XTA Development discussion
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
There is a slight boost in range for them in the next vertion. Which i have released ahead of yeha's update. Been about 4 days now i think ? meh, the links are below and also in the #XTA channel
XTA! v8.1 is out! http://www.savefile.com/files/282636
changelog: http://ipxserver.dyndns.org/friends/gizmo/ChangeLog.txt
Unit list: http://p15111940.pureserver.info/xta_v8/
ladder: http://spring.nfshost.com/ladder/rankings.php
Mostly what you all are going to find in this vertion, can's will be used more often and the way they should. D-Gun FX obviously, mey experiace a few com coms next few days just with peeps going d-gun frenzy. There is a tiny boost the range of the lvl1 arty units, this may increase/decrease pending on the feedback i get from this vertion.
I am also planning on doing a tiny update after a few days just to do 3 things.
1) use new core silo model
2) use nuke fx from nanoblobs
3) increase bombers attack radius (splash damadge)
(( 4) if im luck the new cor com model)
So realy it will be just an eyecandy update. I would of used all of the previouse if i had more time and nano was out when it was stated
Good things come to those who w8 i guess.
Giz
P.S
@ aGorm U know where to send the pics dude
XTA! v8.1 is out! http://www.savefile.com/files/282636
changelog: http://ipxserver.dyndns.org/friends/gizmo/ChangeLog.txt
Unit list: http://p15111940.pureserver.info/xta_v8/
ladder: http://spring.nfshost.com/ladder/rankings.php
Mostly what you all are going to find in this vertion, can's will be used more often and the way they should. D-Gun FX obviously, mey experiace a few com coms next few days just with peeps going d-gun frenzy. There is a tiny boost the range of the lvl1 arty units, this may increase/decrease pending on the feedback i get from this vertion.
I am also planning on doing a tiny update after a few days just to do 3 things.
1) use new core silo model
2) use nuke fx from nanoblobs
3) increase bombers attack radius (splash damadge)
(( 4) if im luck the new cor com model)
So realy it will be just an eyecandy update. I would of used all of the previouse if i had more time and nano was out when it was stated
Good things come to those who w8 i guess.
Giz
P.S
@ aGorm U know where to send the pics dude
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
I mirrored the final version, since savefile.com is so unbelievable slow from my location (5kb/s), here:
http://ipxserver.dyndns.org/games/spring/mods/XTAPE.sd7
Some people seem to have problems resolving hosts with dyndns.org domain, so here is a direct link:
http://80.190.246.78/games/spring/mods/XTAPE.sd7
Going to recreate the unit guide now
EDIT:
Unit guide is ready and can be found here:
http://p15111940.pureserver.info/xta_v8.1/
EDIT:
To use AAI with this version, there a few things to do:
- download the file XTAPE.cfg and place it in ai/aai/cfg/mod/
- delete the file ai/aai/learn/mod/XTAPE.dat
- delete the file ai/aai/log/BuildTable_XTAPE.txt
http://ipxserver.dyndns.org/games/spring/mods/XTAPE.sd7
Some people seem to have problems resolving hosts with dyndns.org domain, so here is a direct link:
http://80.190.246.78/games/spring/mods/XTAPE.sd7
Going to recreate the unit guide now
EDIT:
Unit guide is ready and can be found here:
http://p15111940.pureserver.info/xta_v8.1/
EDIT:
To use AAI with this version, there a few things to do:
- download the file XTAPE.cfg and place it in ai/aai/cfg/mod/
- delete the file ai/aai/learn/mod/XTAPE.dat
- delete the file ai/aai/log/BuildTable_XTAPE.txt
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
People still might want to join a version 8 game. Best let players decide when to delete old mods. People will switch to 8.1 anyway, none of the changes seem too controversial.Chojin wrote:Foe, Myg wanted the filename to be the same to specificly overwrite the old version... My request on that was denied
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
If you want to have the old v8 (as i also keep) just stick it into a subfolder. We all know u cant have to files under the same name, so bung it into a sub folder. Just make the folder itself relavant to the file.
This is the dir i have for xtaids
F:\Games\TASpring\mods\Noruas (inside Noruas folder goes the xtaids87 & combattle.sd7)
Having lots of mods in one big folder is messy, and poorly efficiant if your a dev or just curouse.
Just make an XTA_V8 folder n put the xtape in there, np
Personally ide prefer it if you would PM the hoast of the battle room in old v8 and pass on the link to v8.1 Spreading XTA by `word of mouth` is the best thing. And realy wont take that long with Chojins UBER sever
p.s
Ill have a look at the mine layer. (i love mines, if u afford the micro they rox!)
This is the dir i have for xtaids
F:\Games\TASpring\mods\Noruas (inside Noruas folder goes the xtaids87 & combattle.sd7)
Having lots of mods in one big folder is messy, and poorly efficiant if your a dev or just curouse.
Just make an XTA_V8 folder n put the xtape in there, np
Personally ide prefer it if you would PM the hoast of the battle room in old v8 and pass on the link to v8.1 Spreading XTA by `word of mouth` is the best thing. And realy wont take that long with Chojins UBER sever
p.s
Ill have a look at the mine layer. (i love mines, if u afford the micro they rox!)
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
You still did it.
You still decided to go through with both changing NTai's tdf path, which was designed to stay the same so that NTai would still be compatible.
And that's not the worst. You still went through with CHANGING ALL OF THE UNITNAMES WTF!?!
What was the point of that?
Because it definitely did NOT make anything easier for... anyone. First of all, it requires that everything to do with units in XTA (such as AI buildtrees...) need to be rewritten. But second, it's just a stupid change.
What do you think is easier to remember, and to type, and to spell correctly:
CORALAB, or core_advanced_kbot_lab --- Or whatever it is! It could be core_advanced_k-bot_lab, or core_kbot_lab_advanced, or core_adv_kbot_lab, or core_adv_k-bot_lab, or core_adv_k-bot_laboratory!
Before it was easy, because there was both a clear standard and because each unitname had a small number of letters. But now it isn't. It's a stupid pain. It would take much longer for anyone to memorize, both newbs and veterans who had memorized the previous system, because all the unitnames are so long and without a clear standard.
So now I have to go through the very very long and complex NTai XTA buildtree, and change every single unitname from the old simple easy standard to the current messed up complicated standard. And the minimum any unitname appears is once; most of them appear more than that in the total of almost 60 seperate text files. Which will be a huge pain that I might or might not complete in a month. And all the time I will be spending on it is time that I would have been spending on improving the xta buildtree. Which, by the way, worked really well in v8.0
Wtf xta team... Wtf.
Did I mention how much of a pain the new standard is?
Time to switch to an EE buildtree...
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
This is pretty easy to undo - might be a good idea to reverse it, a lot of people are used to the old fbi names.Lindir The Green wrote:
You still did it.
You still decided to go through with both changing NTai's tdf path, which was designed to stay the same so that NTai would still be compatible.
And that's not the worst. You still went through with CHANGING ALL OF THE UNITNAMES WTF!?!
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24