New version, 0.72b1 - Page 2

New version, 0.72b1

Discuss Spring news, such as fresh releases and press coverage, here.
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Eaglebird
Posts: 263
Joined: 02 Aug 2005, 23:49

Post by Eaglebird »

Min3mat wrote:easy, zoom out, select a building to build, hit shift, place the first one where you want it, and, holding the mouse button down, drag the cursor along the line you want, and voila!

and this quick fix removes the problem? nope.

there needs to be a binding for 'blindinglyfaststupidobsceneinsaneidioticlyfastmousecamerazoomthing'
shift doesn't do that to my computer, you said something about trying to build buildings in a row. :P
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

It has happened several times that the game jumps back to esktop without no error message or anything. This happens before the countdown to start the game, usually within a minute from joining.

This is me joining someones server (has happened with 2 different hosters, though both on aa 2.0)

Any clue why this happens ?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

when you move the mouse wheel with shift it seriously zooms.
awful especially for waypoints, whereyou select units, zoom out to target whilst holding shift...and then... WTF!1!1!1!!!11
it really needs to be bindable :)
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Damn, I'm happy and I just opened up battle screen to make a battle and SWOOSH! The bots name themselves now, bot, bot2, bot3 and so forth

:-) yay
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Fanger wrote:how do you use the new 3do team stuff..
Like smoth said, it has to be purple. Here's a rundown for the easiest way to do it, in photoshop at least:

1) Open texture, preferably the 05 sequence one (the purple one) since it's easiest to work from, but it doesn't particularly matter.
2) If your textures are targas already, skip this step. Otherwise, select all (ctrl+a), go to the channels tab, and create an alpha layer. Delete the whole layer to black.
3) Go back to the RGB view, use the magic wand tool to select the team colored bits (or just ctrl+a again if it's the whole texture).
4) View the Green channel ONLY, then delete to 0,0,0 black. Yes, this one MUST be 0,0,0 black.
5) View the Red channel ONLY, copy (ctrl+c)
6) View the Blue channel ONLY, paste (ctrl+v)7) Save as a 32 bit targa with an alpha layer, with the filename as "Whatever.tga" instead of "Whatever05.tga" and so on.
7) Make sure the string "Whatever" is in your teamtex.txt file
8) Enjoy.
And that's it. If you want, you can set up the shiny layer however you please at this point if you haven't already, and if you already had one, well, you didn't have to delete it :P

[edit] Oh yeah, just saw that mushroom cloud you made, smoth, nice work :)
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

smoth wrote: most of the players are americans kixie. Also, it may have taken all day for them to test the game prior to release. Give the team a break, this is a stellar release.
Bah, you and your logic!
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Good work jcnossen! I'm really looking forward to playing this release online (which I'm about to do).

Perhaps you could have mentioned some of the big changes in your starting post, so that you don't have to search through the changelog to get excited. My top six is:
  1. Torpedo airplanes work again
  2. You can choose arbritrary colors for your team (instead of the old TA palette)
  3. There a 2 new zoom modes, TAB and alt-mousescroll (but you mentioned that already).
  4. There's a new Radar Group AI
  5. The new shield system
  6. The new custom explosions
But thats pretty much subjective, as I coded 2 of those :).
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

I love you all
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

i just have to give you guys major props. whatever you did to the game for it to run as smoot as it does is great. i can zoom out all the way with all options turned up and still get 30fps. its amazing. games run so smoot now
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Stop it, you keep releasing new versions that break the AI's without giving us AI devs any notice at all, even a 24 hour notice would be enough to get them all recompiled and rereleased, it took me 2 hours this morning (I stopped off to watch TV and go food shopping, so really it was 20 minutes).

And stop including outdated versions of NTai. There're people who think NTai is crap because they're playing a version several months old and dont realize that there're newer versions that're much much better by orders of magnitude. It's an insult to all the work I've done on NTai.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

A quick note on the changelog. Finally you've included those animated deaths. Are they mobile animated deaths? I mean, if a fast-moving unit is hit and killed, will it stop and die, or continue rolling (with brakerate applied) and die? Same goes for aircraft. And ships.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

AF wrote:Stop it, you keep releasing new versions that break the AI's without giving us AI devs any notice at all, even a 24 hour notice would be enough to get them all recompiled and rereleased, it took me 2 hours this morning (I stopped off to watch TV and go food shopping, so really it was 20 minutes).
SVN ftw!
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

This requires a party!

*Partys on, and then goes and downloads.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Min3mat wrote:WTF!1!1!1!!!11 it really needs to be bindable :)

Code: Select all

bind shift movefast
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Hmm...

When I installed it, it identified all my maps as "old", and moved them to an /oldmaps/ directory. o_O

Not a big issue, as I just moved them back again. But odd nonetheless.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

mongus wrote:
Min3mat wrote:WTF!1!1!1!!!11 it really needs to be bindable :)

Code: Select all

bind shift movefast
Would't that remove the speed up for screen scrolling to?
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

I could be mistaken, but at some point in the last few versions maps stopped rendering with 16bit heightmap precision. :cry:
traudi
Posts: 12
Joined: 01 Jun 2006, 20:40

Post by traudi »

I`ve got a problem when starting a game in the battleroom with an AI I suppose they are out of date now - is there a place to get updated ones? especially the "really" empty one for testing runs :)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

See the AI forum
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