Page 9 of 12

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 16:35
by Pxtl
Umm, I'm not sure - but CA is generally a little more resource-intensive than other mods, so how would you even know if the wall-building was causing slowdown?

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 21:42
by Gota
[Krogoth86] wrote:You still didn't include the fixed textures for floating nanos & shields I even uploaded for you on page 1?
Krog i dont care much for gfx.I didnt even know u made some other textures cause i dont bother reading most of the replies of basiclly anyone..i updated a few stuff...a tiny tweak,das all..If Tired ever considers doing a followup maybe he will add those textures.

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 21:47
by Peet
It's not a question of adding super-flashy graphics...it's the graphical equivalent of having one too many zeroes on the weasel weapon's damage.

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 22:06
by rattle
wut like 1 and 10? non-issue

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 23:12
by Gota
I havent really noticed any broken textures..so im not too sure what the fuss is all about..

Re: Supreme Annihilation V1.0

Posted: 16 Jul 2008, 23:16
by Gota
Tired,stop smurfing...

Re: Supreme Annihilation V1.0

Posted: 18 Jul 2008, 09:48
by Gota
Small fix to the new SA version.
Modlink : http://spring.jobjol.nl/show_file.php?id=1225

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 07:37
by Tired
You overestimate my interest if you think I'm Rattle. =P

Peet, since you don't even play your own crappy mod, I'll gladly assign your words the weight they're due. =P

Krogoth = moron. =P

There - three smilies for the price of one. I like smilies. Updating the main post with the latest link.

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 07:40
by smoth
Gota wrote:Tired,stop smurfing...
ha ha ha ha ha hypocracy

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 07:43
by Peet
Do you seriously lack the capacity to flip an image vertically, and find it necessary to resort to attacking the people who suggest it to make up for this incapability?

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 10:31
by koshi
in your ModOptions.lua your default value for comm needs to be an item that actually exists in the list.

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 13:36
by MR.D
ROFL you still havn't fixed the textures on the Naval Shields?
you lazy bastid :mrgreen:

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 21:46
by Gota
Fixed the modoptions thingy.
was up with these textures.. ffs...ima become a modder at this rate
=:<

Re: Supreme Annihilation V1.0

Posted: 20 Jul 2008, 22:51
by [Krogoth86]
Gota wrote:was up with these textures.. ffs...ima become a modder at this rate
=:<
The textures for the floating Nano and Shield that Tired integrated have to be flipped up/down like done for those I attached on Page 1 of this topic because they get read that way by the engine...

That's why you have the texture being applied wrong. Just replace those files with those from Page 1 and everything should be fine...

Re: Supreme Annihilation V1.0

Posted: 21 Jul 2008, 09:27
by Gota
Yeah done that..What i would liek to know is why cant the armed mexes Morph.. It all seems to be alright in the lua file..I dont get it ...all other mexes morph this one doesnt.

Would be also very cool if someone could write a lua file or adjust an existing one to fit SA to allow morphing of the commander.

Tired.Make something for t1 Core kbots..
And t1 core air.Kbots maybe a capture bot?a fast one..with los..
Something..

Also maybe give core kbot an amphibious kbot that can shoot underwater..casue vehicles have amphib cons..wold be very usefull and interesting to have a core kbot like that..

Re: Supreme Annihilation V1.0

Posted: 21 Jul 2008, 17:25
by Peet
Image.

Re: Supreme Annihilation V1.0

Posted: 24 Jul 2008, 15:40
by Tired
Obviously, Peet, I haven't flipped the image for the sole purpose of pissing you off. Oo

As for new units, Core or otherwise, I suggest Gota get them the same way that everyone else does - from the Gift Shop. http://www.unituniverse.com/?p=all

Re: Supreme Annihilation V1.0

Posted: 26 Jul 2008, 08:40
by Pressure Line
Tired wrote:As for new units, Core or otherwise, I suggest Gota get them the same way that everyone else does - from the Gift Shop. http://www.unituniverse.com/?p=all
Gota do something himself instead of whinging for someone else to do it?!?!?! it'll never happen ;)

Re: Supreme Annihilation V1.0

Posted: 08 Aug 2008, 13:25
by Gota
What has changed since 1.0
1)Scouts can now shoot but are not a must,and Its possible to get along even without building them although it's recommanded.
2)The Nerfed commander has a slightly better laser and 8k HP.
3)The Tech 1 artillery's trajectory changed to low and other stats adjusted.
4)The commanders Build a bit slower now.
5)labs build a bit faster.
Repair speeds of all cons and nanos have been reduced a bit.
6)scipts of severla units replaced and Some Lua gadgets/widgets updated.

What is needed.
1)a widget to move queued commands of all types(being worked on by Ray)
2)help with understanding why the core armed mex will not morph to the t2 armed core mex and/or updating the morphing system to a newere version(without adding any new capabilities).
3)a gadget to improve Bladewing behaviour.
4)a New gui to include and wrap all the menues in a nice and polished way.
5)new Ota styled models and visual effects(being worked on by the entire community).
6)something to replace the green selection squares/the different icons used for different commands and just the general lines and circles used for different commands.
5)need a gadget to allow minelayers to place a few of the chosen mines at once with some disparsel..or in a certan pattern instead of only being able to tell it to lay one mine at a time.

help is needed on all of these.

Re: Supreme Annihilation V1.0

Posted: 19 Aug 2008, 00:24
by Gota
A sort of a logo for SA.
Image

Ima remove the light.