0.70b3 Final Frontier killer :(((

0.70b3 Final Frontier killer :(((

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Optimus Prime
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Joined: 03 Oct 2005, 14:31

0.70b3 Final Frontier killer :(((

Post by Optimus Prime »

With the new Version FF became nearly unplayable.
The drifting Problem is about 10 times more worse. If you attack and press "s" for stop, the big ships drift about a full screen now. Before it was 1/10th or so. (They drift not only when pressing "s")
What did you changed there and why is it not in the changelog? Its hard to me to fix problems like this in every new version when you dont tell what you have changed in the engine.
I hope that it is fixable at all.
Tobi
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Post by Tobi »

http://svn.berlios.de/wsvn/taspring-lin ... c=0&page=1

I don't recall seeing anything which may have effected the drifting in the logs from b2 to b3 tho.
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Optimus Prime
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Post by Optimus Prime »

Hm i cant find anything too, but there were a lot of keywords which i dont understand so perhaps one of them could be the reason. All i know is that with the new version the drifting is MUCH more worse than before with 0.70b2.
When i have more time, i will test with some values, but if i need to decrease the acceleration down again, that would suck a lot.
Tobi
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Post by Tobi »

only thing I can think of is the fixed pathfinding :?
nyways, I've dl'ed FF to my dev box and will see if I can reproduce it or even figure out when it happened first (if you're lucky :-) )
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mother
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Post by mother »

BTW The pathfinding isn't considered 'fixed' yet is it?
It's at about its worst state ever in b3, and I've been playing since .42

And FWIW stuff still gets stuck in factories
:|
Tobi
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Post by Tobi »

mother wrote:BTW The pathfinding isn't considered 'fixed' yet is it?
It's at about its worst state ever in b3, and I've been playing since .42

And FWIW stuff still gets stuck in factories
:|
I won't fix it until I experience it myself and can reproduce it easily. And it definitely isn't in it's worst state ever in b3 -- that was in b2. I have run tests with .cheat .nocost, 1 factory and not one single unit gets stuck in the factory.

Optimus Prime:

It isn't the little vibration of the ships you mean? or am I overlooking something (never played FF before)? Should it happen with the Command Cruiser? If not, with which ship(s) does it happen?

Anyway, I did not yet manage to get drifting of a full screen (or even 1/10th of it) on linux... it might be windows only, dunno...

EDIT: oh, and how soon does it happen? Do I have to do anything special with the ships besides moving a bit and then stopping?
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Optimus Prime
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Post by Optimus Prime »

Tobi wrote:
mother wrote:BTW The pathfinding isn't considered 'fixed' yet is it?
It's at about its worst state ever in b3, and I've been playing since .42

And FWIW stuff still gets stuck in factories
:|
I won't fix it until I experience it myself and can reproduce it easily. And it definitely isn't in it's worst state ever in b3 -- that was in b2. I have run tests with .cheat .nocost, 1 factory and not one single unit gets stuck in the factory.

Optimus Prime:

It isn't the little vibration of the ships you mean? or am I overlooking something (never played FF before)? Should it happen with the Command Cruiser? If not, with which ship(s) does it happen?

Anyway, I did not yet manage to get drifting of a full screen (or even 1/10th of it) on linux... it might be windows only, dunno...

EDIT: oh, and how soon does it happen? Do I have to do anything special with the ships besides moving a bit and then stopping?
It is very easy to let a unit drift. Just try this:
Attack with the arm commander (didnt tested core yet) the ground. He will shoot at the ground and all seems ok. Then click just the button "s" while the commander is selected and he should drift (a lot). Test it with some other big hovering units and you will see how that sucks :(.
Hope someone can fix that
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Tobi wrote:
mother wrote:BTW The pathfinding isn't considered 'fixed' yet is it?
It's at about its worst state ever in b3, and I've been playing since .42

And FWIW stuff still gets stuck in factories
:|
I won't fix it until I experience it myself and can reproduce it easily. And it definitely isn't in it's worst state ever in b3 -- that was in b2. I have run tests with .cheat .nocost, 1 factory and not one single unit gets stuck in the factory.

Optimus Prime:

It isn't the little vibration of the ships you mean? or am I overlooking something (never played FF before)? Should it happen with the Command Cruiser? If not, with which ship(s) does it happen?

Anyway, I did not yet manage to get drifting of a full screen (or even 1/10th of it) on linux... it might be windows only, dunno...

EDIT: oh, and how soon does it happen? Do I have to do anything special with the ships besides moving a bit and then stopping?
Well I can see the same pathfinding problems with the newest build 0.70b3, units getting stuck in factories and a commander who cannot find his way around a perfectly passable and extremely small hill to build a mexx on the other side. Or giving a factory a waypoint to send built units off to just to have the factory clogg up with units,, perhaps you are not testing on an appropriate map,, just a thought. :? but you can rest assured the problem does exist.
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Optimus Prime
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Post by Optimus Prime »

is there anyone working on this problem for the next version, or must we live with the fucking drift problem for the rest of our live?
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AF
AI Developer
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Post by AF »

when untis in nanoblobz that arent finished get pushed out fo the builders range they essentialyl become imortal, and they suffer the same drifting problems as FF..

But what's even more strange is that they dont just drift offmap or in the x+z axis, they sometimes drift upwards too towards the sky. I'd have screenshots but they're nto on ym usb drive atm.
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