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 Post subject: Re: Journeywar
PostPosted: 06 Sep 2011, 13:00 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
FINISH HIM
FLOZI wins HUMILITY
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 Post subject: Re: Journeywar
PostPosted: 07 Sep 2011, 16:41 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Another new Problem, in my walkscript, there is a thread for swinging arms, and everytime i send the Tiger Lily for a walk , the leftArm swings through her back, although that is nowhere in the script. After that it just works like planned. I braced it out, but nothing came of it. The Strange armtwist remains.

Now the good news, Idling Animations now work. Attack Animation one is coming along, the second variation should also get to work.


Is there some script that gets called now and then in the background that would result in such behaviour?

Its not the stop_script, as there is a signal in it, that would completely shut down the thread.


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 Post subject: Re: Journeywar
PostPosted: 09 Sep 2011, 01:57 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Some Idle-Animations.. one of them buggy, and one in the need to be smothed out.. i know

Shit, looks better ingame




PS: Anybody have a idea, why sometimes Turn Animations get ignored?


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 Post subject: Re: Journeywar
PostPosted: 11 Sep 2011, 23:23 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
You know its true... man if i get the rough edges fixed, this is so awesome. I managed to feel guilty, sending the tigerLilys into a array of SentryGuns. So emotional response beyond shortterm awe and the victory&defeat are possible in RTS.


Image


Now, i need to make the General to feel the fear of his units. Which means, beeping movement detectors for all weak units.


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 Post subject: Re: Journeywar
PostPosted: 13 Sep 2011, 02:07 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
How does one get a factory to work? I have every script in it you had knorke, yet yours keeps producin, while mine stalls after the first unit, and only starts to produce again, if the buildcomand is undone and given again.

Also, if there is a public Alpha, i will only put usefull units in it. So it will be small at the start. Deal with it.
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 Post subject: Re: Journeywar
PostPosted: 13 Sep 2011, 23:02 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Retracting buildings, dancing tigerlilys..
Nothing happening here move along...
Image

Stuff that noaw works:
+ConAirVehicles devour themselves during building or dropping groundtroops.

+LuxeryApartments can now hide underground.. a state in which this basic economy can survive superportals eating your base, fireportals devastating everything, the enemy sunship burning a hole into the ground- or even your base getting flooded. (DO NOT UNPACK THOSE BUILDINGS UNDERWATER)

+The Sniper Folds and Unfolds

+StorageFacilitys work



In need of Fixxing:
- The Skinfantry needs aiming rockets...
- Condepot cant fold and doesent build yet.
- The Sentrynells AntiAirGun
- Some Animations need a whole-over
- Snipers Lazor is not working and the Harpoon to drag paralysed enemys and wreckage to the Industrycomplex has to be implemented.

I NEED A WEAPONSEXPERT!


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 Post subject: Re: Journeywar
PostPosted: 16 Sep 2011, 00:13 

Joined: 29 May 2005, 10:18
Location: Eindhoven, Netherlands
PicassoCT wrote:
I NEED A WEAPONSEXPERT!

Yea, I know.. they're all in Libya. :(
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 Post subject: Re: Journeywar
PostPosted: 16 Sep 2011, 00:19 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
IM ANNOUNCIN MY RELOCATION OF DEVELOPMENT. JOURNEYWAR IS NOW DEVELOPED IN LYBIA!






Im nouncin my re-design decision, there is only one type of unit. Little Cars with various guns mounted to there back.
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 Post subject: Re: Journeywar
PostPosted: 17 Sep 2011, 00:17 

Joined: 29 May 2005, 10:18
Location: Eindhoven, Netherlands
Great, I will hire a diplomat to inform the TNC :!:

PicassoCT wrote:
Im nouncin my re-design decision, there is only one type of unit. Little Cars with various guns mounted to there back.
For realism I would have it shoot randomly in the air as the only attack option.
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 Post subject: Re: Journeywar
PostPosted: 17 Sep 2011, 00:27 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
We have tried the randomAirShot- the problem is the realisticballistic lead-headnock other people get from it. Production is withdrawn from Lybia for now. We move to Syria, according to the TV-News there, the situation is pretty stable and everything better than good. Surely they will welcome foreigners with open arms.



Well... i need help.

First. The Sniper wont fire. Its a blue Laser, its not supposed to do damage, just be there for Show, fixed to the angle of the rifle. But it doesent work.

Weapondef
http://pastebin.com/PKhXKnWb

SniperScript..
http://pastebin.com/z3GmMN7q

Second thing is, that the conair plane, doe sort of hop over the ground, never taking off, not moving smoth like a vtol, mor like a kangoroo.

http://pastebin.com/4nTEsnm0


Thx for anyone with the patience to dig through my code.
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 Post subject: Re: Journeywar
PostPosted: 18 Sep 2011, 22:47 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
snipers lazor works...
still haz wrong colour but does its job for the first time..

Code:
EmitSFX(shater,SFX.BLACK_SMOKE)


Any reason why this wont work?
I know this is anoying, you explain it for the thousands time, but i looked into the zk-system for answers on the luaphails, but they are marked as fixxed there without further coment.

