Alpha 6.1

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GFX47
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Alpha 6.1

Post#1 » 20 Dec 2016, 15:29

Release candidate ready for testing!

Windows 64-bit > https://developer.cloud.unity3d.com/share/Zyay4bzeA-/
Android > https://developer.cloud.unity3d.com/share/-JpPHgfe0-/

Changelog > http://roadmap.gladiabots.com

=================================================================
Alpha 6 to Alpha 6.1 UPGRADE NOTE:
Alpha 6.1 uses a new resolution engine version (due to the added tagging system), which means:
  • your matches from Alpha 6 will be deprecated and not watchable/deployable anymore
  • you will only be able to fight against players how upgraded to 6.1
Upgrading to 6.1 is irreversible, no downgrade possible.
=================================================================

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GFX47
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Re: Alpha 6.1

Post#2 » 20 Dec 2016, 15:34

Another warning: you will have to re-configure your sub-trees and selected AIs and bot classes in missions will be reset.

ConsciouS-0nE
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Re: Alpha 6.1

Post#3 » 20 Dec 2016, 15:35

GENTLEMEN!
Weeee have ARRIVEeedD!
(Dr if you know how many people plays on a version, kindly put a
VersionX player count:?
Needed somma other people)

Next stop!:not yet


(When gfx is godspeed and youre about to adapt on a new version released and a newer one is already for testing ;). )
#bestdev
#devisgodspeedplayerproblems
#gamedev

//bout the work in progress;
Le me: reading
Le me read " add check signs on nodes for BLIND support.(missed a word, quite drunk ofc)

Then i was like,
Whuuuuut?
How? I- wha-? E-?
Blind people plays the game?!?

I was laughing for 3mins and read it again then.

"For COLOR blind" support....
,im such a stupid and horrible person.
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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NullPointer
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Re: Alpha 6.1

Post#4 » 20 Dec 2016, 15:55

Nice!! That was quick indeed.

Installation looks fine, current subtree nodes are gone as expected, so memorise their positions before updating. I wish I had time to play with the tagging system today.

ConsciouS-0nE
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Re: Alpha 6.1

Post#5 » 20 Dec 2016, 16:11

Just like this dr.

Current 6.1 player count: 1?
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

HDeffo
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Re: Alpha 6.1

Post#6 » 20 Dec 2016, 17:02

Once again for anyone who wants to stay on the public version while testing the experimental version here is another dual load APK. This should update over and replace my alpha 6 dual APK

https://www.dropbox.com/s/8ck1zjpx5dyzk7l/Gladiabots.v.Alpha%206.1.b.610.Clone.apk?dl=0

p.s. please note no AIs in the dual version copy over to the live version. While this means you can actively use both it also means once live updates to 6.1 AIs on this apk still will not move over

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NullPointer
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Re: Alpha 6.1

Post#7 » 20 Dec 2016, 17:21

I had a quick look and a few things felt a bit strange:

- the same tag can be in 2 things at the same time. Let me use a scenario a lot of people may be expecting to use with tags: Bot X is atacking bot Y and assign tag A to indicate the team to focus fire. Bot Y flees. Bot X is now attacking bot Z and assigns tag A, now team is focusing fire in 2 bots, becase Y never lost tag A.

- untag A shouldn't need a target because it should just untag the only entity tagged with A, if exists.

- "Currently Targeted" is gone. How am I going to prevent a Sniper from switching targets while it's (re)loading or without losing 1 tick of the clock assigning a tag? And after 1 minute of battle everyone will have the same tag on their heads because they were the current target at a certain point, defeating the purpose of using tags as "Currently Targeted". The tagging system would only replace "Currently Targeted" accurately if each tag were unique and would be assigned instantly.

- "Currently Targeted" is gone only for new players. The already existing AIs retained the nodes with this and they are worth gold to me now :D

If anyone here played raids or PVP in WoW, you would understand what I meant:

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Trigary
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Re: Alpha 6.1

Post#8 » 20 Dec 2016, 17:39

I don't really like having multiple things tagged with the same tag as well.

The TeamTagged conditions don't seem to be working, I have 8 bots idling, 1 tagged a bot with the A tag and then killed itself and the last one: if any enemy is TeamTaggedA: TeamUnTagA closest TeamTaggedA enemy. The tag never gets removed, the condition is always false - red. If I do the same, but: if any TeamTaggedA enemy exists: TeamUnTagA closest TeamTaggedA enemy.

MGBlitz81
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Re: Alpha 6.1

Post#9 » 20 Dec 2016, 17:40

Bring back currently targeted!!!

ConsciouS-0nE
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Re: Alpha 6.1

Post#10 » 20 Dec 2016, 17:46

Order!, kids ask politely...
(THIS ISSSSSSSSSSSS!'nt sparta..)

First: did the "currently targeted"
Removed intentionally?
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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HBomb
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Re: Alpha 6.1

Post#11 » 20 Dec 2016, 17:48

NullPointer wrote:- the same tag can be in 2 things at the same time. Let me use a scenario a lot of people may be expecting to use with tags: Bot X is atacking bot Y and assign tag A to indicate the team to focus fire. Bot Y flees. Bot X is now attacking bot Z and assigns tag A, now team is focusing fire in 2 bots, becase Y never lost tag A.

