Author Topic: AI War 4 Beta 3.700  (Read 15160 times)

Offline Disconnected

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Re: AI War 4 Beta 3.700
« Reply #30 on: October 02, 2010, 01:28:06 pm »
Doesn't your preferred mail program/site support search? Just search for "Arcen" or "Neinzul" and it'll turn up.

Can't remember the addy I used, unfortunately :-[

Offline Doddler

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Re: AI War 4 Beta 3.700
« Reply #31 on: October 02, 2010, 04:10:09 pm »
When I tried running it, I was completely unable to select a unit with my mouse (draging box over units didn't select them).  If I selected it through other means, like hotkeys for the buildings, I could use and command them, but I couldn't just click on them. Also I couldn't figure out how to go back to the galaxy view, the keyboard shortcut just didn't work for me.  Then the game crashed for me and I had to close it through task manager. >.>

Was the game lagging for you? I forgot that the "nothing gets selected underthe selection box" can happen when the game gets slow. Need to look into that. Can you post the crash data?

A crash log didn't seem to be created for the crash.  I noticed something strange about what happened, when I moused over units, it said "Me: 0 (number of my ships)"... it didn't seem to think I had control of them?  Anyways creating a new game seems to have fixed it.  Very strange!

Overall it looks really good.  The framerate gets a little jumpy at times when it's loading new assets, like entering a new system, etc, but otherwise it runs quite well on my machine.  I'm actually curious, cause I'm messing around with Unity myself, is the entire game handled from a single scene, where the contents of the scene are re-arranged based on what system you're looking at, or are there several scenes?

I saw a few strange issues.  If a projectile was flying in the up-left direction, it would always face directly north, no matter which direction it was always flying.  It was always any time the projectile went to face the up-left 90 degrees, all other times the projectiles faced the correct way.

Also, kind of minor, astro train icon is perpendicular to the direction they are actually flying.

Offline IRANianCha0s

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Re: AI War 4 Beta 3.700
« Reply #32 on: October 02, 2010, 05:24:48 pm »
Right now the stars in the background look really smudgy and blurred (as do some of the other graphics), are they going to look more hi-res and detailed when AI War 4 is complete?

Offline orzelek

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Re: AI War 4 Beta 3.700
« Reply #33 on: October 02, 2010, 05:29:27 pm »
Small note: don't try to use ctrl+c/ctrl+v to paste your keys - it was saying they are wrong for me after the paste. Typing them by hand worked fine.

Offline cpunch

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Re: AI War 4 Beta 3.700
« Reply #34 on: October 02, 2010, 05:30:19 pm »
Random thoughts from toying around:

First thoughts
-First time I ran the 4.0 Beta, it didn't recognize my Neinzul key, but once I restarted, it did.  Very odd.
-Loving the menu stylings.  Feels more professional: the lines are more crisp, more clean.
-Despite that, the main menu now feels very empty.  The starfield is brilliant but it's a void.  I might suggest some sort of lightweight game-related background stuff there.  Either small-scale ship skirmishes or something out-of-game but lore-related.  

New Game
-In the new game menu, I'm disliking the toggle-button aesthetic.  White for on, Grey for off isn't terrible, but against the black backgrounds on certain monitors with poor brightness/contrast/gamma it could be difficult to distinguish - or just plain annoying to do so when playing in certain lighting conditions.
-"Available Ships" Menu - having the options dropdown open below the first two lines of non-ship options looks bad and could be confusing to a new player.
-The new seed/map generator feels slower.  
-When mousing over planets at the left edge of the display, mouseover popup box does not properly move itself to the right and is cropped.
-I'm intrigued by the new speed options.  How do they compare to the old two?
-X type maps might be centered a little higher.  As it stands, there's a fairly good bit of dead space up top, but the bottom stars are _right on_ the settings window.
-Alt tabbing immediately after changing maptype(but before map has fully generated) causes a minor softlock - CAD'ing to bring up procmon dropped me out of game and going back in things were normal again - but this could be interpreted as a hardlock or system crash by a lay player.
-Maplines are more noticably aliased.
-Mousewheel does not work in AI Behavior selection window or AI Difficulty window or Player Color window
-In fact, player color window does not work.  Always sets to blue, even if blue wasn't chosen as default player color.  Also opens up below player setup menu, looks bad.
-When playercolor is pink, choosing a homeworld doesn't affect the color of the ship sprite.

