Search found 3154 matches
- 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...
- 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...
- 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.
- 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.
- 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
- 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.
- 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 ...
- 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.
- 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.
- 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)
That was rolled back, along with most other balance changes, before the release of 3.2.vexed wrote:Wasn't it changed to 100% accuracy for some weapons?
- 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).
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).
- 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.
- 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.
It is indeed a bit curious that it isn't mentioned in the Changelog, though.
- 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.
- 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.