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Script fixes in BA

Posted: 11 Aug 2009, 19:42
by Caydr
I remember someone mentioning to me that a bunch of AA scripts were fixed by BA... does anyone remember what units had the problems and what was wrong with them?

Re: Script fixes in BA

Posted: 11 Aug 2009, 23:06
by YokoZar
No, but you could probably figure it out by comparing the md5sums of the .cob files

Re: Script fixes in BA

Posted: 12 Aug 2009, 00:45
by Caydr
YokoZar wrote:No, but you could probably figure it out by comparing the md5sums of the .cob files
Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance". I can't just go arbitrarily grabbing all the COBs that show differences in the hope that I'll get the ones that fix bugs rather than the ones that add/remove/modify features.

Re: Script fixes in BA

Posted: 12 Aug 2009, 00:58
by SirMaverick
Caydr wrote:Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance".
Looking at the ba changelog could help.

Re: Script fixes in BA

Posted: 12 Aug 2009, 01:38
by Caydr
SirMaverick wrote:
Caydr wrote:Finding out what's changed isn't really hard, more like, finding out why it was changed and what was wrong. One man's "buggy movement" is another man's "intentional slowdown for balance".
Looking at the ba changelog could help.
I'm posting here because although TFC has offered his help to me if I have any questions, I don't think he's been with the project long enough to definitively say what was changed and why. I've looked at BA changelogs before and they are not always very detailed so I can't rely on them 100% either. And besides this, I've never heard of a game or any project for that matter that has absolutely every single change documented.

Well, nevermind, I guess it would be more productive to see what I can see from a file comparison and then ask questions specific to each change.

Re: Script fixes in BA

Posted: 12 Aug 2009, 02:02
by SirMaverick
Caydr wrote:And besides this, I've never heard of a game or any project for that matter that has absolutely every single change documented.
At least one mod uses a version control system.
I can just encourage everyone to use that for his projects too. It's just easier to solve exactly such problems you have now.
Well, nevermind, I guess it would be more productive to see what I can see from a file comparison and then ask questions specific to each change.
+1
Or: don't change anything now. Only when you see bugs in AA look for differences in BA and if they fix the problem.

Re: Script fixes in BA

Posted: 12 Aug 2009, 09:09
by TheFatController
As far as I remember..

Arm t2 radar tower
Shiva
Razorback

Are the buggiest ones that got fixed (may be more tho), there are also some which have just been tweaked or aimspeeds improved etc. so that may pose a problem if you only want fixes