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Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 14:19
by GPolice
In Mods Super-Cybogs and Engineers and Cybog Truck and the Cybog Transport are not buildable. Only the Campaign Cybogs are there.
I see Beta 11 is very near ;)

And in the Normal Wz the Super Cybogs are First then the Normal Cybogs. From that came the Bug i think...

Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 17:40
by CFG
Some issues I noticed during test play:
  • when the game is paused, it would still consume lots (near 100%) cpu power during massive battles on maps like ntw2, ultimate power, domination, etc.
  • not sure how this happended, but after leaving and re-entering fullscreen, WZ didnt respont do mouse movement any more. Anyone else seen this?
  • there are no cyborg grenadiers, even at full research?

Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 17:51
by Per
DylanDog wrote:2.3beta10: In skirmish games human player does not have cyborg engineers. Anyone else noticed this? i see few tickets have been opened in the past and are closed now.
Sorry, that is really weird. Fixed again :-S
GPolice wrote:In Mods Super-Cybogs and Engineers and Cybog Truck and the Cybog Transport are not buildable. Only the Campaign Cybogs are there.
Mods will have to be changed. The old way just made no sense and broke things left and right. Again, scripts have access to all templates, but humans only those set to player zero.

Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 22:29
by JimPansen
Daltx wrote:
themac wrote:Searching for and holding oil derricks is a important part of the Warzone game
This is all you ever say it is important when playing low oil but there is also high oil maps they are both a part of warzone so stop complaining about to much oil. There would be not point to the large tech tree if all maps had 4 oil derricks since it would take 5 hours to get to gauss and so on.
I disagree. All those high oil maps are good for is tank rushes (and, maybe, testing; but certainly not intense tactical gameplay). As I happen to dislike tank rush tactics (yeah, and I suck at those xD), I don't even bother to try playing said maps any more.

I also feel like some infantile kiddies play nothing but rush maps. That's not the kind of opponent I like.

If you get more than 4 to at most 8 derricks straight in the beginning, without having to search and defend them, the only sane thing you can do is rush - or be overrun! Those flat, "quadratic" maps with dozens of oil sources right inside your base are just ridiculous and boring. At least thats my opinion.

If you want tactics and high tech, you should play low oil maps with plenty of hills and trenches.

Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 22:43
by Zarel
I agree that our primary balance priority should be maps with 4-8 "in-base" oil, but Warzone shouldn't lose that much of its balancing on a high-oil map. I guess I can make "High Power" a bit higher than 1.1x or 1.2x (which is what I think the current setting is).

Re: 2.3 Beta 10 is released!

Posted: 09 Feb 2010, 23:57
by Black NEXUS
The Limits now increases, but if i have in the researchfunctions.txt more than 255 entrys, the Game will crash without any Error, but the Limit is by 250+25, what is the Problem?

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 03:23
by kringled
One thing I noticed while playing the campaign: Sensor turrets set to "Fire at Will" now automatically designate in range targets for attached artillery (or emplacements). (At least when I've previously been playing with 2.2.4 and 2.3 beta 9, you always had to manually designate a target for a sensor tank). This makes them remarkably more useful; it was a bit of a surprise in the situation I was in (leaving a couple of enemy structures so that I had more time for research/energy/base building) but overall I think this makes more sense and is much more useful in a large combat setting.

Keith

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 04:39
by Zarel
Black NEXUS wrote:The Limits now increases, but if i have in the researchfunctions.txt more than 255 entrys, the Game will crash without any Error, but the Limit is by 250+25, what is the Problem?
Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry. :(

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 07:02
by grim4593
kringled wrote:Sensor turrets set to "Fire at Will" now automatically designate in range targets for attached artillery ... This makes them remarkably more useful
I agree. I love that new feature. Before I felt I always had to babysit my artillery because they wouldn't do anything unless told explicitly. Now they actually fire at targets within range so I can checkout other parts of the map without having to worry about the units sitting there doing nothing until surrounded by enemies. Though personally, I think It would be funny to look away for a moment and to return to see my artillery boxed in by walls from a few trucks.

The only thing that I can think would increase the usability of artillery units would be an easier way to disconnect a unit from a sensor. Right now, every individual unit has to be clicked and moved. I can't think of any good suggestions without cluttering the UI right now, and either way, that would be more suited to a suggestions forum.

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 12:32
by Black NEXUS
Zarel wrote:Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry. :(
But why only in this file? This is bad... :(

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 17:37
by RBL-4NiK8r
Black NEXUS wrote:
Zarel wrote:Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry. :(
But why only in this file? This is bad... :(
As I recall that was hard coded into the game from the beginning, it was a major problem we had back when we were working on 1.12 with adding new things to the game, for everything we added we had to remove or adjust things along the way. I dont know if that can be changed or if there was away around it in the past number of years. One of the things Strata and me looked at back then was getting rid of tech that didnt open things up, and that could reach its tech limit with less upgrading. One of the main things we took out was all the Mini Pod upgrades after you get Ripps and Archies. The same can be done with Lancers once you make it to Scourge Missiles.

The idea was not to change the tech tree research, but to remove things that could be maxed out with the final weapon in its system, if that makes sense. Another one was AA you had a lot of upgrades that could be tweaked to make room for other things in the tech tree.

4nE

Re: 2.3 Beta 10 is released!

Posted: 10 Feb 2010, 22:56
by Kreuvf
For linux and macs, use --debugfile filename.txt to capture the log files, and upload that.
Which log files? stderr.txt and stdout.txt and the netplay-DATE_TIME.log? Please be more specific, the news on the German site is largely based upon the things I read in the announcement here and in the ChangeLog ;)

Re: 2.3 Beta 10 is released!

Posted: 11 Feb 2010, 05:15
by Buginator
Kreuvf wrote:
For linux and macs, use --debugfile filename.txt to capture the log files, and upload that.
Which log files? stderr.txt and stdout.txt and the netplay-DATE_TIME.log? Please be more specific, the news on the German site is largely based upon the things I read in the announcement here and in the ChangeLog ;)
--debugfile whatever_file_name.txt captures all output from STDOUT & STDERR.

Re: 2.3 Beta 10 is released!

Posted: 11 Feb 2010, 05:23
by Buginator
DraLUSAD wrote:If a weapon called "Tank Destroyer" "Scourge missile" and other type of Tank killer weapons, are meant to be affective to tank based weapons..... how come they are also affective to buildings too :(

I am also not sure if its a bug, but, when you start a host and choose a map, you can see a mini version of it, but there is no starting number to indicate there location, however, when a joiner comes in, there screen is black, but, can see where the starting numbers are, its kinda wierd
If there are no numbers, then that means your video drivers don't support FBO. You can still tell where you are by the color of your 'flag' though...but you can't tell what position it is on the map that easily.

Re: 2.3 Beta 10 is released!

Posted: 11 Feb 2010, 05:25
by Buginator
CFG wrote:Some issues I noticed during test play:
when the game is paused, it would still consume lots (near 100%) cpu power during massive battles on maps like ntw2, ultimate power, domination, etc.
Yeah, it busy loops instead of sleeping. I did have a patch for it to use 0% when paused, but that also caused the game to be 'black' since it wasn't drawing anything ;)