Complete Annihilation News - Page 8

Complete Annihilation News

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

Moderator: Content Developer

Post Reply
User avatar
clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Post by clumsy_culhane »

MR.D wrote:
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.
That cool effect is LUPS, (lua particle effects) so mabye ur graphics card doesnt like lups.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Yeah, LUPS is kinda buggy. Pretty, but crashes Vista, etc.

Perhaps we should consider disabling it by default until some of the problems are fixed...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

As I understand it, Vista is kinda buggy; it crashes LUPS, etc... ;-)
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Vista is crap, its a resource hog, programs don't run very well on it, everything crashes on it, More of a downgrade than anything IMO...

All for the sake of Directx-10.. lol
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Lets not turn this into a Vista is crap thread, but keep on topic. Thanks.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

MR.D wrote: Are the Naval shields in, or waiting on them?
They aren't. I think I understood that Saktoth, who is taking care of sea, prefers to have no stationary floating shield, for now.
MR.D wrote: 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..?)
That would be great :D The buildpics can be in any dimensions, although all ours are 96x96 for no particular reason. I don't think the alpha channel matters.
MR.D wrote: 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.
Yes, it's probably is jK's new Lua particle system, as the previous posters said. It looks great but it's still work in progress, so it can create problems. Hopefully they will be fixed soon. You can just disable the LUPS widget in the meantime.
User avatar
Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

dam, still finding it Difficult to get terraforming working for my mod : :(

the Lua I found relevant (since the link you gave me no longer exsisted) is unit_terraform, but nothing else
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Last gripe for a while :-)

Can you guys set the Nanoturrets at default to "no-assist"
I find myself spending alot of extra time wasted on setting each one as they finish building to "off" on assist.

It can be a real pain when you're trying to manage your spending, and all your nanos are on active duty asap..
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

+1

I don't really like the nano widgets that auto set nano's to patrol and thus will switch between assisting factories, repairing units and reclaiming. Defaulting the nanos so that they assist ONLY what you tell them to seems like a much better choice.
User avatar
Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

Floating shields are win.

If you all wanna make a mobile shield class of units (a revamped, high tech looking Shield Carrier seems the obvious choice), would be interesting, but opportunity knocks but once. ~~
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Ill be re-doing t2 sea in due time. I dont know that a floating shield is really appropriate for the dynamic i have in mind, though a shield ship may be.

Ill also be re-doing the models for the various core shields in due time. they are sort of stand-ins at the moment.

As for the auto-assist, just disable the nano buttons widget entirely. If you dont want it to auto assist/reclaim/whatever, then you probably dont want the widget do you?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

unit_nano_buttons.lua is a synced gadget.
unit_immobile_builder.lua is an unsynced widget.
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

i like this mod tbh. What bothers me :

1. comms health (5k instead of ba 3k)
2. nanoturets showing in my idle cons widget even though they are on patrol (with gadget). I like to have my idle cons line clean ;)
3. Its harder to see team color on new gators and raiders (they look nice but i havent got used to them)
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

the dmg in CA is different to BA so the com health ratio is also different

and the commander will have his health lowered as far as i know as soon as all the com upgrades r fixed and working :p
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Comm health upgrades are fixed and working, for Spring SVN execs.
The experience maxHealth adjustments make it inconvenient to fix that
gadget for the current version of spring.
User avatar
the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Post by the-middleman »

I noticed you also see the Atomic Bomber getting build just like the radar....wtf? The only reason why you build this unit is because you want to surprise the enemy right? Why build that extremly expensive unit when the enemy knows its coming...
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

Abokasee wrote:dam, still finding it Difficult to get terraforming working for my mod : :(

the Lua I found relevant (since the link you gave me no longer exsisted) is unit_terraform, but nothing else

If your LuaRules folder has "gadgets.lua", copy the whole LuaRules folder from CA and delete every file except "unit_terraform.lua" in the "LuaRules/Gadgets" folder.
If it does have "gadgets.lua", move "LuaRules/Gadgets/unit_terraform.lua" to the corresponding folder in your mod.
Move all the fbis, cobs and buildpics of the Mound, Ditch, Trench and Block units to your mod.
If it's not a TA-based mod, edit the units so they use one of your models.
Insert these units in "gamedata/sidedata.tdf".



the-middleman: Nice sceenshots :D

ginekolog wrote: 3. Its harder to see team color on new gators and raiders (they look nice but i havent got used to them)
This is my fault actually, I messed up and didn't use the most recent version of the textures :oops:
the-middleman wrote:I noticed you also see the Atomic Bomber getting build just like the radar....wtf?
You mean it was always visible? Strange, it wasn't in the list of radar units. Anyway the radars aren't visible anymore, for now.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Keep harassing Quant about the 5k HP thing. We'll get through to him eventually.
RavingManiac
Posts: 81
Joined: 18 Jul 2007, 07:06

Post by RavingManiac »

The Atlantis wreckage does not sink.
Post Reply

Return to “Zero-K”