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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Planesman
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OpenGL significantly improves the rendering speed of the game. The default (DirectDraw) graphics service is pretty inefficient, meaning older or low power computers (eg netbooks) often run pretty slowly when there are a lot of fires on the screen or when looking at the world map - OpenGL eliminates this problem, but very rarely results in unusual crashes like yours. I've noticed the "Too deep to launch missiles" bug and I'll fix it for next time. The game isn't checking properly if you're actually on the missile screen before it gives the warning message. I'll look into the menu bugs too. Quote:
1. On which submarine(s) is this bug occurring? It's usually caused by an error in the objects.ini file for that particular sub. 2. Thanks for pointing this out, I'll fix it up for the next version. Should be a simple fix by the sounds of things. 3. Yeah, fast travel can basically be used to cheat your way out of a lot of situations currently. It's not real time compression, it just makes you move a lot faster. Currently fast travel is only unavailable if an enemy ship or plane is actively tracking your sub on radar/sonar, but I think I'll change this in the next version - it probably should be unavailable if enemies are nearby at all, regardless whether they have spotted you or not. Eventually I'll implement real time compression hopefully. 4. A* is already used, and the crew should always take the 'safest' path. When evaluating how dangerous a square is they will take into account the depth of water, the proximity and intensity of any fires nearby, and the presence of any objects they would have to climb over/under. They do not take radiation into account because they can't see it. They will not, however, recalculate their route if something changes after they start walking - this should probably be fixed at some point. Are there any specific examples of poor pathfinding you can remember? The algorithm for evaluating the safety of a square might have some bugs.
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Sub Commander: A free roguelike submarine simulator |
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#2 |
Nub
![]() Join Date: Sep 2014
Posts: 4
Downloads: 0
Uploads: 0
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I found this bug a few weeks ago but didn't get to poat it yet.
Bug: [STRIKE]The current objective (white X) cannot be viewed on the map in zoom level 1 but ot can be viewed in any other.[/STRIKE] Disregard. Bug has been adressed already. Request: Can you also change the dutch port. Curently it is Amsterdam but it should be Den Helder which is our naval port, it's north of Amsterdam. P.S Is the master arm switch in the tactical control panel going to get any functionality or is it there just as eye candy? |
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#3 | |
Planesman
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Sub Commander: A free roguelike submarine simulator |
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#4 | |
Nub
![]() Join Date: Dec 2012
Posts: 2
Downloads: 7
Uploads: 0
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4: Specifically the December, with it's many routes, I think one side may have had a tiny level of water in it. (less than enough to show up on the main view) The crew tended to take the longer route from command to engines over a more direct one. |
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#5 |
Nub
![]() Join Date: Nov 2014
Posts: 2
Downloads: 0
Uploads: 0
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First up, this game is excellent! Thanks for making it, its a gem!
Most of the bugs I've come across have been mentioned already, but I just figured out how to change subs, and on the Typhoon, my crew are unable to find a path to No. 1 Reactor Coolant Pump. I'll list any more bugs as I find them! |
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#6 |
Gefallen Engel U-666
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hygroovy & Silverware!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 |
Chief of the Boat
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Welcome to SubSim
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#8 |
Canadian Wolf
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Welcome hygroovy & silverware
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#9 |
Nub
![]() Join Date: Nov 2014
Posts: 2
Downloads: 0
Uploads: 0
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Cheers me dears!
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