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 Supremacy Pre-Release Download 
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Evil Romulan Overlord of Evil - Now 100% Faster!
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In fact, I think I laughed at Matress when he suggested it several months back :oops:

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...Yes, you did. :evil: :lol:

...

I installed the latest version of Supremacy...and I can officially say i'm ignorant! 8O

There was absolutely no change in the game! I was going to post a rant about it...and then I remembered that I needed to turn the option on. :oops: :lol:

The animations are working perfectly, Mike. They don't stutter or jump, the animation spin away or fade in-and-out beautifully. In fact, I made a 44-second video for people to have a look at...except the video was 126mb so I scrapped that idea. :oops: :lol:

Oh well, the only criticism that I can think of is that the Stars actually spin too quickly. Other objects like Neutron Stars and Nebulas are animated perfectly, but I think the Stars themselves need to be toned down. For the most part they should be "small", and should only appear to shine brighter for short periods of time and at random intervals. It would be nice if the Stars could appear to "shimmer" as well - kinda like the atmosphere effect - but I honestly don't know if that would be possible.

What actually are the animations, Mike? Are they .GIF's that are repeated, (BOTF style) or does the game work it all out as a model? If it's a GIF, then you just need to add in extra frames and/or slow down the play speed. Otherwise i'm not sure what needs to be done. Models aren't something I understand.

Anyways, I didn't notice any sort of performance issues...in fact the game seems to be running even faster... 8O

It took 35 seconds for a huge irregular map with dense stars and dense planets to load, and turns took about 5 seconds. That's 7 seconds faster than previously, with no change in the turn time.

A tiny irregular map with sparse stars and sparse planets took only 12 seconds to load and turns took about 4 seconds. That's 3 seconds faster than previously, with no change in the turn time.

Admittedly the change in load time isn't massive and could be down to any number of reasons that are unrelated to Supremacy...but on the whole, Supremacy is getter better with every release. :mrgreen:

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04 Sep 2007, 21:05
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The star images themselves are not animated. I start off with the same static image for each star type, and then I apply animated rotation and scaling transforms to them in realtime. I spent some time tweaking the animation speeds last night, and this was the best outcome I came up with. That's not to say that it's perfect, though. I'll spend more time with it later.

EDIT: OK, yeah, after watching it for a while, I agree that the star animations are a bit too extreme. I'll work on toning them down. The first release was really just a proof-of-concept, and I wanted to make sure people would notice the effect ;).

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04 Sep 2007, 21:30
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Well, I definitely went a little animation-happy in the last version. So here it is, a patch for more subtle animations. They may seem too subtle at first, but watch them for a couple minutes and I think you'll agree that it's a marked improvement.

Note: you'll need to apply this over the most most recent release (2007-09-04).

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06 Sep 2007, 00:04
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Valcoren, it looks like you patched an older version of the game with a newer version of the GUI client.


06 Sep 2007, 02:30
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Oh crap, I just realized I edited your message instead of replying to it.

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06 Sep 2007, 12:17
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:lol:

Well done Mike! It's a shame the forums aren't wiki's and we can't just go back to the earlier version of the post... :(

I'm in work at the mo, but I'll check out the patch tonight and let you know what I think. :)

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06 Sep 2007, 13:24
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that's why I like the browser page return button for back-editing :P


06 Sep 2007, 13:47
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Malvoisin wrote:
that's why I like the browser page return button for back-editing :P
I tried that, but my edits were still in the textbox after hitting 'back', and I couldn't undo them. I also have my browser set to always grab the latest version of a page, since I have to do some web app development at work.

Anyway, in a late response to Matress' suggestions about the star animations, I don't think I could do any sort of "shimmer" effect without using some multi-frame animated images, and that would require a lot more processing than the current implementation, which just scales them up and down a bit. See, things like scaling and rotations can be done automatically by the video card without updating the source image, so it's very fast. Also, as far as the intervals being random, that too poses a problem. Right now, I use one animation for each type of star, not each individual star. That's another reason it performs so well--I just rotate/scale the actual image brush used to paint a type of star. For example, if I apply a rotate/scale transform to the blue star image, then *all* the blue stars on the map automatically reflect that change, because the video card can use the same image souce in several places at once (live window thumbnails in Windows Vista, Mac OS X, and Linux/Compiz work on the same principle).

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06 Sep 2007, 14:27
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Hmm...increase the number of star types then? Have them so the difference in colour is so small that the human eye can't notice the difference. It would appear random without actually being so then. Alternatively you could make the 'extra' stars rotate in the opposite direction. This would mean more stars and models and whatnot to be processed though.

