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Topic Subject: Userpatch 1.5 Progress Announcement
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posted 02-01-17 02:28 PM CT (US)   
Hello everyone! This is a progress report for the new UserPatch. The update will be UserPatch v1.5 and it is now feature complete and locked. Private testing and optimization are underway and public testing is expected to begin in a few weeks.

Highlights for UserPatch v1.5 include
- fixes for patrol behavior (click back and collapse) and group movement
- fixes for score and statistics issues caused by lost transport ships
- reduced repair distance for non-moving objects (except for scenario games)
- new low-delay multiplayer (closer to single player for low ping games)
- new network abstraction system (only host needs to forward ports, no P2P)
- new AI capabilities for precision micro, wall construction, and communication
- new custom real world maps and tournament "random" maps
- new RMS capabilities to enable extended game modes and victory conditions
- new scenario triggers, including Teleport, Civilization, and Random Percent
- new dynamic random map and scenario modding capabilities
- new direct messaging commands for in-game chat and direct AI taunts
- new Medium and High starting resources for Regicide and Death Match
- new self+team and enemy technology effects for use with a.g.e.
- new per-civ custom m3u music playlists for both the core game and expansions
- new touch screen control capabilities
- new environment effects including animated water rendering
- the double-negative id scenario trick will now work despite a bug fix
- improved scenario editor stability and map copy behavior
- improved multiplayer starting framerate (first ~30 seconds)
- improved mouse refresh rate for multiplayer games
- improved rec replay speed and built-in unit spy with dark fog
- additional fixes and features across the game

http://userpatch.aiscripters.net/update.txt
Replies:
posted 02-01-17 05:39 PM CT (US)     1 / 68  
That's pretty amazing news!

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posted 02-01-17 06:01 PM CT (US)     2 / 68  
A YES

posted 02-01-17 06:41 PM CT (US)     3 / 68  
Oooh, awesome!

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posted 02-01-17 07:37 PM CT (US)     4 / 68  

Fluctuat nec mergitur.
posted 02-01-17 08:15 PM CT (US)     5 / 68  
new dynamic random map and scenario modding capabilities
can you elaborate?

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
Yeah, the republican party is pretty much one big schizophrenic ball of contradictions nowadays. - Ax_man1
double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
posted 02-01-17 09:56 PM CT (US)     6 / 68  
Animated water rendering?
posted 02-01-17 11:30 PM CT (US)     7 / 68  
That's some good news but still no fix for resolution zoomed in problem for laptops.
posted 02-02-17 05:42 AM CT (US)     8 / 68  
posted 02-02-17 07:56 AM CT (US)     9 / 68  
Great changes! I'm interested in new triggers and animated water.

Besides, is there any solution to hard-coded number of terrains?
posted 02-02-17 11:10 PM CT (US)     10 / 68  
Awesome!!

Great work!
posted 02-02-17 11:23 PM CT (US)     11 / 68  
Is User Patch 1.5 can read unit with ID more than 900?

posted 02-03-17 12:44 PM CT (US)     12 / 68  
- new custom real world maps and tournament "random" maps
- new RMS capabilities to enable extended game modes and victory conditions
- new scenario triggers, including Teleport, Civilization, and Random Percent
- new dynamic random map and scenario modding capabilities
- new self+team and enemy technology effects for use with a.g.e.
- new per-civ custom m3u music playlists for both the core game and expansions
new environment effects including animated water rendering
Oh man, this is going to be completely awesome! I can't believe it's finally happening!!!

I guess that I won't stop at 10 civs, as I planned

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[This message has been edited by danielpereira (edited 02-03-2017 @ 01:06 PM).]

posted 02-03-17 06:42 PM CT (US)     13 / 68  
Would it be possible to have the auto exploring enabled?
posted 02-04-17 02:31 PM CT (US)     14 / 68  
Wow it's the time to be around! The UserPatch is getting an update and the HD Edition is also pushing new updates on a good schedule.

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posted 02-04-17 05:43 PM CT (US)     15 / 68  
It's awesome to see things coming along so nicely

~ Forgotten Empires ~

Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
posted 02-04-17 06:26 PM CT (US)     16 / 68  
- new self+team and enemy technology effects for use with a.g.e.



I can't wait to download this!!!
posted 02-08-17 04:43 PM CT (US)     17 / 68  
- new self+team and enemy technology effects for use with a.g.e

What does that means?
posted 02-09-17 00:18 AM CT (US)     18 / 68  
Researches that affect the enemy. I fear for the many ways it can be cruelly implemented, and if not done carefully could be game breaking. However I won't be surprised if this is in the next Realms update, possibly AoCh, and there has been other talk, but I won't spoil how it may be used.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
posted 02-13-17 09:09 AM CT (US)     19 / 68  
When can we expect a release?

