Balanced Annihilation V6.21
Moderator: Moderators
Re: Balanced Annihilation V6.21
Flagships movement is still limited and diffirenet from other ships (like battleships)
Both have settting Waterline = 5 which might be messing with this. Check that they are still limited as they were (tropical, therockfinal, etc). Good luck.
Both have settting Waterline = 5 which might be messing with this. Check that they are still limited as they were (tropical, therockfinal, etc). Good luck.
Re: Balanced Annihilation V6.21
Did it already.ZellSF wrote:Try disabling LUPS. Seeing as that is the only major thing that's changed...
Just crashed when I typed /luaui reload, so I guess this is LUA...
Re: Balanced Annihilation V6.21
anything in the infolog?
Re: Balanced Annihilation V6.21
90% of the changes in BA are bugfixes and UI enhancements now.smoth wrote:a continuation from the MA thread.
IF BA is all about ballance and IF BA is a single mod, why not just name it BA. If the mod is updated obviously the previous version was imba. The reason I ask this is so that people making what effectively is a modification to BA can go in and make mutators for the mod.
I will be doing this for gundam soon enough, even though gundam does not need mutators, I feel the change is warranted since mod specific mutators can be handled via mod options. That way players can modify BA without having to create a whole fork. ALL of your players going change this or change that can have their cake and stay the fuck out of the thread.
Just a suggestion, I have wanted to see a core TA mod for all others to pull from.
Re: Balanced Annihilation V6.21
so that means that BA could just move to a solid form?
Re: Balanced Annihilation V6.21
There's a replaces= tag for a reason.
Re: Balanced Annihilation V6.21
No. The strangest thing is that yesterday on one map, about the third of the players (we were 16 so it is relevant) crashed at the same time... two games in a row (twice on the same map)... As players were partly different I think I must have involved 8 of the players. Yet, those who crashed the first time and came on the other server, also crashed the second time.NOiZE wrote:anything in the infolog?
One guy under windows reported an error msg : "Access Violation".
As all the guys, agreed to say this kind of behaviour (whatever the piece of code responsible) was all new for them. That server crashes happened (involving all the players), but far from THAT often. In 4000 mins ingame I must have had 3 crahes (not server), now it is 1/2 - 1/3 ! Hardly playable... Just by the time you begin to have fun (i.e stop just building Mexes and so) you crash...
Again, what can I do to investigate the problem more deeply?
Re: Balanced Annihilation V6.21
Access violation pretty much means crash. Can have a thousand different causes.
Re: Balanced Annihilation V6.21
Try reinstall spring? or maybe format c: 
Day had this issue too, and then some day, it went away, some other day, it came back

Day had this issue too, and then some day, it went away, some other day, it came back

Re: Balanced Annihilation V6.21
The problem is mutators. The replaces tag does nothing for them. Having a single mod with multiple filenames breaks external mutator support. I can't make a mutator for BA that will work with future versions of BA - I'm tied to the current one. Hell, I'm tied to one of two current ones - either the installer version (which then gets me the future-proofing I desire) or the downloaded version (where I Don't get that future-proofing). See the problem?KDR_11k wrote:There's a replaces= tag for a reason.
Re: Balanced Annihilation V6.21
Noize, the problem you are having is probably due to some bit of Lua you have included- what did you change in this version, lua wise? As i said when you were asking me what features to include, some lua can be more crashy, and the more complex the lua, the more crashy. I think lua shockwave is your biggest candidate for this issue.
All Ca ships have might higher waterlines due to animated 'rocking' when they fire, and sit rather low in the water. This hasnt changed the depth of the water they can go through in the slightest, its juts graphical.
The issue is the MinWaterDepth in the moveinfo as ive already said. Changing the minwaterdepth in the .fbi as noize did effects nothing but where naval engies can build ships.ginekolog wrote:Flagships movement is still limited and different from other ships (like battleships)
Both have settting Waterline = 5 which might be messing with this.
All Ca ships have might higher waterlines due to animated 'rocking' when they fire, and sit rather low in the water. This hasnt changed the depth of the water they can go through in the slightest, its juts graphical.
Re: Balanced Annihilation V6.21
Hello!
I also had several LUA crashes with 6.21.
It could be spring that is bugging, but 6.1 always ran fine.
I also had several LUA crashes with 6.21.
It could be spring that is bugging, but 6.1 always ran fine.
ba 6.21 nano turret water depth
core nano MaxWaterDepth = 25
arm nano MaxWaterDepth = 0
this is faggatory
arm nano MaxWaterDepth = 0
this is faggatory
Re: ba 6.21 nano turret water depth
And 'faggatory' always needs its own thread, amirite?
Re: ba 6.21 nano turret water depth
People who want to flame the OP and derail the thread raise your eyebrows now!
Re: ba 6.21 nano turret water depth
yeah i was being random, however, what i want to know, is why is there a difference?
also faggatory needs its own forums..
also faggatory needs its own forums..
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Re: ba 6.21 nano turret water depth
Nice find, but if NOiZE barely reads his own thread I doubt he's going to read this one.
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Re: Balanced Annihilation V6.21
viewtopic.php?p=270706ironized wrote:core nano MaxWaterDepth = 25
arm nano MaxWaterDepth = 0
this is faggatory
He's right, other than the homophobia and spelling errors.
Re: ba 6.21 nano turret water depth
its easier to PM NOiZE, Day, or any WarC (swift never responds to anything tho, so dont bother with him >;[ ) In the lobby, to get your voice heard.
Re: Balanced Annihilation V6.21
A: You posted that in the wrong forum; there's a Mods forum for a reason.
B: Mod-related posts go in that mod's thread, much like the sticky states.
B: Mod-related posts go in that mod's thread, much like the sticky states.