|
 |
| Author |
Message |
|
brute51
|
Posted: 02 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
The installer tries to get the FA directory from the registry. If it fails the current directory is used instead. In both cases you can change the installation location. If the location doesn't appear to be the correct one (meaning there's no .\bin\ForgedAlliance.exe file) then you get a warning. This is because this installer installs an SCD file to the gamedata folder.
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 02 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
brute51 wrote: The installer tries to get the FA directory from the registry. If it fails the current directory is used instead. In both cases you can change the installation location. If the location doesn't appear to be the correct one (meaning there's no .\bin\ForgedAlliance.exe file) then you get a warning. This is because this installer installs an SCD file to the gamedata folder.
But you have any idea why the installer failed in my case since my FA is correct installed and the registry is correct?
I think you get from here right?
Code: [HKEY_LOCAL_MACHINE\SOFTWARE\THQ\Gas Powered Games\Supreme Commander - Forged Alliance] "KEY"="HIDDEN BY MORITZ" "InstallationDirectory"="C:\\Jogos"
|
|
| Top |
|
 |
|
brute51
|
Posted: 03 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
Are you using Windows XP? I'm using Vista 64 bit. Maybe that's why you have that key in HKEY_LOCAL_MACHINE. I have that key in HKEY_CURRENT_USER. I'll adjust the script to look at both locations.
edit: Moritz2 I updated the installer. I"ve updated the download link in the previous message accordingly. Could you give it a try?
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 03 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
brute51 wrote: Are you using Windows XP? I'm using Vista 64 bit. Maybe that's why you have that key in HKEY_LOCAL_MACHINE. I have that key in HKEY_CURRENT_USER. I'll adjust the script to look at both locations.
edit: Moritz2 I updated the installer. I"ve updated the download link in the previous message accordingly. Could you give it a try?
Yes, I'm using XP, but I think the different between the places are if you select or not to install FA for all users, you didn't and I did.
The new setup worked fine, thanks.
Moritz
|
|
| Top |
|
 |
|
Kaskouy
|
Posted: 08 Aug, 2009
|
|
Joined: 07 Aug, 2009 Posts: 8
|
Hi Brute,
I tried the new version of CBFP, and had a look at the bombers. Unfortunately, some bombers still miss on first shot, but the way you tried to correct it gave me another idea.
I alter the ballistic acceleration of the bomb as you do, but instead of using the FixBombTrajectoryAmount specified in the blueprint, I calculate it (using the target position, the bomb speed etc...). I've tested it and it seems it works pretty well, even if I still have some problems to solve.
If I can get it work, would you like to test it and integrate it to the CBFP?
I've also noticed a small bug for bombers using FixBombTrajectoryAlways: this does not work because of the IdleState main function not checking this flag in defaultweapons.lua. This function should look like this:
Code: IdleState = State (CBFP_DefaultProjectileWeapon.IdleState) { # [152] Main = function(self) CBFP_DefaultProjectileWeapon.IdleState.Main(self) if self:GetBlueprint().FixBombTrajectoryAlways then self.FixBombTrajectory = -999 # means always do this elseif self:GetBlueprint().FixBombTrajectoryFirstRun then self.FixBombTrajectory = self:GetBlueprint().ProjectilesPerOnFire or 1 end end, },
I hope this helps...
|
|
| Top |
|
 |
|
brute51
|
Posted: 08 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
The correction values are based on normal flat terrain and doesn't take into account variations in height and speed. So yeah, bombers can still miss if they're not at expected heights.
I've also toyed with the idea of taking height and speed into consideration. I was going to give it a try in a beta version. If you can get it to work, great! I'll gladly include it!
I'll look into the other issue you've mentioned. Thanks for taking interest in the mod!
|
|
| Top |
|
 |
|
Kaskouy
|
Posted: 09 Aug, 2009
|
|
Joined: 07 Aug, 2009 Posts: 8
|
OK, I'm still working on it.
I've also noticed a bug when looking at the seraphim T1 bomber: in the blueprint, it has his ProjectileLifetime set to 3, sometimes causing the bomb to explode before hitting anything. I think this is what made this bomber look so drunk. Just set this value to 9 (for example) to correct this.
I also found a problem with shields absorbing damage. Your code works fine, but it doesn't deal with damage over time. I noticed this when attacking a titan with a janus. The bombs that collided with the shield did very few damage. To correct this, you should reuse the code from the DoDamage function in Projectile.lua
I hope I'm not giving you too much work 
|
|
| Top |
|
 |
|
DeadMG
|
Posted: 09 Aug, 2009
|
|
Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
|
Quote: And why did the shield not absorb part of the damage going to the other units? Because they weren't on that vector. Quote: Why is it not worth it? Just for the record, the only changed behaviour is splash explosion versus shield. Bugfix patch fixes bugs, it doesn't change behaviours. Any bug fix you make that does anything apart from fixe the actual bug at hand is wrong. The Harbinger can get hit by splash weapons through it's shield, when your fix changes anything else then you've done it wrong.
_________________ I'm watchin you!
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 16 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
brute51, can you try to implement this to CBFP?
