Centauri are now stable, however I'm seeing the following error on shut down: Runtime Error! path.. R6025 -pure virtual function call
Darvroth
Solved many stability issues but work remains. Good progress on the internal build. Engine continues to reveal quirks that squash various routes to implement desired improvements.
[quote who="TobiWahn_Kenobi" reply="4542" id="3464620"]Centauri Primus it is[/quote] Woot, will be nice to see this classic ship in game.
Centauri appear to have just the one bug. I'm still hunting down the Narn issue but the list of possible causes is shrinking fast.
After several days of computer ICU I've restored DB functionality seemingly without loss of data. Extreme care should be taken when using the current internal build. When exiting check for extra processes and separately shut those down. I made no progress owing to computer issues but hope to this weekend. Cheers.
[quote who="Hael-sose" reply="4537" id="3462344"]Completed the Vorlon oribtal defense systems (small and large versions).[/quote] Very nice! Keep up the good work and I'll see if I can sort through what is likely my own doing to restore the current internal build to stability.
[quote who="Lavo_2" reply="4535" id="3461882"]Ensure that: defaultAutoAttackRange "GravityWell"[/quote] It is, in all the important ways it is identical to the other race colony ships and they work. I had the same issue with an EA ship a couple months ago and it sort of resolved itself. My computer wants to do a reboot, who knows maybe that will solve the mystery AI issue....
Still working to identify and address issues with the new build but have discovered something disturbing. Several issues I know I corrected in previous commits are not in this build. I'll dig through past submissions and see where they dropped out and send you the missing or updated files. On a different avenue of pursuit the Shadow AI (all of them) refuses to use the colony ship though it is the same in every respect to the other races colony ships, I even armed it and set t
Progress on ticket 172 but there is still a long way to go.
Nice, I particularly like the faction markings on the port and starboard sides just aft of where the arms merge.
TobiWahn, I'll send a small commit no later than next week that addresses some fixes for the current build but I strongly suspect there are nested problems and we'll have to fix some to uncover others. Ticket 172 could use some attention.
Created new ticket 172 to track the bugs in the current build as I find them and a recommended resolution, assigned to me. There are definitely some DB induced errors (mostly missing data or blank fields) that were populated in previous builds.
[quote who="TobiWahn_Kenobi" reply="4522" id="3459040"]As for the starbases, I originally planed for each race to have a multitude of Starbases to choose from - that no longer seems useful. Especially since the AI is to stupid to choose between the different options. It still would be nice to have a military base plus one other, depending on the race, for the younger ones. eg.: EA: Diplomatic Station Minbari : Culture Center <Trade and cultur
[quote who="Darvroth" reply="4520" id="3458964"]Presuming we have a stable build... [/quote] Guess I'll be bug hunting awhile...
I need a vacation from my vacation. You guys have been busy... Like the proposed Stalker model, and the V Destroyer also. Presuming we have a stable build... haven't checked all the sites yet, or e-mail for that matter. I know a focus is supporting all victory conditions. What work remains to achieve that goal? If my limited skill set is unable to assist in that goal, I'll focus some time closing completed tickets and revamping the star bases for each faction. To my understand
[quote who="Hael-sose" reply="4500" id="3456695"]Vorlon Titan Factory[/quote] Nice.
[quote who="Hael-sose" reply="4495" id="3455853"]Orbital War Center[/quote] Nice, better than what I suggested. Other models also look good. Can't wait to see what you do with UV and texture as your skill set grows.
[quote who="Hael-sose" reply="4492" id="3455452"]Still gathering inspiration for the war-tech orbital. Meanwhile, here's a preview for the frigate platform, using the Advent way of looking at things. Still have to add some ornaments for the matter-ejectors etc.[/quote] I'm stunned. To militarize the research station try adding petals hanging down that partially shield the buildings and tweak the color scheme a bit and add a smallish central organic
[quote who="Hael-sose" reply="4487" id="3455130"]If only we had animation haha but on the other hand then I'd never get any sleep.[/quote] Limited animation is possible, the various EA rotating sections are proof of that. I'm not sure of the limits or the how, but a some movement is probably in the realm of the possible. It would likely force a redo of the model though. Tech orbitals now I'm really excited.
[quote who="Hael-sose" reply="4484" id="3455059"]Lonely Vorlon Module Constructor hard at work.[/quote] Real nice model! Looking forward to facing a complete faction.
[quote who="Hael-sose" reply="4482" id="3454694"]Is it possible to do a brief pre-buff that changes ownership of the planet and then scrap it? So you combine the Advent ultimate with the Vasari ultimate?[/quote] I'll look into it further when I get back, but even if you force swap the planet ownership there is no way to force a strip command.
[quote who="Hael-sose" reply="4473" id="3454273"]Guess who's coming for dinner?[/quote] Nice model, if only the engine allowed for destroying planets.....
Finished the last capital ship ability today. Sent you the commit, now it is just a matter bug hunting. May be able to declare beta in a couple weeks.
[quote who="Hael-sose" reply="4470" id="3453656"]But as I understand it, the game *must* have a frigate of every type (and cruisers are also frigates?), so also a siege frigate (cruiser).[/quote] Yes, sadly that is so, there is no difference between a frigate or a cruiser as far as the game is concerned. Even the corvette is just a frigate with an additional setting. That does not mean there can't be significant differences in model size and general toughness and weapon layout of
TobiWahn, Another DB issue...in periodic actions actionCountType and InstantActionConditionType should be separate and selectable for each buff applied, currently there is a single of each that applies for all secondary buffs being called in the initial buff. I'll see if I can work around it. If not I'll adapt to what I can do.