2.3 projectile test builds [Vote for best build!]
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2.3 projectile test builds [Vote for best build!]
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
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
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
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?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.
Re: 2.3 projectile test builds
Can I help test? I use a mac. (lol)
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Re: 2.3 projectile test builds
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.macuser wrote:Can I help test? I use a mac. (lol)
Savegames should be compatible.
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Re: 2.3 projectile test builds
Mind telling us what test build implements which idea?
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Re: 2.3 projectile test builds
The point is that people report observations, not expectations.CFG wrote:Mind telling us what test build implements which idea?
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...)Preternatural wrote:Build 1:
Units can't shoot. <--- very bad
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Re: 2.3 projectile test builds
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
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
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.
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Re: 2.3 projectile test builds
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
Re: 2.3 projectile test builds
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.
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
Re: 2.3 projectile test builds
Do you mean for all those 3 tests ?milo christiansen wrote:I don't see much difference. Projectile speeds may be a little different but that's all I can see.
Please tell me more. What do you like exactly ?effigy wrote: I like how mortar/howi/ripples/arch/seraph behave in proj3.
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Re: 2.3 projectile test builds
That they will go over terrain when needed to hit the target. In contrast MRA always shoots into the sky in this build.Iluvalar wrote:...
Please tell me more. What do you like exactly ?
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
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...
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.