Journeywar - Page 55

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

Lups works again.

Image

Also shroudshrike...
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

well im working on something called a LindeMayer System and i ran into some unexpected troubles.

The Pieces of the tree were not turned.

Image


PS: I know about Turn(piecename,axis,degrad,speed,boolImmediatMatriceUpdate)

And yes, the error is in the newest compiling dev-release.

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Image

Getting there but still far from perfect
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Code: Select all

[4]={ --Proballistic L-System
	name= "Standard Gramar Plant",
	startElement="X", --GramarStartElement
	productiveSymbols={["F"]= true,
					   ["X"]=true
					  },
	transitions={
				["F"]= function (olddeg,degree,Tpiece,Epiece)  	
				Turn(Tpiece,x_axis,math.rad(olddeg)  ,0,true)
					if math.random(0,1)==1 then  
					Spring.Echo
					return "F+X" 
						else 
						return "-XF" 
						end
				end,
				["X"]= function (olddeg,degree,Tpiece,Epiece)	 
				if math.random(0,1)==1 then     
				return "F" 
				else 
				return "++XF--X" 
				end
				end,
				["-"]= function (olddeg,degree,Tpiece)    	    val=olddeg+degree;		Turn(Tpiece,x_axis,math.rad(val),0,true)	return "" end,
				["+"]= function (olddeg,degree,Tpiece)	   		val=olddeg-degree;	Turn(Tpiece,x_axis,math.rad(val),0,true)	return "" end,
				["["]= "RECURSIONSTART",
				["]"]= "RECURSIONEND"	,
				["RECURSIONSTART"]= "[",
				["RECURSIONEND"]= "]" ,
				}
	},	
This bitch of a gramar refuses to produce what i want it to prodcue.
Image

At some moments its behaving as expected (look at the red-weed).. and sometimes there are those strange gaps.

I use ox,oy,oz= Spring.GetUnitPiecePosition for a empty piece at the end of every object to get the position.
Then its a Move of the corresponding piece to the position..

Help would be appreciated...
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

I did some extensive testing.. Results are in..

Image

Build Systems are fun..

Did not find the reason for all this ..
But one sees the result.. basically all i do is get the end point of every piece (a seperate empty point) and move the piece there.. but instead of chainbuilding as in the screen above.. they shake themselves apart..



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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

well.. the result is getting better..


but the build systems is still fucked - no z_axis or y_axis turns.. which just doesent make sense.
I mean.. i dont do anything special.. i extract points and move pieces there.. rotation (as long as i dont take the global coord system - which i didnt shouldnt have influence).

Image

Image
Image
Image
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

I should have done this much earlier..
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Gone Mad to the Max with these
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Shadder Artefacts.. where did i go wrong?

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

How to archieve grenades that stay on the ground for 3 secs before exploding?
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jK
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Re: Journeywar

Post by jK »

ZK has that, they spawn mines in :Explode callin.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Thx... and ingame

Will add a projectile catch function to the advisor stalker unit - which allows it too catch and "spin down" 5 projectiles - which will escape again, if it is hit while juggling those.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Fixed alot of stuff today:
One bug escaped.

Code: Select all

[f=0001956] Error: LuaRules::RunCallIn: error = 2, RecvFromSynced, [Internal Lua error: Call failure] [string "lups/lups.lua"]:191: attempt to call field 'ActivateMaterial' (a nil value)
Also no gurls in spring?

Code: Select all

http://weblobby.springrts.com/EngineVersion_GameVersion_Map_Battleroom_InvitingPlayer
Lol, look at the binary weblobby.exe

Code: Select all

\0\0Could0not\0create\0script\0at\0springsettings.cfg\0\0
Now, to do a dirty trick, we will replace a string, the binary assumed was constant, with the game url.. reallign everything, and out the window it goes, and the user never knows, that his version is tailored to him. When spring lobby is executed, it reads the string, and knows, what to do. And yes, processId would be less limiting, but would need the ability to phone home and request to know what the user wanted.. which ment all lobby devs at one table. And we know what happend last time we did that.. we still get bots offering us ------- tables .. unless hash kills the joy.


You can now download a alpha release of Journeywar Version 44 via pr-downloader just type in jw:stable and you are allmoist there. Thanks goes to abma.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Problems found by Anarchid Testgaming:

Problem: UnitShape and Description do not communicate function

Problem: contrain needs additional function to make sense..
Solution: Contrain heals nearby mobile Units if standing still

Problem: congtruck does not communicate suicide-workaholic-ness
Problem: Sniper needs to communicate that it is stationary for firing
Solution: (Claws?)
Sniper needs Deploy/Harpoon as Context Sensitive Ability

Problem: Teleporter does not communicate function

Bug: Special Abilitys not communicated by Button

Problem: Attaching Builders to Factorys is uncomfy..
Solution: Generators (BuildingUpgrades) were suggested, so no Builder Units are used
Problem with that, how to stop BuildUnits from supporting Unit Building

Balance: Skinfantry is too fast
Balance: Economy goes exponential -
while it actually should be exponential to a limit and then cyclic
on a high level, driven back and forth by the mexes position and
harvested remains..
Solution: Less metall with each mdigg


Balance: No HighLevel EnergyBuilding
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Anarchid
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Re: Journeywar

Post by Anarchid »

Solution: Less metall with each mdigg
Another possible solution would be to decrease the metal value as it harvests.
E.g. make it dependant on metalmap destruction instead of heightmap destruction.
However, that requires making metal areas visible and changing as progress happens.
Diminishing returns on number of deployed diggers is invisible, arbitrary, and bad!
Problem: Teleporter does not communicate function
A timer before the squad is spawned could help. Spawned units could be uncontrollable but selectable to be identified as allies easier. It was not "does not communicate"; i figured out "build this to get reinforcements once in a while" much faster than i figured out "you need to assist factories with suicide builders".
Problem with that, how to stop BuildUnits from supporting Unit Building
Make units unassistable, use build upgrades to modify base factory's build power instead of working as assisting nanoturrets.
Balance: Skinfantry is too fast
It's not too fast, it has ~same speed as Black Guards but more range. You could make it slower or give it shorter range if black guards are supposed to have less range.
Problem: congtruck does not communicate suicide-workaholic-ness
In fact, all suicide builders fail to do this. Biotech ones suggest this in their descriptions, but it's not visible. The models could be upgraded to make it more visible, e.g. builders expending some fuel tank when building in a visible fashion, so that you could also see which one is about to die without healthbars.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

wont let me post pics in news without a reason
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Anybody on CCC31?
raaar
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Re: Journeywar

Post by raaar »

what's ccc31?
abma
Spring Developer
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Re: Journeywar

Post by abma »

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

anyone can take the russian proxy from the lobby ignore list?
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