Just to say that roughly the same issuse with bombers occur in BA, even with the relevant bits of lua disabled (although maybe I haven't absolutely everything that affects it). Will mantis later today.
Edit: Think this was the main issue: http://springrts.com/mantis/view.php?id=3264
Search found 3544 matches
- 01 Sep 2012, 15:10
- Forum: News
- Topic: Spring 91.0! Ladybug with 2 spots!
- Replies: 32
- Views: 23389
- 01 Sep 2012, 01:11
- Forum: General Discussion
- Topic: Articles @ SpringFiles.com
- Replies: 19
- Views: 3753
Re: Articles @ SpringFiles.com
I can't believe you would post that on here and not expect the spammers to pick it up My bet is that you'll have to make it known-user access only within a month...
On the plus side, now we know where to get lingerie.
On the plus side, now we know where to get lingerie.
- 31 Aug 2012, 09:51
- Forum: News
- Topic: Spring 91.0! Ladybug with 2 spots!
- Replies: 32
- Views: 23389
Re: Spring 91.0! Ladybug with 2 spots!
Thanks for fixing so much stuff and also making new release with fixes
- 28 Aug 2012, 12:06
- Forum: Help & Bugs
- Topic: spring quotes and '
- Replies: 1
- Views: 336
spring quotes and '
To whomsoever it may concern: Springquotes gives an SQL error if you include an apostrophe in your (not you're) quote.
(tested with latest firefox and IE)
(tested with latest firefox and IE)
- 27 Aug 2012, 00:58
- Forum: News
- Topic: Spring 90.0! Ladybug!
- Replies: 16
- Views: 10473
Re: Spring 90.0! Ladybug!
Hurrah
- 26 Aug 2012, 12:11
- Forum: SPADS AutoHost
- Topic: !pset clan not working for !preset 2v2v2 [SPADS]
- Replies: 3
- Views: 1089
Re: !pset clan not working for !preset 2v2v2 [SPADS]
Stop stacking and learn to love the one bars =p
- 25 Aug 2012, 23:29
- Forum: Help & Bugs
- Topic: Keyboard mapping and Graphics problems
- Replies: 2
- Views: 915
Re: Keyboard mapping and Graphics problems
Sadly, Intel HD graphics is not really a graphics card at all. You'll be lucky if it's ever good enough to play spring, even with all optional widgets disabled and all gfx settings on lowest. Get an ATI or and NVidia card and you'll be fine though :). But get an NVidia one because they have less bug...
- 25 Aug 2012, 23:05
- Forum: SPADS AutoHost
- Topic: Spads for 2v2v2v2v2v2v2v2v2v2.. FFA
- Replies: 11
- Views: 3424
Re: Spads for 2v2v2v2v2v2v2v2v2v2.. FFA
The ACE ffa autohost still exists and when you enter it tells you how to change the ffa mode. Use !preset 1v1v1 or !preset 2v2v2 etc to get which one you want.
- 24 Aug 2012, 10:46
- Forum: Meeting Minutes
- Topic: Dev meeting minutes 2012-08-13
- Replies: 11
- Views: 8911
Re: Dev meeting minutes 2012-08-13
+1 to removing the target lock (which I personally like) from the engine and using a gadget for it.
Although if the target lock only affects targets which fixed to the ground rather than fixed to a unit, I think it won't affect gameplay much anyway.
Btw, any clues as to when 0.90 comes out?
Although if the target lock only affects targets which fixed to the ground rather than fixed to a unit, I think it won't affect gameplay much anyway.
Btw, any clues as to when 0.90 comes out?
- 24 Aug 2012, 01:10
- Forum: Help & Bugs
- Topic: 9999x Warning: Waiting packet limit was reached
- Replies: 12
- Views: 2275
Re: 9999x Warning: Waiting packet limit was reached
I haven't experienced this bug myself, but I've heard of others who have and who also traced it to immobile builders.
