New XTA version for new engine 95.0?
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New XTA version for new engine 95.0?
Guess we need new game version?
Is there any half-finished "currently being worked on" thing?
Is there any half-finished "currently being worked on" thing?
Re: New XTA version for new engine 95.0?
As far as I know the svn is totally functioning, just DNW said he was working on something, maybe wait until tonight at least to release it. 9.729 is not compatible with spring 95 so we need to release new xta, but to rush a lot of new things to it is not smart either, it will just create bugs.
So far I know some issues with spring 95 and xta:
* Automatic commander gets invisible during idle animation.
* Faction symbol drawn on ground during startup for teammates is always the same as for local player. This is not a new bug though and not so serious. Adv.playerslist is correct.
fixed
* During first load some ground decals are bugged, thery show a black rectangle when you e.g. d-gun. This problem goes away after you disable some widget (dunno which), and it doesnt come back even if you enable all widgets again. Weird problem but not serious.
So far I know some issues with spring 95 and xta:
* Automatic commander gets invisible during idle animation.
fixed
* During first load some ground decals are bugged, thery show a black rectangle when you e.g. d-gun. This problem goes away after you disable some widget (dunno which), and it doesnt come back even if you enable all widgets again. Weird problem but not serious.
Last edited by Jools on 09 Nov 2013, 06:49, edited 1 time in total.
Re: New XTA version for new engine 95.0?
Appearently at least 4 players deleted/overwrote their 94.1 install and can not get it working again.
Or they use TASclient which forces the use of 95.
In springlobby can put DisableVersionCheck=1 in springlobby.conf, for other lobbies no idea.
On Helium I played testgame with BadCharm (94.1, xta 9.729) but with above problems I doubt continuing with 94.1 is feasible.
tl;dr It's fucked. Need new XTA version. Would like to hear "yes" from anyone else before doing so..
Or they use TASclient which forces the use of 95.
In springlobby can put DisableVersionCheck=1 in springlobby.conf, for other lobbies no idea.
On Helium I played testgame with BadCharm (94.1, xta 9.729) but with above problems I doubt continuing with 94.1 is feasible.
tl;dr It's fucked. Need new XTA version. Would like to hear "yes" from anyone else before doing so..
Re: New XTA version for new engine 95.0?
Made 9.73, Helium uses it.
Played testgame, was normal (good fps, everything seemed to work) apart from one lolbug.
How to set semprini to use 9.73? And 95.0
[23:52:21] <[2up]knorke> !modName XTA 9.73
[23:52:21] * [semprini]Autohost * Value "XTA 9.73" for hosting setting "modName" is not allowed in current hosting preset
[00:02:47] <[2up]knorke> !dlmod http://packages.springrts.com/builds/xta-9.73.sdz
[00:02:47] * [semprini]Autohost * Downloading mod from "http://packages.springrts.com/builds/xta-9.73.sdz"...
[00:03:09] <[2up]knorke> !modname 9.73
[00:03:10] * [semprini]Autohost * Value "9.73" for hosting setting "modName" is not allowed in current hosting preset
/edit
mod version is now 9.731:
http://packages.springrts.com/builds/xta-9.731.sdz
works with 95.0 on helium host
Played testgame, was normal (good fps, everything seemed to work) apart from one lolbug.
How to set semprini to use 9.73? And 95.0
[23:52:21] <[2up]knorke> !modName XTA 9.73
[23:52:21] * [semprini]Autohost * Value "XTA 9.73" for hosting setting "modName" is not allowed in current hosting preset
[00:02:47] <[2up]knorke> !dlmod http://packages.springrts.com/builds/xta-9.73.sdz
[00:02:47] * [semprini]Autohost * Downloading mod from "http://packages.springrts.com/builds/xta-9.73.sdz"...
[00:03:09] <[2up]knorke> !modname 9.73
[00:03:10] * [semprini]Autohost * Value "9.73" for hosting setting "modName" is not allowed in current hosting preset
/edit
mod version is now 9.731:
http://packages.springrts.com/builds/xta-9.731.sdz
works with 95.0 on helium host
Re: New XTA version for new engine 95.0?
Now also semprini is updated to work with 9.731
Re: New XTA version for new engine 95.0?
