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Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 19 Apr 2010, 10:52
by Deadnight Warrior
manolo_ wrote:tbh, i dont see the point in including the widgets into the mod, the only pro is that newbs will have the widgets too (if they didnt knew them), but a big contra is, that i have double-posts in the widget list :(
Not quite correct, as I used the same names as the external widgets you might download from Spring Downloader. This means tha if you have an external widget installed it will override an internal widget with the same name and you won't have double post on the widget list (F11 for noobs). Only Defense Range is different as I deleted the definitions for BA & CA mods as we don't need them in an internal widget. While everybody except Jools is using this widget, this will even the battlefield for him (and lots of random noobs who dunno how to get useful widgets as you mentioned before).

About the "Caught content exception: File not found: objects3d/rubble.3do", I'll look into it. Noruas might do the same before posting the update on Springfiles.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 19 Apr 2010, 11:21
by manolo_
Deadnight Warrior wrote:
manolo_ wrote:tbh, i dont see the point in including the widgets into the mod, the only pro is that newbs will have the widgets too (if they didnt knew them), but a big contra is, that i have double-posts in the widget list :(
Not quite correct, as I used the same names as the external widgets you might download from Spring Downloader. This means tha if you have an external widget installed it will override an internal widget with the same name and you won't have double post on the widget list (F11 for noobs). Only Defense Range is different as I deleted the definitions for BA & CA mods as we don't need them in an internal widget. While everybody except Jools is using this widget, this will even the battlefield for him (and lots of random noobs who dunno how to get useful widgets as you mentioned before).

About the "Caught content exception: File not found: objects3d/rubble.3do", I'll look into it. Noruas might do the same before posting the update on Springfiles.
k, i didnt knew that external and internal widgets could be "merged" like that in widget list. but thx anyway for fixing the stuff. also please make new unit-icons for a far distance (look at s44 and ca)

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 19 Apr 2010, 19:46
by Deadnight Warrior
manolo_ wrote:also please make new unit-icons for a far distance (look at s44 and ca)
Do I look like a XTA janitor to you? Fix it yourself for a change.
I only did these fixes because of serious LUA error spam I got in some matches.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 19 Apr 2010, 20:00
by manolo_
Deadnight Warrior wrote:
manolo_ wrote:also please make new unit-icons for a far distance (look at s44 and ca)
Do I look like a XTA janitor to you? Fix it yourself for a change.
I only did these fixes because of serious LUA error spam I got in some matches.
Image

please change it to your avatar :P

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Apr 2010, 08:04
by Spawn_Retard
Deadnight Warrior wrote:
manolo_ wrote:also please make new unit-icons for a far distance (look at s44 and ca)
Do I look like a XTA janitor to you? Fix it yourself for a change.
I only did these fixes because of serious LUA error spam I got in some matches.
if i act like a girl while im on mumble and call you a sexy beast in a convincing voice, would you do it then?

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Apr 2010, 19:39
by babbles
Spawn_Retard wrote:
Deadnight Warrior wrote:
manolo_ wrote:also please make new unit-icons for a far distance (look at s44 and ca)
Do I look like a XTA janitor to you? Fix it yourself for a change.
I only did these fixes because of serious LUA error spam I got in some matches.
if i act like a girl while im on mumble and call you a sexy beast in a convincing voice, would you do it then?
????

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Apr 2010, 23:16
by Noruas
Deadnight Warrior, good job. unfortunately for xta it looks like my soon release is gonna be awhile due to some hardware issues, but if you or anyone else wants a list of things that need to be done, i can make a quick list.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Apr 2010, 23:28
by knorke

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 23 Apr 2010, 10:36
by FaerieWithBoots
Noruas wrote:Deadnight Warrior, good job. unfortunately for xta it looks like my soon release is gonna be awhile due to some hardware issues, but if you or anyone else wants a list of things that need to be done, i can make a quick list.

Make a thread with your todo list, so everyone can see what needs to be done.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 30 Jul 2010, 16:40
by slogic
No, it is not ready for 0.82RC:

Code: Select all

[      0] Lua LoadCode pcall error = 2, LuaRules/main.lua, [string "LuaRules/main.lua"]:1: attempt to call global 'AllowUnsafeChanges' (a nil value)

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 06 Aug 2010, 16:12
by slogic
Here is fixed XTAPE 9.602 for Spring 0.82.x: XTA 9.6.3 (unofficial)

Still contains the following bugs:

