Balanced Annihilation V6.5 - Page 4

Balanced Annihilation V6.5

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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.41

Post by el_matarife »

KDR_11k wrote:I thought that was a map option...
Nah, apparently square metal areas has already been implemented in Revenge's unofficial BA6.411 hotfix.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.41

Post by [Krogoth86] »

BTW:
Updating those LUA files (i.e. actions.lua, callins.lua etc.) with updated ones (like from CA) fixed the not working mex upgrader gadget just as some others too in MA so maybe try that...
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V6.41

Post by REVENGE »

With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.41

Post by el_matarife »

Mind taking a look at some weird d-gun issue while you're at it? I'm not sure if this is a Spring engine bug or something with BA, but I have a replay of a d-gun shot passing through some units while dealing no damage.

EDIT: Never mind, it appears to be an engine bug BUT I think you may be able to develop a workaround with Kloot's help
http://spring.clan-sy.com/mantis/view.php?id=1087
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REVENGE
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Re: Balanced Annihilation V6.41

Post by REVENGE »

Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V6.41

Post by Regret »

REVENGE wrote:Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.
Good, maybe if you just fixed BA to work with new spring version and didn't add any of your super great improvements then you could increment the version number like that.
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smoth
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Re: Balanced Annihilation V6.41

Post by smoth »

time for RA :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Yatta
Posts: 55
Joined: 13 Aug 2006, 17:18

Re: Balanced Annihilation V6.41

Post by Yatta »

I long waited for a unit catapult, and dreamed of a millenium canon :D

Actually, a (mobile) unit 'catapult' could be nice in a 'serious' game :
- Doesnt make the units, you have to load one
- Fire range proportional to unit weight
- Units fired takes damage 'bouncing' on the ground or crashing into stuff.

That would add original ways to try to intrude a defense line, or go past natural obstacles.

Thinking of it, a instant "drop" action for air transports could be fun too : drop the transported unit(s) while flying : units get in the regular "fall" behavior (which means damage).

Im always enthusiast about new mechanisms/effects :D
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.41

Post by el_matarife »

REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.

Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation V6.41

Post by Saktoth »

el_matarife wrote:Now that .77B2 is out can we make metal extractors use a square instead of a circular area? All it requires is adding the new extractSquare unitdef tag to the mexes, and I assume configuring the parameters for it properly. It'd really help on maps like Small Divide, Castles, Death Valley, and a few other maps with metal areas instead of metal spots.
Lern2hexagon.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Re: Balanced Annihilation V6.41

Post by Sleksa »

oh my, it seems like some cunts have released NOTA as a new ba : - (
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V6.41

Post by REVENGE »

smoth wrote:time for RA :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Really now. :P

No idea why cloaking would cause a mega slowdown, but I'll go and check it out.
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REVENGE
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Re: Balanced Annihilation V6.41

Post by REVENGE »

el_matarife wrote:
REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.

Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.
Yeah sorry, 6.412 was where it really got out of hand. :lol:
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.41

Post by NOiZE »

For the Record,


I do not approve with REVENGE's version, BA 6.41 is perfectly playable, yes lups doesn't work it seems. But that isnt a reason for a fix. And where is all the whining about which stuff is broken????
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.41

Post by NOiZE »

Also BA works perfectly for me in 0.77b3


Are u guys sure you guys have a clean install??
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.41

Post by MR.D »

Alot of the widgets are screwed up, and since BA runs almost all of its interface gui and visuals with widgets, that screws up BA.

From start boxes to healthbars and on.

Rev took the steps to include some fixed widgets, which makes his version of BA more playable.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.41

Post by NOiZE »

To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
changelog wrote:6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
DOWNLOAD

Have Fun!
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.5

Post by el_matarife »

Wish it had square metal extractors like the hotfix version, but I still really appreciate you making a new version even though you've got a lot going on.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.41

Post by ginekolog »

NOiZE wrote:To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
changelog wrote:6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
DOWNLOAD

Have Fun!
TY, this seems to work fine so far :)
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.5

Post by MR.D »

Noize, you might want to do some testing on Impulse factors for the units that use them.

Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.

Another issue which might not be Mod specific, is how attacking and selecting a radar dot seems really off, trying to select specific targets to attack is very hard to do.

I end up hunting forever to get an attack command locked onto the dot, like its showing the dot as being a certain place, but the selectable target is somewhere else completely.
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