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Balanced Annihilation V6.91
Posted: 16 Apr 2009, 23:16
by TheFatController
** UI Troubleshooting thread: http://springrts.com/phpbb/viewtopic.php?f=44&t=18524
Changelog 6.9 --> 6.91 wrote:
- Fixed a bug that disabled luarules for certain players and caused desyncs.
- Renamed 'BA Layout' widget to 'Old BA Layout' so it isn't initially loaded for previous BA players.
- Updated LolUI (Click Menu > Other Stuff > Reset UI if this does not display correctly).
Changelog 6.85 --> 6.9 wrote:
- Fixed some bad OTA soundfiles for new spring.
- Added Regret's lolui (default on).
- Added Evil4Zerggin's Prospector widget (default on).
- Added jK's blobshadow widget (default off).
- Added trepan's minimap events widget (default off).
- Replaced Highlight unit widget with new Xray Highlight widget (default on).
- Updated Attack AOE widget updated, added a BA specific fix that makes the D-gun indicator much more accurate.
- Updated Advanced Players List widget.
- Updated Defense Range widget.
- Updated Buildbar widget.
- Updated Commander name tags widget.
- Tweaked FPS Manager widget (now default off).
- Added new Prevent Range Hax gadget (prevents units from overshooting outside of FPS mode).
- Added quantum's No Self-D gadget (stops the self d countdown on a shared unit).
- Added Commander gate modoption/gadget (commanders visually teleport in at gamestart) (default off).
- Several weapon effects improved graphically.
- All weapons with AOE of 16 or less changed to 'impactonly'.
- Added t1 torpedo launchers to the 'no direct control' gadget.
- Modified depthmod tags on amphibs set to 0 (no penalty for being underwater).
- Fixed t1 subs torpedo not reaching max range.
- Land Depthcharge launchers projectiles will now bounce once on land (helps them reach water).
- Scoutboats added to the no self pwn gadget.
- Thud, Hammer predictboost cut a bit (this was added before reload change).
- Core Can hitsphere size reduced.
- Arm and Core Decoy Commander's stats improved, cloak added, mines added to buildlist.
- Arm Marky added to the RADAR armourclass.
- Blades no longer take extra damage from t2 fighters (they now take the same as all gunships).
- Aircraft under construction will no longer be automatically fired upon by AA.
- Raised cruisealt on Valkyrie and Atlas slightly (50->70).
Please post any bugs or suggestions or whining about the new UI here.
Download Balanced Annihilation V6.91
Have fun!
Re: Balanced Annihilation V6.91
Posted: 16 Apr 2009, 23:21
by lurker
Should I get the old posts out of the storage cabinet?
Re: Balanced Annihilation V6.91
Posted: 16 Apr 2009, 23:34
by TheFatController
lurker wrote:Should I get the old posts out of the storage cabinet?
Probably not required I think, lots were just me trying to give updates and encourage people not to download the broken versions

Re: Balanced Annihilation V6.91
Posted: 16 Apr 2009, 23:40
by zwzsg
Maek BA subforum!
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 01:06
by Alchemist
lol was this like 4 versions in less than 1 day?
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 01:11
by kburts
wowww that was alot of revisions
!
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 01:14
by Gota
This isn't Noize...
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 01:16
by Regret
Noize made ninjafixes too. Also LOL CA 4000 RELEASES
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 01:40
by Idleking
Changelog 6.85 --> 6.9 wrote:
[..]
- Land Depthcharge launchers projectiles will now bounce once on land (helps them reach water).
[..]
Will it explode when an (enemy?) landunit crosses its "bounce-path"?

Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 04:36
by lurker
Ooh, can you set up suppression fire on dry land?
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 06:58
by JohannesH
Idleking wrote:Changelog 6.85 --> 6.9 wrote:
[..]
- Land Depthcharge launchers projectiles will now bounce once on land (helps them reach water).
[..]
Will it explode when an (enemy?) landunit crosses its "bounce-path"?

