Ah, ok.wrtlprnft wrote:It shows the statuses as viewed from the perspective of the player you're currently watching. So, if you watch a blue player the "Enemies" will be the gold players, if you're watching a gold one it will the blues.
0.2.8.0_rc3: Release process and bugs
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armagetronad-0.2.8_rc3.macosx-10.2.8.dmg (NOT TESTED) Please verify this runs. The others Mac OS X builds are posted.
What color should the enemies get when there are more than two teams?
Joda: in what situations are the AIs conted wrong?
It has been pointed out on the CVS server that the friends count counts the player itself. It's a question of definition, really, any preferences here?
Tank: could you update the beta page on www.armagetronad.net?
Joda: in what situations are the AIs conted wrong?
It has been pointed out on the CVS server that the friends count counts the player itself. It's a question of definition, really, any preferences here?
Tank: could you update the beta page on www.armagetronad.net?
about color: enemies bloody red and friends green ... (IMHO)
about the Friend/Foe AIs:
I noticed the problem on 0.2.8_rc3 might have been fixed by now ?
AIs are neither friend nor foe ... 3 AIs => 3 Friends & 3 Enemies (wierd)
Just start a local game with some AIs ... also try a local fortress game with 2 player's per team but only play it in single player mode (no splitscreen).
Most AIs are not correctly assigned to a team. e.g. even though they start next to you, the fortress zone starts to spin and is eventually captured because the AI is still on AI team.
about the Friend/Foe AIs:
I noticed the problem on 0.2.8_rc3 might have been fixed by now ?
AIs are neither friend nor foe ... 3 AIs => 3 Friends & 3 Enemies (wierd)
Just start a local game with some AIs ... also try a local fortress game with 2 player's per team but only play it in single player mode (no splitscreen).
Most AIs are not correctly assigned to a team. e.g. even though they start next to you, the fortress zone starts to spin and is eventually captured because the AI is still on AI team.
meriton: I'm afraid there won't be room for this.
Joda: the colors you suggest won't solve Maz's problem; I guess meriton wanted to suggest to make the friends blue and the enemies yellow if the watched cycle is on team blue.
And I can't reproduce your counting bug. The counting code is an if-else statement, players can't be counted twice.
Maybe I see what you're experiencing. The fortress map has only two spawn points. Regular AI players added will start next to you because no other spawn points are available, but they're not on your team.
The recording crash (although it was not a crash for me, but I could see something fishy going on) was another one of those VC6 compiler bugs where exceptions are not caught correctly.
Joda: the colors you suggest won't solve Maz's problem; I guess meriton wanted to suggest to make the friends blue and the enemies yellow if the watched cycle is on team blue.
And I can't reproduce your counting bug. The counting code is an if-else statement, players can't be counted twice.
Maybe I see what you're experiencing. The fortress map has only two spawn points. Regular AI players added will start next to you because no other spawn points are available, but they're not on your team.
The recording crash (although it was not a crash for me, but I could see something fishy going on) was another one of those VC6 compiler bugs where exceptions are not caught correctly.
- Phytotron
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Seems to work well so far. Framerate issues appear to be cleared up.nemostultae wrote:armagetronad-0.2.8_rc3.macosx-10.2.8.dmg (NOT TESTED) Please verify this runs. The others Mac OS X builds are posted.
There is one thing: With moviepack off, the floor won't show, regardless of what combination of detail settings I use (i.e., "Floor Texture" and "Floor Detail"). I saw a topic on this relating to rc2 (http://forums.armagetronad.net/viewtopic.php?t=2949), but grid_size is already set to 1 (the solution given there). So, you reckon it's that OpenGL deal?
Incidentally, if I turn on the sky and floor mirroring, and set floor texture to "just grid," I can see the grid overlaying the reflections, as in the following screenshot, but it's just black. FLOOR_RGB are each set to 0.1. Is that right?
EDIT: Interestingly (perhaps), I tried swapping out floor.png for another texture. It still didn't show on the floor, but it did display as the upper sky, distant and indistinguishable as it is. Not in this screenshot.
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Oscilloscope wrote: Incidentally, if I turn on the sky and floor mirroring, and set floor texture to "just grid," I can see the grid overlaying the reflections,
10% each of red, green, and blue are close to black.but it's just black. FLOOR_RGB are each set to 0.1. Is that right?
Your edit is also neat. I couldn't get an upper sky to show no matter what I used for floor.png, and it frustrated me.
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@z-man: ok, my bad then... but the counted values did not look right though.
I'll investigate this ...
about the colors:
Perhaps showing the current (team colored) player name close to the enemy/friend stat helps to understand the statistic ?
Otherwise I still prefer the colors to be non team based, as Fortress is not the only mode played
If current player's name is shown, this would also help me, not to get too confused if I watch another player and his ping is 50ms while mine is 300ms.
I'll investigate this ...
about the colors:
Perhaps showing the current (team colored) player name close to the enemy/friend stat helps to understand the statistic ?
Otherwise I still prefer the colors to be non team based, as Fortress is not the only mode played
If current player's name is shown, this would also help me, not to get too confused if I watch another player and his ping is 50ms while mine is 300ms.
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EDIT: REDO: So that's it. I wasn't thinking. Obviously, floor_RGB need to all have values that will show the floor texture. If they're all set to "close to black" then it won't show. Like, duh. But then that gets back to my question (which will hopefully save my previous post from being completely pointless): are those default values correct, and if so, isn't that kind of a bad idea? (I'm guessing they're not, so that might count as a "mini bug" that should be fixed.)
Yeah, up until just then I didn't even realise what the upper sky was, heh. Now I know. That dev null sky has an alpha channel, and if alpha blending is enabled you can see through it to the upper sky, which is the floor.png reeeeeally far away. Grid-line-type floors won't show because it's so distant. I used a texture composed of like 5 differently colored triangles, and it just showed as a blend of one color.Lucifer wrote:Your edit is also neat. I couldn't get an upper sky to show no matter what I used for floor.png, and it frustrated me.
