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#1 Phoenix Rising

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Posted 25 December 2008 - 05:11 AM

This release is too important for it to be unplayable, so I've spent the better part of the day making emergency repairs. The end result should fix the common exceptions in GC, which were being caused by the new pirate structures for whatever reason. It also gets rid of the weirdness involving pirate infantry companies and auto-resolve, so they should work right and show up on the killed screen instead of just disappearing and still controlling the planet. I was able to save and load without a problem.

Campaign load times will still be long, but that's something we'll have to deal with at a later time. EaW has no load bar for campaigns, so you'll just have to be patient - I've never had it actually lock up while loading, although it may appear that way. Just be smart about your limitations. I've tested the regional campaigns (Core, Inner, and Outer Rims) on a 2.0 GHz machine with 1 GB RAM and as far as I'm concerned, they're playable. I wouldn't recommend GFFA with those specs though. Skirmish, on the other hand, can run with very low specs and tactical combat in general is actually noticeably faster since the last version due to the new projectiles. We'll just have to work on galactic a bit, but it'll get there too.

I'm currently in the process of re-submitting the release to Mod DB and EaW FileFront. If you've already downloaded it, you'll have to delete your copy and re-download. Sorry for the inconvenience, but this can't wait for a patch. Please remember that we actually do have lives and responsibilities outside of the mod and I've taken the time to provide this hotfix in the middle of the holidays.

Also, just a side note. This release was basically put together by two people (since jdk002 was mostly out of commission) in about five months time. We now need the community to step up and track down whatever bugs might remain. There's a whole sub-forum dedicated to reporting these. Please just remember to stay constructive in your criticisms and detailed in your bug reports. We won't be able to improve anything otherwise.

#2 Casen

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Posted 25 December 2008 - 05:39 AM

I don't mind the loading time, it's just the lag during GFFA...it's actually worse than in 1.0. In 1.0, the game would lag at random intervals, typically a few seconds.

In this...it lags consistently, a few times a second, just killing the frame rate. It's practically unplayable. Tactical I have no problem, skirmish works fine. However the ground battles are kinda odd...wtf did you do with the weapon ranges? My turrets and vehicles were firing -across- the map and hitting the enemy shield.

Not to mention the speeds were increased to the extent that walkers look quite comical when they move.

Also for some reason in Skirmish all the space maps are in the "unofficial" category and there's doubles of each...not really a game stopper but kinda odd.

#3 Phoenix Rising

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Posted 25 December 2008 - 05:54 AM

I'd just forget GFFA for now. Is GFFA Lite as bad (the planets that aren't in it won't be missed)? Are the regional campaigns as bad (same content as GFFA)? Certainly the old historical campaigns aren't bad, if nothing else.

Land is a work-in-progress. It's currently pure, unfiltered canon, which doesn't necessarily work for gameplay. Is it better than vanilla? I guess that's up to you to decide. Ultimately though, it's a step in the right direction (although the destination is a ways off).

#4 Kitkun

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Posted 25 December 2008 - 06:07 AM

Nice to see you so dedicated. I honestly would say forget it 'til Friday at least with just a note to say as much.

Edited by Kitkun, 25 December 2008 - 06:07 AM.

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#5 Phoenix Rising

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Posted 25 December 2008 - 06:38 AM

Well, it's on its way. In the meantime, here are the screenshots that I meant to post earlier (they'll be in the announcement when the mirrors get up).

#6 marcus_aurelius

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Posted 25 December 2008 - 06:52 AM

I think some positive feedback is in order. The mod is fantastic - I've rarely seen a mod of this scale actually completed before, and never with a one or two man army. The community should applaud you, especially working with such an antiquated and inefficient game engine. The quirks will be worked out, the lag is annoying - but when you get to the battles, each one feels absolutely epic! Thanks for a great mod. Try to enjoy the holidays too...

