First results of testing TEST 4 version.

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Balthazar
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First results of testing TEST 4 version.

Post by Balthazar » Fri Apr 06, 2007 8:45 am

Well, let`s see:

1. Unit speed should be at least doubled! They are hell slow. Also all naval units speed should be multiplyed by 5 times, they are almost not moving.

2. Bullets (from big guns) looks sad - yellow spheres with black dots - should be switched for anything, but that.

3. Should be added build latency for all builder units - they begin nanolathing befor they even get their nanolathing thing (don`t know how to call it)

4. Timefactor doesn`t affect unit`s movement (while changed in-game) only on building speed and shoot animation, should be fixed.

5. Some units have strange animation (don`t need to fix now, live for later fixing)

6. Ships are still trembling while build.

7. Planes should fly at 1/2 of their current height. (and Zuff, think about size multiplying not only for planes, but for everything, that is high above the sea level)

8. Minor things, that could be fixed later.

9. Bug with unit/building on-screen range visibility should be fixed, and metal deposits affected as well, should be checked object selection box for correct displaying on the side of field of visibility.

10. Small bugs with polygon drawing - I`ll post some shots:

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Post by Balthazar » Fri Apr 06, 2007 12:21 pm

One more thing. While playing - fmod trying to play a file. There are a message every 2 sec in console - fmod trying to play a file. It can`t de stopped using music menu.

Can be interesting, if selection box around unit make a selection cube - a cube around unit - can look more nice and can be used as option (just a suggestion).

In full release should be Evolva models for Arm and Core and TA: Core Contingecy units - as full original TA units set. Zuzuf, ask TAAN about it, maybe they`ll help.

There some animation bugs (for example commander build without getting his building arm up), but it`s not important now.

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Post by zuzuf » Fri Apr 06, 2007 7:05 pm

the commander bug is due to TA3D not behaving as it should with script animation. I need to find more precisely how it works.
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Post by Balthazar » Fri Apr 06, 2007 7:13 pm

Maybe spring developers could help with it?

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Post by zuzuf » Fri Apr 06, 2007 7:54 pm

better ask a unit maker who knows which script is doing what
but I can also read the *.bos scripts, but it takes time.
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Post by theotherhiveking » Sat Aug 18, 2007 8:53 pm

units dont stop playing the animation after moving. some of them not all.

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Post by Balthazar » Sun Aug 19, 2007 6:19 am

Can you post exactly which units doesn`t stop playing animation?
When did it happening?

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Post by theotherhiveking » Sun Aug 19, 2007 1:56 pm

small kbot units. they get stuck with anything, so they try to exit, but they cant and dont stop playing the animation. it happend to with a kbot builder with no stuck or anything. and lot of kbot get stuck in the kbot lab, its anoying.

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Post by Balthazar » Sun Aug 19, 2007 2:08 pm

Yes, there still some problem with pathfinding. We have only Zuzuf_the_great_code_master :D :D :D , so it`s hard to fix all instantly, all need some time :)

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