In Game
-Higher res sprites?  They look a lot better or maybe it's placebo effect.
-Within a minute, game goes black and does not come back.

Other notes, while testing stuff
-1680x1050 doesn't appear to be respected as a windowsize for Windowed mode.  Screen ends up in what appears to be 1280x1024 approximately.
-Newgame in windowed still goes black, got a message when trying to quickly queue 10 scouts(double shift leftclick) about Unknown Client Message 116|1


Blackscreen bug is preventing me from doing any further testing, but from screenshots, I really think the new visual engine is going to help bring new players in.

Offline Fleet

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Re: AI War 4 Beta 3.700
« Reply #35 on: October 02, 2010, 05:37:16 pm »
4X is the old Normal, Normal is the old Fast, and Blitz is to new normal as old Fast was to old Normal, or as new normal is to new 4X :)

The black screen may be caused if you selected Blitz. Current bug...fixed in next patch.

Offline x4000

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Re: AI War 4 Beta 3.700
« Reply #36 on: October 02, 2010, 06:09:38 pm »
A crash log didn't seem to be created for the crash.

Oh, important note: our logs are now inside RuntimeData, rather than in the base folder.  Also, until you run the game a second time there is an output_log.txt file in the AIWar_Data folder and which is created by unity itself.  That's always present, no matter what, even if ours aren't -- but unlike ours, it gets wiped every time the game is launched.

I noticed something strange about what happened, when I moused over units, it said "Me: 0 (number of my ships)"... it didn't seem to think I had control of them?  Anyways creating a new game seems to have fixed it.  Very strange!

That... is really odd!  But it does at least shed some light on it.

Overall it looks really good.  The framerate gets a little jumpy at times when it's loading new assets, like entering a new system, etc, but otherwise it runs quite well on my machine.

In all fairness, that jumpiness was present on the SlimDX one, too -- although in that case, it would just completely lock the application for a second before continuing, etc.  But glad it's running well!

I'm actually curious, cause I'm messing around with Unity myself, is the entire game handled from a single scene, where the contents of the scene are re-arranged based on what system you're looking at, or are there several scenes?

Cool stuff. :)  Yes, we're using a single scene, but it's entirely empty and we don't use the Unity GameObjects at all (except 50 of them in a pool as audio emitters).  We have the main camera in orthographic view, and that's the only unity object we're using directly -- Tidalis currently has a pool of GameObjects that it reuses, but it turns out that's about 20x slower than what we're doing now with AI War, which is using Graphics.DrawMeshNow with some on-the-fly created meshes (one per texture size) that get transformed and drawn in a rather immediate mode.  That's a Unity Pro only way of doing the rendering, but it's wicked fast compared to anything else we tried.  Took me forever to get the Tidalis way working, and then with AI War I had to redo it anyway -- with the object pooling method, it was literally locking the application for 10-12 seconds when switching from the main view to the galaxy map, for one example.  Yikes!  20x faster is actually an understatement when it comes to massive screen shifts.

I saw a few strange issues.  If a projectile was flying in the up-left direction, it would always face directly north, no matter which direction it was always flying.  It was always any time the projectile went to face the up-left 90 degrees, all other times the projectiles faced the correct way.

Also, kind of minor, astro train icon is perpendicular to the direction they are actually flying.

Yeah, those are both related -- something is wrong with how I'm converting from radians to degrees, I just haven't had a chance to fix it yet.  But definitely will!  Thanks. :)

Right now the stars in the background look really smudgy and blurred (as do some of the other graphics), are they going to look more hi-res and detailed when AI War 4 is complete?

Nope, they are 100% done.  Some of them are blurry in an intentional fashion, but if the foreground graphics are blurry then what you are running into this, which is a known issue that we hope to resolve: http://answers.unity3d.com/questions/21782/how-to-properly-set-up-quad-positions-for-2d-with-an-orthographic-camera
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Offline x4000

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Re: AI War 4 Beta 3.700
« Reply #37 on: October 02, 2010, 06:12:24 pm »
Blackscreen bug is preventing me from doing any further testing, but from screenshots, I really think the new visual engine is going to help bring new players in.

