View topic - XTA v8.1 Release



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 Post subject: XTA v8.1 Release
PostPosted: 28 Nov 2006, 06:23 

Joined: 04 Oct 2006, 10:22
Location: NRW, Germany
All new and shiny XTA v8.1! Thanks to all involved!

Image

Check out the new and updated Unit Guide!

It is included in the Regular installer of latest Spring 0.74b1. In case you used the GPL content installer, you can download this mod from here:
If you chose the Plain SD7 download, you will also need another pack of files containing non-GPL content, which were intentionally left out of the GPL content installer. Download the following file and extract it to your base\ folder:
Changes:
  • Raven missiles will no longer cause explosions during launch
  • New flight model for level 2 fighters
  • Fixed energy costs of Core anti-nukes
  • Several new effects added
  • Various balancing tweaks
  • New loading screens
  • New icons (shown on minimap and when zoomed out)
Read up on all changes and credits here:
*** If you experience crashes in combination with AAI,
*** please follow these instructions:

  • Install XTAPE.cfg in your ai\aai\cfg\mod\ folder.
  • Delete the file ai\aai\learn\mod\XTAPE.dat
  • Delete the file ai\aai\log\BuildTable_XTAPE.txt

Related threads:

Edit: Uploaded and added link to Unknown-Files.
Edit: Uploaded and added link to Base-OTA-Content.zip (Thanks, Rattle).
Edit: Uploaded and added link to the new Windows Installer.


Last edited by Chojin on 29 Nov 2006, 06:09, edited 4 times in total.

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PostPosted: 28 Nov 2006, 07:42 

Joined: 19 Apr 2005, 18:23
Awesome! The pyro and/or dgun effects are amazing!

One thing though, i think the Dgun effect would look better if it didnt last so long...same thing, just have it fade a bit faster

[Edit]

************ fmd_rocket (core_anti_nuke_missile) ***********

energypershot=5050; //WAS 500;


Whoa, thats a very dramatic change. Any particular reason?


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PostPosted: 28 Nov 2006, 12:42 
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Joined: 06 Aug 2005, 12:15
damn...
Not even going to wait till I get my Core Commander model done?

:lol:


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PostPosted: 28 Nov 2006, 14:42 

Joined: 04 Oct 2006, 10:22
Location: NRW, Germany
@Sheekel: It should have been around 5000 all along, just like the arm_anti_nuke_missle. But a 0 got lost somewhere in the past ;-)

@Mr.D: Oh, we are still awaiting your new model with joy :-)


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PostPosted: 28 Nov 2006, 14:52 
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Joined: 28 Apr 2005, 18:29
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Sheekel wrote:
Awesome! The pyro and/or dgun effects are amazing!

One thing though, i think the Dgun effect would look better if it didnt last so long...same thing, just have it fade a bit faster


+1


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PostPosted: 28 Nov 2006, 15:08 
Spring Developer

Joined: 08 Oct 2006, 15:58
Quote:
Raven missiles will no longer cause explosions during launch


+1000 points, I lost more of those things to that than to enemy fire 8)


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PostPosted: 28 Nov 2006, 16:23 
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For some reason this version doesn't work. Spring simply quits when choosing 8.1 to play (running the comm test or any other). Other mods such as NB seem to work though.

Okay my bad. You should distribute the tacontent.sdz and tatextures.sdz with the download. People will run into problems if they got the GPL distribution and want to play any mod which uses either.


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PostPosted: 28 Nov 2006, 18:26 
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Joined: 10 Mar 2006, 10:24
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Sheekel wrote:
energypershot=5050; //WAS 500;
Whoa, thats a very dramatic change. Any particular reason?


I seem to recall 500 was a typo, it was supposed to be 5000 from onset.


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PostPosted: 28 Nov 2006, 18:31 
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Joined: 27 Feb 2006, 22:04
Location: Hurrrrrr.
Correct.


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 Post subject:
PostPosted: 28 Nov 2006, 19:38 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
rattle wrote:
For some reason this version doesn't work. Spring simply quits when choosing 8.1 to play (running the comm test or any other). Other mods such as NB seem to work though.

Okay my bad. You should distribute the tacontent.sdz and tatextures.sdz with the download. People will run into problems if they got the GPL distribution and want to play any mod which uses either.


Which would make the GPL distro non GPL, and hence make the GPL release moot.


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PostPosted: 28 Nov 2006, 20:17 
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Yes, I meant including it in the mod download, not the GPL installer.


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PostPosted: 29 Nov 2006, 06:58 

Joined: 04 Oct 2006, 10:22
Location: NRW, Germany
Thanks, rattle, we forgot about that.

I added a Base-OTA-Content.zip link and created an installer, that includes everything (14MB).


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PostPosted: 30 Dec 2006, 20:02 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Will the links in the OP for XTAPE.sd7 and Base-OTA-Content.zip stay the same for the foreseeable future?

If so, then, if you don't mind, I'd like to link to them in the SetupGuide for linux users.


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 Post subject:
PostPosted: 30 Dec 2006, 20:31 
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Joined: 22 Aug 2006, 15:19
I don't play XTA, but shoot me if that splash screen isn't pretty. And the tips should be mandatory in every mod.


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PostPosted: 02 Jan 2007, 05:44 

Joined: 26 Feb 2006, 21:56
Hi there... I believe I am in the right forum room.. ok. I have been playin XTA off and on for a long time. One thing that kinda bugs me is the speed at which the Nano Turrets come out of the construction vehicle/kbot. They are very slow and are in a way impractical. In AA/BA, I know that the Nano Turrets come out of the construction vehicle/kbot quickly. So, i just rang in here to see what other people thought about whether the Nano Turret (the little turret that comes out of the hole of the con vehicle or kbot that builds..) should come out quicker in XTA like it does in AA/BA.


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PostPosted: 02 Jan 2007, 05:58 
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Joined: 27 Feb 2006, 22:04
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I thought these threads were locked =\
http://xta.wolfgame.org/forum/ is the place for xta discussion and such now.


Last edited by Peet on 19 Feb 2007, 00:35, edited 1 time in total.

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PostPosted: 18 Feb 2007, 22:52 

Joined: 12 Aug 2006, 20:35
Great you did away with those terrible horned logo's.


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PostPosted: 19 Feb 2007, 01:03 
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Dynamoe2 wrote:
Hi there... I believe I am in the right forum room.. ok. I have been playin XTA off and on for a long time. One thing that kinda bugs me is the speed at which the Nano Turrets come out of the construction vehicle/kbot. They are very slow and are in a way impractical. In AA/BA, I know that the Nano Turrets come out of the construction vehicle/kbot quickly. So, i just rang in here to see what other people thought about whether the Nano Turret (the little turret that comes out of the hole of the con vehicle or kbot that builds..) should come out quicker in XTA like it does in AA/BA.


there is an XTA forum, its link is above, and there is a topic of me going "OMG SKRIPTT TEHM FASHTER" and I think they are


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