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Re: Complete Annihilation News
Posted: 19 Jul 2008, 01:29
by Neddie
Saktoth wrote:neddiedrow wrote:Otherside wrote:bana we are waiting for the nested build menu LUA to be finished for tier 1 cons so there isnt to much clutter
Just as long as I am not forced to use it. Wasted clicks and all.
Scrolling through menus is more wasted clicks, esp if you have to get several pages. I dont know how many icons
you have on one page though...
Popular stuff like llt, mex, etc should be on the first page, not nested.
Just as long as I am not forced to use it. I keep thirty-two on a page, at 1:1 aspect ratio. We all have different setups tailored to our play style; NOiZE has a 5x4 grid, if I recall. Forb uses a right-justify 4x6 or he did last time I used the standard for Evo.
I do agree that popular units should be on the first page.
Re: Complete Annihilation News
Posted: 19 Jul 2008, 01:31
by det
Saktoth wrote:I really like the idea of reverse-building, it actually makes more sense, esp requiring a con to do this (though its more micro to give the orders on each unit, like old reclaiming is).
Reverse-building is in SVN, see:
http://trac.springhq.org/changeset/6188
Re: Complete Annihilation News
Posted: 31 Jul 2008, 04:10
by CarRepairer
Retreat button modified.
See here for details:
http://trac.caspring.org/wiki/Retreat
Re: Complete Annihilation News
Posted: 31 Jul 2008, 09:41
by Licho
Great! Thats much better!
Can it be changed so that you dont need to order workers to move there? And can aircrafts be fixed? They never land there properly..
Re: Complete Annihilation News
Posted: 01 Aug 2008, 10:38
by Acidd_UK
Couple of points with the current stable:
1. The tooltip seems to be un-switch-offable. I'm using the Satirik's ICEUI fork v2 which has its own (better) tooltip dialog. However, no amount of playing witht he default and CA-builtin tooltip Lua widgets will get them to turn off. If I turn off the CA one, the default one appears, and various other annoying combinations. I can turn the ICEUI one off and jsut use the CA/default one, but this is a crappy solution.
2. Could the Dragon's Egg be scripted such that when it is turned On, it switches to Fire at Will and when it's closed it switches back to hold fire? It's a bit excessive on the micro front atm...
Otherwise, it's all gravy

Re: Complete Annihilation News
Posted: 06 Aug 2008, 07:13
by CarRepairer
Hey, remember Starcraft? Now you can have all the fun of a con start without that dirty smelly commander. CA now has the option to start with three constructors instead of your commander (more technically, commander must morph into them). Choose from kbot, vehicle, hover or ship constructors.
http://trac.caspring.org/changeset/2588
Re: Complete Annihilation News
Posted: 06 Aug 2008, 20:04
by Forboding Angel
neddiedrow wrote:
Just as long as I am not forced to use it. I keep thirty-two on a page, at 1:1 aspect ratio. We all have different setups tailored to our play style; NOiZE has a 5x4 grid, if I recall. Forb uses a right-justify 4x6 or he did last time I used the standard for Evo.
I do agree that popular units should be on the first page.
Well the evo menu (unless I'm mistaken here) is 5x5 (might be 5x4 or 5x6, I never pay attention to the dimensions anymore

), only thing is, menu commands take up some of that space, and recently the menu buttons have taken up so much space that I'm gonna have to make it larger.
It also uses a little lua script thingy that alters if for 4:3 and 6:9 resolutions respectively. I'm sure the CA guys could come up with something a heck of a lot nicer than that, but meh, it works
One thing that would be nice is a easily modifiable build menu that all the mods could use without needing much more than a core fileset for it.
Edit: That's a really neat idea carrepairer.
Re: Complete Annihilation News
Posted: 10 Aug 2008, 15:36
by MR.D
I tried loading up the current CA build, and was stuck with less than 1 fps.
I think the Bloom shader, and outline shader are causing some massive slowdowns, but then I use an ATI card.
If its happening to me, its probably happening to alot of other ATI card users, and it was a real pain to try and shut these widgets down ingame with 1 frame per 10 seconds.
Unless you can find a way to make it work with ATI, I think its best to disable these widgets by default unless the users set them manually.
Re: Complete Annihilation News
Posted: 10 Aug 2008, 15:43
by Otherside
both widgets are off by default
bloom doesnt work on ATI cards
and outliner will on average half ur fps so only do it on a decent comp (with an nvidia card

)
Re: Complete Annihilation News
Posted: 10 Aug 2008, 23:09
by det
Bloom does work with ATI cards.
Re: Complete Annihilation News
Posted: 11 Aug 2008, 00:25
by Otherside
not on anything older than the latest models apparently
bloom works on 7.8,9 series nvidia cards
Re: Complete Annihilation News
Posted: 11 Aug 2008, 06:47
by CarRepairer
MR.D wrote:I tried loading up the current CA build, and was stuck with less than 1 fps.
I think the Bloom shader, and outline shader are causing some massive slowdowns, but then I use an ATI card.
If its happening to me, its probably happening to alot of other ATI card users, and it was a real pain to try and shut these widgets down ingame with 1 frame per 10 seconds.
Unless you can find a way to make it work with ATI, I think its best to disable these widgets by default unless the users set them manually.
Full specs? Must be something really wrong if you are getting less than 1 fps.
Re: Complete Annihilation News
Posted: 11 Aug 2008, 07:28
by Dragon45
Re: Complete Annihilation News
Posted: 11 Aug 2008, 10:16
by ScarySquirrel
I just discovered CA after I installed the new Lobby. CA has impressed me so much that it is now my new "Best Mod."

Best mods which have preceded CA:
EE
XTA
P.S. The new stumpy model seems polished. Much better than the old model. The Maelstrom, Stardust, and Vanguard are great. Fuck the Absolute Annihilation!
Re: Complete Annihilation News
Posted: 11 Aug 2008, 20:19
by Acidd_UK
Yeah I've said this before but I'll say it again for effect. CA is fucking amazing, the amount of collaborative work that's gong into it, along with the spinoffs of CADownloader->SpringDownloader and the benefit to the community and especially new players is immense. Keep up the great work guys!
Re: Complete Annihilation News
Posted: 12 Aug 2008, 15:36
by Crayfish
Indeed. Hurray for CA!
Re: Complete Annihilation News
Posted: 13 Aug 2008, 06:19
by Elkvis
MR.D wrote:I tried loading up the current CA build, and was stuck with less than 1 fps.
I think the Bloom shader, and outline shader are causing some massive slowdowns, but then I use an ATI card.
If its happening to me, its probably happening to alot of other ATI card users, and it was a real pain to try and shut these widgets down ingame with 1 frame per 10 seconds.
Unless you can find a way to make it work with ATI, I think its best to disable these widgets by default unless the users set them manually.
Actually, the CA interface used to do this for me. CA interface and the chicken widget. I know what you mean, trying to find the component that was causing it was an absolute nightmare.
I have a ATI 2600.
Re: Complete Annihilation News
Posted: 13 Aug 2008, 12:28
by smokingwreckage
Um, has anyone else had the experience/rank and therefor morph thing stop working altogether? Widgets are loaded, but doing nothing (in Chickens games).
Re: Complete Annihilation News
Posted: 22 Aug 2008, 02:43
by imbaczek
CA 2697 desyncs in svn right after start; some commands don't get transmitted, like unit building, and generally weird stuff happens. someone with CA lua expertise and engine experience needs to look at this.
Re: Complete Annihilation News
Posted: 22 Aug 2008, 04:52
by Licho
deleted