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Zero-K v1.0.4.0


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35 posts, 1339 views
AUrankAdminGoogleFrog
31 months ago
(edited 31 months ago)


Donator star
Somehow quite a few changes made it into this version. The new flow field style pathing has been enabled for almost all units (even enemy units) to see if it is an improvement. An across the board 1/6th build power reduction is now being tested. Gravity gun behaviour should be a lot more consistent. In more mundane balance Bandit has had a small nerf and Djinn is significantly cheaper.


=== Balance ===

Bandit:
* DPS reduced by 5%.
* Removed autoheal.

Djinn:
* Cost 1800 -> 800
* Speed 1.2 -> 1.4

As an experimental change all build powers were reduced by 1/6th. Repair, reclaim, resurrect and construction effectively takes 20% longer.

Gravity gun and Water Cannon power increased by an unknown factor.

=== Gravity Guns ===

Replaced the purely engine dependant implementation of gravity beams with a gadget.
* Impulse is a lot more predictable and balancable.
* Planes, Ships and Gunships are now significantly affected by gravity guns.

Known impulse capacitors have been removed. But do not despair that unit launching is now impossible, the partial rewrite has dramatically increased the predictability and power of 'legitimate' unit cannons.

Unit collision damage has been partially reinstated for units with high speed. The high speed cutoff is required to prevent collision damage during normal movement. A fast unit is damaged as if it hit the ground with that speed, the collidee is not damaged.

=== Pathing ===

Most push resistance was removed as an experiment to see if pathfinding will improve.
* Enemy units can be shunted and flowed past in the same manner as allied units.
* Crabe is the only push resistant unit. As it cannot be shunted around.

Disabled push resistance works fairly well in this version. In previous versions, packing units into a tight area was arming the mouse traps in a demonstration of fission. A little bump would cause a unit to wander 100s of elmos off it's position which would really screw up things like cloaker and mine placement.

With this engine version, instead of moving around units merely float about when pushed. This means a well placed shield or cloaker will not be affected too much. Cloaked units such as Flea, Roach and Tick will stay cloaked while pushed. Pillager and Slasher seem to be able to fire.

=== Removed some Stealth/Cloak ambiguity ===

The obscure ability of Spy and Skuttle to stealth while uncloaked has been removed. This was inconsistent with other cloaked units and completely undocumented.

=== Fixes ===

* Tweaked some cloakybot tracks to better fit their feet base.
* Fixed Urchin gun position when placed in very shallow water.
* Removed occasional console output about pylons.
* Puppy no longer gathers wreckage while stunned or under construction.
* Transport impulse capacitor.
* Nanoframe impulse capacitor.
* Bantha missile now has a reasonable size. The triple missile pack is probably going to be fireable with a manual weapon of some sort.
* Fixed some unit tip misspellings.
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USrankAdminAntelope
31 months ago

Donator star
Cool. Cool cool cool.
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GBrankDuderobburdon
31 months ago
I get the distinct, slightly egocentric feeling a lot of these changes are to do with me.
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MYrankSoldierjseah
31 months ago
What exactly would I need to do with AA micro to get it included in stable?
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ATrankNapoleonSkasi
31 months ago


TELL ME WHY!!! *sob*
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SErankDudeThat80sJanitor
31 months ago
I don't get it.
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ATrankNapoleonSkasi
31 months ago


jseah: http://code.google.com/p/zero-k/issues/detail?id=1251
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MYrankSoldierjseah
31 months ago
Ah I see. Sorry I didn't notice the issue in the tracker, that bug is already fixed (missile towers should set themselves to fire-at-will when land units in range and it isn't engaging air)

Is there some way to set it up such that issues set to me as owner would email me when updated? (so other devs can give me issues and I get emails)
Otherwise, finding an issue in the mess is quite difficult.
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USrankAdminAntelope
31 months ago

Donator star
Just click the "Star" next to the title of the bug

* Issue 1251: Missile tower starts as "hold fire"?

When you "star" something, it will send you an email anytime there is update.
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ATrankNapoleonSkasi
31 months ago


I'm just glad I could be of help forwarding that issue to you, jseah. I was really lucky to stumble upon the issue and your post in this thread at the same time. :)
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AUrankAdminSaktoth
31 months ago

Donator star
Get some people to play on the Zero-K test version server for a few games, and establish that it is stable.

