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by el_matarife
30 Sep 2006, 07:13
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

I didn't even see the pilot light or the smoke from it on the pyro but it's possible I was zoomed out too far. The new pyro flame seems a lot longer in length. Did the weapon's effective range change at all? It might be a tad less damage since it didn't totally tear through stuff, but I didn't total...
by el_matarife
28 Sep 2006, 22:15
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

1. Build something 2. BLOWITUP 3. Start reclaiming wreck 4. Stop at some point and rez it 5. Go to 2 Is there a mechanism to protect against this? Yeah, several expoloits and stufff with reclaiming were fixed this patch. That particular concern was one of the main points adressed by the reclaim pat...
by el_matarife
28 Sep 2006, 21:09
Forum: Engine
Topic: 0.73b1 test release 4, pretty much the final 0.73b1 version
Replies: 114
Views: 9712

That is ok, from now on map archive files will only be allowed to contain 1 map per archive, this is to facilitate content site that we are writting (it would be too complicated to do content management otherwise), so lobby filters out any subsequent maps from the archieve (this is also needed with...
by el_matarife
28 Sep 2006, 18:30
Forum: Engine
Topic: 0.73b1 test release 4, pretty much the final 0.73b1 version
Replies: 114
Views: 9712

Re: 0.73b1 test release 4, pretty much the final 0.73b1 vers

Another test release, includes a new TASClient (however betalord is fixing some graphical glitches, those don't have to be reported I guess). The new TAS client ignores maps after the first one that come in a single file pack, since they have a duplicate checksum. This breaks DeltaSiege, MoonQ, Riv...
by el_matarife
27 Sep 2006, 01:47
Forum: Map Creation
Topic: Delta Seige crashes
Replies: 28
Views: 1614

Okay, after consulting with IceXuick, I've got a few puzzling bits of information to share. The following maps of his are mostly fine: CenterRock v11 and v12, and MoonQ10 and Q20. Centerrock has a negative sun value, and the Moon maps have two negative sun values on the first and third values just l...
by el_matarife
26 Sep 2006, 21:38
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

I think that's compensated by its very long reload time right? Ahh, okay. I was poking through the weapons tdf, found that huge damage number and had this big "What" moment when I noticed that seems to have the biggest EMP damage per shot or something crazy. I've been really surprised how...
by el_matarife
26 Sep 2006, 01:58
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

I just noticed the ARM EMP spider weapon doesn't have a paralyzer time. Nice one, I'll fix. Some of the other stun weapons have really long damage entries too, I don't know if the same bug that broke the Juno happens to weapons that aren't AOE, but you might want to give it a look. A lot of them ju...
by el_matarife
25 Sep 2006, 23:09
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

I just noticed the ARM EMP spider weapon doesn't have a paralyzer time.
by el_matarife
25 Sep 2006, 16:24
Forum: Map Creation
Topic: Delta Seige crashes
Replies: 28
Views: 1614

Sorry to bump this thread after so long, but I sent IceXuick a PM about this crashing on DeltaSiege and some of his other maps now that he's back from Mexico, and he says he├óÔé¼Ôäós really busy and that he'll fix it only if he is sure that changing the sun angles is all that's needed to fix all the...
by el_matarife
24 Sep 2006, 01:46
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 12612

trepan wrote:el_matarife
Hold Shift with your cursor over the builder.
Ahh, I couldn't figure it out but I figured there had to be a way. I tried hitting shift when I had it selected, I didn't think to mouse over it while holding shift. Thanks!
by el_matarife
24 Sep 2006, 00:55
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 12612

I love the new range ring on stationary build units, but is there any way to make it show up again after it's been built so you can figure out what's in range when you're building new stuff or setting up queues of stuff for it to assist?
by el_matarife
23 Sep 2006, 19:39
Forum: General Discussion
Topic: Linkings to stop the pain
Replies: 11
Views: 814

btw after some testing I found out that the mex upgrader ai works with lv1 armed/cloaked mexes in EE too. Quite nice actually. You got it to work? I tried it on some level 2 construction kbots yesterday in the latest build and couldn't seem to get it to work. Do the units assigned to the AI start o...
by el_matarife
18 Sep 2006, 17:14
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

nuke mines were fun, R.I.P. Nuke mines. ... With Nuke mines I was in bliss, those things were amazing for busting a swarm to hell, and did some impressive damage even to T3 units. Nuke mines were pretty costly, mostly in build time, and even more so because they would barely ever leave wreckage and...
by el_matarife
18 Sep 2006, 17:04
Forum: Lua Scripts
Topic: GUI modifications in SVN
Replies: 98
Views: 15151

trepan wrote:The source in SVN has been modified so that the GameInfo
panel now displays gravity in its original units (ie: its now fixed)
Thanks, I hadn't noticed that was fixed.
by el_matarife
18 Sep 2006, 05:34
Forum: Lua Scripts
Topic: GUI modifications in SVN
Replies: 98
Views: 15151

Why isn't gravity on the info screen expressed the same way as it is in the lobby? The info screen has what I think the actual effects on ballistic trajectories are, but that's not quite as useful as a point of comparison as the normal 100-whatever gravity scale.
by el_matarife
17 Sep 2006, 04:08
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

No, I'm talking about level 1 plasma, however, it was on an elevated point so maybe the plasma range gets a bigger range boost than the radar does on high ground.
by el_matarife
17 Sep 2006, 03:14
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 12612

el_matarife wrote:Pressing F10 to record a video desynchs the game for whoever presses it.
Okay, this just steals focus and delays sync usually, but on two occasions it did start causing sync errors. Is the sync debugger code in the game? How can we use that stuff to trace sync errors? Would submitting replays help?
by el_matarife
17 Sep 2006, 02:45
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

I haven't seen any missing texture errors either, and I've done two or three testing games. Anyway, not to be a squeaky wheel, but some of the other items on my list may need some changes too. I'm dead serious about level 1 radar having less range than a plasma battery by about 5-8 "elmos"...
by el_matarife
16 Sep 2006, 14:07
Forum: Engine
Topic: 0.73b1 test release 3
Replies: 154
Views: 12612

Two more bugs/issues/design flaws with the new keybind system. They're actually more like one bug. The problem is the shift key is used for multiple commands now. This means if you are queuing a bunch of orders up, you have to release the shift key to use other hotkeys. Also, shift+enter being the d...
by el_matarife
16 Sep 2006, 13:58
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 180636

Couple of bugs/misgivings another guy and I found testing the new build. 1. Static weapons don't seem to be able to hold fire anymore. Most noticeable on LRPCs and some other static defenses. 2. Carrier has commands it can't perform like reclaim and repair. 3. EMP missiles seem to build too fast, is...

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