Anyways, first things first, is it in the realms of programmability?

...

I just downloaded the update. It's looking much better now. It almost looks like the Stars have heart beats... :P

All we need now is for the star in the system view to be animated... :P

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06 Sep 2007, 22:24
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Matress_of_evil wrote:
Anyways, first things first, is it in the realms of programmability?
Yes. But is it worth the extra memory and CPU cycles? Probably not. It's just an aesthetic effect, it doesn't have to be scientifically accurate. I'm content to leave it as-is.

Note that if I implemented every detail you've suggested to me, matress, you'd need a supercomputer to run the game (assuming it ever got finished) ;).

As for the stars in the system view panel, I've got some ideas to try this weekend...

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07 Sep 2007, 00:57
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mstrobel wrote:
Oh crap, I just realized I edited your message instead of replying to it.


NICE!!! :roll:

I hope you got my suggestions writen down about the easier way of refueling the ships. for some reason the options doesn not show up at all times. I'll repatch though tonight. I have been playing C&C3 the last few days so when I saw the edited post I was like huh I dont remember typing that. lol I forgot the second thig I suggested was but ohwell it will come back to me sooner or later.

-Val

<edit> oh yeah now I remember adding planet class type and star types to the Encyclopedia.


07 Sep 2007, 13:06
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Ship orders, including the refuel order, are context sensitive. That is, they only show up when the rules governing whether or not they can be issued have been met. In the case of the refuel order (or 'collect deuterium', whatever it's called), the order will only show up if the task force has at least one ship in it with less than a full supply of fuel. If the task force is within fuel lines, it gets replenished automatically and might not show up (I don't remember exactly).

I agree that star and planet classifications should be added to the encyclopedia. If someone wants to write the entries for me, I'll put them in.

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07 Sep 2007, 18:17
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Any news about "Splash screen " error?

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08 Sep 2007, 10:16
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@Zeleni: Nope, though if you try the latest version, you might get a slightly more useful error log that you could send back to me.

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08 Sep 2007, 16:32
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mstrobel wrote:
I agree that star and planet classifications should be added to the encyclopedia. If someone wants to write the entries for me, I'll put them in.


I'll get that to you this weekend toss me an email you want it sent to.

-Val


08 Sep 2007, 18:36
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I have dumped WinZip for extracting Supremacy files... with different decompresser game works perfectly. There is no problem in Mikes code!

Startwinkling looks great :wink:

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08 Sep 2007, 19:15
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Glad to hear it :). I hate WinZip.

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08 Sep 2007, 23:07
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Note that if I implemented every detail you've suggested to me, matress, you'd need a supercomputer to run the game (assuming it ever got finished) :wink:.


Your point being...? :P

...

I've never had a problem with Winzip - i've actually got a copy of Winzip 11.0 completely free (And legally - seriously! I signed up for something a while ago on facebook then unsigned from it as soon as I had my free copy hehe) and it's never crashed or gone wrong on me once.

I've found that WinRAR is more powerful than Winzip, but I physically hate the WinRAR interface. It's confusing and is on a permanent trial mode for me, so I keep getting annoying messages about buying it whenever I use it. No such problems with Winzip hehe. I'll just stick to that for the time being. :wink:

...

Deuterium is heavy hydrogen - basically Hydrogen atoms with an extra Neutron. Neutrons have no charge so the extra Neutron has little effect on the chemical properties of the Hydrogen. Deuterium can replace Hydrogen in water moecules, forming heavy water. Heavy water has slightly different physical properties to water such as being more viscous, and heavy water ice sinks if it is put in "normal" water. Heavy water is used in Nuclear reactors to sustain the fission process.

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09 Sep 2007, 00:31
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Isn't WinZip the same program that takes like 10x longer to extract Supremacy than any other program?

FYI, I just added animated stars to the system view panel. I'll probably hold off until I have more substantial changes before I upload a new version, though.

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09 Sep 2007, 03:52
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@Winzip: http://www.armadafleetcommand.com/botf/ ... 7829#17829 ;)


09 Sep 2007, 05:29
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Now that's wierd Mal, i've never had problems with either Winzip 10 or 11 when zipping BOTF...although it might explain why I can't use DCER's Ultimate editor. He knows of the problem, but can't trace the cause... :? :(

And yes Mike, it IS the same program, but like I said, I can actually use it unlike with the complexities of WinRAR. :P

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09 Sep 2007, 10:03
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me just swears on 7zip like Gowron over there..


