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Re: Balanced Annihilation V6.21

Posted: 26 Mar 2008, 21:32
by ginekolog
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.

Re: Balanced Annihilation V6.21

Posted: 26 Mar 2008, 22:44
by alexmic
ZellSF wrote:Try disabling LUPS. Seeing as that is the only major thing that's changed...
Did it already.

Just crashed when I typed /luaui reload, so I guess this is LUA...

Re: Balanced Annihilation V6.21

Posted: 26 Mar 2008, 22:47
by NOiZE
anything in the infolog?

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 00:14
by LordMatt
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.
90% of the changes in BA are bugfixes and UI enhancements now.

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 02:55
by smoth
so that means that BA could just move to a solid form?

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 08:11
by KDR_11k
There's a replaces= tag for a reason.

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 10:05
by alexmic
NOiZE wrote:anything in the infolog?
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.

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

Posted: 27 Mar 2008, 10:58
by KDR_11k
Access violation pretty much means crash. Can have a thousand different causes.

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 17:49
by NOiZE
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 :-(

Re: Balanced Annihilation V6.21

Posted: 27 Mar 2008, 18:31
by Pxtl
KDR_11k wrote:There's a replaces= tag for a reason.
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?

Re: Balanced Annihilation V6.21

Posted: 28 Mar 2008, 06:43
by Saktoth
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.
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.
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.

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

Posted: 30 Mar 2008, 01:25
by zerver
Hello!

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

Posted: 08 Apr 2008, 11:16
by ironized
core nano MaxWaterDepth = 25
arm nano MaxWaterDepth = 0

this is faggatory

Re: ba 6.21 nano turret water depth

Posted: 08 Apr 2008, 11:28
by lurker
And 'faggatory' always needs its own thread, amirite?

Re: ba 6.21 nano turret water depth

Posted: 08 Apr 2008, 11:32
by rattle
People who want to flame the OP and derail the thread raise your eyebrows now!

Re: ba 6.21 nano turret water depth

Posted: 08 Apr 2008, 12:08
by ironized
yeah i was being random, however, what i want to know, is why is there a difference?

also faggatory needs its own forums..

Re: ba 6.21 nano turret water depth

Posted: 08 Apr 2008, 14:31
by el_matarife
Nice find, but if NOiZE barely reads his own thread I doubt he's going to read this one.

Re: Balanced Annihilation V6.21

Posted: 08 Apr 2008, 14:32
by el_matarife
ironized wrote:core nano MaxWaterDepth = 25
arm nano MaxWaterDepth = 0

this is faggatory
viewtopic.php?p=270706

He's right, other than the homophobia and spelling errors.

Re: ba 6.21 nano turret water depth

Posted: 08 Apr 2008, 14:33
by Sleksa
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

Posted: 08 Apr 2008, 16:19
by Peet
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.