I can't wait to see the animated water.
posted 02-14-17 03:17 PM CT (US)     20 / 68  
When can we expect a release?
There is no release date yet.
- new self+team and enemy technology effects for use with a.g.e

What does that means?
Self + team essentially work the same way as team bonuses: When researched, the effect will be applied to you and everyone you are allied to at the time of research.

Enemy effects do not affect you or your allies at the time of research, but affect people you are not allied to instead.
posted 02-15-17 05:19 PM CT (US)     21 / 68  
Is it possible to have a variant for neutral players as well?

~ Forgotten Empires ~

Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
posted 02-16-17 04:56 PM CT (US)     22 / 68  
Enemy effect affects non-ally, so neutral + enemy. Where'd a neutral specific effect be needed?

Note though, that
The update will be UserPatch v1.5 and it is now feature complete and locked.
posted 02-17-17 08:57 AM CT (US)     23 / 68  
In custom scenarios (SP or MP) where there are multiple factions, some neutral, some enemy, and the designer has an interest in differentiating between those diplomatic stances. I've always found the neutral stance to be a somewhat overlooked feature, as games like AoE2 tend to essentially dichotomize things into what you can and can't kill.

If it's too late to add any new features, I understand, though

~ Forgotten Empires ~

Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
posted 02-17-17 04:30 PM CT (US)     24 / 68  
posted 02-18-17 10:35 AM CT (US)     25 / 68  
Sam: The effects take the current diplomatic status into consideration. You could switch it around for the research and then back, if you really want someone (not) affected.
That aside, neutral has been added as an option.

Mash: This has been fixed a while ago, actually. No more self-rotating houses in 1.5!
posted 02-18-17 02:02 PM CT (US)     26 / 68  
Mash: This has been fixed a while ago, actually. No more self-rotating houses in 1.5!

[This message has been edited by Tatsuo (edited 02-18-2017 @ 02:02 PM).]

posted 02-18-17 02:17 PM CT (US)     27 / 68  
Just fix the house rotation bug and I will be happy

Mash: This has been fixed a while ago, actually. No more self-rotating houses in 1.5!
Sorry for my ignorance, but which kind of bug do you reffer here?

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MY GAME VERSION:

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posted 02-18-17 06:37 PM CT (US)     28 / 68  
Mash: This has been fixed a while ago, actually. No more self-rotating houses in 1.5!
Great news, it's literally the only feature I cared about. My thanks!
Sorry for my ignorance, but which kind of bug do you reffer here?
Basically whenever you test the file from the editor (I'm not sure how it goes as a campaign) the houses all rotate, meaning you need to rotate them all manually to what you had them set to before. It's really quite annoying, especially if you're like me and you're very pedantic with how everything must look!
posted 02-18-17 06:49 PM CT (US)     29 / 68  
Ah, I suspected was that one, but it also occours to others objects, i.e. the forage bushes, that immediatety rotates when you go to test the scenario, making impossible to decide the fixed graphic to display!

Also thanks for the clarification Mash!

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
posted 02-19-17 07:20 PM CT (US)     30 / 68  
...sorry, I'm off topic.
Can someone tell me how to make all the shadows of buildings be transparent in game? (some of them are black)
I know that those .slp consist of 256 colours (8 bit) .bmp files, but can support alpha channel?

a step by step guide will be very appreciated !!!


I searched a bit around but find nothing about transparent shadows.

My plan is to make units shadows transparent to! thank you!
posted 02-19-17 09:05 PM CT (US)     31 / 68  
Can someone tell me how to make all the shadows of buildings be transparent in game? (some of them are black)
Try here

You're going to have to create separate shadow graphics for each building and edit the data to add them to a graphic.
posted 02-20-17 05:28 PM CT (US)     32 / 68  
thank you Tatsuo,
good step by step tutorial by gag2000 in that link, got it...
only prob is that a slp of a building contains one bmp file, while a slp of a unit contains ...more bmps
...for units, shadows need more work, to do.
posted 02-20-17 07:29 PM CT (US)     33 / 68  
Yea, exactly.....good luck with that haha!
posted 02-21-17 05:43 PM CT (US)     34 / 68  
One last thing, does anyone know what causes the UP bug in which the terrain distorts and jumps after consecutive change view effects? Would be great if a fix could be remedied for this.
posted 02-21-17 05:58 PM CT (US)     35 / 68  
Can you describe it in detail, or even better, make a small example scenario for the bug?
posted 02-22-17 02:55 PM CT (US)     36 / 68  
Here's a screenshot instead!



