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Zero-K v1.0.10.8


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27 posts, 2322 views
AUrankAdminGoogleFrog
22 months ago

Donator star
= Zero-K v1.0.10.8 =

A moment of free time spawns a flurry of much needed fixes. Pathing should be improved. New wreck models by psimyn.

== Fixes ==

* Outlaw decloaks while firing using the on/off toggle.
* Rogue stands higher and is now much less prone to friendly fire.
* Units no longer decloak when they vigorously bump wrecks.
* Fixed bomber jamming.
* Fixed Stiletto aiming AI. It can now be left to it's own devices if you do not feel the need to specify bombing run direction.
* Blackdawn footprint 2x2 -> 3x3
* Fixed some amphibious unit deaths, they were gibing to easily.



== Pathing ==

Increased Tank, Vehicle, Ship and Hover deceleration. They should become stuck less often.

Increase Tank and Vehicle slopemod to that of Hovercraft. They are now slower when climbing ramps. This change aims to make Tanks and Vehicles avoid areas which they can become stuck.

Applied a fix which should improve global pathfinding and make ramps update faster.


== Balance ==

Detriment:
* Shoulder weapon replaced with old vertical launch missile. The missile smooths terrain.

The changes to Rapier and Gnat are from 6 days ago.

Gnat:
* Cost 70 -> 90
* Speed 8 -> 7.5
* Damage 320 -> 400
* HP 175 -> 300
* EMP time 7s -> 2.5s
* Reduced strafe distances so it is consistently within range
* Dramatically reduced accuracy. It is much worse against small units and turrets.

Rapier:
* Range 340 -> 360

== Other ==

* Added psimyn's wreck models for Angler, Archer, Duck, Djinn and Racketeer
* Display DPS widget disables on F5 (gui hide).
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USrankEnder_Ben
22 months ago

Donator star
Very nice.
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DErank[2up]knorke
22 months ago
quote:
Increase Tank and Vehicle slopemod to that of Hovercraft. They are now slower when climbing ramps.
surely is simply disguised attempt to nerf flash!
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USrankCrazyEddie
22 months ago

Donator star
It wouldn't be disguised. It would come with a comment: "Nerfed Scorcher to piss off Knorcher".

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USrankUFO_JESUS
22 months ago
hooray
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EErankAdminAnarchid
22 months ago

Donator star
So cars can't play desert hills now anymore? :\
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LTrank[pikts]wolas
22 months ago
Dont believe them! They are feeding you LIES!

Simply to put its disguise to lower fuel consumption.

Its crysis and with oil getting more and more expensive they decided to make cars engine's smaller -> less horse power -> less fun driving. As side effect cars are slower on hilly terrains -> gets less stuck.

And they think we will buy this as reason to lower engines horse power...
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SErankAdmin[Er0]Godde
22 months ago
Nerfing Tanks and vehicles in the pretense of improving pathing? Do not like.
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AUrankAdminGoogleFrog
22 months ago

Donator star
Not a pretense to achieve a nerf. It would be nice if we could have lower slope mod. I think this change should make vehicles act better around obstructions so it is good to test.
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GBrank[GBC]1v0ry_k1ng
22 months ago

Donator star
lowered slopemod is overkill atm
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DErank[2up]knorke
22 months ago
My general observations on vehicle pathing:
-Sometimes they turn left/right and bump right into something, when a curve in other direction would have cleared the obstacle.
-On terrain edges, often this happens:

Vehicle takes the corner too much on the inside, gets stuck.
I see the idea how slopemod is supposed to keep vehs further away but does not seem to work. Screenshot from v1.0.10.8
Slopemod probally only makes a difference on "soft" terrain edges:

But those soft hills pathed okay-ish before.
-In a group, pathing is sometimes a bit better: The vehicles push each other around corners. Though sometimes all clump up.
-Buildings as obstacles behave similiar to terrain edges but bump the vehicles away. Can be good or bad: Generally vehs are less likely to come to a complete hold but sometimes "scrape" along buildings (eg windmill lines) which makes them superslow, also endless bump circle.

tl;dr:
imo in none of these situations changing slopemod helps.
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EErankAdminAnarchid
22 months ago

Donator star
quote:
imo in none of these situations changing slopemod helps.

