XTA: TASClientLatest.7z

TASClientLatest.7z:

springjools:

image

Now this is by default v. 1.09 and it also includes a script to fix the downloading of maps. 

Protip: If you wish to download to another folder than my games/spring, set your playing profile to that folder in options (select the right springsettings.cfg, if it doesn’t exist, create empty file).

NOTAJoke: Official announcement of notAlobby on spring rts forum

Sea of love

Spring Engine version 101.0 release is a good occasion to both, turn to history and talk about our common future.

The Spring Engine is unique in its universality. It is true that lately the Spring Engine has been widely criticized for not being efficient enough and for the fact that the decision-making on issues stops due to overwhelming differences – first of all among the members of the community.

It is absolutely natural for such a diverse community. When the first version of Spring Engine was released, its founders did not in the least think that there would always be consensus. Spring community’s strength comes from taking different views and opinions consideration. Decisions debated within the community can either be taken as future features or not.

We all know that after some conflicts in the past, a centre of domination raised in the community. And then those who found themselves at the top of that pyramid were tempted to think that if we are so strong and exceptional then we know better than anyone what to do.

License

Someone thinks that GPL is the only right and true way of living on that sinful planet. They fear the low “bus factor” of close source programs.

If developers of NOTA disappear for some reason, then all work at the close-source program will be lost, that happened already few times with other stuff contrivuted as closed source to spring too. Now you see why making project open-source would be big benefit for all.

Instead of releasing the “unitsync” under LGPL license, you create obstacles or, in other words, “Put a spoke in someone’s wheel”.

Of course, the world is changing and the Spring Engine community must be consistent with this natural transformation. NOTA team is ready to work together with all community members, but we consider the attempts to block someones and not to block the others for the same deal as extremely dangerous. They can lead to a collapse of the entire community relations. Then, indeed, we would be left with no other rules than the rule of force. We would get a world dominated by selfishness rather than collective work.

We suggest, however, we should take a wider view on this issue. We are all different. And we should respect that. We should all remember what our past has taught us.

Announcement for forum

Ladies and Gentlemen,

This is new notAlobby. This lobby satisfy GPL license demands and its new official client for NOTA. To meet all conditions we needed a completely different approach. We had to focus on User-Friendly interface that leads to better lobby understanding and easier to run a game.

It is not linking `unitsync.dll` as previous version lobby did (fully functional lobby for windows, linux and osx). We are using own way of identifying games versions and maps. For the first look it seems that new lobby is not supporting other games/projects. It is true, but only in part. We had to choose technical solution which doesn’t ruin our time-budget and at least satisfy our needs. To make it compatible with other game projects it will take much time from us. But we are open for real cooperation.

The obsolete lobby is not available on:

Its sources won’t be released. Let’s think that “the school bus” knocked down the computer where the sources were stored. We no longer support it and no longer distribute it.

We suggest that we should be guided by common interests and expect that there will be no fights and NOTA project won’t be no longer blocked in news, on forums and on springfiles.

Speaking openly,

  • danil_kalina (NOTA Game Lobby developer)
  • PepeAmpere (NOTA project representative)

(announcing this together, so from this time new lobby is part of NOTA project, to make that clear for people from outside and to be sure there is just one point of contact for any future issues)

This article is uncut version of our official new lobby announcement on SpringRTS forums. The full version reveal our motivations more to be sure all ideological opponents have enough flame-war ammunition :). In all cases we still try to be constructive!

Zero-K: Zero-K v 1.3.10.0

There are two large balance changes in this release. The Blastwings weapon is now a fireball similar to a small Firewalker (or large Kodachi). It is unlikely to be balanced but at least it should be possible to make the unit more useful lategame without dominating early.

The second balance change is more subtle. An exploit that could give permanent invisibility to HLTs lead us down a path to removing air LOS. Air units are now harder to see which is surely going to make them more powerful, somehow.

Apart from that there are fixes, area-mex-solar and a WIP arbitrary start volume system which has been enabled for some maps.

Balance

Blastwing

Blastwing now has a fireball explosion. It is comparable to a single Firewalker projectile but with larger AoE. Reduced Blastwing damage and gibs.

  • Direct damage: 250 › 80
  • Giblets: 15 › 3 [?]
  • Fireball DPS: up to 16
  • Fireball time: 20s
  • Fireball AoE: 256 [?]
  • Sets units on fire for 2s [?]

Line of Sight

  • Reduced air LOS range by 33% to match LOS range.
  • Any unit which fires in air LOS will be revealed (structures for 5s, units for 2.5s).

In effect, enemies are revealed in they fire within a units sight radius but were not previously visible because terrain was in the way.

The consequences are that:

  • This works around the LOS calculation issue which causes tall units to be invisible to the enemy even though they can see and fire. They are still not visible until they fire but now it is possible to fight back.
  • Shields and particles (such as Sumo footsteps) are no longer visible earlier than the unit itself.
  • Air units are are harder to detect. Previously they could be seen 50% earlier than ground units (this was one of the purposes of air LOS). Radar and other vision is now more important for fighters and AA.

Kodachi out-of-combat regeneration time: 1.66s › 5s

UI

  • holding down Alt when giving an Area-Mex command will surround the mexes with 4 Solars. Will surround pre-existing mexes too.
  • Spotted enemy Aegis (static area shields) now draw a radius circle. [?]
  • Game over display now clearly shows the match result.
  • Circle Guard and Repair commands are now retained on morphing units. [?]

Miscellaneous

  • Rename: Sharpshooter › Spectre
  • Chicken Queen now ignores defences and moves straight into the base.
  • Updated Polish helptext translations and added some UI translations.

Content creation

  • Widgets now have access to winner data in the GameOver call-in. [?]
  • Widgets: added gl.Utilities.DrawGroundTriangle [?]
  • Added localisation support to a few widgets [?]. You can help translate them through Transifex.
  • Added a powerful API for maps to define their own arbitrary startboxes. See the wiki page for details on how to use them in your maps.

Fixes

  • Fixed DDM cannon sometimes getting stuck inside another building.
  • Fixed plasma cannons (eg. Thug, Hermit or Goliath) being unable to hit tall targets (eg. HLT) on some maps (eg. Geyser).
  • Fixed crashes in ETA and Fac Panel.
  • Fixed Conch prematurely leaving its building animation.
  • Fixed unit state display working on hidden units. [?]
  • Fixed enemy tacnuke silos not having their range circles drawn.
  • Fixed Spectator Panels delay when updating win count.
  • Fixed game over award display using old names.
  • Fixed Context Menu showing wrong transportability for some ships.
  • Fixed some units leaving incorrect wreckage. [?]

Zero-K: ZK 2v2 Tournament October 31st 2015

Halloween is around the corner and so is the October 2v2 tournament.

The tournament is going to take place at 10 AM UTC on the 31st day of October. Registration is open up until 1 hour before the start time of the tournament.

Format and rules, as usual:
– 2 human players per team
– Double elimination
– Random seeding
– First map of each round is predetermined, the following maps in the winners bracket will be selected by the loser of the previous game from the featured 1v1 map pool.
– All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).

It is possible to substitute for players who don’t show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.

The players coming first, second and third will receive special unique collectible awards to their player profile as well as tournament points which will be used to determine the yearly champions of 1v1 and 2v2.

Link to bracket.

Maps will be announced soon.
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