I think some problems people encounter with new spring is due to the fact that spring uses a different config file than what user expects. What directories spring uses for read and write is explained here:
http://springrts.com/dl/buildbot/defaul ... ing.6.html
TL;DR: the main directory used for writing is the one where spring puts infolog.txt. Search your computer for it and look which one is most recently modified. Once you find that, this file also says what directories spring use for read and write.
I believe the write-directory can be set by placing springsettings.cgf file in it, and additionally a "SpringData=<file path>" (without the quotes and with <file path> as the path to your write-directory.
For example, if map is all white when starting the game, try with the game commands /avdmapshading 0 and /advunitshading 0. They may have already been set so in the config file, but spring may just use the wrong one.
http://springrts.com/dl/buildbot/defaul ... ing.6.html
TL;DR: the main directory used for writing is the one where spring puts infolog.txt. Search your computer for it and look which one is most recently modified. Once you find that, this file also says what directories spring use for read and write.
I believe the write-directory can be set by placing springsettings.cgf file in it, and additionally a "SpringData=<file path>" (without the quotes and with <file path> as the path to your write-directory.
For example, if map is all white when starting the game, try with the game commands /avdmapshading 0 and /advunitshading 0. They may have already been set so in the config file, but spring may just use the wrong one.
Re: New XTA version for new engine 95.0?
Yes. With a flying air carrier vesselknorke wrote:Guess we need new game version?


second tier 3 unit ?!? for core the same in red !
Re: New XTA version for new engine 95.0?
For future reference: spads hosts automatically newest mod. If you want to host other ones there are presets you can use/list by typing !list hpresets (host presets). So to update the mod, just use !dlmod <url> as you did and then just !rehost (maybe it needs !reloadarchives too first, maybe it detects automatically).knorke wrote: How to set semprini to use 9.73? And 95.0
[23:52:21] <[2up]knorke> !modName XTA 9.73
[23:52:21] * [semprini]Autohost * Value "XTA 9.73" for hosting setting "modName" is not allowed in current hosting preset
[00:02:47] <[2up]knorke> !dlmod http://packages.springrts.com/builds/xta-9.73.sdz
[00:02:47] * [semprini]Autohost * Downloading mod from "http://packages.springrts.com/builds/xta-9.73.sdz"...
[00:03:09] <[2up]knorke> !modname 9.73
[00:03:10] * [semprini]Autohost * Value "9.73" for hosting setting "modName" is not allowed in current hosting preset
Re: New XTA version for new engine 95.0?
Here is release on springfiles too for reference:
http://springfiles.com/spring/games/xta-30
Changelog (not all technical changes):
------------------- Change Log of XTA 9.731 Svn 547 ------------------ by Kloot
-cure for zombie virus
------------------- Change Log of XTA 9.73 Svn 545 ------------------ by Deadnight Warrior, Jools, Kloot and Noruas and knorke
* New things:
- Updated Xtaids, added new unitpack that functions, called spiders vs. tortoise. Both work need more balance tests. - Noruas
- Added area guard gadget and widget combo. Works like area attack but for guard command. Enable/disable by toggling the Area
Guard widget in F11 menu. Widget listens to keyboard shortcut "g". The widget has three modes:
1) Basic mode: drag over units to guard, all selected units will guard all units.
2) Distributive mode (hold alt and drag): distribute the guard task into squadrons based on how many units you have selected
to guard.
3) Persistent mode (hold alt+ctrl and drag): makes the squadrons permanent. When one unit in the squadron gets damaged, the
unit guarding the squadron will shift the guard task to prioritise the unit wth least health. Selecting a unit that is
guarding a squadron and pressing "stop" will also clear the guard task.
- New spectator mode in commander change widget
- Added buttons for selecting game speed when watching replays
- Zombie mode
- New mouse cursors: select, airstrike, bad load, bad unload, upgrade metal extractor
- New bloomshader widget
- Updated pause screen. It has music that can be disabled/enabled with commands /musicoff and /musicon or /disablemusic and /enablemusic
- New loading screen. Loading music can be enabled/disabled by setting "snd_intromusic" to 1/0 in springsettings.cfg
- New commander songs
- Team-died messages make their comeback: suggest new ones in forum
- Smarter logic for unit under attack warning sounds
* Changes:
- Increased cost of Guardian and Punisher shots to double, from 250 to 500 per shot, roughly twice as much and a bit more than
a pop up cannon at 230 Energy.
