Complete Annihilation News
Moderator: Content Developer
Re: Complete Annihilation News
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
http://files.caspring.org/snapshots/512 ... e-5122.sdz
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Complete Annihilation News
Direct links are not provided any more. The link should be removed. Use Spring Downloader.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.
Re: Complete Annihilation News
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
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
Re: Complete Annihilation News
Upgraded DefenseRanges to latest version.
Re: Complete Annihilation News
hey det, can't the server to an svn make and provide direct links again? pretty please?
Re: Complete Annihilation News
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!
Also www.planet-wars.eu galaxy has been restarted so pick up your planet before they run out!
Re: Complete Annihilation News
something is wrong with tooltip widgets, when tooltipreplacement is enabled, the tooltip is the default engine one.
Re: Complete Annihilation News
Weird, it seems to be working for me..
Re: Complete Annihilation News
related to the fact that i don't have the Tooltip widget, probably.
Re: Complete Annihilation News
I still have the engine tooltip, too, in latest test. Do I need to enable something?
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Complete Annihilation News
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).CarRepairer wrote: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.Crayfish wrote:Then when you resurrect them they could still have a bit of the corpse deformation... Zombie Robots!!!
Re: Complete Annihilation News
I hope the equation is still being worked on, since it looks really toyish when units fly around and bounce about.Google_Frog wrote: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.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.
We're not setting it manually because noone wants to manually set 200 unit masses and an equation will be consistent.
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?
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Complete Annihilation News
Impulse can be part of the damage.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?
Re: Complete Annihilation News
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.
Re: Complete Annihilation News
New nuclear missile trail effect
old
new
9
Is it better?
old
new
9
Is it better?
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Complete Annihilation News
wow, very nice!
maybe dominator and merl could get something similar?
maybe dominator and merl could get something similar?
Re: Complete Annihilation News
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:
first & second stages:
edit:
bertha/intimidator effect 'stages' cleaned up &= 2nd stage effect made slightly juicier then in above pictures.
new arm brawler EMG candidate:
works much better ingame then on freezeframe.
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:
first & second stages:
edit:
bertha/intimidator effect 'stages' cleaned up &= 2nd stage effect made slightly juicier then in above pictures.
new arm brawler EMG candidate:
works much better ingame then on freezeframe.
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Last edited by reivanen on 19 Sep 2009, 21:54, edited 3 times in total.
Re: Complete Annihilation News
Candidate effect for heavy missile truck?
old
remake V2
Modern rockets don't leave a smoketrail. Modern rockets have a whiter flame though, but let's make it 50/50 :)
yes/no/suggestions?
old
remake V2
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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Last edited by reivanen on 09 Sep 2009, 19:13, edited 6 times in total.
Re: Complete Annihilation News
looks good, but you spam too many particles
Re: Complete Annihilation News
I'm not happy with the banisher effect yet, probably will redo it after i have slept and got new inspiration :)