Page 9 of 25

Posted: 08 Jan 2006, 16:50
by FLOZi
Guessmyname wrote:When you hold shift over him a red circle pops up showing his weapon range
Must be hardcodedin Spring for Com to have a weapon :(
For some reason the game crashes on ending
Not had that one myself... were you using aircraft?
also, cob error in gmc truck, invalid piece name or something, happens when it dies by tank round
Cheers, I'll go check that out :-)

Posted: 08 Jan 2006, 17:55
by Felix the Cat
Guessmyname wrote:
Felix the Cat wrote:Guess and I also discussed the need for greater Line of Sight for units in general.
When was this?
During and after our game...

Posted: 08 Jan 2006, 19:19
by Guessmyname
FLOZi wrote:
For some reason the game crashes on ending
Not had that one myself... were you using aircraft?
Nope, I disabled the aircraft engineers to ensure none were built, since we know they're a little crash prone
During and after our game...
I don't recall playing a game of AATA vs you. The only AATA game I've had (online) is vs Neuralize. Whomever you played against, it wasn't me...

Posted: 08 Jan 2006, 23:36
by Felix the Cat
Guessmyname wrote:
FLOZi wrote:
For some reason the game crashes on ending
Not had that one myself... were you using aircraft?
Nope, I disabled the aircraft engineers to ensure none were built, since we know they're a little crash prone
During and after our game...
I don't recall playing a game of AATA vs you. The only AATA game I've had (online) is vs Neuralize. Whomever you played against, it wasn't me...
I concede, it was Heroes. 8)

Posted: 09 Jan 2006, 01:53
by FLOZi
EDIT: Noone download the patch until we check out some sync problems :(

EDIT2: Sod that idea, it doesn't work. :cry:

I've made a small patch.

Can all testers please download it and pop the files into their AATA sdz, the sdz is just a ZIP file.Make sure you keep the directory info right and all that jazz.

Fixes a few minor things;
GMCTruck script
removes R4M rocket
re-fixes USBomberPit soundcategory
fixes MOtor typo
replaces germany sidepic with a somehwat less offensive Balkenkreuz

And changes special damages of 0 vs. flags of bombs - I'm hoping this might be the crashing problem, or perhaps 1 of many (though direct testing seems to indicate otherwise).

Posted: 09 Jan 2006, 02:10
by Nemo
now, the big question..where can I snag the beta to help test? <_<

Posted: 09 Jan 2006, 02:43
by FLOZi
It's not hard to find - but there's little point.

Spiked should be making a big release with lots of improved things sometime soon.

Posted: 09 Jan 2006, 03:19
by Nemo
well, I assumed the version on your website was OTA only. I guess I was wrong.

Looking forward to it.

Posted: 09 Jan 2006, 03:23
by FLOZi
Nemo wrote:well, I assumed the version on your website was OTA only. I guess I was wrong.

Looking forward to it.
It is. :P Masse found it via the now-removed Patch link.

Posted: 09 Jan 2006, 05:33
by FLOZi
Whew! :shock:

Tiger IIs are far too easy to come by.

Neuralize, Masse, Felix

post any bugs that occurred to you!


* gunpit walls
* rocket 3dos (already fixed)

Posted: 09 Jan 2006, 17:53
by Guessmyname
I haven't recieved this patch yet...

Posted: 09 Jan 2006, 20:29
by FLOZi
The patch idea didn't work. :(

Posted: 10 Jan 2006, 02:00
by Nemo
but fortunatly I was still able to find the spring version of AATA. Yay.

Hurrah for me forgetting to clear my net-history yesterday >_>
And so I'm not a *total* leech, I'll post anything that seems borked that isn't already mentioned here. Unless you'd rather I just kept my mouth shut. In which case I'll just run lots and lots of infantry into MG nests. Or maybe dogfight with the computer. <_<

Posted: 10 Jan 2006, 03:43
by FLOZi
Well... this is getting a little out of control :P

Who has it now?

Me
SpikedHelmet
Rakitsune
Guessmyname
heroesdoexist07
Felix The Cat
Neuralize
Masse
Nemo

Somuch for having a 'couple' of testers. :lol:
Ah well, it's all good. More testers = more thorough testing, and more players to grab for a game!

Bugs people! We need to compile a list.

Posted: 10 Jan 2006, 03:57
by Das Bruce
I've got a couple of versions too. :P

Posted: 10 Jan 2006, 05:41
by Felix the Cat
I'll try to keep this list updated with everything that we notice.

Felix's Compiled List of Bugs, Errors, and Things Needing Improvement
-Random crashes. A lot of these seem to be aircraft-related.
-Tiger II lacks a top hatch, while Tiger 1 has it.
-Gun pit walls
-Resource balancing - should become better if we get AATA-specific resource balanced maps
-Unit LOS
-Airpit build pics
-Might be good to have tanks demolish trees for now, they're always getting stuck on maps with trees
-Some of the tank wreckages look very much like the living tanks, it gets annoying trying to select your tanks only to figure out that you're actually trying to select wreckage
-Crashes on FPS mode

Posted: 10 Jan 2006, 12:13
by Warlord Zsinj
-Some of the tank wreckages look very much like the living tanks, it gets annoying trying to select your tanks only to figure out that you're actually trying to select wreckage
This was always a big problem in the OTA version too.

I'm up for a version, floz ;)

Posted: 10 Jan 2006, 14:23
by FLOZi
Warlord Zsinj wrote:
-Some of the tank wreckages look very much like the living tanks, it gets annoying trying to select your tanks only to figure out that you're actually trying to select wreckage
This was always a big problem in the OTA version too.

I'm up for a version, floz ;)
It was less of a problem in OTA, because that rendered shadows differently on buildings and mobile units. But anyway, this should be a moderatly quick texture job.

And check your PMs! :wink:

P.S. Good work felix! I did the buildpics... I'mnot sure what to do for the airfield pics as the models are simply a VERY sparse collection of bombs/other bits and bats. Most of the ground factories BPs look poor because they are sparse too. I thought perhaps put a unit that is built by the factory on the factory model and use that?

Posted: 10 Jan 2006, 14:28
by raikitsune
Awefully sorry about not being able to get any bug reports to you my Normal computers just gone off to be repaired and they won't say how long it'll take ¬_¬

Posted: 11 Jan 2006, 02:01
by Nemo
A suggestions for gunfire...you may or may not have already done this in the update, so don't kill me <_<

Use very fast lasers rather than normal projectiles. Generally, you can't see bullets, so a laser with a superhigh velocity (oh, they go poof after a certain range too, so instead of mucking about with Spring's broken LOS weapons, it just works) and a transparent color would work rather well, I think. I don't know if they can be made transparent, but I'm reasonably sure that you can make them very hard to see..if transparacny doesn't work, you can just make them very very thin.

If that particular gun used tracers, then make the lasers a faint yellow. WD uses this approach, and I think it looks great.

No bugs yet, haven't had a chance to play more than a few minutes in passing.