- Reduced cost of stealthing for Cloakable fusion reactors and spy kbots by 50E
- Aircraft plants include runways for hit detection and selection
- Increase metal costs of Freedom Fighter, Avenger, Thunder and Shadow by about 10 %, increase energy cost and build time too.
Decrease HP of same units by 10 % and more for scout planes. Decrease fire angle of T1 fighters 100 => 70 and T2 fighters 110 => 90
- In game with commander ends: winner will not be last commander alive if he dguns enemy commander
* Bugfixes:
- Added missing minelayer-limit icons, fixed bug for xtaids hovercraft minelayers. - Jools
- Mine layer gadget fixed for XTAids units and other bugs - Noruas
- Fixed a bug with moho metal maker's missing explosions: they were set to "", now they use same explosions as in BA
- Fixed minelayer mine-limit exploit. Now it won't finish the mine if it's not in stock.
- Fixed double projectile for CORE Garpike and ARM Crab, making then quite OP for their price
- Fixed Dynamic Collision Volume gadget not scaling 3DO model radius and height if used for a unit with a dynamic CV
- Fixed many oversized collision volumes, happened due to changes in 94.1 engine
- Fix same faction image always being drawn onto ground for all players
- Kamikaze units can also attack with the attack command in addition to self-destruct one.
- Fix Z-selector widget to work again.
- Add arrival sound for arm small hovercraft
- Fix sub pens not having move command
* Performance improvements:
- Add flood protection to local sounds gadget
- Optimizations in following widgets:
- Major: Adv. Players List, Commander Selection, Commander Nametags
- Minor: Ghost Radar, Mission UI, BuildETA, UnitGroups
- Symbolical: BuildBar, Waypoint Dragger, Selection Buttons
- Improve performance of Dynamic Lighting when used together with Local Sounds, otherwise no performance change
- Updated CustomFormations to show end points for unit destinations, some other small fixes
- Halved the number of flame projectiles per second for Pyros and Levelers, damage and visuals adjusted to look and feel as before
http://springfiles.com/spring/games/xta-30
Changelog (not all technical changes):
------------------- Change Log of XTA 9.731 Svn 547 ------------------ by Kloot
-cure for zombie virus
------------------- Change Log of XTA 9.73 Svn 545 ------------------ by Deadnight Warrior, Jools, Kloot and Noruas and knorke
* New things:
- Updated Xtaids, added new unitpack that functions, called spiders vs. tortoise. Both work need more balance tests. - Noruas
- Added area guard gadget and widget combo. Works like area attack but for guard command. Enable/disable by toggling the Area
Guard widget in F11 menu. Widget listens to keyboard shortcut "g". The widget has three modes:
1) Basic mode: drag over units to guard, all selected units will guard all units.
2) Distributive mode (hold alt and drag): distribute the guard task into squadrons based on how many units you have selected
to guard.
3) Persistent mode (hold alt+ctrl and drag): makes the squadrons permanent. When one unit in the squadron gets damaged, the
unit guarding the squadron will shift the guard task to prioritise the unit wth least health. Selecting a unit that is
guarding a squadron and pressing "stop" will also clear the guard task.
- New spectator mode in commander change widget
- Added buttons for selecting game speed when watching replays
- Zombie mode
- New mouse cursors: select, airstrike, bad load, bad unload, upgrade metal extractor
- New bloomshader widget
- Updated pause screen. It has music that can be disabled/enabled with commands /musicoff and /musicon or /disablemusic and /enablemusic
- New loading screen. Loading music can be enabled/disabled by setting "snd_intromusic" to 1/0 in springsettings.cfg
- New commander songs
- Team-died messages make their comeback: suggest new ones in forum
- Smarter logic for unit under attack warning sounds
* Changes:
- Increased cost of Guardian and Punisher shots to double, from 250 to 500 per shot, roughly twice as much and a bit more than
a pop up cannon at 230 Energy.
- Reduced cost of stealthing for Cloakable fusion reactors and spy kbots by 50E
- Aircraft plants include runways for hit detection and selection
- Increase metal costs of Freedom Fighter, Avenger, Thunder and Shadow by about 10 %, increase energy cost and build time too.
