View topic - New version, 0.67b3



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 Post subject: New version, 0.67b3
PostPosted: 13 Dec 2005, 01:51 

Joined: 13 Aug 2004, 15:11
Location: Stockholm, Sweden
The previous release introduced a problem with using AI dlls through the multiplayer lobby, so we have decided to release a quick update to fix this.

If you connect to the multiplayer lobby you will receive the update automatically. It can also be found in the download section as usual.


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PostPosted: 13 Dec 2005, 02:27 
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Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Why don't you do that for all updates?


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PostPosted: 13 Dec 2005, 03:05 

Joined: 25 Jul 2005, 19:07
I'm pretty sure the lobby client can only patch itself, not spring.

They made a seperate download out of this because for LAN games, some people may be using a local lobby server. They wouldn't receive the update.


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PostPosted: 13 Dec 2005, 13:52 
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Joined: 14 Oct 2005, 11:09
Location: Zoetermeer, The Netherlands
mikedep333 wrote:
I'm pretty sure the lobby client can only patch itself, not spring.

They made a seperate download out of this because for LAN games, some people may be using a local lobby server. They wouldn't receive the update.


Dude? Read the msg.. This update fixes spring, and also works with the client .. Don't know why ur suggesting otherwise?


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PostPosted: 13 Dec 2005, 14:03 
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Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
Indeed, this is a patch to fix AI function within the game; hence it must work be tweaking spring.


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PostPosted: 13 Dec 2005, 15:44 

Joined: 25 Jul 2005, 19:07
I thought the lobby autopatcher could only patch the lobby client, no big deal though.


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PostPosted: 13 Dec 2005, 17:57 

Joined: 28 Jan 2005, 18:15
Location: Cockpit of a Dire Wolf.
considering that it actually just downloads an updater .exe, runs it, then shuts itself down, I imagine they could link it to the full installer if they wanted too. Its just people might get antsy if they are staring at a downloading update screen for 10 minutes :roll: . Now, what could become a problem is if it doesn't make sure Spring is closed down before it attempts to install, though the update exe is just in the root spring directory if it fails.


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 Post subject: Thanks
PostPosted: 13 Dec 2005, 21:37 
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Joined: 26 May 2005, 19:00
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Thanks Fnordia =)

For what it's worth guys, there are quite a few of us who need the direct download version instead of the lobby updater. When the lobby updater first appeared the first update was *only* available by the updater and we had to ask for it to be put on the Spring website (which it duly was - thanks).

Cheers

Munch


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PostPosted: 13 Dec 2005, 22:47 
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Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Whats wrong with doing both? I'm willing to bet it works for more people than it doesn't, and for those whom it doesn't can just download it off the website.


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PostPosted: 15 Dec 2005, 14:35 
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Joined: 16 Nov 2004, 13:08
I'm probably a bit late:
0.62b1 wrote:
-Mines no longer block terrain and can be overun (and if you are crazy built on top of :) ), removed ability for mines to hold fire since they would be completly undetectable.


I very strongly hope this isn't hard-tied to every unit that has "mine" in its unitname, but that instead it is done by adding support of the two old TA FBI tag:
  • firestandorders=0; //1 to have the FireAtWill/ReturnFire/HoldFire button, 0 to remove this button
  • YardMap=y;// y are spot where the unit are passable (see my recurrent pleas for proper yardmap support for details

And changing the mines FBI to these


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 Post subject:
PostPosted: 15 Dec 2005, 20:10 

Joined: 25 Feb 2005, 03:21
Location: Czech Republic
hmm hidden mines exploding only if enough heavy unit or structure on them ? :))

like ... why let explode ultra mega huge nuke mine when just pewee stand on it ? ... what about only something heavy as sumo or higher :)

{me grins evilly}


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 Post subject:
PostPosted: 16 Dec 2005, 13:52 
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Joined: 11 Sep 2005, 19:26
Location: Scotland -> Glasgow -> Home -> CPU
Intelligent mines are definitely the way to go. I always did hate (and still do) when nuke mines and the like, detonate when a scouting PeeWee runs into the (mine) field, and then the escorting convoy behind proceeds to maul one's base.

If only you could build in intelligent mines that would:

i) only detonate if they're able to cause severe damage to a unit;
ii) only detonate if the unit is considered a threat e.g. a few scouts (PeeWees, Flashes etc) = no threat; Mavericks = threat and so detonate when in range to do severe damage*.
iii) can u think of any other neat features?

*Note about the "severe damage": the mine would track a unit within its radius and calculate the point at which maximum damage would be inflicted. As long as the unit is approaching or remaining at a constant distance from the mine, out with the mines auto-detonate radius, the mine will not detonate. However, if the unit proceeds to move away from the mine, and the mine is able to inflict severe damage (relative to the strength of the unit), it should detonate. Otherwise, it will remain inactive, awaiting any other unsuspecting units that come near.

This would truly be a unique and uber feature. Don't u guys agree?


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 Post subject:
PostPosted: 16 Dec 2005, 14:16 
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Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
Uncounterable mines that always do several times the damage they are worth? How is that fair? I'm sure the engine could be brought to the point where this is possible, but I don't see how it can ever be balanced that way...


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 Post subject:
PostPosted: 16 Dec 2005, 15:09 
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Joined: 23 Jul 2005, 13:52
What would be possible is to add a BadTarget category to the FBI or whereever it goes so that the mine only targets certain unit types. But whether we SHOULD do this is another matter entirley...


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 Post subject:
PostPosted: 16 Dec 2005, 20:03 
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Joined: 02 May 2005, 02:56
Location: Canada
Begin Bugablablah:

YOU KNOW WHAT WOULD BE THE COOLEST!

SUPER EXPLODINE MINES, they look like normal metal Extractors except they have a super HUGE explosion when they are self-Ded or attacked to dead!!! and it's funny because it's like a play on the word "Mine"


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 Post subject:
PostPosted: 18 Dec 2005, 23:46 

Joined: 15 Apr 2005, 17:52
yey! lobby has the mod name in battle window title!!


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