Or people disagree with that?
|
|
| Top |
|
 |
|
-Zulan-
|
Posted: 16 Aug, 2009
|
|
Joined: 04 Apr, 2007 Posts: 446
|
Moritz2 wrote: brute51, can you try to implement this to CBFP? Or people disagree with that?
I don't think its a matter of agreeing or disagreeing to the idea. This is a feature enhancement and not a bugfix. Well actually it is only the IDEA of a possible feature enhancement.
I don't think this belongs in the CBFP
_________________
FA Livecasts | FA Hotbuild | FA Hotstats | FA Webstats
|
|
| Top |
|
 |
|
spuddyt
|
Posted: 16 Aug, 2009
|
|
Joined: 22 Jun, 2008 Posts: 4674 Location: Just... Don't look behind you.
|
-Zulan- wrote: Moritz2 wrote: brute51, can you try to implement this to CBFP? Or people disagree with that? I don't think its a matter of agreeing or disagreeing to the idea. This is a feature enhancement and not a bugfix. Well actually it is only the IDEA of a possible feature enhancement. I don't think this belongs in the CBFP
Maybe in the full on community patch?
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 16 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
-Zulan- wrote: Moritz2 wrote: brute51, can you try to implement this to CBFP? Or people disagree with that? I don't think its a matter of agreeing or disagreeing to the idea. This is a feature enhancement and not a bugfix. Well actually it is only the IDEA of a possible feature enhancement. I don't think this belongs in the CBFP yeah, you're right, no exceptions, if its not a bug, its not a bug Quote: Maybe in the full on community patch?
Good idea.
|
|
| Top |
|
 |
|
X-Cubed
|
Posted: 18 Aug, 2009
|
|
Joined: 24 Dec, 2008 Posts: 3188
|
|
The Fatboy doesn't seem to be able to build anything. I've tried moving it to a non-combat area, building on flat ground, and setting it to hold fire mode, but the units cannot be built. The Fatty repeatedly tried to build, but always canceled the unit being built. Can this be fixed, or am I doing it wrong?
|
|
| Top |
|
 |
|
brute51
|
Posted: 18 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
What version are you using?
|
|
| Top |
|
 |
|
X-Cubed
|
Posted: 18 Aug, 2009
|
|
Joined: 24 Dec, 2008 Posts: 3188
|
|
| Top |
|
 |
|
brute51
|
Posted: 18 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
Looks like you're right. I checked all mobile factories (the carriers and some experimentals) and the fatboy is the only one that seems affected by this bug. I'll check it out.
|
|
| Top |
|
 |
|
UndisputedAttitude
|
Posted: 19 Aug, 2009
|
|
Joined: 22 Mar, 2009 Posts: 40
|
This latest test release; is the nuke bug fixed yet? I saw some talk about it, but haven't found a post whether its been seen to or not.
Having nuke withdrawals
Also, nice work to the developers of this patch, makes the game 100 times more enjoyable
|
|
| Top |
|
 |
|
DeadMG
|
Posted: 19 Aug, 2009
|
|
Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
|
|
Fairly sure that it's been fixed since v4 Alpha 1.
_________________ I'm watchin you!
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 20 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
|
what is this nuke bug in v3?
|
|
| Top |
|
 |
|
X-Cubed
|
Posted: 20 Aug, 2009
|
|
Joined: 24 Dec, 2008 Posts: 3188
|
|
Nukes cannot be built, but their launchers can.
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 20 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
|
but what makes that happen?
i am currently playing with v3 a lot and I didn't have this issue yet.
|
|
| Top |
|
 |
|
carn1x
|
Posted: 20 Aug, 2009
|
|
Joined: 16 Feb, 2007 Posts: 147
|
So does V3 introduce bugs, or are the various "new bugs" that people are mentioning all to do with issues in the V4 test version?
Also, at risk of becoming the bane of developers everywhere, when will V4 go final? As in, what's the cut off point, is there a hard list, or just when Brute's gut let's him know it's time
Thanks for all the work you put into the CBFP you are awesome
Also, am I missing something? I read above that there is a "full on" Community Patch somewhere. In case you haven't gauged already I'm returning to SCFA from a long time out! Anyway, can't seem to find this Community Patch, help!
|
|
| Top |
|
 |
|
Moritz2
|
Posted: 21 Aug, 2009
|
|
Joined: 03 Jun, 2009 Posts: 228
|
|
| Top |
|
 |
|
carn1x
|
Posted: 21 Aug, 2009
|
|
Joined: 16 Feb, 2007 Posts: 147
|
|
| Top |
|
 |
|
brute51
|
Posted: 21 Aug, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
|
V3 only has the nuke launcher bug. V4 contains fixes for bugs that v3 didn't fix. I'm not sure yet when V4 is done, I guess you could say it's done when it's done.
I'm working on the first beta version currently. For the beta versions I'm not developping new fixes (unless very easy to implement) but instead I'm reviewing and improving where needed the current fixes and code. But feel free to report new bugs and/or send me new fixes.
The nuke bug from V3 doesn't present itself. I only first encountered it a couple months ago so that's why it wasn't fixed earlier. And yes, it's been fixed in all public V4 alpha versions.
|
|
| Top |
|
 |
 |
 |
|