#7 Phoenix Rising

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Posted 25 December 2008 - 06:59 AM

Glad you enjoy it. Now, I've still got some wrapping to do, so I'd better sign off ;). Keep checking the mirrors.

#8 Casen

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Posted 25 December 2008 - 07:00 AM

I'd just forget GFFA for now. Is GFFA Lite as bad (the planets that aren't in it won't be missed)? Are the regional campaigns as bad (same content as GFFA)? Certainly the old historical campaigns aren't bad, if nothing else.


In all honesty with the amount of lag I experienced I doubt the differences between Lite and full would be felt much.

I have a QUAD CORE that's less than a year old, and 3 gigs of RAM. It has to be the game, not me.

Graphics card is a GeForce 8500 GT PCI Express, but that should have nothing to do with the issue. Hell considering I can run tactical at full specs minus anti-alias which is turned off and it only slows down when things REALLY get crowded, like occasionally when I spam fighters a lot on skirmish, and even then it's playable. Regardless I could have the crappiest graphics card ever and that shouldn't make a difference for the galactic map, since that's all CPU and not graphics, considering it's 2D and pre-rendered.


Land is a work-in-progress. It's currently pure, unfiltered canon, which doesn't necessarily work for gameplay. Is it better than vanilla? I guess that's up to you to decide. Ultimately though, it's a step in the right direction (although the destination is a ways off).


Heh, I get it. I think making everything canon will make the game weird and unbalanced on the ground unless you make the maps really big and at least for aesthetics sake increase the strides of the walkers rather than make them take tons of little steps.

#9 Kitkun

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Posted 25 December 2008 - 07:55 AM

I should have mentioned by now... Tactical and Skirmish are Awesome! Tactics really become prevalent. And I love the new turbolasers and lasers. The Tector IV fully engaged is a real sight to behold.

Also, did you do something with the cinematic cameras?

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#10 Pred the Penguin

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Posted 25 December 2008 - 10:53 AM

I am sad. I have no time to play. :'(

Take as much time as you need fixing it... In the mean time, we'll have fun with skirmish. ;)

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#11 Guest_Guest_Alexandus_*_*

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Posted 25 December 2008 - 11:15 AM

I am sad. I have no time to play. :'(

Take as much time as you need fixing it... In the mean time, we'll have fun with skirmish. ;)



#12 Guest_Guest_Alexandus_*_*

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Posted 25 December 2008 - 11:19 AM

just as a note..I could play GFFA in 1.0 with ALMOST no problems..I have a 2.0 Ghz processor and gfx card is a GeForce 7900 GS...with 1.1 I cant even begin to try GFFA or GFFA Lite....otherwise everything else works great, i just would love to be able to play the full campaign...

As another note, I believe the Imperial Assault II team said something in the past about a limit on the number of planets without building much lag..I think it was around 65...perhaps a version of GFFA with a similar number of planets could be made as a test?

#13 EduardPais

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Posted 25 December 2008 - 11:32 AM

there are already GCs with a smaller amount of planets: core worlds, inner rim & outer rim, which are based on GFFA

Edited by EduardPais, 25 December 2008 - 11:32 AM.


#14 Guest_AdAstra_*

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Posted 25 December 2008 - 12:24 PM

Poo, ModDB isn't allowing the file to be downloaded yet. :(

Maybe Rapidshare or something similar could be used to get it out faster?

#15 Ghostrider

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Posted 25 December 2008 - 12:48 PM

just as a note..I could play GFFA in 1.0 with ALMOST no problems..I have a 2.0 Ghz processor and gfx card is a GeForce 7900 GS...with 1.1 I cant even begin to try GFFA or GFFA Lite....otherwise everything else works great, i just would love to be able to play the full campaign...

As another note, I believe the Imperial Assault II team said something in the past about a limit on the number of planets without building much lag..I think it was around 65...perhaps a version of GFFA with a similar number of planets could be made as a test?


The reason GFFA is much harder in 1.1 is because we have added lots of pirate forces. GFFA has about 8000 more units than before.

