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

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lav_coyote25
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Re: 2.3 projectile test builds

Post by lav_coyote25 »

effigy wrote:Ok, well, if you think splitting/moving is best I'd recommend it going to General Discussion.
Voice your opinion on the behavior of projectiles ........ i tried adding this to the main title - stupid box isnt big enuff... :stressed:
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vexed
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Re: 2.3 projectile test builds

Post by vexed »

1880 views and 9 votes.
That means 1 person in ~208 votes. :roll: (or it is just Cybersphinx pressing reload 1850 times waiting for the votes to go higher... XD )
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
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Per
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Re: 2.3 projectile test builds [Vote for best build!]

Post by Per »

Surely you mean 1 vote in ~208 views...

Maybe the problem isn't with us test subjects, but with the experiment...?
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effigy
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Re: 2.3 projectile test builds [Vote for best build!]

Post by effigy »

I wonder how many of those views are unique users?

I think the problem with this experiment is the same problem we have with getting people to play-test master. Most people just aren't willing to take the time to voice their opinion. Maybe in time they will. It took me about 6 months of MP and visiting the -games channel before I became any sort of regular on the forum. Could we add a link to this discussion in IRC?

We got 1 new vote since bumping the thread :)
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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Iluvalar
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Re: 2.3 projectile test builds [Vote for best build!]

Post by Iluvalar »

I dont really understand that vote...

Please download 100M and then answer to that unique question :
1- Do you like your units firing into or through the cliff ?
[ ]Yes [ ] No

Because that's all about that...
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cybersphinx
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Re: 2.3 projectile test builds [Vote for best build!]

Post by cybersphinx »

More like into or over cliffs, with two ways for the latter, which both possibly include other weird behaviour.
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effigy
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Re: 2.3 projectile test builds

Post by effigy »

While we're bumping this thread to hell and back, I'll quote my finding from way back when (reinforcement that most people simply aren't willing to spend the time testing all 3 builds, I spent around 2 hours modifying this map, and making observations in all 3... even then it seems I missed a few conditions):
effigy wrote:Here's my test map. There's a different condition in every corner, a couple on the edges.
4c-Rush2-sandbox1.wz

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
cybersphinx
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Re: 2.3 projectile test builds [Vote for best build!]

Post by cybersphinx »

Are people playing 2.3-ilu1? It is the same as proj1, projectile-wise.
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Re: 2.3 projectile test builds [Vote for best build!]

Post by IgorBrehm »

what of those options is the one on trunk? Because i will vote for the trunk aiming system
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effigy
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Re: 2.3 projectile test builds [Vote for best build!]

Post by effigy »

cybersphinx wrote:Are people playing 2.3-ilu1? It is the same as proj1, projectile-wise.
I played a few test games with Ilu, but I don't recall any larger group playing it online.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
cybersphinx
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Re: 2.3 projectile test builds [Vote for best build!]

Post by cybersphinx »

To make it clear:

proj1 has the same projectile code as 2.3-ilu1.

proj2 reverts the behaviour of 2.3.8 (letting projectiles pass through terrain) to that of 2.3.7 (terrain blocks projectiles). Unfortunately, units see other units before they can actually hit them, so shots are often fired into the ground.

proj3 is the code from #2151 which was in the old 3.0 betas, and is also in master.

Since nobody seems to like proj2 much, the choice is between a custom solution for 2.3 (depending on Iluvalar to fix things), or using the same code as master (where changes from master should be easy to backport).
We want information... information... information.
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MaNGusT
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Re: 2.3 projectile test builds [Vote for best build!]

Post by MaNGusT »

can we have a projectile system like in StarCraft 2? nothing more is needed.. the same about fog of war.
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cybersphinx
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Re: 2.3 projectile test builds [Vote for best build!]

Post by cybersphinx »

MaNGusT wrote:can we have a projectile system like in StarCraft 2?
If someone writes a patch, I'll do a test build for that as well...
nothing more is needed.
... but just because the mechanics might be simpler than what is in Warzone doesn't mean that the implementation is simple as well.
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Per
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Re: 2.3 projectile test builds [Vote for best build!]

Post by Per »

Intriguing challenge. I think I could code the logical parts of it pretty quick, but the visualization part would be tough. And it would probably not be a good test if it looked totally wrong.
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Iluvalar
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Re: 2.3 projectile test builds [Vote for best build!]

Post by Iluvalar »

cybersphinx wrote:the choice is between a custom solution for 2.3 (depending on Iluvalar to fix things), or using the same code as master (where changes from master should be easy to backport).
That's an interesting claim. But can I ask : why did you took an old 3.0 betas as a test instead of synching master right away ? Are you sure developpers that will change master will care to synch 2.3 ?

On the other hand, I reuse the visibility function to calculate the line of sight. I'd be surprise a change could "break" the line of sight function without breaking the whole visibility. I believe I used the same name for the functions outside... so it should not be hard to synch changes outside the core function.
Heretic 2.3 improver and proud of it.
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