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Posted: 01 Jan 2006, 21:39
by SpikedHelmet
I am fully capable on my own, if I wanted to, thanks!

Posted: 02 Jan 2006, 02:03
by FLOZi
Graphical considerations such as that were far, far down my list.

Particularly as they should be .s3o, and I'm sure Gnome mentioned something about skeletal animation support being worked on...

Ah well. Once german buildpics are done I'll upload again for people who are desperate. So, so many things to be done yet though, I don't want people to try it now and lose faith. :(


edit: Great model though :) Although I think he should have a nose :P

Posted: 02 Jan 2006, 02:19
by Chocapic
the screenshots look quite interesting :-)

Posted: 02 Jan 2006, 04:17
by Felix the Cat
SpikedHelmet wrote:I am fully capable on my own, if I wanted to, thanks!
Pride goeth before the fall...

Posted: 02 Jan 2006, 05:54
by Das Bruce
Haha, typing lisp.

Posted: 02 Jan 2006, 06:38
by Felix the Cat
Das Bruce wrote:Haha, typing lisp.
It's an old saying. You've never heard it? "Pride goeth before the fall"?

I forget what it's from...

Posted: 02 Jan 2006, 08:03
by Isaactoo
The Bible.

Is there any-where to download the current version of AATA?

Posted: 02 Jan 2006, 13:47
by Das Bruce
Isaactoo wrote:
Felix the Cat wrote:
Das Bruce wrote:Haha, typing lisp.
It's an old saying. You've never heard it? "Pride goeth before the fall"?

I forget what it's from...
The Bible.
I know, I'm not that stupid. I find the bible an accurate text on life as much as I find the art of war an acurate text on conflict.

"What bathtard thpelt lithp with an eth?"

Posted: 02 Jan 2006, 13:48
by Neuralize
*Kisses Bruce.* wtf

Posted: 02 Jan 2006, 15:49
by tomcat ha
If you want to i can research and betatest again.

Posted: 02 Jan 2006, 16:17
by FLOZi
Isaactoo wrote:The Bible.

Is there any-where to download the current version of AATA?
I will hopefully be re-uploading it tonight. But again I must warn everyone who is eager to play it that:

1. It is radically different to TA, as it always has been
2. It's still buggy
3. lacks graphical finesse in places

Posted: 03 Jan 2006, 03:20
by FLOZi
Ok so it's up, for those of you who I have PMed the link :P

It was going to include resized models/fbis that Spiked was doing, but there were problems that needed to be fixed so I (hopefully) reverted back to the previous ones.

Anywho; Go play it lots and tell us all the problems!


EDIT: Just remembered, MG42 script is totally buggy as I was experimenting with it, please don't complain about that!

Code: Select all

AATA0.9 Changelog

~~~~

TODO:
Graphical:
-Add tracks to units
-Exhausts for all ground vehicles
-GER towed guns tow-detect scripts
-give towed guns universal heights
-fix old infantry models
-Supply tent to large for buildplate
-texture fighting on the M4A1GMC
-Steam roller wheels
-Airpit buildpics!
-Smallarms as tracers
-half size everything
Additions:
-M1A1/M2 90mm AAA
-B25J Mitchell
-B26B Marauder
-A26 Invader
-P61 Black Widow
Conversion:
-Fix C47
-Change SWTA transport scripts to SWS or default Spring
-Fix prone infantry
-Spring aircraft tags
-balance R4M weapon

~~~~

b1.5
-Add set ACTIVATION to 1 to EVERY MOBILE GROUND UNIT
-*Altered* burstweapons, May reverse this!
-Improved JU87G accuracy - can now actually hit tanks!
-Fixed ugly GER HQ/barracks innards
-Temporary fix of B25C Carpet bombs
-Fixed flamethrower graphic
-Increased 5/6cm mortar accuracy & decreased range
-Made new 20mm KwK to replace 20mm Flak on Sd.Kfz 250/9 SPW
-Fixed mobelwagon sides animation
-Fixed rocket models not showing
-Fixed build menu orders
-Gave the Me-262 R4M rockets, and made them only fire at bombers
-Added and balanced M19 40mm SPAAG
-Buildpics for all US and German units except air factory and repair
-Fixed USBomberPit SoundCategory
-SmoothAnim=1; for all infantry and towed guns

b1.4
-Fixed P38L bomb self destruction
-Included missing debris 3dos
-Fixed all the missing build menu problems i could find
-Fixed GER turretless SPGs not firing
-Fixed panzerfaust huge muzzle flash bug

b1.3
-Fixed US towed guns tow-detect scripts
-fixed amphibians moveclass
-fixed resource generation of lvl1 resources
-Fixed Jeep firing points and cleaned script
-Fix US turretless SPGs not firing
-Removed ugly US HQ/barracks innards

b1.2
-Fixed infantry AT weapons start velocities
-Fixed NOWEAPON warning and related issues
-Removed M4GMC HMG pending weapon-specific HighTrajectory tags
-Removed 2mb worth of useless drone2.wav!

b1.1
-Converted to Spring format!
-Gave mortars correct HighTrajectory FBI values

Posted: 03 Jan 2006, 03:30
by Felix the Cat
Looking forward to seeing a release of this! I've been waiting a long time for a WW2 mod for Spring.

Posted: 03 Jan 2006, 05:00
by heroesdoexist07
Ah, sorry, i'm getting an error:

"To many/large unit textures to fit in 2048*2048"
"To many/large unit textures" (Too is spelled to in the message)

I've tried the maps Metal Isles and Crystal Harbor with Arm and Core.

Posted: 03 Jan 2006, 13:27
by Guessmyname
Crash with german jet-bomber's bombs hitting ground in FPS mode. Untested not-in-fps-mode. Could have blown up something with a messed up Killed() script though

Posted: 03 Jan 2006, 15:49
by FLOZi
heroesdoexist07 wrote:Ah, sorry, i'm getting an error:

"To many/large unit textures to fit in 2048*2048"
"To many/large unit textures" (Too is spelled to in the message)

I've tried the maps Metal Isles and Crystal Harbor with Arm and Core.
Sounds like it isn't installed right. Just pop it into the mods folder and run from TASClient.


I'll have a look at that, Guessmyname ;)

edit: I can't even get the Ar234 to fire in FPS mode, but it works fine normally. How odd. :|

Posted: 03 Jan 2006, 16:58
by SpikedHelmet
Seems to me almost like aircraft need more thrust.

Posted: 03 Jan 2006, 18:28
by Guessmyname
dropped weapons don't work too well in FPS mode. It can be a bit difficult to get them to fire

Posted: 03 Jan 2006, 19:11
by FLOZi
Spiked said he managed it without any problems... Any idea what you were bombing?

Posted: 03 Jan 2006, 19:46
by Guessmyname
A load of american tanks and the tank depot