New version, 0.67b3
New version, 0.67b3
The previous release introduced a problem with using AI dlls through the multiplayer lobby, so we have decided to release a quick update to fix this.
If you connect to the multiplayer lobby you will receive the update automatically. It can also be found in the download section as usual.
If you connect to the multiplayer lobby you will receive the update automatically. It can also be found in the download section as usual.
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- Posts: 46
- Joined: 25 Jul 2005, 20:07
Dude? Read the msg.. This update fixes spring, and also works with the client .. Don't know why ur suggesting otherwise?mikedep333 wrote:I'm pretty sure the lobby client can only patch itself, not spring.
They made a seperate download out of this because for LAN games, some people may be using a local lobby server. They wouldn't receive the update.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
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- Posts: 46
- Joined: 25 Jul 2005, 20:07
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
considering that it actually just downloads an updater .exe, runs it, then shuts itself down, I imagine they could link it to the full installer if they wanted too. Its just people might get antsy if they are staring at a downloading update screen for 10 minutes
. Now, what could become a problem is if it doesn't make sure Spring is closed down before it attempts to install, though the update exe is just in the root spring directory if it fails.

Thanks
Thanks Fnordia =)
For what it's worth guys, there are quite a few of us who need the direct download version instead of the lobby updater. When the lobby updater first appeared the first update was *only* available by the updater and we had to ask for it to be put on the Spring website (which it duly was - thanks).
Cheers
Munch
For what it's worth guys, there are quite a few of us who need the direct download version instead of the lobby updater. When the lobby updater first appeared the first update was *only* available by the updater and we had to ask for it to be put on the Spring website (which it duly was - thanks).
Cheers
Munch
I'm probably a bit late:
I very strongly hope this isn't hard-tied to every unit that has "mine" in its unitname, but that instead it is done by adding support of the two old TA FBI tag:0.62b1 wrote:-Mines no longer block terrain and can be overun (and if you are crazy built on top of :) ), removed ability for mines to hold fire since they would be completly undetectable.
- firestandorders=0; //1 to have the FireAtWill/ReturnFire/HoldFire button, 0 to remove this button
- YardMap=y;// y are spot where the unit are passable (see my recurrent pleas for proper yardmap support for details
- Ragnarokker_AJ
- Posts: 2
- Joined: 11 Sep 2005, 20:26
Intelligent mines are definitely the way to go. I always did hate (and still do) when nuke mines and the like, detonate when a scouting PeeWee runs into the (mine) field, and then the escorting convoy behind proceeds to maul one's base.
If only you could build in intelligent mines that would:
i) only detonate if they're able to cause severe damage to a unit;
ii) only detonate if the unit is considered a threat e.g. a few scouts (PeeWees, Flashes etc) = no threat; Mavericks = threat and so detonate when in range to do severe damage*.
iii) can u think of any other neat features?
*Note about the "severe damage": the mine would track a unit within its radius and calculate the point at which maximum damage would be inflicted. As long as the unit is approaching or remaining at a constant distance from the mine, out with the mines auto-detonate radius, the mine will not detonate. However, if the unit proceeds to move away from the mine, and the mine is able to inflict severe damage (relative to the strength of the unit), it should detonate. Otherwise, it will remain inactive, awaiting any other unsuspecting units that come near.
This would truly be a unique and uber feature. Don't u guys agree?
If only you could build in intelligent mines that would:
i) only detonate if they're able to cause severe damage to a unit;
ii) only detonate if the unit is considered a threat e.g. a few scouts (PeeWees, Flashes etc) = no threat; Mavericks = threat and so detonate when in range to do severe damage*.
iii) can u think of any other neat features?
*Note about the "severe damage": the mine would track a unit within its radius and calculate the point at which maximum damage would be inflicted. As long as the unit is approaching or remaining at a constant distance from the mine, out with the mines auto-detonate radius, the mine will not detonate. However, if the unit proceeds to move away from the mine, and the mine is able to inflict severe damage (relative to the strength of the unit), it should detonate. Otherwise, it will remain inactive, awaiting any other unsuspecting units that come near.
This would truly be a unique and uber feature. Don't u guys agree?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29