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 Post subject: xta betas
PostPosted: 07 Jan 2011, 22:30 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
you have to stop doing betas with same name, it's just too confusing for people, we never know when you update without explicitly checking and everyone always has different versions and have to have it explained why it isn't working and how to get it to work


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 Post subject: Re: xta betas
PostPosted: 07 Jan 2011, 22:32 
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Joined: 11 Jan 2008, 16:55
Dude just dont make betas...
XTA community is tiny...Just make good changes and release.
When you release beta everyone tries to play the beta anyway and neglect the stable.
Not to mention with such small player base you need ages to truly go through a proper beta cycle so just release officials and be done with it.
Its much less painful to get players to downlaod a 30 megs xta a few times than to explain how to work the beta out.


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 Post subject: Re: xta betas
PostPosted: 07 Jan 2011, 23:51 
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Joined: 10 May 2009, 11:27
Location: on new sidney
i agree latest beta is good, just remove the idle com animation its hilarious and its nice.

add something diferent instead like the guy relaxing waving the arm around. XD but not the current one LOL, hahahaha made me laugh though.

consider the current beta good, we played some games seams stable and at least i can put my name in, that i agree with the changes.

so feel free to release a stable version.


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 03:23 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
Yeah, that's the thing with it, it's intially funny, then it's kinda annoying...maybe if the Comm just waved at the screen, and if your Comm was idle for a huuuuuuuuuuuuuuuuge amount of time he started doing the current animation?

Also, I get some random divide by zero (D:) error now and again


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 11:09 
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Joined: 01 Apr 2010, 20:05
you all are not forced to play the beta :roll:
you still can download the normal XTA non beta

its not likely that all normal XTA are removed except the beta


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 11:42 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
you are if you want working nanos


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 12:37 
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Karl wrote:
you all are not forced to play the beta :roll:
you still can download the normal XTA non beta

its not likely that all normal XTA are removed except the beta

Who the afk are you?do you even play XTA?


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 14:45 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
I should also mention you need the original XTA file for the beta, so saying "you can still download original XTA" is kinda a stupid thing to say. :p


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 Post subject: Re: xta betas
PostPosted: 08 Jan 2011, 22:45 
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Joined: 24 Feb 2005, 02:58
Location: In Alaska Bridge to nowhere land.
When you optimize some scripts, kbots preferably and i have time, I might go about adding some unique idle animations for fun, to contribute to the atmosphere of the game with motion and life.


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 Post subject: Re: xta betas
PostPosted: 09 Jan 2011, 00:20 
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Joined: 10 May 2009, 11:27
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instigator and flash idle animations can be simply done by adding random turret moves around the Z axis, with a angle of minimum 10 to 40 degrees :wink:


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 Post subject: Re: xta betas
PostPosted: 09 Jan 2011, 00:52 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
babbles wrote:
Comm was idle for a huuuuuuuuuuuuuuuuge amount of time


in xta ? ;)

dont think fapping should be implemented for good, like said before, its funny for the first few games. but still, i would be happy to see more minor animations for idle units, like kbots looking around, tanks with spinning turrets. such things make game somehow more dynamic and 'prettier'

ok, end of offtopic :D

dont buff hlt >:(


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 Post subject: Re: xta betas
PostPosted: 09 Jan 2011, 01:10 
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Joined: 17 Sep 2010, 14:49
The fap animation could be something you can turn on/off for looks, similar to sing.


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 Post subject: Re: xta betas
PostPosted: 09 Jan 2011, 05:44 
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Joined: 22 Feb 2006, 01:02
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i like the idle fapping even though when i first saw it it killed my half done t2 lab.
maybe com could do it when near (allied) krog or nuke or something? (without dgunning)
but not as button please, spring has enough buttons already...


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 Post subject: Re: xta betas
PostPosted: 09 Jan 2011, 10:56 
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So does anything "special" happen when he idles for a long time ? XD


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 Post subject: Re: xta betas
PostPosted: 10 Jan 2011, 01:15 

Joined: 22 Jul 2006, 18:58
Yes please release a stable version. The tiny number of players xta has at the moment all agree the balance is good enough.
The weird com crap will stay in the betas I assume (if not go die in a fire)


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 Post subject: Re: xta betas
PostPosted: 10 Jan 2011, 10:32 
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Joined: 30 Jun 2008, 23:08
Location: Germany
why not a dancing animation for the com (would fit to singing :D), just something like THE ROBOT DANCE


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 Post subject: Re: xta betas
PostPosted: 10 Jan 2011, 11:03 
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Joined: 08 Jun 2009, 16:59
Location: Croatia
Noruas wrote:
When you optimize some scripts, kbots preferably and i have time, I might go about adding some unique idle animations for fun, to contribute to the atmosphere of the game with motion and life.

I did optimize all kbots and improved their walking animation as well. Only unupgradable commanders have their quirks.


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 Post subject: Re: xta betas
PostPosted: 10 Jan 2011, 16:22 

Joined: 19 Dec 2005, 16:01
Location: Low Fell, UK
Tim-the-maniac wrote:
Yes please release a stable version. The tiny number of players xta has at the moment all agree the balance is good enough.
The weird com crap will stay in the betas I assume (if not go die in a fire)


You think the 25% buff to stumpies is good? I also have huge objection to stockpile Raven.

May as well release stable tho, we have had much funkier "stable" builds in the past :>


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 Post subject: Re: xta betas
PostPosted: 10 Jan 2011, 16:40 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
stockpile raven has been removed


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 Post subject: Re: xta betas
PostPosted: 21 May 2011, 06:24 
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Joined: 23 Feb 2009, 16:29
Location: Finland
Lol, I wondered why my comm was dgunning when idle, then I zoomed in and lol. It's funny, but I agree with the rest, it gets annoying after a few games. Or maybe because the idle time is too short, it just happens too often.


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