Author Topic: Prerelease 3.142 (Paint attacks, diff 9/10 wave increases, auto explore+, fixes)  (Read 3179 times)

Offline danando

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X4000 !!!!!!!!!!  >:(

you gotta stop bringing pre-updates out every second cuz you keep making me excited with every release!  :P  8)
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Offline x4000

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Most of these changes are Keith, but glad you're enjoying them!
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Offline danando

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well thanks keith :D n haha i love them the fact that AI use flak turrets is double thumbs up
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Offline keith.lamothe

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Well, your fighters won't think so, among others ;)
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Offline danando

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haha oh and btw when you play with headphones you hear flickering off the music :/ is this in the music that cannot be changed or a bug issue? (i tried 4 headphones and 1 headset) cheers
Making Ai war bug free one step at a time :D
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Offline keith.lamothe

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Hmm, I test with sound off so I wouldn't know, but your problem is probably at the sound card level so it doesn't matter what output you attach to it.  Or are lots of people hearing audio problems?

And what do you mean bug-free? I make more bugs than I fix ;)
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Offline danando

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haha i mean like making the gamem better  8) not like it needs to be better because how possibly can it get a better score then 10/10 (my opinion  :P
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Offline Winter Born

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Another thing we could try in the future, Goekhan, is to set aside a few single-keypress keys as shortcuts to the current context menu, which it could then bind to the individual buttons accordingly. So you could pop up the Paint-Attack menu, set the options as desired (including the Queued one, probably), and then hit key1 to start set-area, draw the rectangle, hit key2 to execute, key1, draw the next one, key2 to execute, etc.

That would probably provide a lot more flexibility for rapid use of some of the more advanced context menu commands.  But first I have to clear off 2 or 3 keys ;)

I like the idea of user definable binds to be available. -- would those binds be stored in a txt or ini file that could be shared if desired among players?

Offline keith.lamothe

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Winter Born: I meant that 2 or 3 (or whatever, but shouldn't be much more than that) keys would be set aside for context menu interaction, and the coding for the menus would specify which "line" in the menu was bound to which key (if any); not a user-defined binding.

User-defined bindings is a whole other matter, and something we're doing with Tidalis, but doesn't fit AI War because there's such a proliferation of commands and keyboard-crowdedness that it would go from very difficult to find a key for a new command that wouldn't conflict with something to absolutely impossible because someone out there would certainly have it bound to something ;)

Edit: ah, I guess Chris was thinking of doing it that way here too, I just thought he had said the above at some point ;)
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Offline x4000

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Another thing we could try in the future, Goekhan, is to set aside a few single-keypress keys as shortcuts to the current context menu, which it could then bind to the individual buttons accordingly. So you could pop up the Paint-Attack menu, set the options as desired (including the Queued one, probably), and then hit key1 to start set-area, draw the rectangle, hit key2 to execute, key1, draw the next one, key2 to execute, etc.

That would probably provide a lot more flexibility for rapid use of some of the more advanced context menu commands.  But first I have to clear off 2 or 3 keys ;)

I like the idea of user definable binds to be available. -- would those binds be stored in a txt or ini file that could be shared if desired among players?

Most likely once we make the switch to unity, it will work just like it does in Tidalis.  I designed the bindings mechanism in Tidalis to be fully compatible with AI War, with multiple levels of modifiers, etc.
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Offline danando

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thats good to hear :) better modifiers like it
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Offline Winter Born

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[snip]
Most likely once we make the switch to unity, it will work just like it does in Tidalis.  I designed the bindings mechanism in Tidalis to be fully compatible with AI War, with multiple levels of modifiers, etc.

Ok, very cool future expectation :)
BTW spent some time on the Unity V3 forums and no mention of multi-screen support. Their thrust is "Unity on every platform" including mobile devices like Ipad, Iphone etc.

Offline keith.lamothe

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Yea, the port to Unity is likely the end of any possibility of multi-monitor support for this.  Maybe one day they'll get there, but I doubt it's much of a priority for them.
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Offline danando

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haha just a thought in my head

AI WAR IPHONE
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Offline keith.lamothe

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A note of caution for paint attack users: it doesn't know the difference between friend and foe ;)

That's been fixed for 3.143 (thanks to orzelek for reporting), just FYI that you probably want your paint attack boxes well clear of your ships for this version.
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