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Re: Complete Annihilation News
Posted: 14 Jan 2009, 12:51
by YHCIR
I had to disable LUAshaders to fix a bug in spring, but since then, my startbox widget in CA doesn't work, it just disables itself if I load it. (I can see startboxes on the minimap, but not on the map)
The same widget in BA works fine though.
Re: Complete Annihilation News
Posted: 14 Jan 2009, 20:37
by CarRepairer
YHCIR wrote:I had to disable LUAshaders to fix a bug in spring, but since then, my startbox widget in CA doesn't work, it just disables itself if I load it. (I can see startboxes on the minimap, but not on the map)
The same widget in BA works fine though.
Can you make a ticket on
http://www.caspring.org please
Re: Complete Annihilation News
Posted: 16 Jan 2009, 18:23
by CarRepairer
Who needs modinfo.adune.nl? The guy who runs it is a drunkard and a hack. Complete Annihilation has a complete
Unit Guide as part of its
Manual. The Unit Guide includes everything you need to know about combat units without useless stats to fill up the screen. It stays up to date as the game changes (usually only updates upon a stable revision) so you can always check out the trac differences to see what changes were made. Now with less errors than ever.
Re: Complete Annihilation News
Posted: 17 Jan 2009, 04:12
by Google_Frog
CarRepairer wrote:The Unit Guide includes everything you need to know about combat units without useless stats to fill up the screen.
Lies. The most useful thing I used on modinfo were unitnames so I could set up my uikeys and special damage info. The CA unit guide shows neither of these.
Re: Complete Annihilation News
Posted: 17 Jan 2009, 20:38
by Saktoth
Every stat about a unit, including ratios like HP/cost, DPS/cost, and resource payback time etc is displayed ingame through the Unit Help offered by CA gui (though its a bit bugged since a couple spring versions ago).
UnitGuide could do to contain more stat information actually. I wish it were as comprehensive as the Unit Help. The Unit Guide also needs to be made linky etc with a table of contents.
Re: Complete Annihilation News
Posted: 19 Jan 2009, 08:54
by CarRepairer
Hey guys who cares I just did this as a bump. Post suggestions in caspring.org

Units list in Disabled Units is empty. WTF?
Posted: 19 Jan 2009, 23:02
by YamroZ
As in subject. Some time ago (about 3700) I could disable gantries for AI (this made computer play a lot more sensible). Now (3809 stable) I can't add anything to this list.
Disabling units works with BA, so I think that this is CA related.
Could someone enlighten me ?
regards
YamroZ
Re: Units list in Disabled Units is empty. WTF?
Posted: 20 Jan 2009, 19:21
by CarRepairer
YamroZ wrote:As in subject. Some time ago (about 3700) I could disable gantries for AI (this made computer play a lot more sensible). Now (3809 stable) I can't add anything to this list.
Disabling units works with BA, so I think that this is CA related.
Could someone enlighten me ?
regards
YamroZ
Which lobby are you using? I have never in my lifetime seen Tasclient work with disabling units in CA, but Springlobby always could.
Re: Complete Annihilation News
Posted: 20 Jan 2009, 19:38
by Ashnal
I don't think TASclient has support for lua unit files. The ability to disable units was lost when CA switched from tdf to lua
Re: Complete Annihilation News
Posted: 20 Jan 2009, 23:20
by YamroZ
OK, thanks guys.
Now I have problem with starting springlobby under windows XP 64. I'll post it in help & bugs section as I found topic with similar problem there.
Anyway thanks for help.
cheers
Re: Complete Annihilation News
Posted: 21 Jan 2009, 16:00
by Doxs
El Capitano wrote:In the 57th season of Robot Wars, entrants had started entering robots that could learn from their losses, self-repair and improve themselves. Quickly the robots realised that 2 robots is better than 1. Millions of years later, long after the war had accidentally resulted in the destruction of the human race, only 2 "teams" remain. Since the refbot was destroyed by an off-target nuke long ago, there's nobody to call an end to the round, thus the teams are destined to fight forever.
Best background story ever!

Re: Complete Annihilation News
Posted: 21 Jan 2009, 19:47
by smoth
less blah blah more OOH AH SHINEY
Re: Complete Annihilation News
Posted: 21 Jan 2009, 19:49
by CarRepairer
Doxs wrote:El Capitano wrote:In the 57th season of Robot Wars, entrants had started entering robots that could learn from their losses, self-repair and improve themselves. Quickly the robots realised that 2 robots is better than 1. Millions of years later, long after the war had accidentally resulted in the destruction of the human race, only 2 "teams" remain. Since the refbot was destroyed by an off-target nuke long ago, there's nobody to call an end to the round, thus the teams are destined to fight forever.
Best background story ever!

I believe this is a British show (or am I thinking of Robotica?). In the American release of the background story we'll have to change it to Battlebots.
Re: Complete Annihilation News
Posted: 23 Jan 2009, 14:42
by Pxtl
1) Where can I get the outliner shader?
2) Is there up-to-date documentation out there somewhere? The wiki is pretty crusty.
3) While CA is probably the best looking mod out there right now, there's one place where effects are kind of missing - a good explosion is needed to hid the moment when a plane turns from a plane into a wreck. The sudden flip from plane into wreck is pretty jarring.
Re: Complete Annihilation News
Posted: 23 Jan 2009, 20:50
by Ashnal
I originally had planes only leave debris and it wasn't reallya problem, but zerg decided to use the wreck models.
Re: Complete Annihilation News
Posted: 23 Jan 2009, 21:40
by Acidd_UK
I really like the wreck models for aricraft! Actually seems like you killed soemthing worthwhile when you see its corpse :)
Re: Complete Annihilation News
Posted: 23 Jan 2009, 21:47
by Pxtl
Acidd_UK wrote:I really like the wreck models for aricraft! Actually seems like you killed soemthing worthwhile when you see its corpse :)
I like the wreck models (particularly since it puts air units back into the wreckage economy), I just don't like the sudden transformation. Needs an explosion (and possibly some trailing crap for the wreck itself).
Either way, anybody got a good guide? I heard the comms get a dgun when you mutate them? Huh? Where can I find this kind of info?
Re: Complete Annihilation News
Posted: 23 Jan 2009, 22:25
by smoth
smoth wrote:less blah blah more OOH AH SHINEY
Re: Complete Annihilation News
Posted: 23 Jan 2009, 22:27
by MidKnight
Pxtl wrote:Acidd_UK wrote:
Either way, anybody got a good guide? I heard the comms get a dgun when you mutate them? Huh? Where can I find this kind of info?
There's a user's guide at
caspring.org
@smoth:

what type of ooh ah shiney?
Re: Complete Annihilation News
Posted: 24 Jan 2009, 00:30
by CarRepairer
Pxtl wrote:Either way, anybody got a good guide? I heard the comms get a dgun when you mutate them? Huh? Where can I find this kind of info?
See the
Manual.
It doesn't contain details of the wacky morphing comms, however. Midknight, feel free to add that in to the game options page since you work on those comms.
http://trac.caspring.org/wiki/GameOptions#AdvancedComm