101

(35 replies, posted in Bugs)

What's your config?

102

(5 replies, posted in Bugs)

Should be fixed now.

103

(5 replies, posted in Bugs)

This is known; I fixed this and will push out the hotfix in a moment.

The algo we're using is able to consider "important" or "faster" paths, so we'll probably be adding that at some point.

105

(27 replies, posted in General discussion)

BoyC already answered this in one of the Steam threads:

With the recent change away from the subscription model we also disabled free trials for the time being. This is because we expect a big traffic surge after the Steam launch. A free trial would make the load spike worse. Once we're confident the service is up and running properly we'll look into the option of a demo mode again.

(Sidenote: https://www.youtube.com/watch?v=7QM6LoaqEnY)

Added now - guess I forgot about it.

107

(45 replies, posted in Bugs)

Stranger Danger wrote:

Currently its the same as it always was...works so rarely I feel like I won the lottery when my bot is able to move more than a few feet without manual controls.

+

Celebro wrote:
DEV Gargaj wrote:
Cassius wrote:

Tell me you double clicked from the start point to where you are now and your bot went the distance ....

Okay, did that now, walked the entirety of Tellesis without user interaction.


It is much better but still plants get on the way at times.

That's my point: I just fixed that, but the build isn't available yet.

108

(45 replies, posted in Bugs)

Cassius wrote:

Tell me you double clicked from the start point to where you are now and your bot went the distance ....

Okay, did that now, walked the entirety of Tellesis without user interaction.

109

(25 replies, posted in General discussion)

Some notes:

Profanity filter: It's never gonna be perfect, sure, but we'll keep iterating on it.

Radar doodles/pings: Now color coded by squad rank. (Red = leader, cyan = officer, white = peon)

MPC planner filter: How do you imagine it? Hide by type, but also hide the connections to them?

110

(63 replies, posted in Testing server)

I don't know of such possibility (yet).

There's a difference between QoL fixes and redoing the whole GUI from the ground up though.

112

(25 replies, posted in General discussion)

Tip: Soundcloud is great but has a 120minute upload limit; Mixcloud doesn't and welcomes podcasts (i.e. you could upload all the old episodes as well)

113

(45 replies, posted in Bugs)

Shift-click the radar, not double-click (since it's out of visible distance), but yes.

That being said the robot still has problems with the occasional plant but I have a solution in mind for that as well.

114

(3 replies, posted in Bugs)

Yea sorry about that; the way PunBB works is that you get this massive list of people which for our forum would've been slightly impractical smile

115

(45 replies, posted in Bugs)

So I've been refactoring some more: http://i.imgur.com/tWRNETk.png

116

(45 replies, posted in Bugs)

Hm.

Let's say shift-clicking on the radar adds a new route point that it will follow after it finished the previous ones. How would you tell it to change its mind and forget everything that was set up, i.e. how do you break the previous routes? You could move the robot but it's not exactly intuitive.

I kinda like doek's solution of using both mouse buttons to mark intermediate / final points, kinda like on a GPS.

117

(45 replies, posted in Bugs)

Ville wrote:

Gargaj can we not have pin point pathing, where I set mini dots on a radar, then click go or something and then it moves, and tryings to navigate between each point I put?

You basically mean daisychaining walk paths?

118

(45 replies, posted in Bugs)

Out on the test server now, go nuts.

119

(16 replies, posted in Testing server)

Facilities are a whole different animal done entirely on server side.

120

(16 replies, posted in Testing server)

Doek wrote:

Also make it pull from folders.

That's done.

121

(45 replies, posted in Bugs)

I'm pretty sure I just fixed the "robot randomly stops in the middle of an empty road for no apparent reason" bug and it is as embarrassing as it sounds.

I will probably push a patch out on the test server later today.

122

(16 replies, posted in Testing server)

Also: http://forums.perpetuum-online.com/post/96796/#p96796 wink

123

(16 replies, posted in Testing server)

You can send them to people on your friends' list; the ammo thing should technically work with multiple slots but sometimes it bugs out because it tries to load the ammo before the gun itself. Anyway it's a start.

124

(3 replies, posted in Testing server)

I updated the sticky to include the Steam client access details.

125

(45 replies, posted in Bugs)

Ludlow Bursar wrote:
DEV Gargaj wrote:

... and am fixing it now.

Do you have any idea why:

sometimes auto-pilot acts as Stranger describes above - i.e. runs about 40m and then stops.
sometimes it just runs straight towards the shift+click with no path finding.
sometimes it can navigate its way through a complicated maze of plants and impassable with no issues for many kilometres

I've tried for hours on end to find common circumstances for when it is in each these modes but I can't work it out. It just seems to have moods.

I don't have an answer yet and as you said it's really hard to reproduce, but I'm gonna refactor the whole pathfinding code sooner or later.

One thing I do know that it's not simple to write pathfinding code for a scenario where the terrain changes dynamically (case in point e.g. plants growing).