Most of your comments have been addressed in other threads, but I did want to mention in particular that the blackscreen bug is I think a known issue, but if you can check in your RuntimeData folder inside the AI War folder, there may be a crash report there that would be helpful to us.  Thanks for your patience with that!  A couple of people ran into it, but it's new to us.
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Offline cpunch

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Re: AI War 4 Beta 3.700
« Reply #38 on: October 02, 2010, 06:42:08 pm »
Blackscreen bug is preventing me from doing any further testing, but from screenshots, I really think the new visual engine is going to help bring new players in.

Most of your comments have been addressed in other threads, but I did want to mention in particular that the blackscreen bug is I think a known issue, but if you can check in your RuntimeData folder inside the AI War folder, there may be a crash report there that would be helpful to us.  Thanks for your patience with that!  A couple of people ran into it, but it's new to us.

UnhandledErrors.txt:

Quote
10/2/2010 3:29:10 PM (3.700)
-----------------------------------Error-----------------------------------Log String: FixedUpdate: System.IndexOutOfRangeException: Array index is out of range.
  at ForegroundObject.MovePlayerUnit (Boolean RecalculateFull, Boolean RecalcualteMiddling) [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering, Boolean DoScrollingAndInput) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Stack Trace:   at ForegroundObject.MovePlayerUnit (Boolean RecalculateFull, Boolean RecalcualteMiddling) [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering, Boolean DoScrollingAndInput) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0

Also notable, systemrequirements.txt appears to still be listing stuff from the old version including references to SlimDX.

Offline x4000

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Re: AI War 4 Beta 3.700
« Reply #39 on: October 02, 2010, 06:45:01 pm »
Awesome -- thanks!  Will also fix the system requirements thing, too. :)
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Offline Invelios

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Re: AI War 4 Beta 3.700
« Reply #40 on: October 02, 2010, 08:13:34 pm »
Ok, I played the beta a little, and overall I like the new look. There are some stuff missing, but that's to be expected of a beta like this. I do have a few questions though.

1) In the galaxy map, the tooltips for each planet now appear at the bottom left instead of next to the cursor. This is fine, except when I am looking at the planet summaries of planets that are in the bottom left it's in the way. If possible, I would like it to appear somewhere else when this happens. Personally I'd prefer it to move to the bottom right when looking at summaries in the bottom left.

2) It's kind of confusing that the button you use to build multiple stationary ships (aka Left Shift) also automatically builds 5. I know I can re-map the keys, which I have, but that might be a little confusing to some people, especially new players. Just a thought.

3) The pane on the right of the screen that shows the ships on the current planet, in the old version it would have a yellow boarder around units you have selected, but it doesn't on this version. I often like to select one or a few unit types and I used this to remember which ones I had selected, so I hope you add that back in the next release.

4) In the pre-game lobby, when I selected my home planet it didn't change color. The color I'm using is blue, if it matters. It really confused me because I thought the game was not registering my clicks for a while.

Other than these issues, the new version looks great. I can't wait till the stable release (hopefully with music). The starfields and nebulae look especially amazing, and run without too much stuttering on my laptop, which only has an integrated graphics card.

EDIT: Ok, I didn't know you had a bug tracker. I'll make sure to put anything else that pops up there too.
« Last Edit: October 02, 2010, 08:57:58 pm by Invelios »

Offline x4000

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Re: AI War 4 Beta 3.700
« Reply #41 on: October 02, 2010, 08:22:10 pm »
Thanks, Invelios -- if you don't mind, can you put your bug reports in the bug report tracker, though?  http://www.arcengames.com/mantisbt

That really will help us out.

I moved your #1 and #3 into there, those are good points.  For #2, that's already been reported and will be fixed.  For #4, already reported and fixed.

