NOTA 1.82 - Page 36

NOTA 1.82

Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer

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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.51

Post by Thor »

Clownmite wrote:How come NOTA isn't one of the mods you can choose to have automatically installed when you put Spring on your computer?
No idea. Does anyone know?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: NOTA 1.51

Post by Argh »

Talk to LordMatt.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: NOTA 1.51

Post by overkill »

I heard they were doing away with mods in the installer, so each mod needs it own installer. This is good in ways, bad in others.

Good:
*can include missions and varients
*can include maps good for the mod
*dont have to worry about users just speeding through the installer and not choosing anymods besides the default

Bad:
*not as newbie accesable
*has to be advertised seperate of the engine

I think the good things outway the badthings, anyways i am making an unofficial nota installer to learn how to make installers.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: NOTA 1.51

Post by Hoi »

overkill wrote:I heard they were doing away with mods in the installer, so each mod needs it own installer. This is good in ways, bad in others.

Good:
*can include missions and varients
*can include maps good for the mod
*dont have to worry about users just speeding through the installer and not choosing anymods besides the default

Bad:
*not as newbie accesable
*has to be advertised seperate of the engine

I think the good things outway the badthings, anyways i am making an unofficial nota installer to learn how to make installers.
http://nsis.sourceforge.net/Main_Page

It's not very hard, have fun :)
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: NOTA 1.51

Post by Tribulexrenamed »

Why isnt space bugs just incorporated into the main nota mod? It would make things 1000x simpler.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: NOTA 1.51

Post by overkill »

So they can update spacebugs without making people redownload the main mod.
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.52

Post by Thor »

1.52 released: http://spring.jobjol.nl/1547

Changelog:

v1.52

-Fixed transportable turrets not being transportable
-Ships and Vehicles now move as they turn
-Maverick builds 30% faster, energy cost lowered
-Raptor builds slower, energy cost increased
-Added Start radius and autotrajectory back in
-Removed aircraft fuel widget since it is no longer needed in Spring 0.77b4


Spacebugs, updated for 1.52: http://spring.jobjol.nl/1548
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.52

Post by 123vtemp »

I did it!
I finally succeed in an mission pack upload!
!! Amen, Praise the lord, Hallelujah !!

Mission Pack post

- I had been having upload trouble :wink:
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hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Re: NOTA 1.52

Post by hughperkins »

Hey! Cool! :-) How did you figure out how to get metal to be less than 100k on mission start up? It looks like it's something to do with CORNTOW_EVIL? Is this a dummy unit that just eats the first 99k of metal? If so, awesome idea! In any case, however you solved it, that rocks!
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hughperkins
AI Developer
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Re: NOTA 1.52

Post by hughperkins »

Oh yes, it's here, you tweaked the corntow_evil to reduce the metal storage for missions, great idea! :

Code: Select all

	//    Resources
	EnergyMake=20;
	EnergyStorage=-999000;//300
	EnergyUse=0;
	MetalMake=1;
	MetalStorage=-999000;//300
Edit: added this to the wiki page:

http://spring.clan-sy.com/wiki/Mission_development
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: NOTA 1.52

Post by Evil4Zerggin »

You can also do it via Lua using

Code: Select all

Spring.SetTeamResource(teamID, "ms", 1000)
Spring.SetTeamResource(teamID, "es", 1000)
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hughperkins
AI Developer
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Re: NOTA 1.52

Post by hughperkins »

Evil4Zerggin wrote:You can also do it via Lua using

Code: Select all

Spring.SetTeamResource(teamID, "ms", 1000)
Spring.SetTeamResource(teamID, "es", 1000)
Sounds good.

Gives me an error: "Attempt to index global Spring, a nil value", using 0.76b1.
Clownmite
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Joined: 18 Oct 2008, 05:43

Re: NOTA 1.52

Post by Clownmite »

How do you play these missions?
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hughperkins
AI Developer
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Re: NOTA 1.52

Post by hughperkins »

- download that link above, that is a zip file containing:
-- Spring 0.76b1
-- mission pack

- install Spring 0.76b1 somewhere, not in the same place as your normal Spring, because it's an old version, I'd recommend:

c:\program files\Spring076b1\Spring

I'd recommend adding that extra "Spring" at the end, it will make your life easier; just do it ;-)

- install the mission pack, give it the same path as where you just installed 0.76b1

Right, now go to c:\program files\Spring076b1\Spring, double-click on "Spring.exe"; a list of ... things... start scripts ... will appear
- scroll down to LUA Gulley, or whatever, using the up/down keys, then hit Enter to start the mission

Feel free to wiki-ize these instructions somewhere, maybe on NOTA page
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.53

Post by Thor »

Thanks 123v and hughperkins, it's nice to know those missions can still be played.

1.53 released: http://spring.jobjol.nl/show_file.php?id=1609
Changelog:

v1.53

-Hammer, Thud, and Morty damage to armor increased
-Rocket Kbot damage increased 3%
-Changed Maverick autoheal, cost
-Strategic Bomber accuracy increased, damage decreased
-Decreased Energy Storage metal cost to 120
-Core Valkyrie Transports are now heavy lifters and built at the transport factory
-Core truck now built at vehicle plant, and can't refuel aircraft anymore
-Destroyer speed slightly increased
-Fusion hitpoints increased by 200
-Heavy Fusion hitpoints increased by 1000
-Vashp firepower decreased 2.5%
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.54

Post by Thor »

1.54 released: http://spring.jobjol.nl/show_file.php?id=1757

Spacebugs: http://spring.jobjol.nl/show_file.php?id=1758

Changelog:

v1.54

-Fixed script errors
-Fixed a bug that prevented shipyards from building when a floating mex was nearby
-Energy Storage buildtime decreased 50%
-Hammer and Thud buildtime increased 4%
-Mobile coastal gun hitpoints increased 10%; buildtime decreased 5%
-Stationary coastal gun hitpoints increased 5%
-Oddity accuracy decreased
-Thunder and Shadow accuracy slightly increased
-Arm Battlecruiser speed decreased 5%
-Dragon's Teeth metal cost reduced
-Flea buildtime decreased 20%
-Updated customformations, area of effect widgets, and added advplayerlist widget
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: NOTA 1.54

Post by manolo_ »

bug in nota spacebugs 1.54:

i made a square of 2x2 lvl2-airlabs (no space between them) and the labs with the other lab infront of them didnt start to produce, but the labs with no other lab infront of them acted normal
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.54

Post by Thor »

probably the hitsphere is too big. I'll try to fix it for next nota version. As long as you keep a small spacing between them it shouldn't be a problem though.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: NOTA 1.54

Post by ==Troy== »

ARM's flashes are very hard to hit for basic LLTs, it looks like as if the beam just goes "through" them, making the LLT hit only in 10% of the cases.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re:

Post by CarRepairer »

viewtopic.php?p=153133#p153133

Posted: Thu 2006-Dec-21 4:41 am
Guessmyname wrote:ARM's air plant has a stupidly large hitsphere for some reason
Posted: Mon 2009-Feb-09 8:26 am
manolo_ wrote:bug in nota spacebugs 1.54:

i made a square of 2x2 lvl2-airlabs (no space between them) and the labs with the other lab infront of them didnt start to produce, but the labs with no other lab infront of them acted normal
Thor wrote:probably the hitsphere is too big. I'll try to fix it for next nota version. As long as you keep a small spacing between them it shouldn't be a problem though.
Been over two years, get in gear! :P
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