3.0-beta 1 is released!

The projects speaking tube.
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Terminator
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Re: 3.0-beta 1 is released!

Post by Terminator » 25 Oct 2010, 21:22

what is the difference between this build & master-20101024. Is here no new netcode ? or this build have everything that master-20101024 has ?
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little jo
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Re: 3.0-beta 1 is released!

Post by little jo » 25 Oct 2010, 22:01

Hello,

i updated my Ubuntu ppa for 3.0-beta1 :

Code: Select all

sudo add-apt-repository ppa:littel-jo/warzone-dev
sudo apt-get update
sudo apt-get install warzone2100
If you have already install the pre-3.0, you can't update directly (i made a mistake of notation). You have to type :

Code: Select all

sudo apt-get remove warzone2100
sudo apt-get autoremove
sudo apt-get update
sudo apt-get install warzone2100

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dmdilks
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Re: 3.0-beta 1 is released!

Post by dmdilks » 25 Oct 2010, 23:54

Safety0ff wrote:
dmdilks wrote:I'm still having problem when they tell you updates or what you have to do in the beginning of each level. The screen will blink and than you have to go and read it yourself. It will not display on the screen or hear it.
If you already had the videos, then you have to copy them over to the new folder/directory, if you didn't have them you need to download them from http://wz2100.net/download
That took care of that problem and I thought maybe that is why the game is crashing. This time after I save the game and went to continue it played the video and than it CTD.
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Re: 3.0-beta 1 is released!

Post by sg1efc » 26 Oct 2010, 00:01

Thanks again everyone. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)

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Black Project
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Re: 3.0-beta 1 is released!

Post by Black Project » 26 Oct 2010, 00:11

effigy wrote:I did a skirmish on Rush2 this morning to check out defense structures. I found that a hardpoint can shoot over a wall infront of it, and a line of bunkers infront of that wall. I think that's only nearly sufficient.

I can live with a hardpoint not shooting through/over a hardpoint, same for bunker, etc. What seems incorrect to me is that towers won't shoot over hardpoints. Towers are weaker than hardpoints (ie., A lancer tower has 2/3 (66%) the HP of a lancer hardpoint) which has me wondering what purpose they'll serve in the future if they can't be clustered? What advantage will they have? The cost difference to build is disproportionate when compared to the drop in HP ($150 vs. $175 (86% of hardpoint cost)).

Please allow towers to shoot over hardpoints, remove them, or lower their build cost.
I got a simple solution: Get rid of this new targeting code.

The intriguing images that effigy posted only proofs that the new targeting code will make the defenses really suck and a waste of power in MP matches, plus making a PITA to rebalance them with this new code.

I'm really disappointed about this. I can't proof if that was intentional or not, but let's be honest: Warzone is a fast-paced action game, not a damn war simulation.

Sorry about the complaints.

BP

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Mr_E
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Re: 3.0-beta 1 is released!

Post by Mr_E » 26 Oct 2010, 04:48

yeah it's really annoying with the wall thing; i did my usual strategy which involves a lot of defenses and the bunkers couldn't fire over / through the tank traps so plz remove this new targeting thing or whatever it is...
and i like the scroll thing you've added to the build / research / design / intelligence displays, makes it easier to view what all i've got... and make it to where the horizontal "windows" can scroll as well...
Last edited by Mr_E on 26 Oct 2010, 05:49, edited 1 time in total.
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Re: 3.0-beta 1 is released!

Post by Buginator » 26 Oct 2010, 05:31

Terminator wrote:what is the difference between this build & master-20101024. Is here no new netcode ? or this build have everything that master-20101024 has ?
This build is based on 2.3 code + new terrain + other stuff.
Only master has the newer netcode.
and it ends here.

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NoQ
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Re: 3.0-beta 1 is released!

Post by NoQ » 26 Oct 2010, 09:49

Black Project wrote:I got a simple solution: Get rid of this new targeting code.
Noooo!!!11 Those targeting bugs were uuuugly! :(
I could agree on removing the part of it that concerns shooting through buildings, but not shooting through terrain.
Shooting-through-ground bugs totally destroy the amazing idea of really real terrain heightmap.

P.S. Buginator: Thanks again for working on the cliff rendering (!!), but i have a little more feedback on this issue :roll:

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NoQ
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Re: 3.0-beta 1 is released!

Post by NoQ » 26 Oct 2010, 13:59

A.I. bots tend to build a lot of sensor towers around oil derricks.
Also, this looks-like-division-by-zero with towers on cliffs still remains.

By the way: we've tested it in multiplayer with Mero, and it worked! It even didn't lag a lot! (:


Image

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aubergine
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Re: 3.0-beta 1 is released!

Post by aubergine » 26 Oct 2010, 19:02

I raised a bug about the bots having a radar fetish: http://developer.wz2100.net/ticket/2249 -- please comment on it and attach savegames if you're seeing same bug.

----

As for targetting code, I love being able to hide behind mountains, etc. However, agree it might be better if weapons could shoot through buildings, at least for now, while the code is tuned to deal with issues mentioned in this topic.
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NoQ
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Re: 3.0-beta 1 is released!

Post by NoQ » 26 Oct 2010, 22:33

I have a somewhat stranger targeting code issue: This yellow scourge tower doesn't shoot enemy black oil derricks.
http://img830.imageshack.us/img830/9239 ... 207omg.jpg

Dalton
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Re: 3.0-beta 1 is released!

Post by Dalton » 26 Oct 2010, 23:07

hao wrote:I have a somewhat stranger targeting code issue: This yellow scourge tower doesn't shoot enemy black oil derricks.
http://img830.imageshack.us/img830/9239 ... 207omg.jpg
Some weapons require a minimum distance from a target to fire. :lecture:

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NoQ
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Re: 3.0-beta 1 is released!

Post by NoQ » 26 Oct 2010, 23:55

Yay! I see (: Thanks (:
I blindly believed it was only about artillery (:

_____________________

One more thing i wanted to discuss here. I'm glad the minimap is fixed now. But i don't like the way it's anti-aliased. I'd prefer inaccurate but crisp and clear not-anti-aliased minimap. At least building and unit dots should be crisp. Probably cliffs and water boundaries also.

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Re: 3.0-beta 1 is released!

Post by cybersphinx » 27 Oct 2010, 00:46

hao wrote:One more thing i wanted to discuss here. I'm glad the minimap is fixed now. But i don't like the way it's anti-aliased. I'd prefer inaccurate but crisp and clear not-anti-aliased minimap. At least building and unit dots should be crisp. Probably cliffs and water boundaries also.
The fixed radar will not be blurred on full zoom steps (one mouse wheel click is ±0.25 zoom steps).

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NoQ
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Re: 3.0-beta 1 is released!

Post by NoQ » 27 Oct 2010, 01:33

Ah ha ha, i could've never guessed what does this option do (:
I think this should be made more intuitive, but i can't come up with a better option label right now :|

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