The consecutive change view effects in UP seem to carry the shadows with the view, distorting the terrain until you hit the enter tab to refresh the game. In particular, you can see how even the terrain is beginning to overlap in the top right-hand corner of the screenshot.

[This message has been edited by Mash (edited 02-22-2017 @ 04:38 PM).]

posted 02-22-17 08:05 PM CT (US)     37 / 68  
Also, bridges. I think I saw someone else comment about this somewhere before...

They're creating weird shorelines now and seem to be more obvious than before.


[This message has been edited by Tatsuo (edited 03-03-2017 @ 08:19 AM).]

posted 02-23-17 11:40 AM CT (US)     38 / 68  
I did think there is something up with the bridges but im struggling to recreate an actual image for a screenshots. I tried swapping a map from 1.0c to UP1.4, and also recreated it using a fresh UP1.4 scenario file;both times the screenshots proved it was identical. Unless someone comes up with some evidence im not sure what to say more on it.

Its possible its a weird terrain interaction effect;the test worlds i just used were blank with and without normal water placed under the bridges beforehand. I cant replicate the issue i had a few days ago where a thin line of bridge water actually appeared in parallel to the bridge

"Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka

"Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel

[This message has been edited by Cataphract887 (edited 02-23-2017 @ 11:42 AM).]

posted 03-03-17 02:45 AM CT (US)     39 / 68  
Has the bug been fixed where in the editor it goes back to Player 1 after selecting a different tab. So annoying when doing terrain and GAIA objects.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
posted 03-05-17 04:41 PM CT (US)     40 / 68  
Is it possible you guys can increase the elevation levels?

In one scenario from years back, the elevation can go up to 10 and it was made to copy and paste.

Can you add that in the actual editor as a select-able elevation? OR perhaps go even further?

[This message has been edited by Tatsuo (edited 03-05-2017 @ 04:42 PM).]

posted 03-06-17 09:13 AM CT (US)     41 / 68  
Can't they also do something about the zoomed in view in laptops?

[This message has been edited by thomasweeD9 (edited 03-06-2017 @ 09:13 AM).]

posted 03-06-17 05:04 PM CT (US)     42 / 68  
Is there any ETA on the start of public testing yet?
posted 03-11-17 05:17 PM CT (US)     43 / 68  
still internal testing, currently no ETA for public testing.

[This message has been edited by gag2000 (edited 03-11-2017 @ 05:18 PM).]

posted 03-12-17 07:20 AM CT (US)     44 / 68  
Okay, thanks. Even though I'm impatiently awaiting it, take all the time that's needed! Appreciate all the work that's going into this
posted 03-26-17 04:23 PM CT (US)     45 / 68  
double negative effect?
wait i missed something.

was it broken in 1.4? and now in 1.5 will work again? and technically what does it mean in terms of broken-fixed?
posted 03-27-17 03:01 PM CT (US)     46 / 68  
if we have luck, we will see next month but dont tell anyone

[This message has been edited by gag2000 (edited 03-27-2017 @ 03:03 PM).]

posted 03-31-17 11:43 AM CT (US)     47 / 68  
REQUESTED FEATURE:
Porting all the player colors to a separate palette would be amazing since you could then have all the different player colors customized to your liking!
(customize the colors without messing up every single texture)

[This message has been edited by Knaber (edited 04-01-2017 @ 09:02 AM).]

posted 06-06-17 08:22 PM CT (US)     48 / 68  
Any update on this?

Would be nice to see ludicrous map size or larger if its possible.
posted 06-07-17 05:00 PM CT (US)     49 / 68  
It's still in development. It's just being done behind closed doors. I believe they recently established a feature cap that finalizes which features will make it in. There are private updates being made about twice a week.

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posted 06-19-17 10:44 AM CT (US)     50 / 68  
just read through this - if teleport and the ally/enemy tech effects function, I sure as hell am going to revisit my idea for a modded RPG utilizing techs and triggers for a variety of gameplay mechanics previously not possible. I have no idea on storyline, which bothers me, but I want to build a true RPG in game for once, and I've definitely gotten the technical aspects working in the past. Now it's a matter of actually building the damn thing.

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
Yeah, the republican party is pretty much one big schizophrenic ball of contradictions nowadays. - Ax_man1
double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
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