N72 hello



Join Date: 12 Jun 2001 Posts: 1,234

Quote: Greybeard1 Originally Posted by wRT the tamec weapon files, why not just include them but renumber the weapon ID's somewhere higher into the range, hopefully away from whatever mods that are already into the high ranges are already using?



Quote: slogic Originally Posted by Can I ask one thing. Is that damn attack stall bug fixed? I mean when units randomly stopped fire. IIRC this bug was not due to weapon ID limit. Quote: gamma Originally Posted by I think he means the attack stall bug that was happening occasionally in multi with one of Xpoy's ddraw.dll updates. Quote: Wotan Originally Posted by This same attack bug was reported by many ESC players with an older version of ddraw - I'd be curious if it has been resolved with this latest release as well. Xpoy will still be tweaking and fixing when he returns shortly, but the more we can help him with specifics the better Quote: slogic Originally Posted by Concerning attack stall bug. I faced it usually in late game with many units. And as described above to continue unit to attack I have to assing attack command once again.



What slogic is talking about is not an engine bug, but a combination of how the game is designed to work and bad unit scripts and category tags in OTA.



- When a unit has targeted an enemy and that enemy then goes out of range, the unit will not switch targets unless something triggers a target change (being hit by a different enemy unit, the appearance of an enemy unit with higher priority, or new orders from the player [including the stop command]).

- If a unit is not scripted well, it may break in many different ways that cause it to stop attacking or drop specific weapons. Many OTA units have such scripting issues.



The first issue cannot be completely solved but it can be alleviated greatly by using comprehensive category tags that take into account as many situations as possible so units are always firing. TA Zero does this with great success, but to implement this in TA would require a huge overhaul of every single unit .fbi file.



The second issue can be solved but it requires fixing unit scripts, and thus affecting the established game balance, regardless of whether or not you are technically fixing bugs. This is exactly what



Neither of these issues will be addressed by the patch because they fall into the realm of gameplay modding and not patching. If you want fixed unit scripts, you should play TA Bugfix, not OTA, which you can easily do by installing TA Bugfix after installing the beta patch.



Quote: slogic Originally Posted by I can't install this patch. It tells me I have no properly installed TA. Can somebody tell me what's the algorithm of TA install check? Original 3.1c patch installs perfectly.



You will get that error message if you simply pasted/unpacked a pre-existing game folder to your computer rather than actually installing TA. If you didn't install the game, it doesn't get registered with DirectPlay, so while it may appear to work fine in single player there can be problems if you try to play online via a DirectPlay client such as WarZone.



The error message will go away once you actually install the game on the computer in question (from the CD, GOG installer, etc; doesn't matter). There is also a That's definitely planned for when the weapon ID situation has been sorted out and we can use more than 256 without issues. For now, I didn't mess with anything and just left TA Features 2011 the way it is. Everything will be updated to TA Features 2012 for the final v4.0 patch, so we will have to decide how best to handle the map weapons issue. The problem is that including any map weapons in the 0-255 range will instantly break compatibility with many old mods, so it's probably better to just wait until higher IDs are available before including them by default. In the meantime, they are still available in the zip for anybody that needs them.You guys are talking about two completely different issues. Wotan and gamma are talking about a "bug" that prevented an entire player's army from attacking at all, which was caused by people have mismatched versions of xpoy's ddraw.dll, which is not even a bug, just improper usage, which is one of the main reasons this patch was created.What slogic is talking about is not an engine bug, but a combination of how the game is designed to work and bad unit scripts and category tags in OTA.- When a unit has targeted an enemy and that enemy then goes out of range, the unit will not switch targets unless something triggers a target change (being hit by a different enemy unit, the appearance of an enemy unit with higher priority, or new orders from the player [including the stop command]).- If a unit is not scripted well, it may break in many different ways that cause it to stop attacking or drop specific weapons. Many OTA units have such scripting issues.The first issue cannot be completely solved but it can be alleviated greatly by using comprehensive category tags that take into account as many situations as possible so units are always firing. TA Zero does this with great success, but to implement this in TA would require a huge overhaul of every single unit .fbi file.The second issue can be solved but it requires fixing unit scripts, and thus affecting the established game balance, regardless of whether or not you are technically fixing bugs. This is exactly what TA Bugfix aims to do, which is not a patch but a bugfixing mod.Neither of these issues will be addressed by the patch because they fall into the realm of gameplay modding and not patching. If you want fixed unit scripts, you should play TA Bugfix, not OTA, which you can easily do by installing TA Bugfix after installing the beta patch.The v3.1 patch installs perfectly because it doesn't actually check to see if TA is installed, it simply checks the totala.exe file that is being updated.You will get that error message if you simply pasted/unpacked a pre-existing game folder to your computer rather than actually installing TA. If you didn't install the game, it doesn't get registered with DirectPlay, so while it may appear to work fine in single player there can be problems if you try to play online via a DirectPlay client such as WarZone.The error message will go away once you actually install the game on the computer in question (from the CD, GOG installer, etc; doesn't matter). There is also a tool here to fix the registry without doing a new install of the game, but I've never used it. The old TA Demo 99b2 installer also has an option to fix the DirectPlay registry, so you could simply install that and then immediately uninstall it, which would then allow you to install the beta patch.