Thanks!
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Offline Shardz

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Re: AI War 4 Beta 3.700
« Reply #42 on: October 02, 2010, 08:29:48 pm »
Firstly, I love AI War, I love Arcen, I am a ripe 43 years old (soon to be 44 in November), and my computer expertise spans 35 years - happily building my own systems. With that out of the way, this post is extremely difficult for me to write up and I hope it isn't taken offensively at all. I can't imagine my opinion here being greeted with open arms, but I'm just trying to be honest with an open mind and conveying my first impressions. My apologies in advance. I know this is a post-alpha release, it needs work, lots of stuff needs tweaking...I get all that and more. I'm also suffering from a weather-induced headache and a tooth that is ailing me...so this might not be a good time to look into something new, but I digress...

Installation: Installer needs to have a "Create New Folder" option. I chose D:\Games\AI War Unity, but I had to create this folder myself (or old school folks can just type it in the input box, but most don't how to do this properly). All three serials were accepted via the copy/paste method with no problems. Yay! The install process was much easier than the SlimDX version which required quite a bit more than clicking one button and about 25 minutes to get running. Big plus there.

Main Menu Screen: The parallax effect of the stars just doesn't seem right. It appears like the static part is just a transparent overlay or something...not giving the effect of depth properly. I restarted the game and those problems went away. I had a batch of clouds that had a severe 'banding' effect (similar to jpg compression) at first - restarting the game gave me a "new seed" I guess cause they were fine after that. Also, the menu in the left bottom corner just seems...I dunno...not right. It might be my symmetrical brain, but it seems out of the way down there and not all that attractive, though still effective and responsive. This is perhaps my biggest gripe cause it's simply not very user-friendly - more on that below.

Game Setup Screen: There is noticeable lag in pushing buttons here and my machine is an i5-750 (Quad @ 2.6gHz) 4Gig @ 1333, GF 250 w/ 512M, Win 7 x64 (yeah, I know - the OS of DOOM).The AI Type selection menu needs to be sorted. There is a "Random Easier" at the top and a few other "Randoms" at the bottom - these need to be grouped better to avoid unnecessary scrolling and it almost seems daunting and confusing trying to pick one as it is here. I never had problems going straight to what I wanted before.  The Map Type screen seems...I dunno...naked or something. I'd almost prefer to have a smaller window of the map rather than a full screen representation and have the option windows a bit more integrated and close together - the old way was very simple at a glance, but this is a bit confusing cause there are menus to the right and left as I'm trying to view the middle - it seems scattered and cluttered to me. It's like going into Home Depot trying to find a pencil eraser.  

Game play: The lower left menu's mouseover tips clip off the screen. My resolution is native 1920x1080 and when I mouseover every menu item, all info popups are clipped off the right side of the screen. The actual menus that come up after clicking an item are horribly irritating, off center, and nowhere near the menu. They pop up separate from the menu floating and require a click in space to get rid of. I would much rather see a mouseover menu style that goes away when you move the mouse away - way too much extra clicking. And what happened to my build menu?? I finally (out of memory) hit the B key and it came up - I never would have found it unless I scoured the key bindings - and that's knowing that it is there - new players are going to be mind-boggled with this iteration.  

Also, I start the game and there are like 3 groups of units on my home planet - what is all this stuff? I feel like I have to re-learn the entire game all over again cause I'm completely lost trying to figure out what is what. Upon first getting into the map, it took me almost 10 minutes to try to figure out how to get the build menu up and get ships built - and this is coming from someone who knows how to reasonably play the game. Admittedly, it's been a little while since I've played, but apparently I have missed a LOT.

It might be a good idea at this point to take the beta link off the forums and email current customers with the download link instead cause I share the concerns of initial installs from new customers, as well. At this point, I'm going to have to wait for more updates before I delve into this Unity version as I'm terribly lost trying to figure things out. I think the key word I am looking for here is 'ergonomics', or the lack thereof, that is confusing me. SlimDX version seemed to have things sit and popup where you would expect, not floating in mid screen off-center and not disappearing until I click into space. I might actually have to go back to the old core game and brush up on things before I delve into the Unity port because I feel like a horse jockey that is expected to compete in motorcross right now.  :D

P.S. The most impressive feature is the Particle Illusion effects. I've been using that program since 2.0 and it just plain rocks all around. That will really kick things up a notch and deliver some eye candy to those who like flashy stuff.  


Offline x4000

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Re: AI War 4 Beta 3.700
« Reply #43 on: October 02, 2010, 08:47:58 pm »
Running low on time, just responding to the actionable items.