I dug through tutomod, and learned alot on unitbehaviour. I dug through xta, i tryied to understand the things smoth does with its weapons. So im not a lazy nub who expects otheres to willingly hand over the fruits of there hard labour.. nooo.. im a annoyang nub who expects you to get your lazy arrow over the reply button, and help him out.

DO IT F.A.Q.GODS!
Image

The Citadell now rains debris upon Selfdestruction (not that much)
I still need that Black_Smoke SFX to Hide the ugly borders of the Firecloud..

I neeed to do lots of stuff.. i ripped the electricity from tuto-mod, manu was quite a good, gonna add that to the vort...


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 Post subject: Re: Journeywar
PostPosted: 18 Sep 2011, 23:55 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Code:
EmitSFX(shater,SFX.BLACK_SMOKE)
this does not work because the second parameter (the SFX.blabla) is not the name of a ceg but switches how the debris should behave. (ie if it shatters or just falls down)

Can CEGTag be applied to debris?

So at the moment you have to use stupidly named names for the effects.
If I remember correctly that got updated recently to be less limited but cant find link to it.

To hide the engines default heatcloud/flame thing:
SFX.NO_HEATCLOUD
http://springrts.com/wiki/Animation-LuaCallouts#Effects
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 Post subject: Re: Journeywar
PostPosted: 19 Sep 2011, 00:39 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Played a funny little testgame today.. one of the bots grasped that his citadell is a weak builder and used the conairs to raise buildings.

Loads of bugs still, but way moar funny than last version. (Low hanging Archivment archieved)

Image

Still will need a AI that understands this economy..nice how those little milestones popup, :(


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 Post subject: Re: Journeywar
PostPosted: 20 Sep 2011, 01:09 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Bugfixlog:
-SniperSpasm fixxed (need to add the RecoilAnimation)
-Conair now flys (still bumps up and down in air, also needs fix on the hp-loss)
-Luxery Building needs fix(Retracts although Activate is on)
-Tigerlily melee attack is now smothed out, will add another one)
-Condepot now works(factorybug is still in existance- need to test every unittag tomorrow)
-Artilleryjam is fixxed
-GeoHive is now only placeable on Geovents

- I need a todo-List like Behe has it for Neo-BA

Also SniperLightshow..
Image

Big Picture is Big. Dont ask what the Forumposters can do for your Handybandwith,ask what you can do for the phpcode to save it from tired latenightpoasts.

Be good.

I had buildings who were underground, long before you found them cool. Does that make me Hipster?
Image


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 Post subject: Re: Journeywar
PostPosted: 23 Sep 2011, 22:14 
Modeler
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
life, why u so shitty so i cant make anything. nice stuff <3
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 Post subject: Re: Journeywar
PostPosted: 24 Sep 2011, 10:07 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Im sorry im not instant Code god, even having issues when i have to copy paste, because i hate the idea of cargo-cult-code in my mod.


mmh, work you want.. spreadsheet i choose you..


I need projectilemodells (should be lowerPoly.. but not to low) for the

Restrictor Raider:
Should loook like a standard ArtilleryGrenade..

GunCopter:
Should look like the mines dropped by the Chopper in HL2

I know this is not really a challenge, but sorry, im waist deep in work. I have currently issues with:
Stuffing JKs mobileMex Script into the Metalldiggester... And applying my terraform stuff ontop of them.
The Citadells DefenseDrone (basically a rocket)
The Snipers slaved secondary meleeweapon, which just dont wants to fire on the target the laser is upon.
One of those moments that aint fun. You could test the Alpah if you want (but be warned its not fun without cheats yet)...


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 Post subject: Re: Journeywar
PostPosted: 27 Sep 2011, 00:23 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Slow Headway is slow.

Archieved: The Skinfantry now works.

I kicked alot of the "empty modells" out, all that eye-candy caused lua-gum-disease.

the tiglil-script has now 5200 lines.. hell, everytime i cant solve a bug, i make something idle.. they now do snowangels... and bootyshaking.

Tomorrow
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 Post subject: Re: Journeywar
PostPosted: 27 Sep 2011, 21:35 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Today was kind of a breakthrough day...

The farcaster lvl one factory now works. Resulting in AInemys working.

Mayhem was impressive.

Still some difficulties.
List:
condepot does not retract on alarm.
farcasterlvl2 builds unit which then cant escape the building.

and most annoying of them all the meditating_till_float leads to spring coming crashing down. Anybody experienced similar stuff with spin?
Image

Sorry for the not-coming Alpha, but i fear you stealing my contents. Warlord convinced me. ;)

Shit is so crash..
Maybee should keep that bug ingame. If you ever get the closecombattroops to idle- you loose.

6000 lines of animation...


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 Post subject: Re: Journeywar
PostPosted: 27 Sep 2011, 22:16 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Nice ( 0.7MB?! )
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 Post subject: Re: Journeywar
PostPosted: 27 Sep 2011, 22:19 
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Joined: 12 Mar 2009, 20:41
In Zero-K the units get moved out of the factory, if i'm not mistaken.
Or they used to get moved at some point.
You could ask the Zero-K devteam?
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