-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.
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.
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.
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.
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.
It has hadron colider bug, which Zero-k got already fixed, I got kicked for showing it off who voted 1 must be americans
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...
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.
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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