RC3 is up, first post updated.
Fixed all the reported bugs.
Fixed all the reported bugs.
mumpsimus wrote:Also, it would mean automatic requeueing could come back, which would be a big win for those of us playing in time zones that don't have a ton of other players, because it would mean more games available in general.
Chunkymonkey wrote:At full zoom in the AI editor, I can cause a node to bounce around while moving and snapping to grid that results in the node being moved to an extreme distance.
For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:
If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.
GFX47 wrote:Chunkymonkey wrote:At full zoom in the AI editor, I can cause a node to bounce around while moving and snapping to grid that results in the node being moved to an extreme distance.
That's actually an old and rather rare bug I skip for now (I don't have a valid solution yet).
PiR wrote:But I still have this bug:For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:
If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.
GFX47 wrote:mumpsimus wrote:Also, it would mean automatic requeueing could come back, which would be a big win for those of us playing in time zones that don't have a ton of other players, because it would mean more games available in general.
Requeuing shouldn't be needed anymore with the new matchmaking system.
PiR wrote:But I still have this bug:For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:
If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.
GFX47 wrote:I can't reproduce it
Can you send me your logs after noticing the bug?
mumpsimus wrote:New RC4 bug:
It looks like filters like 'if enemy (attacking me) and (sniper class) exists' are broken. (Maybe others as well, I don't see if enemy attacking me and at range X firing either I think.)
See debug AI screenshot attached: I'd expect the condition for at least one enemy attacking me, and the condition for a sniper attacking me to light up. (Note it's not because it just started attacking either...)debug.PNG
Edit: counting looks broken as well: there is clearly more than one enemy at long range, but while >= 1 fires, >= 2 and >= 3 do not...
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