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 Post subject: Re: NOTA 1.66
PostPosted: 14 Dec 2011, 13:38 

Joined: 14 Dec 2011, 13:31
thanks, now it works


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 Post subject: Re: NOTA 1.66
PostPosted: 16 Dec 2011, 05:27 
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Joined: 03 Jun 2010, 00:28
known bugs in NOTA + 84.0

-bombers bombs spread very much, if they kill something, its luck -fixed
- spacebugs mod doesnt work
- RAIai can cheat and build advanced units in basic factories without tech2


Last edited by PepeAmpere on 10 Jan 2012, 01:30, edited 2 times in total.

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 Post subject: Re: NOTA 1.66
PostPosted: 16 Dec 2011, 15:38 

Joined: 29 Mar 2010, 16:54
Healthbars are gone. The wigdet turns off(yellow) immedietly when you turn it on manually.

[o]PepeAmpere[CZ] wrote:
bombers bombs spread very much, if they kill something, its luck


I heard someone talk about a new bomber behaivour.

In nota they stop directly as they start to drop bombs making most of their bombs drop short and hit infront of the target.
You can now give orders to them as they are out of fuel so it is possible to shift queue a command ontop or in the direction of the target to make the bombers more accurute.

Although you are not always able to control them after they are out of fuel. Don't know why.


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 Post subject: Re: NOTA 1.66
PostPosted: 16 Dec 2011, 19:32 
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Joined: 03 Jun 2010, 00:28
Godde wrote:
Healthbars are gone. The wigdet turns off(yellow) immedietly when you turn it on manually.


I somehow fixed it or I have new version of healthbars widget. Try our version for newbies with prepared GUI and activated widgets, it works.

https://rapidshare.com/files/2489147794/spring-84.0_nota166_widgets.zip

Btw there are my 2 enhancements for Unitmarker and RankIcons widgets.

First works with NOTA now and add marks for 20-25 most important targets (same number for each side). There are are other markers prepared for easy editing in the widget file (for example all t2 towers) to be put on (only deleteting of "--" is needed)

Second uses not 4 levels of units ranks depending on experience, but 7 levels. Im not sure, if it stay like that, maybe 4 was enough, but it works too.


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 Post subject: Re: NOTA 1.66
PostPosted: 16 Dec 2011, 19:34 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
healthbars widget breaking is due to this:
viewtopic.php?f=14&t=26302
Several fixed versions are in various games, so grab one there.
If it still works for you, you probally have a local fixed hp widget in your engine folder.


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 Post subject: Re: NOTA 1.66
PostPosted: 17 Dec 2011, 01:47 
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Joined: 20 Jan 2009, 11:50
Godde wrote:
Healthbars are gone. The wigdet turns off(yellow) immedietly when you turn it on manually.

[o]PepeAmpere[CZ] wrote:
bombers bombs spread very much, if they kill something, its luck


I heard someone talk about a new bomber behaivour.

In nota they stop directly as they start to drop bombs making most of their bombs drop short and hit infront of the target.
You can now give orders to them as they are out of fuel so it is possible to shift queue a command ontop or in the direction of the target to make the bombers more accurute.

Although you are not always able to control them after they are out of fuel. Don't know why.


I had this problem in PA. You need to go into the weapon defs since NOTA still uses FBI files. and change commandfire=1; to commandfire=0; on anything that has that tag. I'm not sure if it's default or not so removing the tag may also fix the problem.


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 Post subject: Re: NOTA 1.66
PostPosted: 02 Jan 2012, 18:54 
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Joined: 03 Jun 2010, 00:28
New experience with NOTA 1.66 in Spring 85.0

sure bugs

MAIN
- game dont recognize end of the game (end game conditions - like death of commanders, units etc.) - fixed2
- classic game end (team comm death) not supported yet

AIR
- BAD aircraft fuel bug - aircraft sit down when it is out of fuel - more observation.. here viewtopic.php?f=23&t=27500 - fixed by spring 85.0.1-183
- bombers bombs spread very much, if they kill something, its luck - fixed1
- some planes AA weapons attack ground units

BOTS
- invisible monstro - monstro-pod goes underground is invisble/untouchable when tries to teleport

VEHICLES
- bad pathfinding of vehicles and big bots (i saw the same in BA, maybe they had the same problem - http://springrts.com/phpbb/viewtopic.php?f=1&t=27360)

SPACEBUGS
- spacebugs mod doesnt work - fixed1
- bug holes underground - fixed4
- no reload time for bug2 weapon - fixed1
- stereo sounds for spacebugs replaced with mono-ones - fixed4
- spacebug movement type mismatch at bug1,2,3,4,5 - fixed4
- queen pathfinding broken - fixed5
- queen sound and other sounds warrnings - fixed5
- target choosing broken sometimes (when some players die)
- queen jumps broken

