BA 7.72 released!

BA 7.72 released!

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

BA 7.72 released!

Post by Beherith »

7.71 -> 7.72
9/22/2012
-Semi-fixed Customformations bomb line
-Fixed nuke not firing if order given before missile is ready
-Fixed subs and subkillers firing in any direction
-Fixed nuke bombers refusing to fire at ground
-Fixed aircraft getting stuck on air repair pads
-Fixed reclaiming crashing aircraft giving lots of resources
-Fixed killing crashing aircraft givings -1 XP
-Fixed units getting stuck in labs
-Fixed passive builders not detecting stall condition correctly
-Reclaim command can now be waited
-Added splash sounds
-Crashing aircraft do less damage
-Fixed turninplace for most units, handling and pathing improved
-Added QTPFS modoption
-Amph t1 vec cons now have better acceleration
-Added logo (MAKE A BETTER ONE!)
-Auto idle timer changed to 2.5 minutes

A lot of hard work by everyone, special thanks to Bluestone!

Download here:
http://springfiles.com/spring/games/bal ... ilation-35
muckl
Posts: 151
Joined: 30 Aug 2010, 07:18

Re: BA 7.72 released!

Post by muckl »

i have the problem, that around 80% of con's dont build when they get the order to build something
when this occurs, i need to move the con (just give the move order) and then the build order - then it works

with aircon's its the same like with kbot or vehicle cons
but when a aircon fly's (is switched to not land) then i think it works 100% that the con does it work instantly
but when its landed it fails like all other cons
tzaeru
Posts: 283
Joined: 28 Oct 2007, 02:23

Re: BA 7.72 released!

Post by tzaeru »

Ha, awesome fixes! :P

I changed both PrincessHosts to use qtpfs and once a game fills up, gonna try it out.
[PinK]Pizzy
Posts: 3
Joined: 26 Nov 2011, 08:28

Re: BA 7.72 released!

Post by [PinK]Pizzy »

Thank you guys! :wink:
tzaeru
Posts: 283
Joined: 28 Oct 2007, 02:23

Re: BA 7.72 released!

Post by tzaeru »

EDIT: Contrary to earlier post of qtpfs that was here, it actually isn't all that awesome. :P While going around wrecks and such is smoother, it's so insanely heavy that it isn't usable. With 100 ak, you get really noticeable heavy lag spikes when whole thing just freezes for a while.

So pathfinding remains a bit of a problem - however, even in normal mode it seems improved somewhat.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: BA 7.72 released!

Post by hoijui »

there is a problem with this release on rapid.
the tag is on rapid, but seems to contain BA 7.70, not 7.72.
-> cant play BA 7.72 with rapid
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.72 released!

Post by Beherith »

how about now hoijui?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.72 released!

Post by Beherith »

muckl wrote:i have the problem, that around 80% of con's dont build when they get the order to build something
when this occurs, i need to move the con (just give the move order) and then the build order - then it works

with aircon's its the same like with kbot or vehicle cons
but when a aircon fly's (is switched to not land) then i think it works 100% that the con does it work instantly
but when its landed it fails like all other cons
I cant reproduce this. Please attach a replay of where it fails and your infolog.txt.
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: BA 7.72 released!

Post by jamerlan »

muckl wrote:i have the problem, that around 80% of con's dont build when they get the order to build something
when this occurs, i need to move the con (just give the move order) and then the build order - then it works

with aircon's its the same like with kbot or vehicle cons
but when a aircon fly's (is switched to not land) then i think it works 100% that the con does it work instantly
but when its landed it fails like all other cons
I faced this issue many times. I give order to build something. And cons don't do anything, just keep staying and my order cancelled after a few seconds. I will try to upload replay next time, but I don't know when I will be able to do that.

-Auto idle timer changed to 2.5 minutes
What was before? I remember that [LoET]Paste dislikes this "too fast" takes. He queued buildings at start and when he returns - his base was taken already :-D

Good job! Thanks to all!
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.72 released!

Post by Beherith »

I tried to reproduce it, but couldnt. May be a third party widget screwing things up.
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: BA 7.72 released!