- 22 Aug 2012, 08:46
- Forum: Balanced Annihilation
- Topic: BA 7.70 Released!
- Replies: 37
- Views: 11311
Re: BA 7.70 Released!
You can check out the progress of BAR (which is largely about removing OTA content from BA) using rapid-gui.exe - download the latest version and have a look.
- 19 Aug 2012, 23:37
- Forum: Engine
- Topic: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
- Replies: 43
- Views: 8316
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Running out of video memory and/or broken gfx drivers -> switch them I don't think so - there is plenty of video memory free and my gfx card has had no problems with spring (ever!) until this test build. Sounds sensible to me what you've done with build radius, but probably the code (a widget iirc)...
- 19 Aug 2012, 16:41
- Forum: Engine
- Topic: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
- Replies: 43
- Views: 8316
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Thanks Kloot - will see what I can do about that. I can't think of any situations where increasing build distance to > max radius of building would majorly alter the balance? Although I don't think its a major problem for BA, tbh it seems to me an un-natural requirement to place on constructors in g...
- 19 Aug 2012, 08:55
- Forum: Engine
- Topic: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
- Replies: 43
- Views: 8316
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Third try - used a diff map (tropical). Same-ish problem with map, although its not completely black this time its much darker than it shold be and the noise is still present. For what it's worth, the segments of the map which display noise seem to alter at random as i move around the map. http://s1...
- 19 Aug 2012, 08:50
- Forum: Engine
- Topic: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
- Replies: 43
- Views: 8316
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
Second try - used non-MT. Had the same problem with the map. Built some units and they seemed to work fine.
You can see something odd with pathing, though. The commander turns back and forth for about 20 seconds while trying to start to build the veh lab.
You can see something odd with pathing, though. The commander turns back and forth for about 20 seconds while trying to start to build the veh lab.
- 19 Aug 2012, 08:42
- Forum: Engine
- Topic: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
- Replies: 43
- Views: 8316
Re: Engine Testing - 10. Aug 2012 (89.0.1-87-gce4d36e)
First try with it - used the MT build and had a serious problem right off. The map (dsd) was black with some blue-ish green sections of noise on it. Tried /advmapshading 0 but nothing changed. See picture & stuff.
- 17 Aug 2012, 18:04
- Forum: Balanced Annihilation
- Topic: Brainstorm - How to mitigate the effect of cheap scout spam
- Replies: 66
- Views: 10288
Re: Brainstorm - How to mitigate the effect of cheap scout s
Can they differentiate between scouts and non-scouts just when seeing radar blips? It's difficult for me to test this, because when they're just radar blips, I can't see them either ;). This is something the engine controls and I don't know what it actually does, but it seems that yes they can diff...
- 09 Aug 2012, 18:36
- Forum: Balanced Annihilation
- Topic: Brainstorm - How to mitigate the effect of cheap scout spam
- Replies: 66
- Views: 10288
Re: Brainstorm - How to mitigate the effect of cheap scout s
I've fiddled around with category targeting just now - its not so hard to make scouts a lowest priority target. So, if we were going to do that, which units should have a preference not to shoot at scouts? Imo, would make sense for all t3, dooms/anni, bertha/inti/lolcannons, viper/pitbull, toast/amb...
- 09 Aug 2012, 15:56
- Forum: Map Creation
- Topic: Collaboration anyone?
- Replies: 63
- Views: 8152
Re: Collaboration anyone?
Or you could use Quantum's mission editor and set up a mission which gives you all the units you need for testing purposes.
- 09 Aug 2012, 06:43
- Forum: Balanced Annihilation
- Topic: Brainstorm - How to mitigate the effect of cheap scout spam
- Replies: 66
- Views: 10288
Re: Brainstorm - How to mitigate the effect of cheap scout s
Making a frontline suitable unit/turret to 'counter' scout spam won't help with the cpu issues imo - the scouts have still run a long way before they meet their doom. In terms of countering the fire power absorption of scout spam, I have used razors for this & they do a good job. I think they ar...