- untag A shouldn't need a target because it should just untag the only entity tagged with A, if exists.


If tagging was tick-less, multiple tags of the same would simply add more flexibility since you can have tags of equal importance about. With a tick cost to them, i can see this having an affect in game.

ConsciouS-0nE
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Re: Alpha 6.1

Post#12 » 20 Dec 2016, 17:50

Mmmm so i guess gfx wants
CURRENTLY TAGGEDGETIT?

Edit2: ahhhaa i was right, he aint bringing it back, you guys will adapt soon.
(Gets daf@¢ out)

/edit:
Now were constantly changing threads from hbombs request and here..
Last edited by ConsciouS-0nE on 21 Dec 2016, 04:14, edited 2 times in total.
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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Kanishka
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Re: Alpha 6.1

Post#13 » 20 Dec 2016, 17:52

Bug. My bots are just sitting there and tagging enemies. Why aren't they attacking? I even added "If>WeakestShield>Enemy>TeamTaggedA>Inverse" before the Action. Still they're just sitting there.


...


Solved! Switched Node position.
Fixes break an AI more than bugs do. :ugeek:

Gladiabots Off-Topic Chat


My Stats: Kanishka_RN3;Kanishka_MiPad

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HBomb
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Re: Alpha 6.1

Post#14 » 20 Dec 2016, 17:55

Kanishka wrote:Bug. My bots are just sitting there and tagging enemies. Why aren't they attacking? I even added "If>WeakestShield>Enemy>TeamTaggedA>Inverse" before the Action. Still they're just sitting there.


...


Solved! Switched Node position.



A suggestion I'd like to add along this line of confusion is:

Make nodes invalid once the target has been tagged.

ie. If target has tag A and you try to tag it with A, node is invalid.
If target has tag A and you try to tag it with B, node is valid.
If target has tag A and you try to UNtag it with A, node is valid.
If target has tag A and you try to UNtag it with B, node is invalid.

ConsciouS-0nE
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Re: Alpha 6.1

Post#15 » 20 Dec 2016, 17:57

At players that upgraded
Specially sir null.


How was the meeting point fixed?
(Gfx you can run nowww...!
Gooo,just tell my family i loved them :( <3)

Come at me bros!(calm down a little)

Gooowd!

General complaints;
They didn't like the removal of "currently targeted"
As it take more stuff to do with the updated tagging system.
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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NullPointer
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Re: Alpha 6.1

Post#16 » 20 Dec 2016, 18:11

ConsciouS-0nE wrote:At players that upgraded
Specially sir null.
How was the meeting point fixed?
(Gfx you can run nowww...!
Gooo)


The distances are all the same now, that's much better, but the same AI still doesn't draw like in any other map. This is because the collision system favours the right side when there's a collision while moving forward. If the 4 bots in each corner of the square are moved further away from the centre of the map, this problem would probably go away.

ConsciouS-0nE
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Re: Alpha 6.1

Post#17 » 20 Dec 2016, 18:20

IMG_20161218_203253.jpg
Old one 6.0
IMG_20161218_203253.jpg (127.86 KiB) Viewed 1946 times

Mmm from this perspective, i havent seen a fight on the white base ever since...(does it happens?)
That way other team snatches resources and going back to their base peacefully.


Edit:
Wasn't the proposed solution like this?
IMG_20161221_012326.jpg
Swap colors
IMG_20161221_012326.jpg (127.41 KiB) Viewed 1944 times
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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GFX47
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Re: Alpha 6.1

Post#18 » 20 Dec 2016, 23:58

OK guys, I hear you, here's what I plan to do tomorrow:
  • enable the "any" target selector for tagging actions so you can tag or untag several entities at once (actually forgot to do it in 6.1)
  • add actions to tag exclusively specific target(s) so you can override a previous tag setup
  • make a tagging action invalid if it doesn't change anything (tagging an already tagged entity or untagging an untagged one) so you can simplify your AIs

Sorry but I won't restore the "currently targeted" target selector for now, I'm still convinced that the tagging system is a better solution for that and I prefer to have one generic system than several too specific ones.
It has always been a temporary solution to the persistent targeting problem but brought more questions than expected to newcomers.
I know the tagging system will need explanation for them too but at least it's a one shot.

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NullPointer
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Re: Alpha 6.1

Post#19 » 21 Dec 2016, 00:35

Making tagging/untagging instant will make it possible to reproduce the Currently Targeted, I agree with that.

But have you thought about how tiring (and maybe confusing) the untagging can become if the tags are not unique? I'd strongly recommend the approach other games use, such as World of Warcraft where tags are unique, so when you assign the tag to another target, the previous one is untagged.

HDeffo
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Re: Alpha 6.1

Post#20 » 21 Dec 2016, 03:23

I agree it would be nice if tagging was an instant action but likely the way ticks work in the game it would be difficult to actually set up

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