Author Topic: Changes from 0.2.13 to 0.3.2  (Read 2000 times)

jda

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Changes from 0.2.13 to 0.3.2
« on: 17 December 2011, 01:14:03 »
I know, I know, 0.4 Beta is out but... I'm trying to catch up...  ;D I haven't been away just from modding and the forums, haven't had the time to play the game either so GAE 0.2.13 is the last I had installed. Wanna try the stable release but am curious about what's "new" (to me).

So I did a custom query on the tracker for closed tickets by version, and I'm asking for confirmation on the following:
Ticket 117: "Unit effect particle systems" - "Unit effect"? Not sure what these are, a GAE-specific mechanics or rather the equivalent to MG unit particle effects? :-\
T118: "Area [Emanations] effect particle systems." - The Area-of-Effect equivalent to T117? Something else?
T121: "Walls should not count as buildings for win/loose checks" - Walls are working now? (/me prepares "Woot! Woot! Woot!"  ;D
T181: "Random projectile path is broken" - It's working now? (I remember Omega using it in Military and it wasn't so great... Silnarm at the time confirmed the algorythm needed work). Woot?  :-\
T230: "load capacity not enforced properly" - Erm, as there been any changes to the resource gathering / storing mechanics. Is it now different from the classic "individual unit can carry x load of resources, individually" and "building contributes y store-capacity to the overall maximum store-capacity, collectivelly" ?  :-\

These are just my doubts, what I'm unsure of in terms of plain English...  :P
But the rest of what I've seen is just awesome work! Kudos to the GAE developpers!  :thumbup: :thumbup:

John.d.h

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Re: Changes from 0.2.13 to 0.3.2
« Reply #1 on: 17 December 2011, 01:42:53 »
These should help with your confusion:
https://docs.megaglest.org/GAE/Effects
https://docs.megaglest.org/GAE/Emanations
https://docs.megaglest.org/GAE/Transports

I'm still not sure about the state of walls right now, though.  And yes, random particle path works now.
« Last Edit: 18 June 2016, 18:58:36 by filux »

Omega

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Re: Changes from 0.2.13 to 0.3.2
« Reply #2 on: 17 December 2011, 04:51:31 »
Ticket 117: "Unit effect particle systems" - "Unit effect"? Not sure what these are, a GAE-specific mechanics or rather the equivalent to MG unit particle effects? :-\
This lets you add a unit particle system (eg, smoke) when an effect/emanation is in place. For example, an effect might cause a foe to be set on fire, making flame-like particles and giving them a negative HP regeneration.

T118: "Area [Emanations] effect particle systems." - The Area-of-Effect equivalent to T117? Something else?
Nothing was actually done with this, as implementing ticket 117 above fixed the issue this ticket was for. Basically, it was to ensure that ALL units in the radius (area of effect) of an emanation "received" that particle system.

T121: "Walls should not count as buildings for win/loose checks" - Walls are working now? (/me prepares "Woot! Woot! Woot!"  ;D
Sorry, walls don't work (yet). But using the wall property simply won't count the wall as a building (normally any unit with a be_built skill is considered a building). So if a player has walls built, you DON'T have to destroy every last wall for the game to consider it a victory.

T181: "Random projectile path is broken" - It's working now? (I remember Omega using it in Military and it wasn't so great... Silnarm at the time confirmed the algorythm needed work). Woot?  :-\
Yeah, it was reusing the "random" formula for the entire game before. Now it's fixed and recalculates a random path for each projectile. Looks fantastic!

T230: "load capacity not enforced properly" - Erm, as there been any changes to the resource gathering / storing mechanics. Is it now different from the classic "individual unit can carry x load of resources, individually" and "building contributes y store-capacity to the overall maximum store-capacity, collectivelly" ?  :-\
Nothing to do with resources. You missed transport units (aka: carrying units/garrisoning) being implemented. This was a simple bug fix. The issue was that if you had a unit that was supposed to be able to carry only 3 units, but selected a group of 5 units and ordered them to load onto the transport at the same time, they'd all succeed, instead of just 3.

In addition to the links John provided, you may want to look at the GAE features page, as it documents most of the major features in depth.
« Last Edit: 18 June 2016, 17:50:01 by filux »
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jda

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Re: Changes from 0.2.13 to 0.3.2
« Reply #3 on: 17 December 2011, 07:01:20 »
Thank you both very much!  :thumbup: 8)  :thumbup:

jda

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Re: Changes from 0.2.13 to 0.3.2
« Reply #4 on: 18 December 2011, 05:04:21 »
Whoa, just had a game! How cool!  8)

Nobody told me about the ability to move UI parts around (map, unit infos (which turn to a very nice logo when nothing selected  :thumbup: ). It may not be an outstanding innovation but it still looks and feels god-darn good!  8)

I like the overall look and feel too, the fonts are nice. But I kinda miss a down-pointing arrow on the list-buttons. No biggie though. The looks ain't so medieval-restricted though, should fit more types of differente mods (in case they don't ship their own UIs of course).

And yeah, the Guard and Patrol commands still and always rock! They make my units look (and actually act) so much smarter! Kinda makes me proud of them!  :O

Played only the default Magitech so... I'm sure I'll be dazzled by the GAE-specific mods proper, no doubt!

Well, just sharing, GAE is fun. :)

Cheers!