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VO 1.7.36

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Jul 28, 2007 MSKanaka link
Changelog:

*** Vendetta 1.7.36

- New swarm missile trails
- Lua commands to get certain character info only return
valid info if the character is within radar range
- Added lua console_print() function to print output to the
console
- Exported pcall and xpcall

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VO is currently at version 1.7.36.1, but that was fixing some broken station interface stuff from the .36 update. No major changes worth a changelog note for 1.7.36.1.
Jul 28, 2007 incarnate link
Just an FYI, I will be tweaking the new swarm trail graphics, I didn't really get a chance to do so tonight. For the moment, I'm mostly concerned about them working properly, and they seem to be. They're also a hell of a lot faster than the old trails, which I hope has been noticed.
Jul 28, 2007 mr_spuck link
yeah .. especially at distance they are a lot better. They only kill my fps now when the whole screen is filled with trail, but I guess that's rare.

They just look weird. You basically fire a bunch of wimpy looking metal blobs and the trail follows them a second later, grows, get's denser till it's almost a solid tube.

From targets the perspective there are those tiny blobs homing in infront of that blue goo. which makes them really really hard to see.

From the on lookers perspective they are actually looking pretty cool though.
Jul 28, 2007 Shadoen link
you should make the trails more thinner. And give different trail color between the locusts and chaos.
Jul 28, 2007 Demonen link
console_print('YAAAAAAAAAAAY!!!!')
pcall and xpcall, too? *does a little dance*

Can you tell I'm enthusiastic about Lua? ^.^
Jul 28, 2007 incarnate link
We were trying to fix a couple of visual artifacts with the trails, and need to keep tweaking. That's part of why there's such a long fade-in between the missile and the trail. Before there was none at all, and it looked a bit strange when the missile expired (hard-edged polygon in space). Anyway, like I said, not a lot of time for tweaking tonight, but we'll be continuing to do that.
Jul 28, 2007 samuel.penn link
Hmm, not enthusiastic about the new trails. The previous trails looked nice. These... look silly. The blue tube stays around for way too long, and you end up with stationary blue lines just hanging in space. They probably need to fade much quicker if nothing else.

Haven't noticed any performance difference, but then I've never had any performance problems with the old trails, even if firing multiple double swarms at Queens.
Jul 28, 2007 Xaander link
It's nice. I think the new trails are better, but need work.
Hopefully, someday, swarms will be exceptable in the War.
And L-mine.
I like the new changes, Inc, keep it up!
Jul 28, 2007 Ghost link
In the midst of your tweaks, I think something has to be done to make the actual warheads more visible. They are considerably more difficult to dodge now simply because you can't see where the actual missile is.
Jul 28, 2007 JestatisBess link
The old swarm trails were better. All see now are almost solid blue lines in space.
Jul 28, 2007 moldyman link
I'd have to agree with Bess. But some people couldn't run the old trails apparently...
Jul 28, 2007 avirulence link
But shouldn't it be possible to have the old swarms for people with a better GPU? There's no real advantage of one over the other except the speed/looks tradeoff?
Jul 28, 2007 look... no hands link
the fade in between the missile and the trail is WAY too much, it should go almost immediatley to full strenght maybe a meter or two behind the missile and then fade out, the fade out rate isnt too bad since there are no air currents in space as space lacks air.
Jul 28, 2007 incarnate link
The old trails were a proof of concept and extremely inefficient, they will not be returning. The new trails will be tweaked and improved as we go forward.

Even if people with fast GPUs didn't find the old trails slow, the current usage is nothing compared to my intended density when I start using them as cap-vs-cap weapons. These are eventually going to be used more widely than just swarm missiles. I want a basic effect fast enough to have a hell of a lot of them onscreen. I know they visually need work, yes the fade in is too long, they stay around too long, etc etc, we were very tired last night and for the most part we just wanted to get the fundamental work out to be tested in production.

I'm glad they're working. We'll tweak them some more next week, and I'll look at improving the visibility of the missile as well.
Jul 28, 2007 mr_spuck link
Ok! I'll take my bitch post back then!
Jul 28, 2007 look... no hands link
yea they are many many many times faster than the old ones
Jul 29, 2007 JestatisBess link
look... no hands has apoint.

Do they actually move faster then the old ones? I was at full turbo in a ship, (forgot which one), and fired. Usually i immediately over take my swarms, today i didn't. i had to work to catch up to them.
Jul 29, 2007 incarnate link
No, the actual swarm missiles themselves are exactly the same speed they always were. LNH was just referring to the rendering speed, not the meters-per-second speed.
Jul 29, 2007 davejohn link
A valid point inc , its the little bits of lag that add up to a lot of lag when there are a bigger group of players or npcs in a sector thats going to matter in the longer term .
Jul 29, 2007 JestatisBess link
Just a question what was wrong with the original swarm trails?