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Posted: 23 Jul 2006, 13:01
by FireCrack
/me notes that we already have the big rocket launch sound when someone launches a nuke...

Posted: 23 Jul 2006, 23:14
by Caydr
Hmm... I suppose I could see if it'd be possible to add a "nuclear launch detected!" voiceover to the anti-nuke firing sound. It wouldn't be any good if you weren't anywhere near the anti-nuke though.

Posted: 23 Jul 2006, 23:15
by esteroth12
or you could add it to the comm (and just the comm), so he'd be more useful; he's the nuke detector! (at least until you have antinuke)

Posted: 23 Jul 2006, 23:20
by LordMatt
Hmm... I suppose I could see if it'd be possible to add a "nuclear launch detected!" voiceover to the anti-nuke firing sound. It wouldn't be any good if you weren't anywhere near the anti-nuke though.
But can't you hear farks stopping clear across the map?

Posted: 23 Jul 2006, 23:38
by Theotherguy
yes, I always find it extremely annoying when I tell a freaker or fark to guard a large unit (to repair it) and it stops every five seconds and makes an annoying sound.

Posted: 23 Jul 2006, 23:46
by Ishach
Yeah thats made me completely turn off sounds.

Posted: 23 Jul 2006, 23:50
by Egarwaen
It even happens when they're guarding an Advanced Construction Bot.

Posted: 24 Jul 2006, 01:06
by KlavoHunter
Remove Fark/Freaker sounds entirely.

Posted: 24 Jul 2006, 01:07
by Machiosabre
KlavoHunter wrote:Remove Fark/Freaker sounds entirely.
thats just because of some change in unit sounds 2 spring versions back, they said they were gonna remove it though.

Posted: 24 Jul 2006, 01:12
by Min3mat
just stick unit reply volume off >.>

Posted: 24 Jul 2006, 10:38
by .MJJNL.
This error was never before but when i start AA 2.11 (and 2.1) when loading at creating unit textures then it crash and says: Too big unit textures 2048*2048 then when i push ok then i get this error: To many/large textures is there a way how can i fix this?

Posted: 24 Jul 2006, 11:03
by FireCrack
^You may have some extra textures floating around. Look through your directories, there should be one called unittexxtures, delete everything in it (backup if necessary)

Posted: 24 Jul 2006, 11:20
by .MJJNL.
oh i just did this thing: deleted everything in mods folder but not AA XTA and EE deleted everything what was in the TA:SPRING folder but not maps and mods and now i gonna reinstall everything!

Posted: 24 Jul 2006, 11:44
by .MJJNL.
well now i reinstalled spring and copied the maps and when i click on TASClient.exe then you see a image with TASPRING on it and LOADING but that screen takes forever to load. :cry: So i cant get the TASPRING on work

Posted: 24 Jul 2006, 16:19
by EXit_W0und
This has probably been mentioned before but..

Could you make bomber weapons set as command fire so they're more useful at hitting chains of targets. Bombers invariably are disposable weapons so this would allow you to get slightly more bang for the buck.

Posted: 24 Jul 2006, 18:14
by LordMatt
EXit_W0und wrote:This has probably been mentioned before but..

Could you make bomber weapons set as command fire so they're more useful at hitting chains of targets. Bombers invariably are disposable weapons so this would allow you to get slightly more bang for the buck.
+1

I miss bombers in OTA.

Posted: 24 Jul 2006, 18:23
by KDR_11k
Command fire cancels the attack order after the first shot and may even seek a new target in mid burst. Also command fire doesn't stop the unit from firing automatically under certain circumstances, AFAIK. It will return fire, for example.

Posted: 24 Jul 2006, 18:58
by EXit_W0und
Hmm, sounds like some recoding of the weapon firing code is needed here :/
Is that why in a previous version the bombers only released one or 2 bombs?

Posted: 24 Jul 2006, 19:53
by Cabbage
I always force fire on an area with bombers, ive NEVER had problems with them attacking random targets.

Posted: 24 Jul 2006, 19:55
by KDR_11k
If in doubt, Hold Fire works better than any tags that can be set by a mod.