Code: Select all

[      0] WARNING: removed core_mkrogoth unitDef, missing model file  (core_mkrogoth.3do)
[      0] WARNING: removed nuclear_missilex3 weaponDef, missing model
...
[      0] Sound: WAV file sounds/WASP1.wav has data length 291939 greater than actual data length 29374
[      0] Sound: WAV file sounds/rockhit.wav has data length 291939 greater than actual data length 19514
[      0] Could not load sound from def: Rhinofire
[      0] Could not load sound from def: Rhinohit
[      0] Sound: WAV file sounds/ionbeam.wav has data length 1252024692 greater than actual data length 215714
[      0] Could not load sound from def: 0
[      0] Could not load sound from def: corcomhit
[      0] Could not load sound from def: 0
[      0] Could not load sound from def: 0
[      0] Could not load sound from def: 0
...
[      0] Could not load sound from def: torpadv1
[      0] WARNING: too many unit categories (32), skipping level10
[      0] WARNING: too many unit categories (33), skipping ctrl_c
[      0] WARNING: too many unit categories (34), skipping energy
[      0] WARNING: too many unit categories (35), skipping carry
[      0] WARNING: too many unit categories (36), skipping antisub
[      0] WARNING: too many unit categories (37), skipping all
[      0] WARNING: too many unit categories (38), skipping core
[      0] WARNING: too many unit categories (39), skipping phib
[      0] WARNING: too many unit categories (40), skipping defensive
[      0] WARNING: too many unit categories (41), skipping metal
[      0] WARNING: too many unit categories (42), skipping mine
[      0] WARNING: too many unit categories (43), skipping kamikaze
[      0] WARNING: too many unit categories (44), skipping ctrl_m
[      0] WARNING: too many unit categories (45), skipping ctrl_s
[      0] WARNING: too many unit categories (46), skipping storage
[      0] WARNING: too many unit categories (47), skipping jam
[      0] WARNING: too many unit categories (48), skipping ctrl_n
[      0] WARNING: too many unit categories (49), skipping rad
[      0] WARNING: too many unit categories (50), skipping ctrl_j
[      0] WARNING: too many unit categories (51), skipping bomb
[      0] WARNING: too many unit categories (52), skipping ctrl_u
[      0] WARNING: too many unit categories (53), skipping stealth
[      0] WARNING: too many unit categories (54), skipping spy
[      0] WARNING: too many unit categories (55), skipping extractor
[      0] WARNING: too many unit categories (56), skipping tll
[      0] Inconsistent movedata 13 for arm_plesiosaur (moveclass tankhover4): floater, but not a ship movetype
[      0] Could not load sound from def: hovsmof1
[      0] WARNING: too many unit categories (57), skipping paral
[      0] WARNING: too many unit categories (58), skipping armspid
[      0] WARNING: too many unit categories (59), skipping category=core
[      0] WARNING: too many unit categories (60), skipping notland
[      0] WARNING: too many unit categories (61), skipping minelayer
[      0] WARNING: too many unit categories (62), skipping ctrl_x
[      0] WARNING: too many unit categories (63), skipping fort
[      0] Inconsistent movedata 20 for armflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[      0] Inconsistent movedata 20 for armfleaa (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[      0] WARNING: too many unit categories (64), skipping mobile
[      0] WARNING: too many unit categories (65), skipping ctrl_k
[      0] Could not load sound from def: torpadv1
[      0] WARNING: too many unit categories (66), skipping die
[      0] Inconsistent movedata 20 for dieflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[      0] Inconsistent movedata 20 for fleagoth (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[      0] Inconsistent movedata 20 for mflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[      0] Inconsistent movedata 20 for minigoth (moveclass tankhover9): neither canhover nor floater, but not a ground movetype

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 07 Aug 2010, 09:27
by hoijui
rapid is missing this and some of the other new versions of XTA. would be good to have them all there.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 11 Aug 2010, 13:56
by det
Added to rapid as xta:fixed

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 14 Aug 2010, 18:43
by raaar
besides adding the game_spawn.lua, what else did you have to do to make it spawn the starting units?

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 14 Aug 2010, 20:09
by Noruas
I believe there was a few updates added to some other lua scripts, but XTA v 9.64 will be disabling of multiples and king of the hill starting options due to a lack of working lua.

However v 9.65 we may be looking forward to CO-OP. The most important balance changes of 9.64 is probably nerfing of ship scouts and buffing of t1 lurker and snake subs. Otherwise we are looking at more particle optimization, mostly bertha effects and rockets, Deadnight Warrior's Sea visual patch, and Raars Animation improvement.


I am hoping to get this out tonight.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 15 Aug 2010, 16:08
by slogic
raaar wrote:besides adding the game_spawn.lua, what else did you have to do to make it spawn the starting units?
Removed all AllowUnsafeChanges() entries from all lua scripts.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 15 Aug 2010, 22:57
by raaar
thanks, it worked.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Aug 2010, 19:36
by Deadnight Warrior
Mesa is back from vacation! And what do I see, nothing has been done to XTA.

Slogic, you slacked a lot when making that fix. I'll upload a much better version than this one.
Noruas can use it for the next official release. I'm only missing D-Gun and live and raaar's animation fixes.

XTAPE 9.64 beta

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 21 Aug 2010, 19:47
by hoijui
maybe you should also put your stuff up on rapid:
http://packages.springrts.com/

if you need a login, i guess you can ask Licho or det for it.
could put up your releases under xta:testing or something.

Re: XTAPE 9.602 (bugfix of a bugfix)

Posted: 23 Aug 2010, 11:46
by slogic
Deadnight Warrior wrote:...Slogic, you slacked a lot when making that fix.
My goal was to fix problem with no spawning commanders under Spring 0.82.x and i achieved it. I do not pretend to be an official maintainer of XTA.