LUA
- healthbars gone - fixed1, new version added
- start_pos missing - fixed1, new version added
- team_platter missing - fixed2, added

BEHAVIOUR OF UNITS
- units dont scatter on rally point when constructed in factory
- builders dont repair ressurected unit automaticly

AI
- RAIai (and other AIs) can cheat and build advanced units in basic factories without tech2

SOUND
- cannot play some bug weapons wavs (it can, but some messages are sent) - fixed4
- it says it cannot play some wav files (ARM metalmaker explosion - the same like at bugs) [Sound] Warning: Can not play non-mono "sounds/xplomed5.wav" in 3d. - fixed3
- when comm start to build, it plays startbuilding sound f.e. 4 times, until construction itself starts
- koth sound bug - fixed4

GRAPHICS
- broken morphing (does not affect playability) VERY OLD BUG - fixed3
- missing texures (alliedcursors, paralyzed) - fixed3

------------------------------

not sure bugs
- some laser ground units can shoot radar plane or bombers (adv. one)
- im not sure with some explosions

test file: https://rapidshare.com/files/441912370/nota1661.sdz
new test file - http://nota.googlecode.com/files/nota1663.sdz
new test file - http://nota.googlecode.com/files/nota1664.sdz
new test file - http://nota.googlecode.com/files/nota1665.sdz


Last edited by PepeAmpere on 17 Feb 2012, 19:11, edited 15 times in total.

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 Post subject: Re: NOTA 1.66
PostPosted: 27 Jan 2012, 20:06 

Joined: 02 Dec 2009, 12:01
Location: Russia, Krasnodar
BAD aircraft fuel bug - every aircraft sit down when it is out of fuel.
I think it's feature. You should build airpads and carrier for long distance attack. But if gameplay suffer may be it should be fixed.


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 Post subject: Re: NOTA 1.66
PostPosted: 27 Jan 2012, 20:27 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Quote:
AI
- RAIai (and other AIs) can cheat and build advanced units in basic factories without tech2
did not look at the gadget but it might be that you only disable the button. (making it non-clickable)
AIs do not click buttons but give the orders directly. Could use AllowUnitCreation or block the orders etc to stop that but then you need a way to communicate that to AIs.


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 Post subject: Re: NOTA 1.66
PostPosted: 28 Jan 2012, 16:18 

Joined: 29 Mar 2010, 16:54
Aircraft only land when there is not free airrepairpads available. But that happens alot. They used to fly back to the airrepair pad and circle it and wait for their turn. Now they land instead and when they fly again, no other airplane can use the airpad until this unit have landed and refueled.


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 Post subject: Re: NOTA 1.66
PostPosted: 28 Jan 2012, 18:55 
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Joined: 03 Jun 2010, 00:28
Godde wrote:
Aircraft only land when there is not free airrepairpads available. But that happens alot. They used to fly back to the airrepair pad and circle it and wait for their turn. Now they land instead and when they fly again, no other airplane can use the airpad until this unit have landed and refueled.


Its not such simple. Read more here viewtopic.php?f=23&t=27500.

- planes use max. 6-12 pads, more pads doesnot effect it (number depends on map too. strange.. )
- you cannot command plane, when it land (so theres some orderd "refuel" in a quee, that cannot be crossed)
- deleting nota lua refuel script doesnt effect the problem

I saw that ZERO-K is using fuel for bombers... have they any problem?


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 Post subject: Re: NOTA 1.66
PostPosted: 30 Jan 2012, 13:44 

Joined: 29 Mar 2010, 16:54
ZK bombers use alot of LUA I've heard.
I'm not even sure they use the Spring engine fuel.


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 Post subject: Re: NOTA 1.66
PostPosted: 09 Feb 2012, 17:49 
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Joined: 03 Jun 2010, 00:28
good news, fuelbug fixed in next engine version. :mrgreen:


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 Post subject: Re: NOTA 1.66
PostPosted: 09 Feb 2012, 22:22 

Joined: 29 Mar 2010, 16:54
Nice!


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 Post subject: Re: NOTA 1.66
PostPosted: 10 Feb 2012, 03:01 
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Joined: 03 Jun 2010, 00:28
so tests of new engine version without fuel bug are good - refueling work again, but we some new - some of them NOTA coused (missing "onlyTargetCategories", so all planes like attacking ground units... and flaks attack ground units too, and defenders and rocket vehicles can attack high attitude planes.