We had it in a previous stable version, and it had to be reverted due to a few serious problems like holdfire defenders. So best to just determine that it is working fully and doesn't have any show-stoppers like that.
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PLrankAdminRafal[ZK]
31 months ago
Tested the new newtons:
-hitting planes or gunships with them works well
-when launching units the direction is predictable now
-their power vs ground units COMPLETELY SUCKS!
10 newtons is not even able to MOVE a sumo, not even mentioning launching it!

Also the collision with ground damage seems too high. I made a slighty wrong shape of the lauching ramp and half the jacks were dying because of collisions with the ramp...
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ATrankNapoleonSkasi
31 months ago


HAHAH, I warned you. ;)
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MYrankSoldierjseah
31 months ago
I thought the issue was solved. Apparently not. I convinced some people to play on the test version server and at first it all looked ok.

And then *my* defenders refused to fire.
And it's not reproduce-able.

In the process of making a real fix, I will be making defenders have default fire state of fire-at-will. They will overkill, but it's better than not shooting.
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USrankAdminJasper
31 months ago
Last time it was not just defenders but other aa as well. Defenders are just the most common AA. That is likely why it shows up there first.
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MYrankSoldierjseah
31 months ago
Yeah, I still can't reproduce that bug and it only seems to happen very rarely. (I can't repeat the same results in the same conditions for my defenders not firing)
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GBrankDuderobburdon
31 months ago
I am loving the gunship/newton interaction. It is hilarious.
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AUrankAdminGoogleFrog
31 months ago

Donator star
I can fix the impulse thing. Apparently each impulse is checked individually to see if a unit was affected by impulse.
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AUrankAdminGoogleFrog
31 months ago

Donator star
VERSION(v1.0.4.1}

Fall Damage, both units are now damaged when they collide with each other. The
damage done to both units is the same. Damage is proportional to the damage the
lighter unit would have taken if it hit the ground with speed equal to the sum
of both unit's velocity. This is then multiplied by 0.8 (otherwise
launching is a bit crazy-good).

Disabled afk take lineage for all units except factories. As in units that a
taker creates while the afker is afk will not be given to the afker upon his
return. For example if someone drops from the start they will only receive their
commander and any factories the commander built upon returning.

Fixed gravity gun ineffectiveness vs heavy units.
Fixed tooltips for BP change.

Added Jugglenaut mass pickup and throw special weapon.

Disabled AA Micro, profiler tests too high. Will test more thoroughly later. When idle with about 30 AA structures gadget profiler said around 2% of fps, other gadgets (even massive ones) rarely breach 0.5%. When testing 30 cir vs 30 hurc it went as high as 14%.
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SErankDudeThat80sJanitor
31 months ago
Jugglenaut gets an ability? Perhaps a use for it!
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MYrankSoldierjseah
31 months ago
(edited 31 months ago)

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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MYrankSoldierjseah
31 months ago
(edited 31 months ago)

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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PLrankAdminRafal[ZK]
31 months ago
Were defenders under cloaker or something?
There is a widget that sets hold fire on cloaked units.
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MYrankSoldierjseah
31 months 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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PLrankAdminRafal[ZK]
31 months 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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MYrankSoldierjseah
31 months 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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PLrankAdminRafal[ZK]
31 months 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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GBrankDuderobburdon
31 months ago
"Added Jugglenaut mass pickup and throw special weapon."

Marry me!
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MYrankSoldierjseah
31 months ago
Rafal, there's a sanity check I want to add to AA micro, tell me when you're done.
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MYrankSoldierjseah
31 months ago
I've added the sanity check (rev 5844).
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PLrankAdminRafal[ZK]
31 months 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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USrankDude[rks]N2maniac
31 months ago
Pathing change: certainly differnt, but it seems nice for now. No more bumping unit bombs :P
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AUrankAdminGoogleFrog
31 months ago

Donator star
"/cheat"
"/luarules uprofile"
"/luarules profile"
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MYrankSoldierjseah
31 months 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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AUrankAdminGoogleFrog
31 months ago

Donator star
Yes.
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