Complete Annihilation News - Page 74

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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moriarty
Posts: 30
Joined: 17 Jul 2009, 18:27

Re: Complete Annihilation News

Post by moriarty »

Hi - The link in the first post in this thread that says "always a direct link to the latest version" gives me a 404.
http://files.caspring.org/snapshots/512 ... e-5122.sdz
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Complete Annihilation News

Post by SirMaverick »

moriarty wrote:Hi - The link in the first post in this thread that says "always a direct link to the latest version" gives me a 404.
Direct links are not provided any more. The link should be removed. Use Spring Downloader.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Complete Annihilation News

Post by R-TEAM »

Hi,

it would be nice to have the latest DefenceRange version in the mod
who the save of the position work ...
(with the v6.0 it dosnt work here - with v6.12 no problems ..)

[or the possibility to prefer the user widget over the mod intern version ..who is most more up-to-date..]

Regards
R-TEAM
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Complete Annihilation News

Post by det »

Upgraded DefenseRanges to latest version.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

hey det, can't the server to an svn make and provide direct links again? pretty please? :P
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

New stable released, many widgets removed and next to none running by default.

Also www.planet-wars.eu galaxy has been restarted so pick up your planet before they run out!
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Complete Annihilation News

Post by imbaczek »

something is wrong with tooltip widgets, when tooltipreplacement is enabled, the tooltip is the default engine one.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Weird, it seems to be working for me..
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Complete Annihilation News

Post by imbaczek »

related to the fact that i don't have the Tooltip widget, probably.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

I still have the engine tooltip, too, in latest test. Do I need to enable something?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

CarRepairer wrote:
Crayfish wrote:Then when you resurrect them they could still have a bit of the corpse deformation... Zombie Robots!!!
That's a cool idea. How about if you resurrect/capture a unit of the opposite faction, it malfunctions in strange ways because its circuitry is not compatible with your central command.
Due to the recent talk of factions and the 1-faction idea, I thought of this again. I want to implement this where rezzed, captured and even shared units of a faction that's not yours would have slight max-hp penalty (10%?) and less accuracy. I could make sparks appear on them like I did to the panther. It would add something interesting to the game. Even captured chickens in chickendefense could have sparks (after all you need to control them with tiny nano bots which flow around inside of them).
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

Google_Frog wrote:
Pxtl wrote:While it's a good baseline to start from, including a custom "mass multiplier" tag for units where mass is obviously silly would be a good idea.
There is already a tag for mass. The mass equation will be used in CAedit to normalize all unit masses. The reason we're starting to look at mass is it's become important for balance. With cores new grav rays, leveler/outlaw shots and the impulse increase for gauss strange masses are becoming more visible.

We're not setting it manually because noone wants to manually set 200 unit masses and an equation will be consistent.
I hope the equation is still being worked on, since it looks really toyish when units fly around and bounce about.

Impulse effects and explosion GFX should not be just eyecandy, but tell you a visual cue about the damages made. I think XTA has really mastered the visual side, maybe take some look at it and copy effects over?
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Complete Annihilation News

Post by Google_Frog »

Impulse effects and explosion GFX should not be just eyecandy, but tell you a visual cue about the damages made. I think XTA has really mastered the visual side, maybe take some look at it and copy effects over?
Impulse can be part of the damage.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

I think the "toyishness" isn't how the units get knocked, but how they land and bounce and roll about aimlessly until they finally settle. The gravity-beam is the worst for this, when pushing a larger target.
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

New nuclear missile trail effect

old
Image
new
Image9

Is it better?
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luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Complete Annihilation News

Post by luckywaldo7 »

wow, very nice!

maybe dominator and merl could get something similar?
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

New plasma effect for lrpc

Projectile starts "sparkling" and progresses to an uniform plasma"ball". Was strieving for the effect like in the railgun test videos, where the projectile surface starts peeling off as it enters the air before it reaches a steady state.

http://www.youtube.com/watch?v=i1q_rRicAwI

Muzzleflas todo.

first stage:

Image

first & second stages:

Image

edit:

bertha/intimidator effect 'stages' cleaned up &= 2nd stage effect made slightly juicier then in above pictures.

new arm brawler EMG candidate:

Image



works much better ingame then on freezeframe.
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reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

Candidate effect for heavy missile truck?

old
Image

remake V2
Image
Image

Modern rockets don't leave a smoketrail. Modern rockets have a whiter flame though, but let's make it 50/50 :)

yes/no/suggestions?
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Complete Annihilation News

Post by jK »

looks good, but you spam too many particles
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Complete Annihilation News

Post by reivanen »

I'm not happy with the banisher effect yet, probably will redo it after i have slept and got new inspiration :)
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