No, it's stranger than that. It passes right through. At least your own units, didn't test on enemies.
Though when it does only one bounce, it can still hit ground after that if you make it fire very near the coastline - then it explodes when hitting the ground, harming any units that are on the spot where it hits the ground.
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 07:48
by YokoZar
TheFatController wrote:
Changelog 6.9 --> 6.91 wrote:- Raised cruisealt on Valkyrie and Atlas slightly (50->70).
Please post any bugs or suggestions or whining about the new UI here.
Would it be possible for them to cruise higher only when loaded?
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 08:11
by el_matarife
Are you using the new "Split up" version of Defense Range Widget? If so, you want to add the huge list BeefofAges usually uses?
unitList["cortron"] = { 1, "Core TacNuke Launcher"}
unitList["coreyes"] = { 1, "Core Eye"}
unitList["coravp"] = { 1, "Core T2 Veh Lab"}
unitList["corasy"] = { 1, "Core T2 Ship Lab"}
unitList["coralab"] = { 1, "Core T2 KBot Lab"}
unitList["coraap"] = { 1, "Core T2 Air Lab"}
unitList["armeyes"] = { 1, "Arm Eye"}
unitList["armalab"] = { 1, "Arm T2 KBot Lab"}
unitList["armaap"] = { 1, "Arm T2 Air Lab"}
unitList["armasy"] = { 1, "Arm T2 Ship Lab"}
unitList["armavp"] = { 1, "Arm T2 Veh Lab"}
unitList["armamb"] = { 1, "Arm T2 Plasma"}
unitList["corspy"] = { 1, "Core Spy"}
unitList["armspy"] = { 1, "Arm Spy"}
unitList["armbanth"] = { 1, "Bantha"}
unitList["armamd"] = { 3, "Arm AntiNuke"}
unitList["armcom"] = { 1, "Arm Comm"}
unitList["armdecom"] = { 1, "Arm Decoy Comm"}
unitList["armsilo"] = { 1, "Arm Nuke"}
unitList["armbrtha"] = { 1, "Arm LRPC"}
unitList["armemp"] = { 1, "Arm EMP Launcher"}
unitList["armsilo"] = { 1, "Arm Nuke"}
unitList["armguard"] = { 1, "Arm T1 Plasma"}
unitList["armshltx"] = { 1, "Arm Gantry"}
unitList["armscab"] = { 3, "Arm Mobile AntiNuke"}
unitList["armvulc"] = { 1, "Arm Vulcan"}
unitList["aafus"] = { 1, "Arm Adv Fusion"}
unitList["corsilo"] = { 1, "Core Nuke"}
unitList["corint"] = { 1, "Core LRPC"}
unitList["coremp"] = { 1, "Core EMP Launcher"}
unitList["corsilo"] = { 1, "Core Nuke"}
unitList["corpun"] = { 1, "Core T1 Plasma"}
unitList["corgant"] = { 1, "Core Gantry"}
unitList["cormabm"] = { 3, "Core Mobile AntiNuke"}
unitList["corbuzz"] = { 1, "Core Buzzsaw"}
unitList["cafus"] = { 1, "Core Adv Fusion"}
unitList["cortoast"] = { 1, "Core T2 Plasma"}
unitList["corfmd"] = { 3, "Core AntiNuke"}
unitList["gorg"] = { 1, "Juggernaut"}
unitList["corkrog"] = { 1, "Krogoth"}
unitList["corcom"] = { 1, "Core Comm"}
unitList["cordecom"] = { 1, "Core Decoy Comm"}
Basically every single factory, plus some of the bigger T2 defensive / offensive emplacements like tac nukes.
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 09:33
by hunterw
edit: nevermind
man you really really should have OldBAlayout widget set to default - i dont know why anyone would ever want that ancient menu
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 15:40
by TradeMark
HEREBY I SHOW EVERYONE HOW TO MAKE THIS NEW BA VERSION USABLE:
1) Press F11
2) Disable "LolUI"
3) Enable "Old BA Layout"
YYAY
I got kinda panic when i saw some shitty UI which chat text was under minimap, or couldnt resize/move minimap and stuff like that. also some useless button in middle of my screen which was menu or something, it overlapped the F11 list so i got even more panic because i couldnt be sure was under that button some widget which disables that shit.
But its alright now, i feel better, i took some pills to calm me down, and drinking booze now to get over with it. Tomorrow i will feel better.
Thanks Regret and your LolUI!
Edit: windowed mode is that what fucks everything up if you resize the window later.
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 16:23
by Regret
TradeMark wrote:HEREBY I SHOW EVERYONE HOW TO MAKE THIS NEW BA VERSION USABLE:
1) Press F11
2) Disable "LolUI"
3) Enable "Old BA Layout"
YYAY
I got kinda panic when i saw some shitty UI which chat text was under minimap, or couldnt resize/move minimap and stuff like that. also some useless button in middle of my screen which was menu or something, it overlapped the F11 list so i got even more panic because i couldnt be sure was under that button some widget which disables that shit.
But its alright now, i feel better, i took some pills to calm me down, and drinking booze now to get over with it. Tomorrow i will feel better.
Thanks Regret and your LolUI!
Edit: windowed mode is that what fucks everything up if you resize the window later.
lolnub
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 16:27
by Jazcash
Will the newbs please calm down and use Ice UI...
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 16:29
by TheFatController
He does have a point in one respect:
[14:52:02] <TradeMark> you didnt think windowed mode
[14:53:26] <TradeMark> first i open window as 1024x768
[14:53:30] <TradeMark> then i maximize it
[14:53:19] <TradeMark> 1680x1050
I tested this by running 800x600 spring in windowed mode and maximising it to 1280x1024 and the UI components don't follow the screen edges (you can reset UI and its fine but you'd have to do that every game and lose your customisations).
Hopefully this will only affect a tiny percentage of players tho!
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 16:51
by Jazcash
TheFatController wrote:
Hopefully this will only affect a tiny percentage of players tho!
PLAY IT SAFE! USE ICE UI!
Re: Balanced Annihilation V6.91
Posted: 17 Apr 2009, 17:26
by 1v0ry_k1ng
brings the iceage to your FPS