Installation: Installer needs to have a "Create New Folder" option. I chose D:\Games\AI War Unity, but I had to create this folder myself (or old school folks can just type it in the input box, but most don't how to do this properly).

That's a really odd issue.  I put it in the bug tracker (can you please do that directly next time, if you have time?).

Main Menu Screen: The parallax effect of the stars just doesn't seem right. It appears like the static part is just a transparent overlay or something...not giving the effect of depth properly. I restarted the game and those problems went away. I had a batch of clouds that had a severe 'banding' effect (similar to jpg compression) at first - restarting the game gave me a "new seed" I guess cause they were fine after that. Also, the menu in the left bottom corner just seems...I dunno...not right. It might be my symmetrical brain, but it seems out of the way down there and not all that attractive, though still effective and responsive. This is perhaps my biggest gripe cause it's simply not very user-friendly - more on that below.

Opinions on the starfields are a matter of taste, mostly, I think.  Most folks have commented (via youtube) on how awesome it looks.  Though now there have been some complaints when folks see it in-game.  I really don't have time to chase this indefinitely, and nothing I do will make everyone happy, so it's one of those things that's probably going to stay as-is.  I put an immense amount of work into it already.

Regarding the main menu organization, that's something that's extremely temporary.  Though, the final version will probably be offcenter.

Game Setup Screen: There is noticeable lag in pushing buttons here and my machine is an i5-750 (Quad @ 2.6gHz) 4Gig @ 1333, GF 250 w/ 512M, Win 7 x64 (yeah, I know - the OS of DOOM).

It's just a bug of some sort, it's on our list.

The AI Type selection menu needs to be sorted. There is a "Random Easier" at the top and a few other "Randoms" at the bottom - these need to be grouped better to avoid unnecessary scrolling and it almost seems daunting and confusing trying to pick one as it is here. I never had problems going straight to what I wanted before.

This is sorted.  It puts the Random option right at the top of each grouping.  That way you can see all the easier, harder, etc, ones together.  The order is identical to what it always was, I'm pretty sure.


The Map Type screen seems...I dunno...naked or something. I'd almost prefer to have a smaller window of the map rather than a full screen representation and have the option windows a bit more integrated and close together - the old way was very simple at a glance, but this is a bit confusing cause there are menus to the right and left as I'm trying to view the middle - it seems scattered and cluttered to me. It's like going into Home Depot trying to find a pencil eraser.

What screen resolution are you on?  It's basically the exact same layout as before if you're on 1024x768, except that the Start and Cancel buttons moved.  But everything else is the same.  On giant monitors that might be a problem, though.  Oh, I see that you answered that directly below.  I'll put this in the bug-tracker.

Game play: The lower left menu's mouseover tips clip off the screen. My resolution is native 1920x1080 and when I mouseover every menu item, all info popups are clipped off the right side of the screen. The actual menus that come up after clicking an item are horribly irritating, off center, and nowhere near the menu. They pop up separate from the menu floating and require a click in space to get rid of. I would much rather see a mouseover menu style that goes away when you move the mouse away - way too much extra clicking.

The tooltips being offcenter is something we're aware of.  Having to click to hide them is not, and we can't reproduce.  Any info on how to reproduce would be helpful.

And what happened to my build menu?? I finally (out of memory) hit the B key and it came up - I never would have found it unless I scoured the key bindings - and that's knowing that it is there - new players are going to be mind-boggled with this iteration.

There is nothing different about the build menu... you click the command station, like always, to get it.  B also works, but there is absolutely no change in this from version 1.0 even.  Was it not coming up when you clicked the command station?

Also, I start the game and there are like 3 groups of units on my home planet - what is all this stuff? I feel like I have to re-learn the entire game all over again cause I'm completely lost trying to figure out what is what.

A lot of this is from the latest pre-Unity betas, but yes it's very different.  In general, once you get used to the new stuff, it should overall seem easier.  Though, the three starting areas aren't exactly helpful completely, and there are some known things we want to change with the cryo pods, etc.  We haven't updated the tutorials yet because this is all still in progress.

