Absolute Annihilation: Spring[old] - Page 29

Absolute Annihilation: Spring[old]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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

Post by Caydr »

I think we can all get rid of the idiotic christmas avatars now.

Checking arm con ship... edit: verified and fixed. Thanks
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha? Mines a winter avatar not an xmas avatar...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Code: Select all

1.31 --> 1.32

 Depthcharge launcher can't be built on water
  anymore
 "Phoenix" bomber port wing moved oh-so-slightly
  towards the model's center... I'm psychotic
 Nano tower buildtime reduced by a further 2000
  units
 Nano tower metal cost reduced by a further 50
  units
 Sumo cloaking removed
 Spy minimum cloaking radius increased 25%
 Arm construction ship can now build underwater
  storage again
 "Moho Exploiter" buildpic redone
 Deflector strength increased roughly 400%
 Deflector range decreased roughly 40%
 Uniform mobile unit rotation speed increase: 10%
 Uniform mobile unit acceleration increase: 20%
 Uniform mobile unit brake increase: 20%
 Uniform mobile unit maxvelocity increase: 15%
 Removed the 8 least interesting load screens
 Converted all buildpics to JPG
 Level 1 bombers now drop the correct number of
  bombs
http://prdownloads.sourceforge.net/ta-a ... p?download

Filesize cut nearly in half, is now only 9 mb.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Caydr wrote:Filesize cut nearly in half, is now only 9 mb.
Damn you Caydr! Now I have no valid reason NOT to download AA!
sergey
Posts: 25
Joined: 16 Oct 2005, 19:32

new version crashed after 5 min of game

Post by sergey »

it was desync on server side (sync mistakes) and then i crashed
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

I've also been experiencing alot of games crashing, as well as my own client in 1.32.

Its about 50/50 so far, typically a game will crash early or not at all it seems, usually while players are still using LVL1.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hmm... hmm...

Well, the big change in compression in this version was that every buildpic was converted to JPG, that alone saved over 7 megabytes. Then I cut some load screens, and it was down to 9 MB... AFAIK, no other mod has yet made this change, so there might be some unforseen consequences. I don't really see how though, it's just a different image format.

None of the other changes could possibly cause more/less stability issues AFAIK.

I'll not completely discount this, though. If many more reports like this come in, I'll revert to 1.31 and re-do the changes from scratch in case I made a typo or something.

edit: wait... there is one thing. When I multiplied all the speeds and such, I came out with a lot of numbers involving decimals about 3 places long at times. Now... this shouldn't really make a difference... it's hard to say though.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Played shore to shore and game crashed after about 10minutes. Tried again because we had a guy having sync problems and thought that was the reason.

Tried again and he still had sync probs - kicked him right away. Again about 10 minutes into gameplay and spring crashes.

Never had this problem with earlier versions (been playing since 1.30)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I was in the lobby just now, a guy said to redownload Shore to Shore. (though I don't really think that's the problem)

I think I might have an idea what the problem is, but it'll take some doing to fix it.

Edit:

I think I've fixed it.

Code: Select all

1.32 --> 1.33

 Fixed sync errors related to FBI decimal values
 Removed unused textures
http://prdownloads.sourceforge.net/ta-a ... p?download

If anyone could verify for me that the sync issue has been solved, that'd be great.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

On map: Road To War has crashed twice, first time when game was starting (after countdown immediately) And the second time we tried it crashed at the first attack. No sync errors though, but spring has never crashed like this before 1.32 AA

edit: happened again on another server, fewer players and again a crash on that map shortly after first attacks. No delayed sync or sync errors.
Bimsmicmam
Posts: 2
Joined: 02 Jan 2006, 01:11

Post by Bimsmicmam »

I'm getting crashes on 1.33 too. The first one was in a 3v3 on River Dale, shortly after building a Core Adv Vehicle Plant the game crashed on me and went back to the TASClient. The second was in a 2v2 on Castles, right when I started building a second Penetrator (I built only one Penetrator, nothing else, in that Arm Adv Vehicle Plant before it crashed). I don't think it can be consistently recreated, since I tested the first instance by myself afterwards

Edit: Happened once more in a 2v2 on Foothills. I build an Arm Adv Vehicle Plant, and began building an Adv Construction Vehicle. This is really annoying, I can't finish games
Last edited by Bimsmicmam on 02 Jan 2006, 02:00, edited 1 time in total.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

May i give a suggestion ? take the F version off, nobody plays it anymore!

Edit: The file size cut was great :-) :!:
Last edited by Chocapic on 02 Jan 2006, 01:50, edited 1 time in total.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

BLASPHEMY :evil: I play when there is a game hosted though as of late there have been less and less (and why not host my own u say, cause my router is huge steaming pile of ...)

And since i got BF2 Special Forces and NFS: most wanted ive had a lot to do :-)
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

the core screamer long range missile tower appears broken, not 100% sure though.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

give details on broken, thats a bit to vague to fix.

On the crashing, I think the infolog.txt in Spring's root folder could give some hints as to crashing. If one or two people could post them after a crash, inside a code box of course.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Code: Select all

Number of damage types: 36
TA Spring 0.67b3
Using script Commanders
Using script Commanders
Player mayday joined as 0
Player MRD joined as 1
Player V_Lenz joined as 3
Player jensgb joined as 2
MRD added point: Start 1
mayday added point: Start 0
Player Aun joined as 4
<mayday> Allies: ima try rushin again
<MRD> Allies:  k
<MRD> Allies: get those flash movin
<mayday> Allies: that lil bastard
<MRD> Allies: lol
Construction Kbot: Can't reach destination
!
<mayday> Allies: o well ima get him now
<MRD> Allies: u gotta gt ur metal back fir
st :D
User exited
Path cache hits 21 27%
Path cache hits 50 13%
This is all I have in the infolog.txt from the last game I played on 1.32 which crashed.

And here is the demo from that game.
http://mrd.str8-6.com/files/aa32.zip
Last edited by MR.D on 02 Jan 2006, 03:50, edited 1 time in total.
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Played 2 games of 4vs 4 on greenhaven version 2, using AA 1.33-S. Crash both times just when we are getting to solid level 1 combat. First one my opponents thought they had killed my com, although I thought he had life left. Second the game froze. There was what looked like the start off a massive explosion, and a big cloud like after a com blow up. Crash could be com blowing up, or it could be coincidence. A few coms blew up I think without crashing.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Chocapic wrote:May i give a suggestion ? take the F version off, nobody plays it anymore!

Edit: The file size cut was great :-) :!:
Agreed, but leave barebones, it's a good idea.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Guys quit making random guesses, post your infolog.txt and demos from the last game played that crashed.
Please.
We need to help Caydr fix this and really this is the best way to do so.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Doomweaver wrote:
Chocapic wrote:May i give a suggestion ? take the F version off, nobody plays it anymore!

Edit: The file size cut was great :-) :!:
Agreed, but leave barebones, it's a good idea.
How about making two packages available for download - "Basic" and "Full"? The "Basic" one would only have the -S variant (the only one that a lot of us play. The "Full" would have all variants.

Now that the file size is 9MB I suppose it doesn't matter... but if it creeps back up to 17MB, an option to only download -S would be nice.
Locked

Return to “Game Development”