I second this motion.
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AUrankAdminGoogleFrog
22 months ago

Donator star
Buildings do present a hard edge but are handled completely differently by unit physics. Things can bump along buildings but come to a dead stop on impassable terrain.

There is a common mid point between hard and soft edges. It happens on ramps, a good example is the little holes in Titan Duel.
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SErankAdmin[Er0]Godde
22 months ago
(edited 22 months ago)

My hovers get stuck for abit quite frequently on Titan Duel. Although I haven't tested it so it might improve the pathing but I hope this gets reverted if the engine behaivour improves.

Edit: "if" instead of "once"
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EErankAdminAnarchid
22 months ago
(edited 22 months ago)


Donator star
Down with the pessimism! Engine pathing is constantly improving! In the olden days, units would get stuck in themselves, not just terrain.

Also, the Party invented helicopters.
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LTrank[pikts]wolas
22 months ago
Will QTPFS become official with new engine? Videos Kloot posted looks awesome.
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CArankAdminPxtl
22 months ago
Perhaps a gadget that causes "stuck" units to tumble downhill would help? I mean, it would be problematic when a unit has been accidentally pushed off a cliff into a trench, but it would improve that unit's odds of being left in an area in which it could move. That would be particularly effective for beached ships, since generally "downhill" for boats would lead them to viable terrain.

Even if a Spring engine update fixes the pushing mechanism to avoid pushing units into immobilizing terrain, this gadget would be useful for victims of impulse weaponry.
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LTrank[pikts]wolas
22 months ago
(edited 22 months ago)

making gadget to fix pathing? sounds like you like fetish porn.
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CArankAdminPxtl
22 months ago
Once a unit is stuck, it's not like pathing is happening anymore is it?
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USrankCrakKCRacKKrAkK
22 months ago
I think 90% of vehicle-getting-stuck issues could be solved by allowing them to turn in place, or at least have a smaller turning radius. It is funny watching panthers play pinball in my base though...
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CArankAdminPxtl
22 months ago
Less funny when it's darts and they actually explode and die in the pinball machine.
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USrankCrakKCRacKKrAkK
22 months ago
Hmm.. just tested it in game and tracked vehicles can turn without moving, they just prefer to take a wide turning arc instead nearly always.
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CZrankAdminLicho
22 months ago


Yeah if they could turn in place they would stuck much less... but they would also slow down every time you give them a new order..
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USrankCrakKCRacKKrAkK
22 months ago
So youre saying to unstuck, just give the turn order several times? Hmm.. widget idea.....
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AUrankAdminSaktoth
22 months ago
(edited 22 months ago)


Donator star
I can't tell you how many times I've been retreating a tank or chasing someone down and got stuck on a tiny lump.

No matter the slopemode they'll get stuck on tight or sharp vertical clifs. The 'bouncy physics' pathing for buildings is stupid (it can also change or cut velocity), proper obstacle detection and avoidance is needed.

If you look at everything kloot posts and references, all his test scenarios, it's shit like this: http://www.youtube.com/watch?v=6CgANudrm0s

That's cute and all, but is not that much of a serious situation. If you can't avoid bloody cliffs and have to bouncy off of buildings, these is the basics of what pathfinding has to do and Kloot just ignores it and says it is fine because his text scenario looks pretty.
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AUrankAdminGoogleFrog
22 months ago

Donator star
The flow pathing looks nice. But it works by letting units push each other around a lot which causes them to push each other into cliffs when pathing around terrain.
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AUrankAdminSaktoth
22 months ago

Donator star
Not the problem, units get stuck against cliffs when on their own as all my test cases have demonstrated. In fact having units behind them pushing them through actually helps with this.
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