Complete Annihilation News
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I think this is fixed isnt it? Was it that thing about Lups? Any word on this?clumsy_culhane wrote:mm changing the topic a little.. CA the latest version seems to crash about 3 mins in.. me and sak both crashed at the same time.. 3 times in a row..
EDIT: Too fast for me licho. So it was a specific widget! HAH!
Firstly, i really dont think lua can interact with the typemap (hardness) since it cant interact with the metal map, least of all change it. Secondly hardness is only how much cratering you get and has nothing to do with speed (though there are variables in the typemap, which lua cant change, that can up the speed of units).Well, isn't the speed done by hardness and how flat it is?
Terraform by "Hardening" the selected area?
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
From single player testing, LUPS seems to be the thing thats crashing vista... i would assume then that the crashes in CA on vista are caused by lups :)Licho wrote:No, if its LUPS then its actuall Vista/drivers - openGL bug ..
Nothing wrong in spring or lua widgets, it's just crappy drivers for Vista..
(IF it's even caused by lups, we dont know for sure)
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
Im not sure what you mean, you have to get within nanolathe radius in order to reclaim things- thats as intended. Iven ever seen anything get 'too lose' to something while reclaiming.
This is probably an engine issue by the sounds of it, perhaps you mean 'the reclaim bug' (That makes your reclaimer sometimes go outside the radius of your reclaim circle). That one is an engine issue..
This is probably an engine issue by the sounds of it, perhaps you mean 'the reclaim bug' (That makes your reclaimer sometimes go outside the radius of your reclaim circle). That one is an engine issue..
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
I've noticed that because the reclaim cursor is different in CA, it is sometimes a bugger to get units to reclaim stuff. havent tried it with diff. cursors tho.the-middleman wrote:When I take a builder a click on a feature he will walk up to it, hold a few meters from it...wait a little and then stop. If I want to reclaim it I must first click right next to the feature and then when the builder is really close I can tell him to reclaim. Ive seen this in no other mod
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
I havent noticed the reclaim thing, middleman. Perhaps its just a consequence of not being used to the different cursor as BaNa suggests? You can change your cursors through the menu (lower right of the screen).
Bombers when patrolling: They dont do that in BA either, or AFAIK, any other mod. Bombers are noautofire=1. This means they wont attack anything unless you tell them to. This is sensible, to prevent them from bombing your own units (say, bombing a flash that runs into your base) dropping their bombs too early, or flying off in big loop-de-loops and getting shot by AA everytime an enemy comes close. However, i am strongly tempted to just turn off noautofire and let players decide for themselves by putting them on 'hold fire' or 'fire at will' etc. I think with LUA, we can make hold fire the default to make it noob-friendlier. Ill look into it.
Radar towers: This is intentional. The idea is that anything that emits radar can be picked up with relative ease at long range. This is true in real life. Quant describes it as 'a flashlight in the dark', lets you see but also lets you be seen. Im not keen on the idea, TBH, as it makes you reluctant to build a radar for fear of giving away your position- and building radars is something we should encourage. There are also units that have radar which arent revealed (Things like Commanders and Annihilators), which is inconsistent. So, this is on 'trial' ATM.
Turtles: Perhaps you are clicking at the very edge of its unload radius, or on an area it cant unload to? These things can be finnicky. This would probably be an engine issue since we havent changed this unit at all.
Bombers when patrolling: They dont do that in BA either, or AFAIK, any other mod. Bombers are noautofire=1. This means they wont attack anything unless you tell them to. This is sensible, to prevent them from bombing your own units (say, bombing a flash that runs into your base) dropping their bombs too early, or flying off in big loop-de-loops and getting shot by AA everytime an enemy comes close. However, i am strongly tempted to just turn off noautofire and let players decide for themselves by putting them on 'hold fire' or 'fire at will' etc. I think with LUA, we can make hold fire the default to make it noob-friendlier. Ill look into it.
Radar towers: This is intentional. The idea is that anything that emits radar can be picked up with relative ease at long range. This is true in real life. Quant describes it as 'a flashlight in the dark', lets you see but also lets you be seen. Im not keen on the idea, TBH, as it makes you reluctant to build a radar for fear of giving away your position- and building radars is something we should encourage. There are also units that have radar which arent revealed (Things like Commanders and Annihilators), which is inconsistent. So, this is on 'trial' ATM.
Turtles: Perhaps you are clicking at the very edge of its unload radius, or on an area it cant unload to? These things can be finnicky. This would probably be an engine issue since we havent changed this unit at all.
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- Joined: 23 Aug 2007, 19:46
The idea is interesting though shouldn't Anti Nukes (static as mobile) be visible then too, as they keep scanning for rockets all the time?Saktoth wrote:Radar towers: This is intentional. The idea is that anything that emits radar can be picked up with relative ease at long range. This is true in real life. Quant describes it as 'a flashlight in the dark', lets you see but also lets you be seen.
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
I'd suggest making the radar towers show up as a dot or icon rather than actually showing the unit. It looks rather odd to see a radar tower sitting in the middle of nowhere. I personally like the idea of showing where radar units are, but if that's the case, radar units probably should have their range buffed. Alternately, give them a higher line of sight, and make them not show up when you turn their radar off. Also, you could make them show up only if there is a radar tower nearby that can detect it. A radar ought to be able to detect enemy radar at about double the enemy radar's range.
Just did some testing to check out how the Raider and Sea-nanos and Naval shields looked.
Are the Naval shields in, or waiting on them?
I see you guys are also in need of some build pics for my new units, I'll get those done for you, is there anything special I need for them? (alpha channel, dimensions, ect..?)
Ran into a potentially big problem though.
I had built a Core fusion, and suddenly when it was finished my fps went from 90 down to 20... and as I zoomed in at the Core fusion, my fps just kept going down all the way to 1 fps...
Is there something going wonky with the core fusion, or is it just me?
It had some aura glow around it now, maybe thats the cause.
Are the Naval shields in, or waiting on them?
I see you guys are also in need of some build pics for my new units, I'll get those done for you, is there anything special I need for them? (alpha channel, dimensions, ect..?)
Ran into a potentially big problem though.
I had built a Core fusion, and suddenly when it was finished my fps went from 90 down to 20... and as I zoomed in at the Core fusion, my fps just kept going down all the way to 1 fps...
Is there something going wonky with the core fusion, or is it just me?
It had some aura glow around it now, maybe thats the cause.