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v1.7.0 of Battle Academy Now Available!

Posted: Mon Jan 16, 2012 5:58 pm
by IainMcNeil
New update available. Version 1.7.0 includes a number of fixes and changes and builds in support for the release of Operation Sealion!

Download it from :
Slitherine http://www.slitherine.com/ba_extras
Or Matrix http://www.matrixgames.com/products/387/downloads/

Changes in 1.7.0
++ Operation Sealion: New units and objects from the Sealion campaign.
+ Changed the way multiplayer cookies are used to reduce the issues some users had logging in and uploading turns.
+ prevent right click from actioning End Turn button
+ stop deselect unit from working while units moving
+ custom carryover data now possible. Simply create a Carryover_Data attrib array, and the first 7 elements will be saved and loaded from the carryover save data automatically.
+ fixed bug where indirect fire could cause infantry to remain on map even when dead (was trying to use the AP attack on them if the unit on the targeted tile was AP, even though it was hitting their tile, and should have attacked them with the HE code)
+ stopped camera move to hidden units that bog/break down in enemy turn.
+ Many minor bug fixes
+Various unit balance changes
• British tanks breakdown rate reduced by 70%
• 4inch gun lorry now does not bombard but suppresses more with direct fire
• AT rifles reduced in effectiveness
• Sticky bombers' attacks adjusted
• Sturmpanzer accuracy and reload rate reduced
• Auxiliary units morale and assault skills increased
• Luftwaffe pilots HE damage decreased

Posted: Tue Jan 17, 2012 8:43 am
by enric
Hi Pip

The first window still display:
NEW!
GetBeta 1.6.1 update now…

Posted: Tue Jan 17, 2012 12:28 pm
by MrsWargamer
Woohoo! :)

I think that conveys my thoughts accurately :)

Better get me some digital cash sorted out.

Posted: Tue Jan 17, 2012 3:49 pm
by pipfromslitherine
enric wrote:Hi Pip

The first window still display:
NEW!
GetBeta 1.6.1 update now…
Not for long! We did make a small error releasing on different days I think - we'll coordinate better next time.

Cheers

Pip

Posted: Tue Jan 17, 2012 6:00 pm
by Merr
Pip,

A few questions ....

(1) Custom CarryOver ...
- Can you post an example of the code and where it goes? (campaign.txt?)
- Is this read only data?

(2) DDS files ...
- These appear to have been updated. These has mips now so PC mods using your DDS will work with MAC? (e.g. template building).

Thanks!

Posted: Tue Jan 17, 2012 6:26 pm
by alex0809
When will Paypal be available again? :( I thought it would be back beginning of 2012

Posted: Tue Jan 17, 2012 7:04 pm
by pipfromslitherine
Merr wrote:Pip,

A few questions ....

(1) Custom CarryOver ...
- Can you post an example of the code and where it goes? (campaign.txt?)
- Is this read only data?

(2) DDS files ...
- These appear to have been updated. These has mips now so PC mods using your DDS will work with MAC? (e.g. template building).

Thanks!
1 - you need to create an attrib array using the AddAttribArray script command. Each unit has this array, and it is saved and loaded as part of the carryover process.

2 - not sure what you mean. The only issues on Mac were from user created DDS file IIRC.

Cheers

Pip

Posted: Tue Jan 17, 2012 7:10 pm
by Merr
pipfromslitherine wrote: 2 - not sure what you mean. The only issues on Mac were from user created DDS file IIRC.
Yeah, that's what I'm referring to ... So, if I create a QuickBattle for North Africa, I can use the new DDS for the desert skins which ensures Mac users won't see a problem. I assumed the older DDS's (for PC, before Mac came out) aren't any good (for Macs).

Now, unless you're saying that the DDS's had mips (for the PC) since day 1 ... then, disregard.

Thanks for the explaination on the carryover data ... I'll have to play with that.

- Merr

Posted: Tue Jan 17, 2012 7:40 pm
by pipfromslitherine
Yes, afaik all our textures have mipmaps. It was just an oversight by (I think) one modder. Up to that point it had not mattered, it's just a wierd OpenGL behaviour.

Cheers

Pip

Posted: Tue Jan 17, 2012 7:52 pm
by Merr
pipfromslitherine wrote:Yes, afaik all our textures have mipmaps. It was just an oversight by (I think) one modder. Up to that point it had not mattered, it's just a wierd OpenGL behaviour.

Cheers

Pip
Make that an oversight for 2 modders (me #2). I'll have to review any new DDS's I have from the really old mods (trackhit,randomv87, etc).

Thanks for the clarifications!

Posted: Tue Jan 17, 2012 8:13 pm
by junk2drive
Merr, all of my graphics have mipmaps.