Shwart!! wrote:Double Post ZOMG!!!
Ahem. Bug-type stuff:
Spiders don't work, spawningwise. They have no gesture, nor a gesture demo. They crash TaskManager from lack of a gesture texture in Gesture mode. Also, if you hold the right mouse button they flip the f*** out.
Ah. I've only coded them into the icon-based task manager. I have no idea how the gestures work.
Shwart!! wrote:Regarding avatars, if no main/Sepulveda or mod/Sepulveda folder is present, it will load the first avatar image from the original location before crashing without explanation during the transition to the second image. This should be changed to prevent the crashing.
Is this crashing if its being forced to load from the packed data files because there is no override? Also, can you check your game.txt for a corrupted Avatar_StartDefinitions section, as i'm not sure which revision has the fix for that in.
Even with the research for rockets, Darwinians are reluctant if not unable to fire them.
Darwinians have never been able to fire rockets. I will look into the possibility.
Multiple teams allied together can use spawnpointrandoms without problem, except when no team dominates the spawnpoint. Supposing 3 teams are allied, if 2 of them have 2 control panels and the third has 1, the spawnpoint is disabled. It behaves as though it has no team. This is expected behavior, but given that the teams can otherwise work together beautifully, this behavior should not occur. SpawnPointRandoms should act as normal in this circumstance; perhaps SpawnPoints should behave like SpawnPointRandoms here.
Major Cooke brought this up with me and later revisions now have much better cooperation over the ownership of spawnpoints.
Black virii are practically identical to white virii, and pink virii are nearly identical to both of the above. (all using default teamcolors)
I'm currently struggling to render black virii in a way that makes them actually visible. At present, its using a reverse-colour method which means if the highest of the r,g, and b values of the team colour is less than 128, it inverts the colour hence black virii are rendered white. I'll look into pink.
Several mods rely balance-wise on keeping laser research levels consistent between teams. If even possible, it is now quite difficult to get different teams to use the same level of research consistently.
If you set the team research the same in game.txt, they will remain the same as long as they are allied. Any time a team gains a research item, all allied teams also gain it. Also, since only the player can earn progress points, only the player can alter their research mid-game at present other than by capturing research items. Any teams allied to the player will receive the technology when you achieve a new level. I suspect not all of this is functional as of revision 68. If I'm missing the point, let me know
Even if alliances are set otherwise in the map files, Teams 0 and 2 seem to always be allied. This basically means Team2 cannot be a team to themselves, even though there's no reason that they need Team0 now.
EDIT: Not strictly true. Rather, the bug is that the map editor saves all set alliances, while not saving nonset ones. It is still using the global defaults for non-specified alliances, meaning that the editor cannot unset the alliances on teams that are allied by default. Without editing the map directly, the behavior described immediately above occurs.
There has been a rewrite of the way defaults and missions interact as it was also impossible to unset flags specified in the defaults file. Now, the mission will save all data that is not the same as the defaults, and correctly allows unsetting alliances and flags specified as active by default.
Excise unneeded stuff. You now have duplicate research sections for Team2 in game.txt, causing possible paradoxes. I have not experimented with this, but the duplicate section is unneeded. Many of the entries also have a large amount of unnecessary text.
If you refer to the values set in the released game.txt, it is an error. The research set in TeamResearch_StartDefinition was supposed to be assigned to team 1 not team 2. My mistake there. If you mean the fact that team 2 can be read in both Research and TeamResearch, this is intentional. The mod will *read* Research_StartDefinition in order to allow it to parse pre-mod files, but it will only *write* a TeamResearch_StartDefinition section, erasing the old one silently when it next saves.
The working copy also only saves team research if its at least level 1 or there is some progress towards it so all the 0 entries are not written to the file.
A default avatar option, for everything said that was not referenced by a script. Often in the middle of a script executing, a TaskManager error or a Research update will interrupt the text, and with the ChangeAvatar command existing, it is conceivable that the wrong avatar would then be accompanying certain lines of text. Not a huge deal, but worth keeping in mind.
Unfortunately, only a single avatar can be loaded at once. I will look into changing this, but the bug-fixes take priority
I suspect it will need a major rewrite of the messaging system, and its not something I've delved too deeply into at present.
Final questions/comments:
I've started porting Insurrection, just to see how simple it is to do. And it's not too challenging; the defaults file is quite useful.
What can one even do with research points and partial research levels for teams other than Team2?
Shwart!!
At present, nothing. Only team 2 can earn research points. I'm open to suggestions as to how other teams can earn them.