Voice your opinion on the behavior of projectiles ........ i tried adding this to the main title - stupid box isnt big enuff...effigy wrote:Ok, well, if you think splitting/moving is best I'd recommend it going to General Discussion.
2.3 projectile test builds [Vote for best build!]
- lav_coyote25
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Re: 2.3 projectile test builds
Re: 2.3 projectile test builds
1880 views and 9 votes.
That means 1 person in ~208 votes. (or it is just Cybersphinx pressing reload 1850 times waiting for the votes to go higher... )
That means 1 person in ~208 votes. (or it is just Cybersphinx pressing reload 1850 times waiting for the votes to go higher... )
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
Re: 2.3 projectile test builds [Vote for best build!]
Surely you mean 1 vote in ~208 views...
Maybe the problem isn't with us test subjects, but with the experiment...?
Maybe the problem isn't with us test subjects, but with the experiment...?
Re: 2.3 projectile test builds [Vote for best build!]
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
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
Re: 2.3 projectile test builds [Vote for best build!]
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...
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...
Heretic 2.3 improver and proud of it.
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Re: 2.3 projectile test builds [Vote for best build!]
More like into or over cliffs, with two ways for the latter, which both possibly include other weird behaviour.
We want information... information... information.
Re: 2.3 projectile test builds
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.
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 [Vote for best build!]
Are people playing 2.3-ilu1? It is the same as proj1, projectile-wise.
We want information... information... information.
Re: 2.3 projectile test builds [Vote for best build!]
what of those options is the one on trunk? Because i will vote for the trunk aiming system
Re: 2.3 projectile test builds [Vote for best build!]
I played a few test games with Ilu, but I don't recall any larger group playing it online.cybersphinx wrote:Are people playing 2.3-ilu1? It is the same as proj1, projectile-wise.
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 [Vote for best build!]
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).
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.
Re: 2.3 projectile test builds [Vote for best build!]
can we have a projectile system like in StarCraft 2? nothing more is needed.. the same about fog of war.
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Re: 2.3 projectile test builds [Vote for best build!]
If someone writes a patch, I'll do a test build for that as well...MaNGusT wrote:can we have a projectile system like in StarCraft 2?
... but just because the mechanics might be simpler than what is in Warzone doesn't mean that the implementation is simple as well.nothing more is needed.
We want information... information... information.
Re: 2.3 projectile test builds [Vote for best build!]
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.
Re: 2.3 projectile test builds [Vote for best build!]
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 ?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).
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.