Complete Annihilation News - Page 13

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderator: Content Developer

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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Post by jK » 03 Dec 2007, 19:36

reduce the Ground Decals
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie » 03 Dec 2007, 19:39

Ground decals are generated in such a way that severely impacts performance on all cards, so if you wish to play competitively, you should reduce them to the lower settings, though removing them entirely can have an impact on your situation awareness.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Post by CarRepairer » 03 Dec 2007, 20:42

Should I build a fire station right away or should I wait until the first fire and tell the fire truck to go to the burning building?
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Post by the-middleman » 03 Dec 2007, 22:27

http://img522.imageshack.us/img522/4995 ... 029zw0.jpg
i cant see this effect ingame...

also when I morph the commander he looses all metal and energy storage capacity. Even if I morph him back...
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum » 04 Dec 2007, 00:29

You need to enable all the Lups-related widgets.


Yeah, the latest versions have been messy since we're implementing Comm upgrades and there are many unexpected consequences.
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Post by the-middleman » 04 Dec 2007, 01:02

i got Lups and Lupsmanager activated. Are there any other widgets that I need to activate?
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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth » 04 Dec 2007, 01:22

quantum wrote:Yeah, the latest versions have been messy since we're implementing Comm upgrades and there are many unexpected consequences.
Features.

Unexpected FEATURES.
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Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff » 04 Dec 2007, 01:54

several people (myself included) have experienced fatal crashes in LuaUI using recent CA, could someone take a look at this please (posted under "Crash" in Bugs forum).


errors start with:

LuaUI: error = 2, IsAbove, [string "LuaUI/widgets.lua"]:1255: attempt to call global '' (a nil value)

ends with:

LuaUI: error = 2, DrawInMiniMap, [string ""]:714: attempt to call global '°>R' (a nil value)
LuaUI: error = 2, IsAbove, [string ""]:714: attempt to call global '°>R' (a nil value)
LuaUI: error = 2, IsAbove, [string ""]:714: attempt to call global '°>R' (a nil value)
LuaUI: error = 2, IsAbove, [string ""]:714: attempt to call global '°>R' (a nil value)
Spring 0.75b2 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x008e971a


using 075b2, XP-sp2.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k » 04 Dec 2007, 09:07

Did you remove the stacktrace there? That thing's important.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa » 04 Dec 2007, 09:19

Don't forget a pastebin! There will be trouble otherwise!
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Post by the-middleman » 04 Dec 2007, 16:25

I still dont understand how embark works. If I build transporters they will pickup new units and bring them to their dropoff point. But making the transports stay in one place is allmost impossible. How do I tell them to just sit on their asses and wait for further orders?
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Post by kiki » 04 Dec 2007, 18:27

Dont use embark :)

Actually, this would be nice, but why dont you just call the transports when you need them? I mean, doing something instead of waiting is good, right?

Assign them to a group, and when you need them, call them and have them do something. (I can see this get messy tho with a unit in the middle of embarking)
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Post by Licho » 04 Dec 2007, 18:33

http://www.caspring.org/wiki/FeatureTransportAi


Middleman - queue embark to your factory or give unit stop + embark ..
this will make transport pick the unit and wait there
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE » 05 Dec 2007, 19:50

Wanted to say that LUPS santahat is borked in the svn version of spring.
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT » 05 Dec 2007, 19:54

wtf is embark and bark?
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa » 06 Dec 2007, 01:56

Licho wrote:http://www.caspring.org/wiki/FeatureTransportAi


Middleman - queue embark to your factory or give unit stop + embark ..
this will make transport pick the unit and wait there
Read that DOT
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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth » 06 Dec 2007, 02:08

wtf is embark and bark?
Its a new special ability for the Fido.
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Post by det » 06 Dec 2007, 03:25

Saktoth wrote:
wtf is embark and bark?
Its a new special ability for the Fido.
This is clear ARM bias. When is the snake gonna get enhiss and hiss abilties?
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Noruas
XTA Developer
Posts: 1268
Joined: 24 Feb 2005, 02:58

Post by Noruas » 06 Dec 2007, 03:31

No, we are currently working on flea's new technique called bite, where the fleas barrel will widen out and fire a wider laser for 100 energy with a reload of 10 seconds.
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Post by det » 06 Dec 2007, 03:35

Another ARM unit! You better add claws to the core vulture!
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