2.3 projectile test builds [Vote for best build!]

The projects speaking tube.
Add your two cents if you want to.

Which of the three builds behaves best?

2.3-proj1
7
58%
2.3-proj2
1
8%
2.3-proj3
4
33%
 
Total votes : 12

2.3 projectile test builds [Vote for best build!]

Postby cybersphinx » 18 Jul 2011, 19:36

Since 2.3.8's projectile handling sucks, I've made some test builds with various patches. Please test them and report back on the behaviour of them, and which you like best.

warzone2100-2.3-proj1fixed.tar.gz
warzone2100-2.3-proj1fixed.exe
warzone2100-2.3-proj2.tar.gz
warzone2100-2.3-proj2.exe
warzone2100-2.3-proj3.tar.gz
warzone2100-2.3-proj3.exe
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Re: 2.3 projectile test builds

Postby Iluvalar » 19 Jul 2011, 00:49

To make things clear : We are talking about those projectiles going trought the ground and such.
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Re: 2.3 projectile test builds

Postby Happy Camper » 19 Jul 2011, 20:21

cybersphinx wrote:Since 2.3.8's projectile handling sucks, I've made some test builds with various patches. Please test them and report back on the behaviour of them, and which you like best.

Great idea, but give us a couple of days. Are saved games interchangable, so that I can test the same mid-game situations with each version?
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Re: 2.3 projectile test builds

Postby macuser » 19 Jul 2011, 20:39

Can I help test? I use a mac. (lol)
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Re: 2.3 projectile test builds

Postby cybersphinx » 19 Jul 2011, 21:07

macuser wrote:Can I help test? I use a mac. (lol)
Well, if you can build it... or maybe dak180 has some time for that, but I haven't seen him online since I made the builds.

Savegames should be compatible.
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Re: 2.3 projectile test builds

Postby CFG » 19 Jul 2011, 22:14

Mind telling us what test build implements which idea?
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Re: 2.3 projectile test builds

Postby cybersphinx » 20 Jul 2011, 01:17

CFG wrote:Mind telling us what test build implements which idea?
The point is that people report observations, not expectations.

Preternatural wrote:Build 1:
Units can't shoot. <--- very bad
Hm, that is obviously not intended... have to look into that tomorrow. (Admittedly, I didn't really test the builds, but assumed that a patch that applies and compiles also works...)
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Re: 2.3 projectile test builds

Postby cybersphinx » 20 Jul 2011, 11:55

proj1 is very strange. The Linux version works, the Windows build doesn't, compiled from the same source... Bug in the cross-compiler?
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Re: 2.3 projectile test builds

Postby cybersphinx » 20 Jul 2011, 16:08

Fixed files for 2.3-proj1 uploaded (filename is different, I forgot to change the name in the installer/game though). Seems the Linux version only worked by chance, so please download the new version for that as well.
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Re: 2.3 projectile test builds

Postby milo christiansen » 21 Jul 2011, 21:14

I don't see much difference. Projectile speeds may be a little different but that's all I can see.
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Re: 2.3 projectile test builds

Postby effigy » 21 Jul 2011, 22:27

FWIW I've started a map (rush2, modified) to test several different conditions. It's my attempt at a controlled test environment.. I'm not done yet so if anyone has already done this please post the map :)
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: 2.3 projectile test builds

Postby effigy » 22 Jul 2011, 04:10

Here's my test map. There's a different condition in every corner, a couple on the edges.
4c-Rush2-sandbox1.wz
(30 KiB) Downloaded 228 times



I'm probably missing a condition, but:

I like how mra behaves in proj1, but not proj2 and proj3.

I like how mortar/howi/ripples/arch/seraph behave in proj3.

I don't like how buildings block projectiles in proj3.

I didn't notice vtol acting different.

low height terrain seems to block direct projectiles in all builds.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: 2.3 projectile test builds

Postby Iluvalar » 22 Jul 2011, 14:30

milo christiansen wrote:I don't see much difference. Projectile speeds may be a little different but that's all I can see.

Do you mean for all those 3 tests ? :o
effigy wrote:I like how mortar/howi/ripples/arch/seraph behave in proj3.

Please tell me more. What do you like exactly ?
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Re: 2.3 projectile test builds

Postby effigy » 22 Jul 2011, 20:27

Iluvalar wrote:...
Please tell me more. What do you like exactly ?


That they will go over terrain when needed to hit the target. In contrast MRA always shoots into the sky in this build.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: 2.3 projectile test builds

Postby Iluvalar » 23 Jul 2011, 16:08

I'm not sure I like that then. I appreciate the relative security just behind a cliff and i'm not sure building a mortar at the foot of a cliff is a brillant idea. It's the only 2 reason I see for a mortar to fire skyward. It's the same thing as letting the projectile trought the cliff. There is apparently no cloaser range limit to the new skyward shots.

It's an interesting feature for mortar players. But a frustrating idea for the others ^^ . I think from gameplay point of vue, a player can avoid direct cliff when he build or position his arty...
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