New version, 0.65b1

New version, 0.65b1

Discuss Spring news, such as fresh releases and press coverage, here.
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

New version, 0.65b1

Post by Fnordia »

A new Spring version has been released, fixing a few bugs and adding some new features as well. This should hopefully fix all the reported crash problems since last version. Several other bugs were fixed as well. The lobby client also includes new things such as message notifications, and the ability to watch replays together with other people.

For those who like to play singleplayer, this release now includes an AI opponent for the first time. It is JCAI that has been included. To try it, you can select "GlobalAI test" when starting spring.exe directly. You can also use it from the multiplayer lobby if you want to have more control. There is also a simple singleplayer mission included, select "LUA missiontest" to try it.

The full changelog can be found here. There has also been a few balance changes and fixes to XTA, details here.

You will need to update to this version in order to connect to the multiplayer lobby.

If you have installed any 0.6x version already, you only need todownloadthe updating installer. To upgrade any other version or to do a fresh install you will need the regular installer.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Nice work 8)
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

does "heavy plasma turrets" include immolators? Those were quite nice against gunships at least....

And it would be nice if the balance changes actually gave a bit of info _how much_ it was changed...

"Anti air ship more effective" could mean anything, and because there is no way to view advanced unit parameters (i.e. besides range&hp) without unpacking and messing around with the sourcefiles, it would be nice just to see something like "anti air ships damage increase 15%", or "gunships 20% slower, but 15% higher acceleration".

---

And it would be nice to toggle simplified colours ingame
or at least make it easy to ID which players the unit belongs to in the mouseover box...
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

yay ... my mini-map idea is in yayaya :)

now it needs be ingame switchable too not just in settings ...

that's great now no more chaos what is mine and what not :)
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

TASClient changelog from 0.152 to 0.16:

* added ability to add comments and grades to replays
* added "diminishing metal maker returns" host option
* added option for host to lock battle
* added logging support
* added ability to save and load disabled unit selection
* added notifications (desktop alert popup plus sound)
* added more advanced exception handling using JclDebug
* fixed custom sides for bots
* fixed minor problem with focus shifting from forms with taskbar buttons to main form
* fixed "dancing options" bug, which happened if user lagged a lot and if he changed various battle
parameters very fast.
* added support for multiplayer replays
* "online maps" are now updated directly from fileuniverse.com
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hm. how does "dimishing metalmaker returns" explicitly work?

And is it now possible to host battles with bots without being connected to the main server? Tasclient is now so mighty a tool that imho it should completely replace the rest of starting gui of spring.exe (all that would be needed were a small tab that contains the script listing that spring.exe normally shows at start....)
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

IMSabbel wrote:hm. how does "dimishing metalmaker returns" explicitly work?
iirc, more metal makers = less metal produced by metal makers.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Kuroneko wrote:
IMSabbel wrote:hm. how does "dimishing metalmaker returns" explicitly work?
iirc, more metal makers = less metal produced by metal makers.
I would have made "more mm = more enegy needed" .. but It certainly good like that too.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

well, im not that stupid :)
I would like a "how does it work" that looks like
Metal(number_of_existing_MMs)=...
i.e. is there an ultimate limit on how much metal can be generated?
i.e. II does the total_metal(metalmaker) function a converging value?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Betalord wrote: * added "diminishing metal maker returns" host option
* added option changing nuber of players on the fly
...
Oh! noes! why being energy efficient is penalized now? :/
well ill have to look to tell....
that is related to balance... so. why is it there?
what are the issues with producing metal from energy?
have not hear a single word about this affecting balance..
-Can now switch viewed team when spectating using keys 1-9
wow! now must get a functional replay! (are you able to "host" replays btw?)
reading the changes seems like so..

wow so many cool changes in this release... i feel like a n00b all again.. snif..
(you are in danger of making brawlies too weak!... that will teach them 8) )
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, _my_ guess is:
This option if for people who dont want a 50 krogoth endgame because everybody has 30 fusions and 100 Mohometalmakers yielding 1000m+

Although i also like to mega-build, sometimes, on some maps, it _is_ annoying.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I really hate farm fusion/mm . And I'm sure it's a good thing.
Well, I'll have to make some game to test it.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

:(
sad to report that the comments on the replays are not being saved...

and .. spring forgets to warn you about your troops being attacked...(not in view).
not completely sure about that but its more likely.

ah.. and just got owned by a bunch of... hawks?! :?:
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

OH MAN!!! THE MISSION ACCTUALLY WORKS!!!... happy dances
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

mongus wrote::(
sad to report that the comments on the replays are not being saved...

and .. spring forgets to warn you about your troops being attacked...(not in view).
not completely sure about that but its more likely.

ah.. and just got owned by a bunch of... hawks?! :?:
cant test it right now, but are you sure you pressed "save" after entering the comment, too?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

when joining a game which uses a mod u don't hav it states:

can't join, join don't hav the right mod..

a more mods button there would be nice
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Hm seems like I screwed up a bit, I meant to add that you shouldnt hear the warning sounds for units being attacked as a spectator but instead you can now only hear them as a spectator. Also it seems like i introduced a sync error on all maps with water so i guess we will see a b2 soon.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Thats what beta's are for.
mikedep333
Posts: 46
Joined: 25 Jul 2005, 20:07

Post by mikedep333 »

I think there may be a bug whereby health bars show for some units but not others.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The mission rocked :D
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