 2013 I think we should really try to target multiplayer bugs and features (biggest point being the lobby) for this release because it will coincide with the increased publicity during the fundraiser. 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 28, 2013 Report Share Posted May 28, 2013 I think the issue is that it's in the C++. But CcmpVision handles technologies already. Using the exact same stuff, here's a patch that appears to be working for that (just create a tech and try it).However I'm not sure if that resists serialization (which could bug in Vision too). Also in that component there's walkspeed, runspeed, and "speed", which seems to alternate between both and I'm not really sure what it means.The problem is that it needs to apply to currently moving units, not only newly created or stationary units. Last time I looked, running was sort of a hack and nothing in the simulation actually stored whether units were in the running or walking state, so it required some changes to UnitAI and possibly how run/walk animations are selected. That's my vague recollection of it anyway, applying the stats mod is trivial Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 28, 2013 Author Report Share Posted May 28, 2013 The problem is that it needs to apply to currently moving units, not only newly created or stationary units. Last time I looked, running was sort of a hack and nothing in the simulation actually stored whether units were in the running or walking state, so it required some changes to UnitAI and possibly how run/walk animations are selected. That's my vague recollection of it anyway, applying the stats mod is trivial If we just include the stat mod for now, can it be included in the comprehensive solution later? Meaning, if we include the stats mod now, it's not ideal yet, but it's also not a hack per se, it'll still be used once the real solution is implemented. We could just add something like "New movement tech support: Currently not ideal, units must become stationary at least once before their speed stat is updated." Something like that to release notes. Quote Link to comment Share on other sites More sharing options...
alpha123 Posted May 28, 2013 Report Share Posted May 28, 2013 The problem is that it needs to apply to currently moving units, not only newly created or stationary units.I don't think that's actually a big problem, as long as the stat change takes effect when they go stationary. I doubt it will be particularly noticable, and none of the tech files would have to change once a proper solution is implemented, so it could wait a little bit. Quote Link to comment Share on other sites More sharing options...
stwf Posted June 1, 2013 Report Share Posted June 1, 2013 I think its time the game got a working preferences system, so I don't have to keep editing default.cfg. Does this work on any platforms?A good start would be having our current settings dialog box remember its settings. Then probably adding some better options to the dialog box. Apologies if this is my error or a Mac issue. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 8, 2013 Author Report Share Posted June 8, 2013 Not looking too good, guys.Here's an Alpha 14 release blocker, with patch: http://trac.wildfiregames.com/ticket/1906 Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted June 23, 2013 Report Share Posted June 23, 2013 Good day, I would like to ask when will the Alpha 14 and whether it normal multiplayer? (The lobby) Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted June 25, 2013 Report Share Posted June 25, 2013 Good day, I would like to ask when will the Alpha 14 and whether it normal multiplayer? (The lobby)The date for feature freeze has been pushed back a few weeks to allow us to get more into A14, you can follow the planned release dates here: http://trac.wildfiregames.com/roadmapThe multiplayer lobby is looking unlikely at this point, there are too many questions, but we'll see. 1 Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted June 25, 2013 Report Share Posted June 25, 2013 (edited) Thank you so much for such a wonderful reply. Edited June 25, 2013 by Morganiccc Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 21, 2013 Report Share Posted July 21, 2013 Updating the status.Major features:-we have exponential armor-we could probably get the MP lobby in "shortly".-I think Josh| is working on the Options menu, but I have no ETA on that.-Running/Charging, Capturing Buildings, Trample Damage and conversion seem out of the equation.I think the new music is sort of in. No idea about elephant animations.Bugs:-Ranged units turning bug is I believe fixed.Performance wise;We could probably quickly get in Kuranes' pathfinder patch (perf difference ranging from 5% to 15%, apparently, but it's better than nothing), and the RangeManager optimizations, which would improve that component's speed by about 900/1000%.RedFox wants to commit his shader rework as soon as possible. No idea on possible performance improvement (I mean it's most likely faster, but I don't know by how much).There are several other patches for performance, but those are trickier/impossible to review, which is annoying.Other stuffs:-we have a quite advanced attack notification patch, would be good to get into A14.-we also have a (working, iirc) patch for giving elevated units a range advantage. Might want to commit or not.-indefinite farming is being talked about, as well as regenerative resources, and new fishing behavior.-new corral features are also being talked about.Overall, as we ought to be in feature freeze, I'd say push back.Edit: Ah, also we have several OOS errors with AIs in MP but that'll have to be sorted out when I finish rewriting Aegis' core, which should be possible this week. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted July 21, 2013 Report Share Posted July 21, 2013 (edited) On the GUI config system, there are a few things I'm waiting on/would like. 1: leper mentioned having a WIP patch for #1880 and I'd like to use the new system rather than implementing everything using the old config system. 2: On text fields, the "update" event seems to be broken and makes it significantly harder to implement some things. 3: Sliders don't exist in the GUI system, these would be perfect for audio levels and I'm going to have to use text fields or drop-downs otherwise.As it is now, I have a number of options implemented and some basic layout. If anyone has any questions/comments I'm frequently on irc. Edited July 21, 2013 by Josh 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted July 25, 2013 Report Share Posted July 25, 2013 I think we should put the move to Git on the agenda Yeah, svn is pretty old-fashioned.Perhaps we should try to attract more developers by starting a few topics at leading technology forums. (I could start a topic at the dutch site Tweakers.net) 1 Quote Link to comment Share on other sites More sharing options...
Jeru Posted July 25, 2013 Report Share Posted July 25, 2013 Perhaps we should try to attract more developers by starting a few topics at leading technology forums. (I could start a topic at the dutch site Tweakers.net)Please go ahead, these initiatives are very welcome. Quote Link to comment Share on other sites More sharing options...
JuliusColtranePille Posted July 26, 2013 Report Share Posted July 26, 2013 these new features sound beautiful! i'd say better get them all in and working (MP LOBBY!!!!! :-) ) and rather wait longer!nice... ! Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted July 26, 2013 Report Share Posted July 26, 2013 how can be the lobby in the next alpha? Quote Link to comment Share on other sites More sharing options...
raymond Posted July 28, 2013 Report Share Posted July 28, 2013 Release?Currently 79 closed, 66 active and due in four days?Can't wait for the next final release... Quote Link to comment Share on other sites More sharing options...
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