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 Post subject: Re: NOTA 1.66
PostPosted: 10 Feb 2012, 03:09 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
in case you were unaware that is because toAirWeapon tag got removed https://github.com/spring/spring/commit ... 75a3516358


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 Post subject: Re: NOTA 1.66
PostPosted: 12 Feb 2012, 02:24 
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Joined: 03 Jun 2010, 00:28
knorke wrote:
in case you were unaware that is because toAirWeapon tag got removed https://github.com/spring/spring/commit ... 75a3516358


thor told us, thx for message.


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 Post subject: Re: NOTA 1.66
PostPosted: 19 Jul 2012, 15:04 
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Joined: 03 Jun 2010, 00:28
Im glad i can introduce new stable NOTA 1.68

download page - google project site

------------ CHANGELOG ---------------------

v1.68

FIRST TIME NOTA WITH OWN AI - N.O.E.!

GAMEPLAY
- accuracy of static flaks (Flakker/Cobra) lowered (200->600)
- accuracy of mobile flaks (Phalanx/Sentry) lowered (1850->2200)
- Jethro/Crasher, Samson/Slasher, Hermes/Horgue heightMod handicaps lowered (1.2->1.1), = a bit longer shoot distance
- Defender/Pulverizer heightMod handicaps balanced to the same value
- ship AA/SAM rockets gets heightMod = 1.1 handicap => less effective a bit
- ship flaks get back accuracy atribute (with old value) => so more incaccurate
- Centurion (flying fortress) have smaller hitsphere, now 2/9 (22,22%) of old one
- Undertow and Sinker (anti-sub hovers) have longer range for torpedoes (420 -> 590) - (subs have still 550, destroyers 630)
- Tracker mincloakdistance set on 0 (25 -> 0) (easier planting bombs)
- Team Com End option working again (gadget added) + mobile commanders counted, too, as leading units that are needed to be destroyed
- Lancet and Titan (torpedo bombers) haver smaller hitspheres, now 7/18 (39%) of old ones
- 10x bigger brake rate for construction hovers of both main sides (from 0.006 to 0.06 and from 0.008 to 0.08)
- spacebugs Alpha montro (bug1), Delta Montro (bug2), Ultra Montro (bug3), Fatso Montro (bug4), Dust Bug (bug5) and Plasma bug (wormy) + Spore Tower and Hive are no longer affected by EMP weapons, becouse they not consist of metal and have no electronic parts, flying bugs are still affected becouse EMP jam their navigation system and montrobugs are affected becouse they consist of electronic parts (+ added own armor classes for all bugs and weapons using them)
- all AIs now choose random position in ally box, minimaly 1000 from border of map, if possible (so no need for set start positions before game now)

FEATURES
- added 2 commanders to unit_marker widget
- added widgets to gamefile from notapack:
cmd_fac_holdposition.lua
cmd_factory_repeat.lua
cmd_factoryqmanager.lua
cmd_stall_assist.lua
gui_advplayerslist.lua
gui_ally_cursors.lua
gui_build_costs.lua
gui_buildspacing.lua
gui_easyFacing.lua
gui_point_tracker.lua
gui_reclaiminfov099.lua
gui_selbuttons.lua
gui_unit_stats.lua
gui_xp.lua
snd_volume_osd.lua
unit_allySelectedUnits.lua
unit_comm_nametags.lua
unit_ghostRadar.lua
unit_smart_area_reclaim.lua
unit_stockpile.lua
ui_ron_taunts.lua (renamed)

FIXES
- spring 89.0 fix (hitspheres bug)
- fixed gui_attack_aoe.lua agian (not finished yet)
- fixed Arm Command Tower force attack ground with AA weapon instead of antiground one
- fixed Plasma bug using his plasma flak against ground targets
- fixed Greyhoud weapons shooting bad targets
- fixed ground unit chasing for Avenger
- fixed force attack ground for Hawk, Vamp

NOE AI
- independent agent system, commanding struncture (group, supergroup, brain)
- modules - formations, groups, spirit programs can be easily redefined
- more then 10 formations
- speedable
- inteligent building system (buildmapping)
- strategic mapping
- graphic debug mode

MORE INFO
- about current status of AI development - (features, bugs, not finished things, ideas): viewtopic.php?f=55&t=28259
- nota bughunt - viewtopic.php?f=55&t=27745


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 Post subject: Re: NOTA 1.68
PostPosted: 19 Jul 2012, 19:09 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: "drop table kitchens; comit;"
busy as a space bug hive i see


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 Post subject: Re: NOTA 1.68
PostPosted: 20 Jul 2012, 00:59 
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Joined: 03 Jun 2010, 00:28
PicassoCT wrote:
busy as a space bug hive i see


Bug hive with single bug :lol:


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