Post by jamerlan »

This is only mine issue?

[f=0000000] [Sound] parsed 26 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Warning: Unable to open audio file: IncomingChat
[f=0000000] [Sound] Warning: CSound::GetSoundId: could not find sound: IncomingChat
User avatar
Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: BA 7.72 released!

Post by Funkencool »

This might not be the case, but if they are fresh out of the factory maybe they are helping out the factory automatically. If that is the case and your build queuing (with the shift key) it would be adding the queue after helping the factory, i.e. indefinitely.
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: BA 7.72 released!

Post by jamerlan »

Beherith wrote:I tried to reproduce it, but couldnt. May be a third party widget screwing things up.
I reproduced this bug.

Take a look at my (decay) construction vechicle at the center of the map.
At ~ 02:20 I gave order to build radar. If you select vech and press shift - you will see that it was queued. But then It just dissapeared and vechicle did nothing.

At ~ 02:40 I noticed that and queued radar again. And again the same situation. vech cons did not build it and my order was cancelled.

I had this issue during the game many times.

P.S. I will put a link to this bugreport to main 91.0 thread. Maybe kloot will take a look. Just to attract him :-) maybe this is not BA issue.
Attachments
20120924_172450_Nuclear_Winter_v1_91.sdf
(1.84 MiB) Downloaded 41 times
infolog.txt
(41.58 KiB) Downloaded 44 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.72 released!

Post by Beherith »

Does it happen with /luaui disable too?
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: BA 7.72 released!

Post by hoijui »

thanks Behe! :-)
it now works through rapid too.
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: BA 7.72 released!

Post by Silentwings »

Someone asked above about autoresign - it used to be set to 1 min and quite a few people were getting disconnected whilst 'afk' during their startbuilds. Its 2.5 mins now.
DreamWorker
Posts: 24
Joined: 19 Mar 2008, 15:03

Re: BA 7.72 released!

Post by DreamWorker »

Pls help me. If there in old version of BA when my units are under attack there was noted not only warning sound but with signal on minimap too? (now I hear only warn sound without signal on minimap).
I saw in some games where artillery shoot on tanks and the player did not pay any attention(due to many units) that he was loosing units.
Thanks.
Added: it's attackandmovenotification widget ...

Here gameplay on youtube of some player -
the same thing - only sound, no signal on minimap
http://www.youtube.com/watch?feature=pl ... Tyc#t=435s
Last edited by DreamWorker on 28 Sep 2012, 14:34, edited 3 times in total.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.72 released!

Post by Beherith »

That is a widget request. Ill have to check if f3 works though.
muckl
Posts: 151
Joined: 30 Aug 2010, 07:18

Re: BA 7.72 released!

Post by muckl »

so someone have a clue why that happens? i have that bug every game and its annoying
jamerlan wrote:
Beherith wrote:I tried to reproduce it, but couldnt. May be a third party widget screwing things up.
I reproduced this bug.

Take a look at my (decay) construction vechicle at the center of the map.
At ~ 02:20 I gave order to build radar. If you select vech and press shift - you will see that it was queued. But then It just dissapeared and vechicle did nothing.

At ~ 02:40 I noticed that and queued radar again. And again the same situation. vech cons did not build it and my order was cancelled.

I had this issue during the game many times.

P.S. I will put a link to this bugreport to main 91.0 thread. Maybe kloot will take a look. Just to attract him :-) maybe this is not BA issue.
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: BA 7.72 released!

Post by jamerlan »

muckl wrote:so someone have a clue why that happens? i have that bug every game and its annoying
Yeah.. I face this bug every game too. And I did not win big FFA game because of this. I made 5 sea rezz ships and give them order to rezz commmander. They did nothing. And I forget about this bug and loose my only one commander...

Looks like this bug will be fixed in the next Spring version (I am really hope that it will be fixed): https://github.com/spring/spring/commit ... 379fd27f07

Kloot said that he fixed it. I did not tested it.
Post Reply

Return to “Balanced Annihilation”