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Posted: 25 Oct 2005, 22:24
by Caydr
NOiZE wrote:Well i thought i give it a go, i found some errors i also encoutered when porting UH to Spring, so feel free to look how it was fixed in the UH mod

- Depthcharge launchers shouldn't be able to be build on land
- Dragon Eyes are very hard to build right now
- Gimp doesn't fire torpedo underwater
- Levithan Build class is somewhat bugged ( u get a error message when u build a plant which can build him)
- Mines, Spy's, Dragon Eye's should be stealthed now as we now have automatic radar targeting
- The Core intimidator is rather small compared to the big bertha which looks weird
- got a error when build the ARM level 4 plant: unknown texture panel blue 000
- Minesweeping with the naval minelayers does not work, or u should tell me howto.
- a lot of amphibious units still leave splashes when below water, when they shouldn't

Also some units are really ugly, like those navel corvettes.
Also i noticed a lot of ugly bildpic's, a lot of those buildpics have a completely different atmosphere than most buildpics, really looks wrong!!
Depth charge launchers are designed to be built on land so as to make them impervious to submarines.

What makes Eyes hard to build?

Gimp not firing is a spring bug, I'd imagine. Similar to the way seaplanes won't land in water, and a dozen other things.

Noticed this about the Leviathan. Not sure what's wrong here, as it works fine in OTA as well as Spring, though spring complains for some reason.

Mines, spies, and dragon eyes have been stealthed since AA 5.0 for OTA, I believe.

Maybe it's a model replacement issue, I'll check on this (though I didn't notice anything during testing.)

Err... Never seen this one, but if you could paste the texture's exact name that's missing (ie, from the log file), I'll make sure something is added as a placeholder.

Basically, you ram the boat into mines, they explode. Mines swept! :lol: In AA, minelayers are nearly invulnerable to mines, although the land-based minelayers still get thrown wildly and take fall damage, so it's useless until Spring is fixed so that shockwave varies by unit. Incidentally, large EMP explosions have a massive shockwave as well, stronger by an order of magnitude compared to nukes even. What's funny is that if the unit survives the fall, it'll sure be paralyzed for the right duration..

Splashes? What do you mean?

The bad buildpics, if you could point them out, will be fixed. I rarely get to actually play and notice these cosmetic things.

Posted: 26 Oct 2005, 01:44
by FireCrack
For the laser AA thing, if you consider it a problem, there's an fbi tag that decreases acuracy against fast units, the penetrator in xta uses it (in the first version wiht beamlasers it raped air)

Posted: 26 Oct 2005, 03:57
by FoeOfTheBee
Why is the download a zip file?

There is basically zero additional compression and it annoys me to have to extract it.

Like the mod, though.

Posted: 26 Oct 2005, 04:41
by FoeOfTheBee
Also, it should be on file universe so that it is easy to find.

Posted: 26 Oct 2005, 05:29
by Caydr
It's in a ZIP so I can include the readme with it. That way I can avoid the inevitable stream of "where do you put this file? How do you play?" etc.

Posted: 26 Oct 2005, 08:38
by SwiftSpear
Caydr wrote:It's in a ZIP so I can include the readme with it. That way I can avoid the inevitable stream of "where do you put this file? How do you play?" etc.
I don't think a mod maker has ever been contacted with those kind of questions for a spring mod... Also, the spring client battleroom automatically links to XTA when you click "get new mods" I've had a couple people not being able to find your mod and asking where to get it simply because you don't have it hosted on FU.

Posted: 26 Oct 2005, 08:55
by Maelstrom
YOU KILLED MY SPRING!!!

Well, only kinda. A full reinstall of Spring from scratch fixed it.

I downloaded AA (Put it on FU, you evil person!), and unzipped to my mods directory. But, not wanting to play JUST yet, I hosted a game of XTA. Started the game, and my comm had been replaced by an AA comm, complete with AA Build Tree and Sync Errors from all 3 other players. Tried the game a few times. Same result. For some strange occult reason, my XTA mod had been overtaken by your AA mod. Quite annoying.

Dunno why this happened, or if it will happen again.

Just in case this makes a difference, I also saved the .zip in the mods/ directory. I had no previous versions of AA installed. I had not touched my XTA mod, and it was working yesterday.

Posted: 26 Oct 2005, 09:50
by NOiZE
Caydr wrote:Depth charge launchers are designed to be built on land so as to make them impervious to submarines.
Owj sorry about that one, i ment they shouldn't be able to build on water, which they also can right now
Caydr wrote:What makes Eyes hard to build?
They need very flat area, the maxslope needs to be increased
Caydr wrote:Gimp not firing is a spring bug, I'd imagine. Similar to the way seaplanes won't land in water, and a dozen other things.
The gimp firing torpedo's is fixed in my port of UH to spring, so maybe u could copy that script.
Caydr wrote:Noticed this about the Leviathan. Not sure what's wrong here, as it works fine in OTA as well as Spring, though spring complains for some reason.
as i said take a look of my UH port where it is fixed.
Caydr wrote:Mines, spies, and dragon eyes have been stealthed since AA 5.0 for OTA, I believe.

