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

cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

2.3 projectile test builds [Vote for best build!]

Post by cybersphinx »

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
We want information... information... information.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: 2.3 projectile test builds

Post by Iluvalar »

To make things clear : We are talking about those projectiles going trought the ground and such.
Heretic 2.3 improver and proud of it.
Happy Camper
Trained
Trained
Posts: 32
Joined: 04 Sep 2010, 00:23
Location: Germany

Re: 2.3 projectile test builds

Post by Happy Camper »

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?
User avatar
macuser
Regular
Regular
Posts: 1052
Joined: 19 Mar 2010, 23:35
Location: USA
Contact:

Re: 2.3 projectile test builds

Post by macuser »

Can I help test? I use a mac. (lol)
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: 2.3 projectile test builds

Post by cybersphinx »

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.
We want information... information... information.
CFG
Greenhorn
Posts: 7
Joined: 04 Jul 2009, 23:22

Re: 2.3 projectile test builds

Post by CFG »

Mind telling us what test build implements which idea?
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: 2.3 projectile test builds

Post by cybersphinx »

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...)
We want information... information... information.
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: 2.3 projectile test builds

Post by cybersphinx »

proj1 is very strange. The Linux version works, the Windows build doesn't, compiled from the same source... Bug in the cross-compiler?
We want information... information... information.
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: 2.3 projectile test builds

Post by cybersphinx »

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.
We want information... information... information.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: 2.3 projectile test builds

Post by milo christiansen »

I don't see much difference. Projectile speeds may be a little different but that's all I can see.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21
Contact:

Re: 2.3 projectile test builds

Post by effigy »

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
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21
Contact:

Re: 2.3 projectile test builds

Post by effigy »

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 513 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
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: 2.3 projectile test builds

Post by Iluvalar »

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 ?
Heretic 2.3 improver and proud of it.
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21
Contact:

Re: 2.3 projectile test builds

Post by effigy »

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
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: 2.3 projectile test builds

Post by Iluvalar »

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...
Heretic 2.3 improver and proud of it.
Post Reply