View topic - Balanced Annihilation 7.63



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PostPosted: 24 Dec 2011, 15:57 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Code:
7.62 -> 7.63
2011/24/12:

-fixes for engine 85.0 (com ends and more)
-units die instantly now in shot down air transports
-improved unit velocities hopefully
-fixed unit animations


As a quick christmas release to fix some issues with 85.0 Behe authorized me to do the release this time. There are still bugs left but hopefully this is at least playable until more fixes are available.

Thanks to all who participated!

Download here (Dont mind the description, sorry):
http://springfiles.com/spring/games/balanced-annihilation-27


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PostPosted: 24 Dec 2011, 16:12 
Spring Developer
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Joined: 22 Sep 2007, 08:51
mak rapid


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PostPosted: 24 Dec 2011, 17:16 
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Joined: 26 Oct 2007, 15:21
Pinning to rapid, thanks VBS, got in some quick internets just in time!


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PostPosted: 25 Dec 2011, 00:43 
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Joined: 24 Aug 2006, 05:13
Location: USA West
The transport change is a little confusing, ie, I thought it was a "feature" two versions ago?


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PostPosted: 25 Dec 2011, 04:54 
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Joined: 07 Dec 2008, 02:35
Why'd you remove units turning at speed? That's not really 'improved unit velocities' when they have to decelerate then re accelerate to change direction.


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PostPosted: 25 Dec 2011, 10:57 
Lua Coder
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Joined: 20 Feb 2007, 01:10
That was done as an attempt to hotfix strange unit velocities reported by users. I have to admit I didnt had the chance to play on 85 yet. Might get reverted when better solutions are available.


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PostPosted: 25 Dec 2011, 11:22 
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Joined: 27 Feb 2006, 13:49
Location: Core Prime IA
My observations:

- AKs and bots are fine now, they move as they should (no more stopping when giving new command)
- Vehicles ( tested raider and panther) are clumsy again, they decelerate when direction changes. I think they should be fast again.

On other mattes FPS seems much better with spring 085, congrats. :mrgreen:


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PostPosted: 25 Dec 2011, 12:32 
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Niobium wrote:
Why'd you remove units turning at speed? That's not really 'improved unit velocities' when they have to decelerate then re accelerate to change direction.

Because it was making the bouncing bug worse. We will return to that when it works again.


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PostPosted: 26 Dec 2011, 20:09 

Joined: 30 Jul 2010, 19:40
It has hadron colider bug, which Zero-k got already fixed, I got kicked for showing it off who voted 1 must be americans :twisted:

I read some story they sued some hacker who showed some serious security bug(showed means in nice way) and he had to pay costs for fixing or whatever, he should just abused it, and company would have to fix it herself... :evil:

http://zero-k.info/Forum/Thread/1494


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PostPosted: 26 Dec 2011, 20:49 
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Joined: 19 Oct 2009, 00:27
Location: In your heart
Hi,

SpringLobby-autodownloader does not work with this.

Your link does not work neither. It gives me a f....ngstu..d p...e o. s..t in form of a zip file. There is no working mirror or different location where the file can be found. Renaming zip does not work. Extracting zip, repack using 7z and renaming does not work.

But never mind - its clearly my own stupidity as there is no one else with this problem. Keep up the good work and merry Christmas!

Please do not help me as this is no support channel (because there is none) and I would stay weak and would go on wasting my time with this game.

Thank you for ignoring my bullshit.


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PostPosted: 26 Dec 2011, 21:50 
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Joined: 19 Oct 2009, 00:27
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Solved my problem. It is opera fucking with the download.


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PostPosted: 27 Dec 2011, 07:42 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
[LOeT]Zinn wrote:
Solved my problem. It is opera fucking with the download.
was the comments on sf also you?
if yes maybe post you got it to work. (making ba more popular for ea etc ;) )


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PostPosted: 31 Dec 2011, 17:07 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
someone make this thread sticky and unsticky the old 7.62 thread
i dont have rights lol.


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PostPosted: 04 Jan 2012, 19:20 

Joined: 20 Oct 2009, 12:04
Where is "immobile builders" widget? I miss it so much! Can't find a place where I can download it.


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PostPosted: 04 Jan 2012, 19:33 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Good point, take this:
http://widgets.springrts.de/index.php#197

Well, BA includes it too since November 2011.


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PostPosted: 04 Jan 2012, 20:59 

Joined: 20 Oct 2009, 12:04
very_bad_soldier wrote:
...
Well, BA includes it too since November 2011.


Hm... Looks like it is broken/does not work! I can see it in widgets list but my builders are still do nothing.


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PostPosted: 04 Jan 2012, 21:22 
Lua Coder
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Joined: 20 Feb 2007, 01:10
I guess it is only working for you for freshly build nanos but does not work after you stopped them once?
Well changed this line in the widget to something greater than 0:
Code:
local idleFrames = 0

I suggest something like 50 or 60 which should restart them after about 2 seconds. Use wait to stop them correctly.

I had this configured for my version too locally. I would like to make this default for BA. Any opinions?


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PostPosted: 04 Jan 2012, 22:18 

Joined: 20 Oct 2009, 12:04
One minute sounds too long. Even 10 secons sounds too long! :-D TY for help! I will try to play with this delay.


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PostPosted: 04 Jan 2012, 22:23 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Sorry? That are not seconds, that are gameframes (25 or 30 per second, not sure). You can put it to '1' and you will notice no delay at all.


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PostPosted: 05 Jan 2012, 10:18 

Joined: 20 Oct 2009, 12:04
very_bad_soldier wrote:
Sorry? That are not seconds, that are gameframes (25 or 30 per second, not sure). You can put it to '1' and you will notice no delay at all.

Sorry, I misunderstand! :oops: Super! 2 seconds is okey! Thank you for clarification!


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