Search found 676 matches

by Berserk Cyborg
18 Apr 2019, 22:41
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Re: Range orders and accuracy

PR at https://github.com/Warzone2100/warzone2100/pull/314 . Windows users can click on the little yellow dot by the latest commit and choose the AppVeyor link, then select artifacts tab to get the latest builds. There is also a secondary branch I'll be using to put none code related changes so as no...
by Berserk Cyborg
18 Apr 2019, 22:03
Forum: Addon discussions
Topic: Blue Building Beam
Replies: 7
Views: 138

Re: Blue Building Beam

NoQ wrote:
18 Apr 2019, 21:15
My equally random guess is addConstructionLine(). It mentions beam colors.
Tried both. Commenting this one out removed the beam. Not sure what renderConstructionEffect() does since I don't see any difference with or without it.
by Berserk Cyborg
06 Apr 2019, 16:44
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Re: Range orders and accuracy

Units set on Optimum range will fire their weapon while moving closer to enemies if the short range accuracy is better than long accuracy.

@Prot, are the current patches in my branch sufficient enough (for unit behavior)?
by Berserk Cyborg
30 Mar 2019, 17:48
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195658

Re: Models by MaNGusT (AR)

I found another shadow related bug while I was testing your patch (however, it isn't caused by your patch). Stretched structures have broken shadows that look similar to what MaNGusT posted earlier. Other than that, everything else looked good with my tests. At a glance, static shadows are used for ...
by Berserk Cyborg
27 Mar 2019, 18:42
Forum: Campaign
Topic: Gamma 1 Fission Mailed < 30 seconds
Replies: 6
Views: 313

Re: Gamma 1 Fission Mailed < 30 seconds

I managed to reproduce this and have a save if anyone is interested in pursuing it further, let me know. I already fixed and merged in that Gamma-1 issue in this pull request . You said you had a problem in the last Beta mission where it failed at mission end, do you have a save for that? Or, if no...
by Berserk Cyborg
25 Mar 2019, 21:00
Forum: Campaign
Topic: Gamma 1 Fission Mailed < 30 seconds
Replies: 6
Views: 313

Re: Gamma 1 Fission Mailed < 30 seconds

Can't reproduce this. Are you using version 3.3.0 beta1? Transport loads getting mixed up when loading saves after the first load is sent off is an old known issue. It can be a serious issue since there is a possibility of completely useless units being unloaded first (ie. a group consisting of only...
by Berserk Cyborg
21 Mar 2019, 23:49
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Re: Range orders and accuracy

alfred007 wrote:
20 Mar 2019, 23:45
Can I help you somehow?
Not much at the moment.

Edit:
-Checks if the value for shortRange is bigger than longRange. Logs an error if any weapon does this.
-Added shortRange and shortHit to all weapons in campaign and multiplayer. As of right now, there is no distinction.
by Berserk Cyborg
20 Mar 2019, 22:13
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Re: Range orders and accuracy

Fixed that guard issue... maybe. In any case it is worth putting into the secondary orders restoration pull request. Anyway, I ran a few tests using a mini-rocket pod unit attacking a truck. Below is the current behavior that can be observed using the current patches in my branch. longRange: 1088 lo...
by Berserk Cyborg
20 Mar 2019, 16:56
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Re: Range orders and accuracy

No, it is setting them correctly. See the Stats array in any of the script contexts in the debug window. After some experiments I found it to be an older issue with guard (present in 3.2.3 but was masked by a future commit in master). There is a brief moment when a guarding unit, whose target moves ...
by Berserk Cyborg
19 Mar 2019, 17:41
Forum: Development
Topic: Need help developing 3.3.0 campaign
Replies: 41
Views: 2379

Re: Need help developing 3.3.0 campaign

That is because the removal of optimum/short/long range, and the resulting accuracy changes from that, made everything shoot at long range starting with 3.2+ (nor was a rebalance done to fix this). Light-cannon in campaign always shoots at 50% now (and thus will do so in this mod cause its based off...
by Berserk Cyborg
19 Mar 2019, 17:29
Forum: Development
Topic: Range orders and accuracy
Replies: 7
Views: 505

Range orders and accuracy

So like the secondary order restoration, I am attempting to bring back the optimum/short/long range feature. Thought I would share this in its own topic. Here is my github branch based off my secondary orders restoration branch. Currently, it may or may not work. My previous tests seemed a little bu...
by Berserk Cyborg
19 Mar 2019, 17:08
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 83
Views: 6182

Re: Release 3.3.0 beta 1

The construction units of any AI avoid danger tiles by him self, it's work automaticly, like the army of any AI shot to garbage by him self, without JS-order to do that. It's not AI JS code, but wz-engine rule this behavior. :augh: I never noticed that before. I know it's not part of the JS side, i...
by Berserk Cyborg
19 Mar 2019, 17:04
Forum: Campaign
Topic: Mission Timer while researching Power Module
Replies: 1
Views: 124

Re: Mission Timer while researching Power Module

That is a deliberate change. Any situation a player could cheat by gaining a lot of power (or the maximum) is now protected by a timer.
by Berserk Cyborg
19 Mar 2019, 00:30
Forum: Development
Topic: Need help developing 3.3.0 campaign
Replies: 41
Views: 2379

Re: Need help developing 3.3.0 campaign

In your campaignJS branch at Github you have commit 54aa2e01e8b2ae69c34152d00b2dfe7d0e5e1b0a to automate the "reinforcements are available" sound. It looks for me that you forgot cam3-1 (Gamma 02). Or is the fact that this is a two-part mission a problem? Nah, I missed that one. I'll get back into ...
by Berserk Cyborg
18 Mar 2019, 21:59
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 83
Views: 6182

Re: Release 3.3.0 beta 1

... (especially in games with AI players which actually use the danger maps). These danger maps seem to be underwhelming in their ability to document dangerous areas. A simple enumRange() has proven to be far more accurate at telling if some location is safe or not from immediately dangerous stuff ...