Author Topic: Prerelease 1.013I (Planet updates, no planetary boundary, bugfixes, efficiency)  (Read 2143 times)

Offline x4000

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The Latest prerelease is now out: http://www.arcengames.com/share/AIWar1013I.zip

That version is an upgrade from version 1.012, so you have to already have 1.012 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.

What's new since 1.013H:
(Cumulative release notes since 1.012 are attached at the bottom)

-------------------

-The method for rendering the planets has been completely changed, and now supports rotation.  All of the planets now have a rotation speed of some degree.  This paves the way for the other planet graphics improvements that are planned (for now, many of them still don't look all that wonderful).

-There is no longer an outer boundary to the planetary area.  This makes the game feel a bit less bounded (and prevents snipers from being trapped against the edge of the planetary area), and also allows for several performance improvements on the CPU and the GPU.  Ships that are built via direct placement can still not be built too far from the planet area's center, though, so this prevents the issues of players going way off in the distance to build their defenses away from any wormholes.

-The overzoom feature has been removed as it is now redundant -- the "very far zoom" now works like overzoom in general.  The black bars that were shown are no longer shown.

-There is now an arrow that gets shown at the edge of the minimap when the viewport window goes too far off the minimap's bounds.

-The game now shows a message explaining why a placement mode ship cannot be placed at whatever location it is blocked from being placed at.

-Cloaked enemy ships no longer cause placement mode ships to be unplaceable.  This prevents players from being able to sweep for enemy ships by attempting to place a turret or other ship in locations that they think have cloaked ships.

-Junk and rock objects are now skipped from being drawn if they are to be drawn as less than 5px in size.  This lowers the load on the GPU somewhat when viewing a large planet at very far zoom.

-Shots are now skipped from being drawn if they are to be drawn as less than 2px in size.  This lowers the load on the GPU somewhat when viewing a big battle at very far zoom (and those shots would be barely perceptible anyway at that range).

-There was previously a bug wherein a very few rare map seeds (such as 1315917969) could cause the game to lock up when the map was generated.  Fixed.

-Individual ships may not queue more than 15 attack targets.  Also, targets beyond the first that are queued by the AI are no longer kept in savegames.  Additionally, the AI will no longer attempt to queue targets as this was only a minor adjustment and caused more problems than it solved.  AI ships now use a different technique to make sure they are better able to chase groups of player ships.

-The relative priorities of force fields and countershooters has been reversed.  This makes it possible for counter-shooters to protect force fields.

-Fixed a bug that could cause the game to lag extremely severely when many MLRS ships had their missiles targeted on ships inside the protection radius of something that fires counter-missiles.

-AI Core Command Stations are now immune to missiles and sniper shots, in addition to firing counter-shots for these types.  The only practical difference this makes is to make impossible the autotargeting or manual targeting of missile/sniper type ships onto the AI Core Command Stations.

-Ships now do a better job of not firing on ships that they have 0% chance of hitting, even if the player told them to do so (in situations where the target is immune to the firing ship's shots, etc).

CHANGES FROM PAST PRERELEASES
--------------

-The munitions booster lnes are now much more subtle than in other prereleases.
« Last Edit: August 05, 2009, 04:32:55 pm by x4000 »
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Offline eRe4s3r

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Apart from fixing my bug you also improved performance ^^ Is is that these redundant commands were queued in savegames generally? Because somehow performance is a lot better now, oh and the supply lines are really nice now too ;)

The Planets and changed backgrounds look awesome together ;) Nice use of the new graphic features too ;) When you fixed my bug, in that sector i even noticed atmospheric glow.. and it looks awesome :p

Can't wait to see what else you will come up with relating to graphic enhancements !
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Offline x4000

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Apart from fixing my bug you also improved performance ^^ Is is that these redundant commands were queued in savegames generally? Because somehow performance is a lot better now, oh and the supply lines are really nice now too ;)

Yeah, the performance was upgraded in a couple of ways.  For one, fixing bssybeep's bug improved performance in general, then fixing your bug also improved it for some certain specific cases, and then some of the other stuff that I did (such as having no planetary border) also improve performance because then distance checks from the center of the planet don't have to be done every time some ship moves (which is a huge boost right there).  So, cumulatively, that all adds up to some quite nice improvements to performance.

