Complete Annihilation News - Page 19

Complete Annihilation News

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

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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

Licho wrote:And I repeat once more - you cannot make nested menus - it woudlnt work without lua..
What do you expect to make it in, .cob? o_o Morphing doesnt work without lua either, does it? Either way, no t2 for non-luaists/ai's.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Complete Annihilation News

Post by eriatarka »

Saktoth wrote:
Licho wrote:And I repeat once more - you cannot make nested menus - it woudlnt work without lua..
What do you expect to make it in, .cob? o_o Morphing doesnt work without lua either, does it? Either way, no t2 for non-luaists/ai's.
Well, having AIs unable to play the mod is quite a restriction, isn't it?

What about doing nested menus at the engine level, where the feature probably belongs?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Complete Annihilation News

Post by quantum »

It's probably easier to make them in Lua. Someone just needs to set aside the time to do it.
eriatarka
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Joined: 26 Jan 2008, 18:50

Re: Complete Annihilation News

Post by eriatarka »

quantum wrote:It's probably easier to make them in Lua. Someone just needs to set aside the time to do it.
Yeah, but the AI issue?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

Saktoth wrote:
Licho wrote:And I repeat once more - you cannot make nested menus - it woudlnt work without lua..
What do you expect to make it in, .cob? o_o Morphing doesnt work without lua either, does it? Either way, no t2 for non-luaists/ai's.
Couldn't the "nested" menus be simply a Lua GUI widget that only hides the old menu, but underneath the mod still implements the proper, full, non-nested build-menu? In that case, the AI need not care about the nesting - to the AI, no nesting need exist.
Saktoth
Zero-K Developer
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Re: Complete Annihilation News

Post by Saktoth »

Good observation, Pxtl. ATM the AI cant get t2 structures AT ALL AFAIK, so this would actually be much better.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Complete Annihilation News

Post by quantum »

eriatarka wrote:Yeah, but the AI issue?
I assume the AI doesn't use the UI so no problem here.
eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Complete Annihilation News

Post by eriatarka »

Yeah, what Pxtl says seems to make sense. Haven't played with LuaUI enough to know for sure, but I guess this should work.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Complete Annihilation News

Post by quantum »

I implemented nested menus in LuaRules, but there is a major drawback: since it's synced, if you have a slow connection, the submenus will appear with some lag after you click on the build category. I'll try my luck with LuaUI now.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Complete Annihilation News

Post by Erom »

Gentleman - the CA updater crashes at launch for me, with the message "the application failed to initialize properly (0xc0000135). Click on OK to terminate the application." :(

Any ideas?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Complete Annihilation News

Post by quantum »

Do you have the .net framework 2.0?
Download link
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Complete Annihilation News

Post by Erom »

I... thought I did :oops: Using an old version- worked fine once I updated it. Sorry for derailing the menu discussion.

PS- For someone reinstalling Spring today, with Unknown down, CA is the only game in town... a nice little side effect of having your own site.
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

I have been away for six months since i got fed up with the spring engine and lack of development (crashes, desync etc.)

Now i noticed the new release and im by most parts impressed. If they only fixed the "spring has crashed" bug it would be near perfect for a opensource project thats' work in progress.

So about CA:

Much has changed here and im glad it has. This is the mod to rule all mods of this genre. Nearly all the changes are just great, and the standalone updater is so welcomed!

Some constructive criticism though:

I get it that this project wants to get rid of cavedog IP and thats fine. But just dont try to make this into a own game of yours. Many of us are still here because we just loved TA. We want to play TA thats updated to modern specs in terms of gameplay and graphics. Without getting into too much detail, i just want to say that please, preserve the TA style and feel. ARM vs CORE. Own destinctive designs and the TA gameplay.

Some of the new units dont seem to belong in there, especially some of the air units. They differ too much from the old ones used, and whats worse, they differ from the TA style.

When you remake the units, add your distinctive touch and artistic visions to it, but still keeping the style of TA. Anyone else with me on this one?

ps. dont remove the arm and core logos. Just remake them slightly different and there wont be any ip issues.

This is not a commercial, nor is it developed in the usa so there really is no need to panic. Its clear you cannot use the name Total Annihilation since its registered, but nothing stops you from using the names core, arm, pw, ak and so forth.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Complete Annihilation News

Post by KDR_11k »

reivanen wrote:If they only fixed the "spring has crashed" bug it would be near perfect for a opensource project thats' work in progress.
lol
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

KDR_11k wrote:
reivanen wrote:If they only fixed the "spring has crashed" bug it would be near perfect for a opensource project thats' work in progress.
lol
Thats a really mature comment. I'm not saying there couldn't be something i dont know about that makes the text you quoted from me seem a bit funny, but i assure you that your response does not contribute anything to anything.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Complete Annihilation News

Post by Peet »

reivanen wrote:
KDR_11k wrote:
reivanen wrote:If they only fixed the "spring has crashed" bug it would be near perfect for a opensource project thats' work in progress.
lol
Thats a really mature comment. I'm not saying there couldn't be something i dont know about that makes the text you quoted from me seem a bit funny, but i assure you that your response does not contribute anything to anything.
"Spring has crashed" is the dialog box that comes out in almost any type of spring crash, it's completely generic and thus amusing when referred to as a specific bug. I bet the issue is that you're using a bad AI or something that crashes it.
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Erom
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Joined: 25 Apr 2006, 05:08

Re: Complete Annihilation News

Post by Erom »

Indeed, look at the stacktrace - that's why the comment is funny, because it's like saying "Well, if we could just make a million dollars, then we would have money." Some 'just'.

When I get "spring is crashed", 95% of the time it's the AI that did it. Speaking of, do any of the AI's out there play CA? The ones packaged in Spring do not.
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

I was not talking about spring in my post. It was just a sidepoint, hence i refered to the problem more generically as "spring has crashed". I know it is a generic message, and its cause can be one from many things.

They however are sadly common and many times happen to many people at the same time in a game (infact, its almost always this way it happens based on my experience with my own setup, my friends, and from what i have discussed about it with fellow gamers online). This would indicate that its a fairly isolated problem and relatively easy to fix (atleast so that it would happen significantly more sparse)

edit: no, i am not able to fix it. Thats neither the point ;) Im really pleased with the latest release, i just pointed it out as the last major problem.

And no, its not a case where AI crashes spring, i definately am able to distinguis this from what i am talking about and would not blame spring for a crash caused by AI (however, i could blame spring since it could be fixed to handle the crash in AI code and close it and reload the AI and continue the game, for example ;P.
Last edited by reivanen on 12 Feb 2008, 18:30, edited 3 times in total.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Complete Annihilation News

Post by Warlord Zsinj »

Clearly the solution, then, is to remove the error message!
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

KDR_11k wrote:
reivanen wrote:If they only fixed the "spring has crashed" bug it would be near perfect for a opensource project thats' work in progress.
lol
:idea: If we could just fix all the bugs we'd be bug free.
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