It might be a good idea at this point to take the beta link off the forums and email current customers with the download link instead cause I share the concerns of initial installs from new customers, as well. At this point, I'm going to have to wait for more updates before I delve into this Unity version as I'm terribly lost trying to figure things out.

Most of your challenges seem to be with stuff that was in 3.189 pre-Unity, actually.  And possibly you've hit some sort of bug where the menu wasn't coming up when it should, not sure.  But the new version, in most respects, is not as different functionally as you seem to be making out; I suspect it's frustration over that one bug, from the sound of it.

I think the key word I am looking for here is 'ergonomics', or the lack thereof, that is confusing me. SlimDX version seemed to have things sit and popup where you would expect, not floating in mid screen off-center and not disappearing until I click into space.

That's just bugs -- it's not like we plan that, and that's the sort of thing we need to know about.  Calm down, please. ;) Those won't stay long, and we didn't know they were there until we put out the current beta.

P.S. The most impressive feature is the Particle Illusion effects. I've been using that program since 2.0 and it just plain rocks all around. That will really kick things up a notch and deliver some eye candy to those who like flashy stuff.  

Many thanks, glad you enjoy those.  And yeah, that's a great program -- I'm a new user, so it's a ton of stuff to see all at once. :)
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Offline Shardz

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Re: AI War 4 Beta 3.700
« Reply #44 on: October 02, 2010, 09:10:34 pm »

Opinions on the starfields are a matter of taste, mostly, I think.  Most folks have commented (via youtube) on how awesome it looks.  Though now there have been some complaints when folks see it in-game.  I really don't have time to chase this indefinitely, and nothing I do will make everyone happy, so it's one of those things that's probably going to stay as-is.  I put an immense amount of work into it already.

Yeah, it looks the same, perhaps better...but I must have gotten some anomaly messing around with the options, requiring me to restart the game to take effect. That seemed to have fix the cloud banding and the one star layer.


What screen resolution are you on?  It's basically the exact same layout as before if you're on 1024x768, except that the Start and Cancel buttons moved.  But everything else is the same.  On giant monitors that might be a problem, though.  Oh, I see that you answered that directly below.  I'll put this in the bug-tracker.


I'm at native 1920x1080 @ 32 bit resolution. I checked the Full Screen option, set my game for native resolution, restarted the game, and I still have info tip clipping. The screenie below shows this...it might even be clipping the build button or something cause I had a Hell of a time with that one.

The tooltips being offcenter is something we're aware of.  Having to click to hide them is not, and we can't reproduce.  Any info on how to reproduce would be helpful.

Basically, I just click on the menu items below, a menu with a few options pops up about 3 inches up and to the right of the menu and it won't go away unless I click in dead space away from anything else.


There is nothing different about the build menu... you click the command station, like always, to get it.  B also works, but there is absolutely no change in this from version 1.0 even.  Was it not coming up when you clicked the command station?

The build menu certainly didn't come up at all. If it weren't for my semi-feeble memory of the B key, I'd still be here trying to find it. lol


Most of your challenges seem to be with stuff that was in 3.189 pre-Unity, actually.  And possibly you've hit some sort of bug where the menu wasn't coming up when it should, not sure.  But the new version, in most respects, is not as different functionally as you seem to be making out; I suspect it's frustration over that one bug, from the sound of it.

Quite possibly. I haven't played v3.189, but only the version prior to that...so I might be missing some stuff there. I just got an overwhelming feeling overall initially and I hope it's just, 1.) my age starting to show, 2.) my disdain for serious change, and/or 3.) too much life between sittings.

That's just bugs -- it's not like we plan that, and that's the sort of thing we need to know about.  Calm down, please. ;) Those won't stay long, and we didn't know they were there until we put out the current beta.

Oh, I'm calm and everything is fine...I probably didn't convey myself over the Internet very well again, but that happens a lot. As I was stating, this iteration is quite a long journey from the final product and there is tons of work to do yet.

Many thanks, glad you enjoy those.  And yeah, that's a great program -- I'm a new user, so it's a ton of stuff to see all at once. :)

Yeah, P.I. is the best friend of game devs...and most don't even know it yet. My only regret is that now everyone knows about it. lol
« Last Edit: October 02, 2010, 09:14:09 pm by Shardz »