The Planets and changed backgrounds look awesome together ;) Nice use of the new graphic features too ;) When you fixed my bug, in that sector i even noticed atmospheric glow.. and it looks awesome :p

Can't wait to see what else you will come up with relating to graphic enhancements !

Glad you like them!  Phil added the atmospheric glow to the one planet that he did, so then I went back and added that to all my other placeholder ones and also upgraded them at least somewhat.  Phil's is the one that looks the best in there, and then he'll be doing more before long.  Starting around the end of this week he should be getting down to this project pretty much fulltime for a while, until now these changes have mostly been from me (and you!), with a lot of stuff on my end being code shifts in preparation for Phil so that he can just swap in new images in his local test build and use that to test the integration of his work as he goes. 

Phil and I are both really excited about this overhaul, but of course he can't just drop everything when he gets a new contract.  His schedule will be pretty much all Arcen so far as I know starting before too long, though, so there should be a lot of stuff coming faster starting next week or so. :)
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Offline eRe4s3r

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You know, is just noticed that with the way you do planets now you can also add suns .. - If the planet is adapted for that of course.. might be a nice idea for the background of the main menu (you could overlay the shadow over the planet independent from its rotation and have the sun overglow the planet (slightly) to create eclipse effects or even day / night cycles

Well but that might be too much "fancy eye candy" for backgrounds ;P

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Offline x4000

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You know, is just noticed that with the way you do planets now you can also add suns .. - If the planet is adapted for that of course.. might be a nice idea for the background of the main menu (you could overlay the shadow over the planet independent from its rotation and have the sun overglow the planet (slightly) to create eclipse effects or even day / night cycles

Well but that might be too much "fancy eye candy" for backgrounds ;P

Well, with sprites like this it actually wouldn't be too super inefficient.  But I think that's definitely an idea for way down the road, most likely. :)
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Offline eRe4s3r

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Was more thinking of the main menu background  :D

In game i'd rather have no background suns ;p
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Offline x4000

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Was more thinking of the main menu background  :D

In game i'd rather have no background suns ;p

Oh!  Now I see, sorry about that.  Yeah, something like that could be cool.
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Offline Fiskbit

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A couple thoughts on this release:

Could you have the efficiency stuff you just added for small shots (and perhaps rocks/debris, though that's much less important) added in as settings, with the invisible-when-small setting on by default? I find it very useful to be able to see the shots in my current game, even when they're small, as it helps me figure out if my sniper shots are being blocked by counter snipers. As it is, I have to be zoomed in way further than I'd like to be able to see this.

Also, I'm having a lot of trouble being able to tell how far zoomed out I am without looking at the minimap (particularly when switching to a planet) because icons don't change size based on zoom level, whereas before I had the outer boundary as a point of reference. Would you consider adding in some sort of dashed or dotted circle around the main part of the playing field to make this more clear? This would also make it easier to tell in what area you can build.


Oh, and a couple random comments regarding stuff that keeps coming up in my current game:

1. The current method of dealing with overkill can be really problematic at times. In particular, I'll have parasites sitting right next to some ships I want them to attack (such as some engineer III's that I'm trying to capture (another note: mark 1 engineers lack I on the lower left ship menu, and the other ones don't say 'Mark', which is inconsistent with other ships)), but some significantly further ships will get the kill, instead. In some cases, this has been my sniper ships on the opposite side of the planet! Meanwhile, while those shots are making their way across the void, I'm trying to order my parasites to attack these ships and can't figure out why they won't obey. It'd be great if this could be countered somehow.

2. It can be unclear what is and isn't susceptible to Ion Cannons. Specifically, Colony Ships (which I wouldn't think of as Mark I) can apparently be killed by any Ion Cannon, which strikes me as a little bizarre because the cannons are capturable ships (so because I'm usually not attacking with ships that the cannon can kill, I have to put down the command station immediately).

3. I'm convinced there's something wrong with shield bearers. I've seen my fleets fire hundreds of missiles at these things or at ships under these things without any of them doing anything. Maybe I'm just mistaken, but I've seen this a few times now and it's frustrating seeing so much firepower going at them without effect.