#16 Darth Stalin

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Posted 25 December 2008 - 01:15 PM

OK, so now I'll have to wait until ewest version of 1.1. is released... but maybe I'll try to taste the PR via playing in 1.0 - I vaven't played in PR before at all, just the Ultimate EaW - yet that was with only some 70+ planets or so, and was not very hard to win.
What difficulty level do you suggest for playing PR 1.0 to be challenging but not causing "bitig the keyboard with my teeth"? "Hard" would be OK? I've played UEAW two-sides-only campaign on Hard, and was haed only at the beginning; now it seems to be as easy as before...

BTW: why I can't see any hardpoints on the ships in space combat?
Is that intentional?
Usually when I saw hardpoints I could send my bombers to destroy the shield generators, to make my heavy ships' work easier...

BTW2: are the Death Stars present in the PR? (I mean, both of them)?

Edited by Darth Stalin, 25 December 2008 - 01:17 PM.


#17 keraunos

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Posted 25 December 2008 - 02:07 PM

Have you changed GroundTurrets.xml, HardPoints_Land.xml or any of the GroundVehicles_xxx.xml? Those are the files that I've already modified, and I'd hate to do this again ;)

I'll probably release my mod as soon as the new one becomes available. The last change will be to increase health 5/10 times (most likely 5 for inf, 10 for vehicles - inf dies way too fast now, my raiding stormtroopers got wiped out by genosians before AT-STs moved... Which is possible now, with their reduced ranges :p )

#18 anakinskysolo

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Posted 25 December 2008 - 03:05 PM

OK, so now I'll have to wait until ewest version of 1.1. is released... but maybe I'll try to taste the PR via playing in 1.0 - I vaven't played in PR before at all, just the Ultimate EaW - yet that was with only some 70+ planets or so, and was not very hard to win.
What difficulty level do you suggest for playing PR 1.0 to be challenging but not causing "bitig the keyboard with my teeth"? "Hard" would be OK? I've played UEAW two-sides-only campaign on Hard, and was haed only at the beginning; now it seems to be as easy as before...

BTW: why I can't see any hardpoints on the ships in space combat?
Is that intentional?
Usually when I saw hardpoints I could send my bombers to destroy the shield generators, to make my heavy ships' work easier...

BTW2: are the Death Stars present in the PR? (I mean, both of them)?


Oh, please... Take a while to read some parts of the forum, its really annoying when someone asks about the hardpoints and the Death Star...

#19 Kitkun

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Posted 25 December 2008 - 03:14 PM

BTW: why I can't see any hardpoints on the ships in space combat?
Is that intentional?
Usually when I saw hardpoints I could send my bombers to destroy the shield generators, to make my heavy ships' work easier...

BTW2: are the Death Stars present in the PR? (I mean, both of them)?

Check the sticky thread that's in one of the four forums.
Yes.

No for balance reasons.

Sadly, changing either of those would completely toss out all balance in the mod.

I'll probably release my mod as soon as the new one becomes available. The last change will be to increase health 5/10 times (most likely 5 for inf, 10 for vehicles - inf dies way too fast now, my raiding stormtroopers got wiped out by genosians before AT-STs moved... Which is possible now, with their reduced ranges wink.gif )

Thank you. My stormies died before the screen finished fading in, so I lost the battle.

Edited by Kitkun, 25 December 2008 - 03:18 PM.

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#20 keraunos

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Posted 25 December 2008 - 04:53 PM

No problem. I meant the other way round, but later on checked and it would be too beneficial for inf. So I settled with multiplying most values by 10; most natives got their HPs multiplied by 5. I don't think that PR touched natives HPs, as they were hardly balanced - while average trooper had HP of 10-15, the natives had 5 (Genosians), 20 (most others) up to whooping 40 (Hutts) and 70 (Wookies). I multiplied those values by 5, except wookies (by 2 - they already have strong armament to make up for it ;) )



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