Author Topic: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Released)  (Read 53151 times)

echo66

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Re: Live Patch Notes
« Reply #60 on: February 03, 2011, 07:46:27 PM »
Remind me what the diplomacy problem was?

many concurrent accesses to the table containing the list of empires

Firgof

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Re: Live Patch Notes
« Reply #61 on: February 03, 2011, 07:48:26 PM »
Could you link me to the context of that?  Was it a post or something?

You're sure you were talking to me?
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echo66

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Re: Live Patch Notes
« Reply #62 on: February 03, 2011, 07:56:49 PM »

Thy Reaper

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Re: Live Patch Notes
« Reply #63 on: February 03, 2011, 08:14:38 PM »
Ah, that. Yeah, the current solution actually is transaction related, coincidentally. But the key way we can do it now is that the entire thing was simplified to a bitwise-or on an integer.

GGLucas

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Re: Live Patch Notes
« Reply #64 on: February 03, 2011, 08:28:05 PM »
A toast to the joys of mask-abuse. We had to limit the amount of empires in the game to 32 to do it, but whose PC is good enough to be able to play with more than 27 AIs anyway :P

Journier

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Re: Live Patch Notes
« Reply #65 on: February 03, 2011, 08:53:17 PM »
A toast to the joys of mask-abuse. We had to limit the amount of empires in the game to 32 to do it, but whose PC is good enough to be able to play with more than 27 AIs anyway :P

considering the AI's dont seem like a huge overhead issue im sure i can.
I got a killing desire, To spam mah bomber.

Dadekster

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Re: Live Patch Notes
« Reply #66 on: February 04, 2011, 04:13:59 PM »
Is there a laymans explanation of how you solved the diplomacy/hidden empires until phyical contact issue came about? Last I read it seemed to be a pretty tough nut to crack.

However you did it though....flip'n awesome. That first X just got much more interesting.

mecharm

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Re: Live Patch Notes
« Reply #67 on: February 04, 2011, 04:28:19 PM »
Completely unrelated to anything in this thread, so please excuse me, but:

Hey, I've just realized eRe4s3r is eRe4s3r from the AI war forums!

So that makes you enhancing not one, but two of my favorite games! You are awesome...

Thy Reaper

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Re: Live Patch Notes
« Reply #68 on: February 04, 2011, 04:30:45 PM »
Is there a laymans explanation of how you solved the diplomacy/hidden empires until phyical contact issue came about? Last I read it seemed to be a pretty tough nut to crack.

However you did it though....flip'n awesome. That first X just got much more interesting.

A while ago, we started having the server state figure out the visibilities per-empire based on a mask per-empire. This allows us to quickly merge different masks for various purposes. We've also used this to avoid the processing costs of defend order and weapon targeting in systems without enemies.

eRe4s3r

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Re: Live Patch Notes
« Reply #69 on: February 04, 2011, 06:13:47 PM »
Completely unrelated to anything in this thread, so please excuse me, but:

Hey, I've just realized eRe4s3r is eRe4s3r from the AI war forums!

So that makes you enhancing not one, but two of my favorite games! You are awesome...

That would be me indeed ;D And yes, I am awesome  :D tehehee
.- Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom -.

halfabandaid

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Re: Live Patch Notes
« Reply #70 on: February 05, 2011, 05:42:33 PM »
[Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.

 8)

Tkins

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Re: Live Patch Notes
« Reply #71 on: February 05, 2011, 09:50:05 PM »
Lookin' good guys. Can't wait till my next 2 weeks off to play this!

Journier

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Re: Live Patch Notes
« Reply #72 on: February 06, 2011, 12:16:28 AM »
ze game is getting ze better.
I got a killing desire, To spam mah bomber.

XTRMNTR2K

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Re: Live Patch Notes
« Reply #73 on: February 06, 2011, 04:08:07 AM »
[Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.

That's really cool. How did you do that? I'm just wondering if the repair scripts in Galactic Armory will have to be changed to enable the same feature.

