Xta v9

Xta v9

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Noruas
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Xta v9

Post by Noruas » 14 Jul 2007, 22:58

A new release of Spring is soon, but if you want to say something about xta v9 now, you can download it now.Image
Download for your own free will.
Last edited by Noruas on 17 Jul 2007, 03:19, edited 1 time in total.
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imbaczek
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Post by imbaczek » 14 Jul 2007, 23:00

does it have the cool CA stuff like autoselect comm on start? every mod should have that ^^
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Noruas
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Post by Noruas » 14 Jul 2007, 23:32

We do not use Lua, CA in some aspects are very far ahead of its time.

I advise trying the xta nuke for lag.
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Relative
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Post by Relative » 15 Jul 2007, 01:25

Damn, I wish BA had some of those models and effects. It almost makes me want to defect to the other side. :P
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AF
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Post by AF » 15 Jul 2007, 03:54

I thought the CA autoselect com on start was just a lua widget bundled with CA that was on by default and can be extracted and placed in the normal folder so it can be used in every mod?
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Noruas
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Post by Noruas » 15 Jul 2007, 03:56

Well i was going to say it, but figured it wasn't right for me to ruin it, yes almost any lua upgrade in ca can be converted to lua for any mod except for a few.
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rattle
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Post by rattle » 15 Jul 2007, 23:10

I've found some minor issues...

Construction units spam particles, even when they're not building or closed (vehicles).

Arm Com's nano particle effect starts too early and ends too late. Should only show up when it builds and stop when it's not aiming the nano anymore.

All MuzzleFlame particles should have frontOffset=0.25; in it. This sets the frontTexture off by a good deal. Look at it from the side and you'll see the difference.

I'll have a closer look tomorrow.
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knorke
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Post by knorke » 16 Jul 2007, 00:37

Image

oooh how can you not like the flames?
next do teamcolored dgun.

new t1 crawling bombs might be imba because they bounce units around.
sadly sometimes it still feels like playing on 0.5 speed but hmkay
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pintle
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Post by pintle » 16 Jul 2007, 01:57

Relative wrote:Damn, I wish BA had some of those models and effects. It almost makes me want to defect to the other side. :P

you can play both mods you know, and that's not even counting CA.... or all the non-ta mods....
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Zpock
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Post by Zpock » 16 Jul 2007, 02:11

rattle wrote:Arm Com's nano particle effect starts too early and ends too late. Should only show up when it builds and stop when it's not aiming the nano anymore.
I think this is intended? It looks cool and follows the TA intro.


http://www.youtube.com/watch?v=iSB-Rk1sYZw.
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1v0ry_k1ng
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Post by 1v0ry_k1ng » 16 Jul 2007, 11:53

pintle wrote: you can play both mods you know
gtfo
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hunterw
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Post by hunterw » 16 Jul 2007, 13:06

Zpock wrote:
I think this is intended? It looks cool and follows the TA intro.


http://www.youtube.com/watch?v=iSB-Rk1sYZw.
damn i hadnt seen that in a long time

ta fucking rocks so hard


wouldn't it be awesome to be able to get the meshes and skins for all the units featured in that intro? you know they're out there on some hard drive, sitting, going to waste :|
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rattle
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Post by rattle » 16 Jul 2007, 16:34

Zpock wrote:
rattle wrote:Arm Com's nano particle effect starts too early and ends too late. Should only show up when it builds and stop when it's not aiming the nano anymore.
I think this is intended? It looks cool and follows the TA intro.


http://www.youtube.com/watch?v=iSB-Rk1sYZw.
It wasn't exactly delayed. The particles appear before it finished aiming at the unit/building to shoot nanos at and stops after the torso, arm, etc. are reset. It should aim first and then spam particles. You can still have a delay by scripting one. It just feels better.
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KDR_11k
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Post by KDR_11k » 16 Jul 2007, 18:57

Just use QueryNanoPiece to emit it, that way it won't do anything when stalling, either.
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Neddie
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Post by Neddie » 16 Jul 2007, 19:31

1v0ry_k1ng wrote:
pintle wrote: you can play both mods you know
gtfo
Settle down.
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Peet
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Post by Peet » 16 Jul 2007, 19:50

KDR_11k wrote:Just use QueryNanoPiece to emit it, that way it won't do anything when stalling, either.
We have a winrar!
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Noruas
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Post by Noruas » 16 Jul 2007, 21:18

Its amazing, cause thats what i used.
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KDR_11k
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Post by KDR_11k » 16 Jul 2007, 22:33

Then why does it start too early?
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Argh
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Post by Argh » 16 Jul 2007, 22:37

Maybe the tolerance for such events is something hard-coded, and it turns slowly enough or is flashy enough to be really noticeable?

I'll have to check it out, later on.
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KDR_11k
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Post by KDR_11k » 17 Jul 2007, 11:26

Or maybe he sets INBUILDSTANCE too early?
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