Script fixes in BA

Script fixes in BA

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Script fixes in BA

Post by Caydr »

I remember someone mentioning to me that a bunch of AA scripts were fixed by BA... does anyone remember what units had the problems and what was wrong with them?
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Script fixes in BA

Post by YokoZar »

No, but you could probably figure it out by comparing the md5sums of the .cob files
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Script fixes in BA

Post by Caydr »

YokoZar wrote:No, but you could probably figure it out by comparing the md5sums of the .cob files
Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance". I can't just go arbitrarily grabbing all the COBs that show differences in the hope that I'll get the ones that fix bugs rather than the ones that add/remove/modify features.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Script fixes in BA

Post by SirMaverick »

Caydr wrote:Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance".
Looking at the ba changelog could help.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Script fixes in BA

Post by Caydr »

SirMaverick wrote:
Caydr wrote:Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance".
Looking at the ba changelog could help.
I'm posting here because although TFC has offered his help to me if I have any questions, I don't think he's been with the project long enough to definitively say what was changed and why. I've looked at BA changelogs before and they are not always very detailed so I can't rely on them 100% either. And besides this, I've never heard of a game or any project for that matter that has absolutely every single change documented.

Well, nevermind, I guess it would be more productive to see what I can see from a file comparison and then ask questions specific to each change.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Script fixes in BA

Post by SirMaverick »

Caydr wrote:And besides this, I've never heard of a game or any project for that matter that has absolutely every single change documented.
At least one mod uses a version control system.
I can just encourage everyone to use that for his projects too. It's just easier to solve exactly such problems you have now.
Well, nevermind, I guess it would be more productive to see what I can see from a file comparison and then ask questions specific to each change.
+1
Or: don't change anything now. Only when you see bugs in AA look for differences in BA and if they fix the problem.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Script fixes in BA

Post by TheFatController »

As far as I remember..

Arm t2 radar tower
Shiva
Razorback

Are the buggiest ones that got fixed (may be more tho), there are also some which have just been tweaked or aimspeeds improved etc. so that may pose a problem if you only want fixes
Post Reply

Return to “Balanced Annihilation”