Foraven

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Re: Live Patch Notes
« Reply #74 on: February 06, 2011, 09:21:48 AM »
I really look forward for the next patch now  ;D.
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GGLucas

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Re: Live Patch Notes
« Reply #75 on: February 06, 2011, 09:28:22 AM »
Quote
That's really cool. How did you do that? I'm just wondering if the repair scripts in Galactic Armory will have to be changed to enable the same feature.

It was done in the game engine code that deals with ship repairs, you won't need to change anything in your scripts, just calling repair() on a carrier will have the desired effect.

Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.

Thorvlad

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Re: Live Patch Notes
« Reply #76 on: February 06, 2011, 10:02:36 AM »
Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.

Good to know.  :)
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lostami

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Re: Live Patch Notes
« Reply #77 on: February 06, 2011, 10:59:55 AM »
All I want is the AI to stop spamming ships and not even using them, it makes my game come to a crawl FPS wise.

Foraven

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Re: Live Patch Notes
« Reply #78 on: February 06, 2011, 11:02:42 AM »
All I want is the AI to stop spamming ships and not even using them, it makes my game come to a crawl FPS wise.

That's something i (mostly) fixed with my AI (FRB), and i hope the new stock AI won't run into that kind of issue.
Maker of FRB mod.

colonyan

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Re: Live Patch Notes
« Reply #79 on: February 06, 2011, 04:21:59 PM »
Yoo Hoo !!
More eciting fixes and changes! I'm simply happy for whats going on.

Bang for me is the more fragile economy. Multifront assault will see some light... may be.
And carrier fixing its boarding ships. Sweet.

RavingManiac

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Re: Live Patch Notes
« Reply #80 on: February 07, 2011, 12:23:00 AM »
It was done in the game engine code that deals with ship repairs, you won't need to change anything in your scripts, just calling repair() on a carrier will have the desired effect.

Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.

A suggestion: instead of checking the health of the docked ships while they are in the ship bay, check the health of each ship as it docks with the carrier. Ships found with less than full health are added to a repair queue.

Thy Reaper

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Re: Live Patch Notes
« Reply #81 on: February 07, 2011, 01:19:14 AM »
That would require more processing an memory.

Steiner

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Re: Live Patch Notes
« Reply #82 on: February 07, 2011, 05:20:58 AM »
You guys and your random dicing  :P
But sounds like good stuff nevertheless!


Current Version: 1.5.1 for SR v.1.0.6.2

echo66

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Re: Live Patch Notes
« Reply #83 on: February 07, 2011, 09:14:50 AM »
That would require more processing an memory.

Why don't you put those objects in a FIFO, after they enter the carrier? After that, it's analysing the first one, then the second and so on....

Superking

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Re: Live Patch Notes
« Reply #84 on: February 07, 2011, 09:58:11 AM »
is there an SVN or somthing? considering that over half the aggressor designs use boarding parties, I can envisage a number of designs being broken on patch release
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echo66

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Re: Live Patch Notes
« Reply #85 on: February 07, 2011, 10:49:35 AM »
one thing: please, don't make the ships designs' server address to be hardcoded...

Superking

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Re: Live Patch Notes
« Reply #86 on: February 07, 2011, 12:00:47 PM »
in case any of them are upto scratch for the base game, shinseitom was kind enough to implement most of the racial attribute suggestion thread:

http://forums.blind-mind.com/index.php?topic=2679.0
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Thy Reaper

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Re: Live Patch Notes
« Reply #87 on: February 07, 2011, 12:12:17 PM »
Why don't you put those objects in a FIFO, after they enter the carrier? After that, it's analysing the first one, then the second and so on....

A separate list would require more memory.

Jubeeder

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Re: Live Patch Notes
« Reply #88 on: February 07, 2011, 05:29:17 PM »
Hmm, couldn't you just have two separate lists of ships for each carrier, one with fully functional ships and one with ships in need of repair? Since no ship would be repeated that shouldn't take all that much more memory, shouldn't it? Or would moving ships from one list to the other all the time be too expensive? This would also allow you to only launch repaired ships in a fight without any extra cost.
« Last Edit: February 07, 2011, 05:32:04 PM by Jubeeder »

Thy Reaper

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Re: Live Patch Notes
« Reply #89 on: February 07, 2011, 06:47:06 PM »
It would take a bit more memory, but also complicate any code that has to work with docked ships.