Sorry about that then.
Caydr wrote:Err... Never seen this one, but if you could paste the texture's exact name that's missing (ie, from the log file), I'll make sure something is added as a placeholder.
U could fo course go ingame --> .cheats --> .give armtech4lab (or whatever name it is)

Caydr wrote:Splashes? What do you mean?
try running a gimp trough the water and you'll notice
Caydr wrote:The bad buildpics, if you could point them out, will be fixed. I rarely get to actually play and notice these cosmetic things.
Will do sometime, also both CORE and ARM's Corvettes are really ugly units... maybe they can just be removed..

Also it would be nice if we could read the readme and changelog before we download

Posted: 26 Oct 2005, 17:23
by Caydr
I'll take a look at your scripts.

That's what I mean - I've built the l4 tech labs before and not got this error, so I was hoping you might post it and tell me what it is.

Also, what IS the bug with leviathan, anyway? What's is 'inconsistent' move data?

The reason AA isn't hosted on FU is because nobody's posted it there. I don't know how that site works.
SwiftSpear wrote:
Caydr wrote:It's in a ZIP so I can include the readme with it. That way I can avoid the inevitable stream of "where do you put this file? How do you play?" etc.
I don't think a mod maker has ever been contacted with those kind of questions for a spring mod...
I have.

Posted: 26 Oct 2005, 17:30
by NOiZE
Caydr wrote:Also, what IS the bug with leviathan, anyway? What's is 'inconsistent' move data?

The reason AA isn't hosted on FU is because nobody's posted it there. I don't know how that site works.
That bug-error with the leviathan is also displayed on the opponnents screen, so they know you build some badass plant :-D It has to do something with movementclasses, i'm not sure why it cause the error, and i don't really remember how i got it fixed..

Owh and FU works really easy, like click the upload file button.....

Posted: 26 Oct 2005, 19:02
by Min3mat
NoiZe stfu bout corvettes! they are cool enough to not need to look perty :> adn those flagships :>:>:> AA for naval battles all the way!

Posted: 26 Oct 2005, 19:22
by NOiZE
Caydr wrote:
NOiZE wrote:- got a error when build the ARM level 4 plant: unknown texture panel blue 000
Maybe it's a model replacement issue, I'll check on this (though I didn't notice anything during testing.)

Err... Never seen this one, but if you could paste the texture's exact name that's missing (ie, from the log file), I'll make sure something is added as a placeholder.
I tracked it down, u get the error when u build the razorback from the level 4 plant.

Some other observations:
- Both ARM's and CORE's Hyper Radar Tower do not display the green radar rings on the minimap, also those towers hav not that much more range, is that intended?
- Anti Signal rockets effect on radar towers and such are really short, like a few seconds, shouldn't it be longer?
- Those Repulsing building, are deflectors or whatever we call them, are very strong, even if i deplet the energy, all shots are still being repulsed.
- Lasers are indeed way to effective against air (sentinal)
- The Banshee animation is sometimes a bit weird, when order it around, also it looks kinda ugly, maybe a other model can take his place?
- And those corvettes are really ugly :D

Posted: 26 Oct 2005, 23:37
by Decimator
There are several prettier models on Core Prime that would work for corvettes, so they certainly don't need to be removed. I like how the lasers keep units from being so incredibly vulnerable to aircraft, especially the commander. The artillery could use a range boost; as it is now, they can't support the close range forces properly because they often hit friendly units.

Posted: 27 Oct 2005, 00:47
by zwzsg
NOiZE wrote:
Caydr wrote:Gimp not firing is a spring bug, I'd imagine. Similar to the way seaplanes won't land in water, and a dozen other things.
The gimp firing torpedo's is fixed in my port of UH to spring, so maybe u could copy that script.
Don't forget to mention how the Gimp initially fired torpedoes while on beach and not yet underwater and killing itself, and how it was fixed so that the Gimp now works all fine in latest UH Spring release.

Posted: 27 Oct 2005, 05:10
by Decimator
Would it be possible to make the nanolathe towers separate structures instead of having a base on them? I find myself selecting the base instead of the tower a lot. Rather annoying.

Posted: 27 Oct 2005, 09:42
by NOiZE
zwzsg wrote:Don't forget to mention how the Gimp initially fired torpedoes while on beach and not yet underwater and killing itself, and how it was fixed so that the Gimp now works all fine in latest UH Spring release.
I don't excatly recall how you made all the changes but zwzsg u did an amazing job, all the credits for you zwzsg

Posted: 27 Oct 2005, 10:19
by Min3mat
nanotowers are easy to select! click the middle of them tada! u got the nano part! :-D double click the middle to get all on the current screen 8)

Posted: 27 Oct 2005, 16:53
by Decimator
Except oddly enough it doesn't work that way for me. I'll often have to select the very edge of the tower to select it, or I'll have to zoom in and then it will work.

Either way

Posted: 27 Oct 2005, 17:04
by Pxtl
Nanotowers being 2-part is unnecessary for Spring. Spring supports units-building-units, and units can be immobile.

I think immobile units could be developed more - convert a tonne of the smaller turrets into "immobile units" instead of buildings. Then, LLTs, HLTs, flakkers, nanotowers, etc. could be blown around by large explosions and relocated by transports. Hell, I'd even suggest doing the same with mines if it weren't so open to abuse (build nuclear mine, load on transport, fly over enemy base).

Posted: 27 Oct 2005, 17:34
by NOiZE
also the core windmill doesn't start rotating when it build, it first waits like a 10 seconds.