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About Kubik

- Birthday 11/26/1992
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kubik
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https://www.linkedin.com/in/jakub-bandola-a72908148
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XXXKubik
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Czech Republic
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Programming, PC games
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Kubik started following Independent Voice Acting & UI Language , AI/bot teammate , Statement about antivirus programs flagging Skylords Reborn as unsafe and 3 others
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Hello @Rankerz, you are right the technology back then wasn't so spread out, to make AI bots really viable, but it is right now. We added such option, to test the feasibility: But these bots are available only on test server, because as you wrote with enough skill the maps can be done solo, so balancing such bot is no easy task, if all it would take to win a map would be to add a bot that would solo it, then players would just do that, instead of playing the maps, to get rewards. Unfortunately making a bot, that will win a "PvE" map 100% of times, is so much easier than a bot, that would be only somewhat useful. Balancing such bots would be a nightmare, so I do not expect them to be on prod server any time soon. 😞
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Statement about antivirus programs flagging Skylords Reborn as unsafe
Kubik replied to Majora's topic in Announcements
I guess you are not playing any game on steam, right? This is steam itself: https://www.virustotal.com/gui/file/422bc4e4f5bdfe739670bdc6096bce2828eb98e7e62d3ca525199339bfd4494f https://www.virustotal.com/gui/file/e7e706048790633368e5eb9f67e21e0194fc9b20d59f69fcb94ca01c492de449 -
Why would it take a while? Designers already choose to add new parameter, so the follow distance can be changed per spell. And that is already implemented. I do not know if for this specific case it would cause any issues, if the follow distance would be too big, and that is the only part someone else need to check. 🤔Maybe target next to tunnel, or other source of teleportation? But the window is quite short anyway.
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Thank you @Makaveli2989. I will write the explanation, of what is happening, but most of it, is for designers, so do not worry, if you will not fully understand it, but feel free to ask additional questions if you are interested. Steps to reproduce: Primeval Watcher stands outside of aggro range. Relatively fast target. (Dreadnought for me have 100% reproducibility, when spawned in forge on horizontal line like shown in the video.) Primeval Watcher is instructed to attack, so it moves to position, only barely enters the aggro range, so the target starts turning. Primeval Watcher shoots the projectile. Targets move to Primeval Watcher while the projectile is traveling. Target moves by more than 2 meters (in my Dreadnought test about 3.8 meters), so the projectile stops following it and hits the ground with primary spell (3000944). Second target is acquired for secondary spell (3000945), which does only 330 (base) DMG. If we would have really fast runner I guess it could outrun the projectile even more. 😅 Possible solutions: In code fallback default for "ProjectileMaxFollowDistanceOnTargetMove" is 100 meters, but EA later decided to decrease this number to 2 meters using config (gdbasevalues.xml), so we can easily tweak this number up, to eliminate most cases, but at same time increase damage to some other projectile based things, like arrows shooting at targets leaving the range. We can do same tweak explained above on per spell basis, or as new parameter, to not affect anything else, that would be only little effort on my side to add new parameter. What I do not see as a possible solution: Fixing it so that the first spell will not hit the ground, because I do not believe there is an reasonable way, to specify when the projectile should continue following the target, and when to give up, to not create slow moving projectile following target indefinitely. I think some variation of tweaking the follow distance and hoping it will eliminate the issue in most cases, is the only reasonable solution.
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Kubik liked a post in a topic: Primeval Watcher damage
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Metagross31 liked a post in a topic: Better filtering of Cards in the forge
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Replay please, I can not reproduce it at all.
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Metagross31 liked a post in a topic: Community Update - April 2025
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If you check the last 3 posts, you will notice, that it is not capable of exporting the models fully with everything... So knowing the exact structure of the models would be enough to add new, but the emphasis is on exact for a reason, because a single bit incorrect might mean it will not work.
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That is intended behavior, designer described it to me as an feature, instead of a bug.
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Do you mean voice lines of squads, like they say hello, when spawned, or jokes about other squads spawned nearby? or also storybook?
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Either I am stupid, or this is an contradiction, I do not think there is any room left for misinterpretation. If you consider it so easy, why don't you just add it? When you at it, you can add changing settings without needing to restart the game too, that would be about the same difficulty. Or you can join the team, and support the changes yourself: As I said I am not going to support any such changes, unless I have reasons to believe I can make all the needed steps, to make them complete, and correct. Any pixel on another monitor is incorrect for me, so that is a dealbreaker, and editing the renderers is too hard for me, so I can't make everything. Alternatively just post all the patches for the game (please patch on instruction boundaries and nop out to next one for simplicity), and I will review them, and if I will believe it is complete, and it will pass testing I will include it.
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Code that does not work correctly and leaves the window on another screen. And yes there are many way easier things like reverse engineering the networking code, or how are cards rendered, or how the inventory is sorted an filtered, those are 1000s of times easier things, than editing the multiple renderers to work correctly on all platforms.
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I did not say it is bad, but too hard, and that is big difference, you like making small problem worse for some, but I do not, so if I have no chance to make it correct I will not make it. I am not going to support something that have so many edge cases on so many supported platforms which include Windows 7, and Wine on Linux an Mac. Can you give me address from which is it called, and the image it draws? DirectDraw as far as I can tell is used only to enumerate devices. I really wonder why you think developers have any say in what will go into the game. That is for designers and higher executives to decide. And we disagree on that point, because I think companies where are developers make games, that they would like to play, and leadership that supports that, because they want to play the game as well consistently produce good games.
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Are you aware that it is free? 🤣 It does, maybe you should check the calls to see it. 🤣
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So you prefer no game at all? Then I am totally lost why you are complaining. Either we are not talking about same UI, or you have no clue, how Direct X works. On that point you are right, my mistake, I have no clue, why I did think that you called BattleForge "simple as hell win32 api application". 😢
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Don't you consider these two to be in contradiction to each other? The borders, title bar, and rounder corners. Ask Microsoft, but I am pretty sure they describe it as a feature of Direct X that render space (view port) is 2x2 from -1,-1 to 1,1 area, that is re-scaled by windows to the window/screen. So everything is scaled, including the UI. Myself of course.