Unofficial pre-playtest 20190203

Discussion about the game and its default mods.
Deathpoint
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Re: Unofficial pre-playtest 20180127

Post by Deathpoint » Wed Jan 30, 2019 5:34 pm

What I detected in several games now is that the Artillery and V2 of the bots are shooting at non-more existing buildings... they are attacking that as long as they get attacked back (means attack to V2/Artillery)

Not sure whether this is a feature or a bug :D

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netnazgul
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Re: Unofficial pre-playtest 20180127

Post by netnazgul » Fri Feb 01, 2019 7:20 pm

Btw just noticed that the year in topic is wrong :)

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Sleipnir
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Unofficial pre-playtest 20190203

Post by Sleipnir » Sun Feb 03, 2019 8:34 pm

I have created a new build with a bunch of fixes and a couple of new features compared with the last test:
  • Fixed queued orders not working for aircraft/helicopters
  • Fixed unit stance UI glitch when capturing vehicles
  • Fixed crash when C4ing an iron curtained building
  • Fixed a rare crash that could occur when attacking
  • Fixed force-fire against the ground not working properly for turreted units
  • Fixed turreted units attacking enemies when in the Hold Fire or Return Fire stances
  • Fixed Monster Tank Madness mission
  • Fixed Engineers/spies/Tanya/etc not being able to target buildings under the fog
  • Unified volume level across the different music tracks in RA and TD
We had a productive weekend merging PRs, so this build is directly based on the current state for the next playtest, with no other changes.

Test builds can be downloaded from this GitHub milestone, which, like the first, will disappear once the playtest comes out.

This build completely replaces the logic that controls actors entering other actors, so be on the lookout for strange behaviour with transports, engineers, spies, Tanya etc.

Deathpoint
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Re: Unofficial pre-playtest 20190203

Post by Deathpoint » Thu Feb 07, 2019 7:50 am

Sorry, at the moment I don't have time to test it :(
So hopefully you are not "worried" or something negative else if no one replys here?

What do you mean with "Fixed queued orders not working for aircraft/helicopters"? You mean the Build-stuff with Ctrl+Click?

lawANDorder
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Re: Unofficial pre-playtest 20190203

Post by lawANDorder » Thu Feb 07, 2019 5:19 pm

Deathpoint wrote:
Thu Feb 07, 2019 7:50 am
What do you mean with "Fixed queued orders not working for aircraft/helicopters"?
See #16134

Deathpoint
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Re: Unofficial pre-playtest 20190203

Post by Deathpoint » Sat Feb 09, 2019 10:06 am

Hi there, got a bug and fatal crash... Where do I have to report it? Here?

OpenRA engine version pkgtest-20190203
Red Alert mod version pkgtest-20190203
on map d5beb4743e8ce398a2cadf991de24d4d8a22336b (Mad Science by PizzaAtomica).
Date: 2019-02-09 10:01:31Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type `System.ArgumentOutOfRangeException`: Maximum range is less than the minimum range.
Parametername: maxRange
bei OpenRA.Map.<FindTilesInAnnulus>c__Iterator0.MoveNext()
bei System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
bei OpenRA.Mods.Common.Activities.MoveAdjacentTo.CalculatePathToTarget(Actor self)
bei OpenRA.Mods.Common.Activities.MoveAdjacentTo.<Tick>c__AnonStorey0.<>m__0()
bei OpenRA.Mods.Common.Activities.Move.EvalPath()
bei OpenRA.Mods.Common.Activities.Move.Tick(Actor self)
bei OpenRA.Activities.Activity.TickOuter(Actor self)
bei OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act)
bei OpenRA.Mods.Common.Activities.MoveAdjacentTo.Tick(Actor self)
bei OpenRA.Activities.Activity.TickOuter(Actor self)
bei OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act)
bei OpenRA.Actor.Tick()
bei OpenRA.World.Tick()
bei OpenRA.Game.InnerLogicTick(OrderManager orderManager)
bei OpenRA.Game.LogicTick()
bei OpenRA.Game.Loop()
bei OpenRA.Game.Run()
bei OpenRA.Game.InitializeAndRun(String[] args)
bei OpenRA.WindowsLauncher.RunGame(String[] args)


What did I do?
I tried to attack with my MIGs a cruiser on sea.
I saw him, my planes were above him.

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Sleipnir
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Re: Unofficial pre-playtest 20190203

Post by Sleipnir » Sat Feb 09, 2019 11:03 am

Thanks for the report Deathpoint!

Luckily that crash is already known, plus another one when starting games on certain maps with the explored map option enabled.
Both should be fixed in the next (proper) playtest build, which should be out tomorrow if all goes well.

Deathpoint
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Re: Unofficial pre-playtest 20190203

Post by Deathpoint » Sat Feb 09, 2019 11:05 am

okay, I will try another few games :)

Deathpoint
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Re: Unofficial pre-playtest 20190203

Post by Deathpoint » Sat Feb 09, 2019 4:45 pm

unfortunately I didn't find any other bug :(
On the other hand: didn't find any bugs :D

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Sleipnir
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Re: Unofficial pre-playtest 20190203

Post by Sleipnir » Sat Feb 09, 2019 8:46 pm

Playtest 20190209 is now available, so further discussion should take place in the playtest discussion thread.

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