Decrease HP of same units by 10 % and more for scout planes. Decrease fire angle of T1 fighters 100 => 70 and T2 fighters 110 => 90
- In game with commander ends: winner will not be last commander alive if he dguns enemy commander
* Bugfixes:
- Added missing minelayer-limit icons, fixed bug for xtaids hovercraft minelayers. - Jools
- Mine layer gadget fixed for XTAids units and other bugs - Noruas
- Fixed a bug with moho metal maker's missing explosions: they were set to "", now they use same explosions as in BA
- Fixed minelayer mine-limit exploit. Now it won't finish the mine if it's not in stock.
- Fixed double projectile for CORE Garpike and ARM Crab, making then quite OP for their price
- Fixed Dynamic Collision Volume gadget not scaling 3DO model radius and height if used for a unit with a dynamic CV
- Fixed many oversized collision volumes, happened due to changes in 94.1 engine
- Fix same faction image always being drawn onto ground for all players
- Kamikaze units can also attack with the attack command in addition to self-destruct one.
- Fix Z-selector widget to work again.
- Add arrival sound for arm small hovercraft
- Fix sub pens not having move command
* Performance improvements:
- Add flood protection to local sounds gadget
- Optimizations in following widgets:
- Major: Adv. Players List, Commander Selection, Commander Nametags
- Minor: Ghost Radar, Mission UI, BuildETA, UnitGroups
- Symbolical: BuildBar, Waypoint Dragger, Selection Buttons
- Improve performance of Dynamic Lighting when used together with Local Sounds, otherwise no performance change
- Updated CustomFormations to show end points for unit destinations, some other small fixes
- Halved the number of flame projectiles per second for Pyros and Levelers, damage and visuals adjusted to look and feel as before
Re: New XTA version for new engine 95.0?
New version 9.733 to fix some bugs:

Get it from rapid or from here:
http://springfiles.com/spring/games/xta-33

Get it from rapid or from here:
http://springfiles.com/spring/games/xta-33
Re: New XTA version for new engine 95.0?
New version 9.734:

Changelog:
------------------- Change Log of XTA 9.734 Svn 609
------------------ by Jools
- Sniper special damage 5500 -> 3500 vs Can and Sumo
- New menu in tweak mode to set basic run-time settings
- Commander change widget has better font
- Fixed metalcloud and dt crush effect
- Bugfix in volume OSD with extra pop sound
- More critters, on: Desert Triad, Barracuda Bay, Centre-Command, Duck, Tabula V4.
- Fixed transporterwrecks error
- Added missing TS-image to APL.
Get it here: http://springfiles.com/spring/games/xta-34

Changelog:
------------------- Change Log of XTA 9.734 Svn 609
------------------ by Jools
- Sniper special damage 5500 -> 3500 vs Can and Sumo
- New menu in tweak mode to set basic run-time settings
- Commander change widget has better font
- Fixed metalcloud and dt crush effect
- Bugfix in volume OSD with extra pop sound
- More critters, on: Desert Triad, Barracuda Bay, Centre-Command, Duck, Tabula V4.
- Fixed transporterwrecks error
- Added missing TS-image to APL.
Get it here: http://springfiles.com/spring/games/xta-34
Re: New XTA version for new engine 95.0?
3500 dmg is still op.
that 10K metal arm army: 5 zeus, 5 snipers, 15 jethros.
it's still too effective against core mixes with level2 tanks instead of heavy kbots, despite snipers having no bonus damage.
it's also effective against pretty much everything except mass flashes (or similar level1 units), which are hard countered by gunships, crawling bombs and dgun.
that 10K metal arm army: 5 zeus, 5 snipers, 15 jethros.
it's still too effective against core mixes with level2 tanks instead of heavy kbots, despite snipers having no bonus damage.
it's also effective against pretty much everything except mass flashes (or similar level1 units), which are hard countered by gunships, crawling bombs and dgun.
Re: New XTA version for new engine 95.0?
please make new threads, this has nothing to do with xta for spring 95.0 anymore
About the sniper changes, what is up with that? I never saw that discussed in chat or them being problematic ingame...why?
Was already wondering here:
http://code.google.com/p/xta-springrts/ ... tail?r=569
About the sniper changes, what is up with that? I never saw that discussed in chat or them being problematic ingame...why?
Was already wondering here:
http://code.google.com/p/xta-springrts/ ... tail?r=569