Search found 3154 matches

by Per
18 Jan 2018, 22:11
Forum: Development
Topic: XANAX's mechs for 3.X+ [split]
Replies: 30
Views: 24638

Re: XANAX's mechs for 3.X+ [split]

Is there a plan to add propulsions and turrets to support list in a near future? I think that at least propulsions could be added I can give it a shot. The existing "event" (movement vs still) for propulsion needs to be merged into the new system. It would be much easier if I had some ani...
by Per
18 Jan 2018, 11:13
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)

I think you need to come back shortHit and shortRange. ... I believe that it is these changes that keep many players on version 3.1.5. Really? You believe it is the lack of short/long range accuracy that keeps players on 3.1? The narrative keeps shifting fast. Let's recap a bit. This change is base...
by Per
17 Jan 2018, 00:33
Forum: Scripting
Topic: object in sight
Replies: 4
Views: 13047

Re: object in sight

For script performance, you should try to use enumArea() and enumRange(), as they iterate over fewer objects.
by Per
17 Jan 2018, 00:28
Forum: Coding
Topic: sunset/sunrise need help
Replies: 2
Views: 3082

Re: sunset/sunrise need help

I think you should just wait until some new version of the terrain renderer, like the one Vincent made, is merged. Trying to do this with the existing code just won't be any good.
by Per
15 Jan 2018, 22:14
Forum: Development
Topic: XANAX's mechs for 3.X+ [split]
Replies: 30
Views: 24638

Re: XANAX's mechs for 3.X+ [split]

Yes, the animation system has changed. The animation frames now reside in the PIE files. Changed in af9c9137d231d4b2c1d4e5e1ffde0e86dc443b3c - documentation of the new system in doc/Animation.md and doc/PIE.md
by Per
15 Jan 2018, 20:52
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 243
Views: 261433

Re: Art Revolution mod. Latest release: January, 2015

Does Art-Rev use or plan to use alpha in base plates? It is enabled now, but I'm wondering if we should turn it off, since nothing seems to use it and it would simplify things.
by Per
15 Jan 2018, 20:24
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)/ 3.3.0

Ah, the great HQ discussion. Now that is a trip down memory lane (and not a pleasant one). I had totally forgotten about all that. Long story short: It went missing somewhere during the CSV -> INI -> JSON conversions and the back and forth HQ changes we did before 3.1 was released. It does not seem ...
by Per
15 Jan 2018, 19:00
Forum: Scripting
Topic: object in sight
Replies: 4
Views: 13047

Re: object in sight

I'm not entirely sure what you're asking. enumStruct and enumDroid both have an optional third parameter that filters the list of droids by the vision information of the player parameter passed in. Other functions have similar filters.
by Per
14 Jan 2018, 13:59
Forum: Development
Topic: Finaly Compiled master topic shadows
Replies: 4
Views: 3357

Re: Finaly Compiled master topic shadows

Instead of assuming that all baseplates need to be translucent (do anyone of them actually need to be?), we should read this information from their PIE files. Hardcoding this kind of information is just silly.
by Per
14 Jan 2018, 13:17
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)

vexed wrote:Wasn't it changed to 100% accuracy for some weapons?
That was rolled back, along with most other balance changes, before the release of 3.2.
by Per
13 Jan 2018, 14:33
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)

What are the remaining balancing issues?

VTOLs - if there are further issues, I'll need a way to reproduce them (the best would be a savegame). To me behaviour looks like 3.1.5 at this point (although the 3.1.5 behaviour isn't great, either).
by Per
10 Jan 2018, 22:45
Forum: Balance
Topic: weapons now have 100% accuracy
Replies: 4
Views: 5818

Re: weapons now have 100% accuracy

Ah, yes. I have the memory of gold fish. One difference that remains is that there is no difference in accuracy between short range and long range anymore.
by Per
10 Jan 2018, 19:43
Forum: Balance
Topic: weapons now have 100% accuracy
Replies: 4
Views: 5818

Re: weapons now have 100% accuracy

As the commit says, all direct fire weapons now have 100% accuracy. Indirect weapons still have accuracy, as before.

It is indeed a bit curious that it isn't mentioned in the Changelog, though.
by Per
10 Jan 2018, 10:25
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)

The rearm code is just bollocks, and is in dire need of a rewrite. The question is - is it still worse than 3.1.5? If not, I think we should revisit this after the release.
by Per
10 Jan 2018, 01:48
Forum: Development
Topic: New release planning (3.2.4)/ 3.3.0
Replies: 118
Views: 61151

Re: New release planning (3.2.4)

I think I've found and fixed the rearm bug now. Please test to ensure that it is at least working as well as in 3.1.5. It should at least be easier to debug now, can usually use the trace feature (ctrl+l in cheat mode) to track VTOLs while flying to figure out what's going wrong.