Oh, and I'm for the renaming of the cannons. I sometimes find myself double checking that they instantly kill ships of a lower mark rather than less than or equal mark.
« Last Edit: August 05, 2009, 04:28:12 am by Fiskbit »
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Offline CautiousChaos

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Love what you've done with the planet updates!  The glow and rotation add a great deal to the realism of the game.  Any chance at more planetary patterns than what exists today?  In a 80+ star galaxy the same planet patterns/topologies come up frequently.  It'd be cool to see others added to the inventory just to make it even more realistic.  By no means a high priority, though.
-cc

Offline x4000

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Could you have the efficiency stuff you just added for small shots (and perhaps rocks/debris, though that's much less important) added in as settings, with the invisible-when-small setting on by default? I find it very useful to be able to see the shots in my current game, even when they're small, as it helps me figure out if my sniper shots are being blocked by counter snipers. As it is, I have to be zoomed in way further than I'd like to be able to see this.

Actually, in looking at this more, I think that this is just not needed in general for shots -- in version 1.013K, that will be back to the way it was before.  The junk/rocks will continue to work as they do now, since they don't add anything to gameplay and there is an efficiency gain with not drawing them.

Also, I'm having a lot of trouble being able to tell how far zoomed out I am without looking at the minimap (particularly when switching to a planet) because icons don't change size based on zoom level, whereas before I had the outer boundary as a point of reference. Would you consider adding in some sort of dashed or dotted circle around the main part of the playing field to make this more clear? This would also make it easier to tell in what area you can build.

Drawing a line like that does cause a performance hit, and I think visually it does not look as good, either.  In the 1.013J release, there is a tiny bit of scaling (1%) to zooming in and out on the backgrounds.  But I do understand what you mean about having trouble with the zoom level -- I've added something into the upcoming 1.013K that I think you will like.  Rather than describe it now, I'll just wait until you see it in action with the upcoming prerelease.

1. The current method of dealing with overkill can be really problematic at times. In particular, I'll have parasites sitting right next to some ships I want them to attack (such as some engineer III's that I'm trying to capture (another note: mark 1 engineers lack I on the lower left ship menu, and the other ones don't say 'Mark', which is inconsistent with other ships)), but some significantly further ships will get the kill, instead. In some cases, this has been my sniper ships on the opposite side of the planet! Meanwhile, while those shots are making their way across the void, I'm trying to order my parasites to attack these ships and can't figure out why they won't obey. It'd be great if this could be countered somehow.

Good point.  I've got something that should hopefully fix this here (to be released shortly with K):  http://arcengames.com/forums/index.php/topic,617.0.html

2. It can be unclear what is and isn't susceptible to Ion Cannons. Specifically, Colony Ships (which I wouldn't think of as Mark I) can apparently be killed by any Ion Cannon, which strikes me as a little bizarre because the cannons are capturable ships (so because I'm usually not attacking with ships that the cannon can kill, I have to put down the command station immediately).

Anything that does not have a specific mark level is consider Mark 0, which gets killed by all ion cannons.  But I see what you mean about the colony ship in particular, I'll make that immune to being insta-killed.

3. I'm convinced there's something wrong with shield bearers. I've seen my fleets fire hundreds of missiles at these things or at ships under these things without any of them doing anything. Maybe I'm just mistaken, but I've seen this a few times now and it's frustrating seeing so much firepower going at them without effect.

Most likely these are ships firing at ships under the shield bearer.  I'll need to adjust that.  Most ships are not able to hurt shield bearers.

Oh, and I'm for the renaming of the cannons. I sometimes find myself double checking that they instantly kill ships of a lower mark rather than less than or equal mark.

You know, we should really start a poll for this one.  Would you mind doing that at your convenience?  I'm really scrambling today with a lot of stuff going on (art, sound, bugs and other improvements, extracting text for localization... sheesh!).
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Offline x4000

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Love what you've done with the planet updates!  The glow and rotation add a great deal to the realism of the game.  Any chance at more planetary patterns than what exists today?  In a 80+ star galaxy the same planet patterns/topologies come up frequently.  It'd be cool to see others added to the inventory just to make it even more realistic.  By no means a high priority, though.
-cc

Glad you like it!  By the way, new/better planets are what Phil is working on right now... :)
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