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Zero-K v1.0.4.0

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You can double the values in AAmaxcounter to halve the resource cost.
Line 1110, 1113 and 1115. Just double the return values in those lines.

It should hold up "ok" up to about 10 or so (and 30). The low the number, the more often AA micro checks towers. 1

1 frame delay. 10

1/3 of a second delay.

I can also program in a multiplier that increases the counter as the number of units increase so the performance will gradually deteriorate as the game gets bigger.

EDIT:
btw, how did you get it to show in profiler? The widget profiler doesn't show AA micro for me.
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I might want to mention that I am still tracing the no-fire bug in AA micro. It's very hard to work out what is happening when I only see it happening once in a blue moon.

Can I ask if the gadget environment changes somehow from game to game? I have noticed that some other gadgets randomly throw errors at times, usually after a lag spike. While in other games, in basically identical conditions, they will not error after a lag spike (or without).

I have watched/played repeated battles on Tactical Divide together with some new people I was teaching. Only exactly one time did the no-fire bug occur, and it happened to me (defenders vs land and vs almost dead banshee, post fire-at-will patch! D= )

One of the players has experienced Chili Integral Menu dying on him twice (he describes it as his GUI changing), but repeated games on the same map don't generate the same error, even if they are identical porcy battles.
(their behaviour is actually more repeatable than most normal games, even AI vs AI)
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11 years ago
Were defenders under cloaker or something?
There is a widget that sets hold fire on cloaked units.
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11 years ago
It's not that.

I found one condition under which it happens. Got it to reproduce not 2 hours ago.
- Condition: Start on flat map, build one missile tower using support commander. Cheat in one gnat. Put gnat next to commander and force the missile tower to shoot ground so it faces away from gnat. Give gnat to enemy, commander kills it before tower can shoot.
- If you cheat in and give another gnat (and commander on hold fire), the tower will not attack the gnat anymore.

Basically, if a tower tries to shoot when one thing is in range and then the thing dies before the tower can shoot; this causes the skip function to not reset. If exactly one thing enters range afterwards, the tower will skip it and not increment the skip (thereby not resetting the skip number).

I've solved it by resetting the skip number when the target assignment is run fresh (ie. when it doesn't have a current target).
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11 years ago
By the way I think you could increase AA micro gadget performance by using more temporary local variables instead of repeated use of things like:

airtargets[h].units[i].pdamage[j][3]

If you use more than 1 of these of these in a row, you get 7 unnecessary lua table lookups for each line.
More local veriables, seriously.
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11 years ago
Yeah I could. There are times when the variable is changed in an earlier line though. Been burnt by that bug enough times that I stopped using it.

I could go through the code and work out what changes and what doesn't of course, then I could use the temporary variables more.
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11 years ago
If you give me some time I may change that and do performance tests before and after. How do you use gadget profiler btw?
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11 years ago
"Added Jugglenaut mass pickup and throw special weapon."

Marry me!
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11 years ago
Rafal, there's a sanity check I want to add to AA micro, tell me when you're done.
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11 years ago
I've added the sanity check (rev 5844).
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11 years ago
I just teached Jseah that table in lua is just a pointer, and that many variables can reference the same table.
He should make less scary code now. :D
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11 years ago
Pathing change: certainly differnt, but it seems nice for now. No more bumping unit bombs :P
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11 years ago
"/cheat"
"/luarules uprofile"
"/luarules profile"
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11 years ago
I apologize for the recent fiascos regarding AA micro sneaking through stable releases. Will commit enabled = false from now on.

What are the accepted methods for testing it in multiplayer? Shall I enable it and state "for testing" and immediately disable after I'm done?
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11 years ago
Yes.
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