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Re: Balanced Annihilation V6.41

Posted: 09 Oct 2008, 14:21
by el_matarife
KDR_11k wrote:I thought that was a map option...
Nah, apparently square metal areas has already been implemented in Revenge's unofficial BA6.411 hotfix.

Re: Balanced Annihilation V6.41

Posted: 09 Oct 2008, 17:15
by [Krogoth86]
BTW:
Updating those LUA files (i.e. actions.lua, callins.lua etc.) with updated ones (like from CA) fixed the not working mex upgrader gadget just as some others too in MA so maybe try that...

Re: Balanced Annihilation V6.41

Posted: 09 Oct 2008, 23:47
by REVENGE
With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.

Re: Balanced Annihilation V6.41

Posted: 10 Oct 2008, 15:32
by el_matarife
Mind taking a look at some weird d-gun issue while you're at it? I'm not sure if this is a Spring engine bug or something with BA, but I have a replay of a d-gun shot passing through some units while dealing no damage.

EDIT: Never mind, it appears to be an engine bug BUT I think you may be able to develop a workaround with Kloot's help
http://spring.clan-sy.com/mantis/view.php?id=1087

Re: Balanced Annihilation V6.41

Posted: 10 Oct 2008, 20:05
by REVENGE
Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.

Re: Balanced Annihilation V6.41

Posted: 10 Oct 2008, 21:08
by Regret
REVENGE wrote:Ok, before this shit gets out of hand any further, I just want to apologize for incrementing the version number without putting some huge ass warning that MY MOD OF BA IS UNOFFICIAL. Any future revisions which I make will be clearly marked as unofficial.
Good, maybe if you just fixed BA to work with new spring version and didn't add any of your super great improvements then you could increment the version number like that.

Re: Balanced Annihilation V6.41

Posted: 10 Oct 2008, 21:37
by smoth
time for RA :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

Re: Balanced Annihilation V6.41

Posted: 10 Oct 2008, 22:36
by Yatta
I long waited for a unit catapult, and dreamed of a millenium canon :D

Actually, a (mobile) unit 'catapult' could be nice in a 'serious' game :
- Doesnt make the units, you have to load one
- Fire range proportional to unit weight
- Units fired takes damage 'bouncing' on the ground or crashing into stuff.

That would add original ways to try to intrude a defense line, or go past natural obstacles.

Thinking of it, a instant "drop" action for air transports could be fun too : drop the transported unit(s) while flying : units get in the regular "fall" behavior (which means damage).

Im always enthusiast about new mechanisms/effects :D

Re: Balanced Annihilation V6.41

Posted: 11 Oct 2008, 03:14
by el_matarife
REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.

Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.

Re: Balanced Annihilation V6.41

Posted: 11 Oct 2008, 11:02
by Saktoth
el_matarife wrote:Now that .77B2 is out can we make metal extractors use a square instead of a circular area? All it requires is adding the new extractSquare unitdef tag to the mexes, and I assume configuring the parameters for it properly. It'd really help on maps like Small Divide, Castles, Death Valley, and a few other maps with metal areas instead of metal spots.
Lern2hexagon.

Re: Balanced Annihilation V6.41

Posted: 11 Oct 2008, 12:08
by Sleksa
oh my, it seems like some cunts have released NOTA as a new ba : - (

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 06:07
by REVENGE
smoth wrote:time for RA :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Really now. :P

No idea why cloaking would cause a mega slowdown, but I'll go and check it out.

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 06:09
by REVENGE
el_matarife wrote:
REVENGE wrote:With regards to my unofficial hotfix, I apologize that I didn't test more the of the lua, as a couple of very obvious compatibility breaks have now come to light. I will release another fix today, this time without any of the shits and giggles units.
By today did you mean Friday or Saturday? Cause the 6.412 version still has them and it is kind of a pain to ban them for "serious" games. If you really like them there's no reason you can't just leave them in but remove the option to build them so they can only be spawned by a /give command.

Also, I think the hotfix has SERIOUS issues with cloaking. Cloaking your commander appears to make your frame rate drop to 5FPS or less.
Yeah sorry, 6.412 was where it really got out of hand. :lol:

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 18:57
by NOiZE
For the Record,


I do not approve with REVENGE's version, BA 6.41 is perfectly playable, yes lups doesn't work it seems. But that isnt a reason for a fix. And where is all the whining about which stuff is broken????

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 19:03
by NOiZE
Also BA works perfectly for me in 0.77b3


Are u guys sure you guys have a clean install??

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 19:36
by MR.D
Alot of the widgets are screwed up, and since BA runs almost all of its interface gui and visuals with widgets, that screws up BA.

From start boxes to healthbars and on.

Rev took the steps to include some fixed widgets, which makes his version of BA more playable.

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 19:39
by NOiZE
To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
changelog wrote:6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
DOWNLOAD

Have Fun!

Re: Balanced Annihilation V6.5

Posted: 12 Oct 2008, 19:49
by el_matarife
Wish it had square metal extractors like the hotfix version, but I still really appreciate you making a new version even though you've got a lot going on.

Re: Balanced Annihilation V6.41

Posted: 12 Oct 2008, 21:00
by ginekolog
NOiZE wrote:To end all the confusion about the version numbers hereby a new version with the fixes from 6.41b.
changelog wrote:6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget
DOWNLOAD

Have Fun!
TY, this seems to work fine so far :)

Re: Balanced Annihilation V6.5

Posted: 13 Oct 2008, 04:37
by MR.D
Noize, you might want to do some testing on Impulse factors for the units that use them.

Not sure if the new momentum ect additions for the new spring version is the cause or what, but Push force from impulse weapons seem to be magnified alot now.

Another issue which might not be Mod specific, is how attacking and selecting a radar dot seems really off, trying to select specific targets to attack is very hard to do.

I end up hunting forever to get an attack command locked onto the dot, like its showing the dot as being a certain place, but the selectable target is somewhere else completely.