09 Sep 2007, 10:16
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Yes, 7z FTW.

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09 Sep 2007, 18:22
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Got an error when building an outpost 1

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Supremacy.Utility.AsyncHelper.AsyncInvokeCallback(Object state) in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyCore\Utility\AsyncHelper.cs:line 25
at System.Threading._ThreadPoolWaitCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback(Object state)

----------------------------------------

The communication object, System.ServiceModel.Channels.ServiceChannel, cannot be used for communication because it is in the Faulted state.


Server stack trace:
at System.ServiceModel.Channels.CommunicationObject.ThrowIfDisposedOrNotOpen()
at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs, TimeSpan timeout)
at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs)
at System.ServiceModel.Channels.ServiceChannelProxy.InvokeService(IMethodCallMessage methodCall, ProxyOperationRuntime operation)
at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message)

Exception rethrown at [0]:
at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
at Supremacy.WCF.ISupremacyService.EndTurn(PlayerOrdersMessage orders)
at Supremacy.Client.ServiceClient.EndTurn(PlayerOrdersMessage orders) in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\ServiceClient.cs:line 85
at Supremacy.Client.HumanClient.DoFinishTurn() in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\HumanClient.cs:line 511

----------------------------------------


11 Sep 2007, 12:20
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The animation worked well.

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11 Sep 2007, 13:52
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It seems the error was a one-off, Dubois - I can build outposts without any problems.

Still, Mike might know what the problem may be. One thing that I might ask you is whether you installed the latest version of the game over an existing copy? If you did, that might be the cause of the problem.

I did the same myself in the past, and that caused me problems. If you perform a clean install (Download it into a new folder or delete the existing files first) and you should be fine. :wink:

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11 Sep 2007, 13:55
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oh lol im sorry did a fresh install and it works now :oops:


11 Sep 2007, 21:19
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Hehe don't worry about it. I've edited Mike's post so that there's a warning in there. Hopefully people bother to read it... :P

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11 Sep 2007, 22:33
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I get this error i try to start new game. Entering to star map

Code:
Exception has been thrown by the target of an invocation.

   at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
   at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
   at System.Delegate.DynamicInvokeImpl(Object[] args)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------

The server was unable to process the request due to an internal error.  For more information about the error, either turn on IncludeExceptionDetailInFaults (either from ServiceBehaviorAttribute or from the <serviceDebug> configuration behavior) on the server in order to send the exception information back to the client, or turn on tracing as per the Microsoft .NET Framework 3.0 SDK documentation and inspect the server trace logs.


Server stack trace:
   at System.ServiceModel.Channels.ServiceChannel.ThrowIfFaultUnderstood(Message reply, MessageFault fault, String action, MessageVersion version, FaultConverter faultConverter)
   at System.ServiceModel.Channels.ServiceChannel.HandleReply(ProxyOperationRuntime operation, ProxyRpc& rpc)
   at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs, TimeSpan timeout)
   at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs)
   at System.ServiceModel.Channels.ServiceChannelProxy.InvokeService(IMethodCallMessage methodCall, ProxyOperationRuntime operation)
   at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message)

Exception rethrown at [0]:
   at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
   at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
   at Supremacy.WCF.ISupremacyService.HostSinglePlayerGame(GameOptions options, Player& localPlayer)
   at Supremacy.Client.ServiceClient.HostSinglePlayerGame(GameOptions options, Player& localPlayer) in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\ServiceClient.cs:line 50
   at Supremacy.Client.HumanClient.HostGame(String playerName, String fileName, GameOptions options, Boolean isSinglePlayerGame) in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\HumanClient.cs:line 424
   at Supremacy.Client.HumanClient.HostSinglePlayerGame(GameOptions options) in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\HumanClient.cs:line 337
   at Supremacy.Client.GameWindow.<>c__DisplayClass6.<MenuScreen_SinglePlayerCommand_Executed>b__4() in C:\Documents and Settings\mikest\My Documents\Visual Studio 2008\Projects\Supremacy_2008\SupremacyClient\GameWindow.xaml.cs:line 636

----------------------------------------

My pc vista x64
core2 duo
ati x1600


13 Sep 2007, 13:16
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I just wanted to say this pre-release is AWESOME!!!

I used to play BOTF all the time and this is certainly a big step... and it plays perfectly on Vista 64 bit... 60 turns so far and not a problem or slowdown.... LOVE IT


EDIT: Spoke too soon lol

got to turn 63 and now it hangs on processing fleet movement for no apparently reason, takes about 2-3 minutes and processes the turn


13 Sep 2007, 19:42
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