Kernel Panic - Page 5

Kernel Panic

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Pxtl
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Post by Pxtl » 12 Feb 2007, 19:02

How about BIOS and Firmware for the base and minilab, respectively?
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KDR_11k
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Post by KDR_11k » 12 Feb 2007, 19:30

Hm, I just noticed something funny:

Image

Oh and the proposal/demo download has been updated to include the new units now.
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Boirunner
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Post by Boirunner » 12 Feb 2007, 19:39

W00t, checking it out as we speak. But where can I get these erom_cursors you seem to use?
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rattle
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Post by rattle » 12 Feb 2007, 19:58

CAREFUL OR EA WILL SUE YOU JUST AS I CLICK ZE POST BUTON!

KDR, have you tried making the black parts translucent or adding translucency in general? Wait, spring won't render it double sided.. uh :(
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KDR_11k
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Post by KDR_11k » 12 Feb 2007, 20:01

The file is included with Dozerz, for example. I didn't remember that I have to include that...

Rattle: I thought about that but it wouldn't fit for the current units (especially the ball and the cube's cylinder would look weird with transparency because of the inverted shell I used to give them an outline) and Boirunner wanted a more consistent style instead of a mishmash like Darwinia (would've made something like a Battlezone tank that used transparency). I think the solid look works better for these primitives.
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Pxtl
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Post by Pxtl » 12 Feb 2007, 20:10

KDR_11k wrote:The file is included with Dozerz, for example. I didn't remember that I have to include that...

Rattle: I thought about that but it wouldn't fit for the current units (especially the ball and the cube's cylinder would look weird with transparency because of the inverted shell I used to give them an outline) and Boirunner wanted a more consistent style instead of a mishmash like Darwinia (would've made something like a Battlezone tank that used transparency). I think the solid look works better for these primitives.
?? - /me looks at sphere screenshots...

Nice, just realized you did the old "slacker cartoon shader" trick of the inverse-normal-shell. Hadn't noticed that before. Very clever.

*applause*
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Boirunner
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Post by Boirunner » 12 Feb 2007, 20:13

Man this is so awesome I just nerdgasmed playing the demo. And I don't nerdgasm lightly. :shock:

edit: to elaborate: the big guys look awesome, and the way they shoot, and the explosion... WOW. That's perfect! Love how the minilab looks, too. I adore the way you did the cube-cannon. And the lasers of the balls look sooooo sweet in a large battle. Perfect! Your work is seriously great!

edit: and the animation for building minilabs is fantastic! I absolutely love it. I'm working on unitpics now.
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Guessmyname
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Post by Guessmyname » 12 Feb 2007, 20:41

This is gonna be a fun mod...
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Blizzard 2
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Post by Blizzard 2 » 12 Feb 2007, 20:44

I haven't played spring for a long time. But in my search of an abstract fast shoot em up like RTS i found this. I tested it with Boirunner. It's awesome.

Played it with oldskool music, big awesomeness.

Thx Boirunner for the concept, thx KDR_11k for the visual style.
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Quanto042
Basically OTA Developer
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Post by Quanto042 » 12 Feb 2007, 21:25

I can't wait to play the next version O_O!!!!

Fuck Darwinia, this shit looks awesome.
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rattle
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Post by rattle » 12 Feb 2007, 22:13

Um you should use deceleration instead of full stop for the spheres, i.e.

Code: Select all

stop-spin body around x-axis decelerate 7200;
Also, the cursors seem to be missing (for me).
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Blizzard 2
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Post by Blizzard 2 » 12 Feb 2007, 22:23

It needs erom_cursors.sd7, dl dozers mod to get them :)
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Boirunner
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Post by Boirunner » 12 Feb 2007, 23:27

OK then. I decided on the unitnames. We have bits, bytes, pointers, assemblers, kernels and sockets. A nerds wet dream :-)

I made icons and unitpics, so the mod is now playable, albeit very alpha. Who's up for some testing?

Get it here.

As Blizzard 2 says, you'll need the erom_cursors.sd7 file from the dozers mod.

edit: Played a few games. Balance is, as expected, horrible. I'll try to fix that and make a release to unknown-files by the end of the week. Until then, consider the download a techdemo. BUT BELIEVE ME IT'S A FUCKING AWESOME TECHDEMO!!!! KDR_11k you are the best.

edit: updated first post with newer info.
Last edited by Boirunner on 13 Feb 2007, 02:20, edited 1 time in total.
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imbaczek
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Post by imbaczek » 13 Feb 2007, 00:50

assembler <3
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Pxtl
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Post by Pxtl » 13 Feb 2007, 03:25

You should make it a bundle - pack together the Dozers mod, the Kernel Panic mod, and the Kernel Panic map (and CVC if it was ever finished). A little bundle including this and KDR's experimental mods would be neato.
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imbaczek
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Post by imbaczek » 13 Feb 2007, 12:47

Idea for a name for air transports (if there ever will be one): Bus. Or Front-Side Bus. Or Data Bus. You get the idea :P
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rattle
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Post by rattle » 13 Feb 2007, 18:01

So what happened to HUGE LIEK XBOX?
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Blizzard 2
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Post by Blizzard 2 » 13 Feb 2007, 18:26

And for the turret : maybe we can make it only buildable on metal patch?

Because actually we need really something to secure the main lab at least, it can be really destroyed easily by few bits or a pointers :)
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Boirunner
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Post by Boirunner » 13 Feb 2007, 18:29

rattle wrote:So what happened to HUGE LIEK XBOX?
it didn't make it to release LIEK SNES CD-ROM!

Image

(Yeah, I liked the joke but replaced the unit description to something normal.)
Blizzard 2 wrote:And for the turret : maybe we can make it only buildable on metal patch?

Because actually we need really something to secure the main lab at least, it can be really destroyed easily by few bits or a pointers :)
Yeah, we need some rush protection. My idea was to give the kernel much more health, and a gun like the byte, so it could hold it's own against bytes. As an alternative (or maybe added to that), one could make it so that bits and bytes cannot harm kernels and sockets, so you need pointers to kill them.

Turrets only being able to fire on metal spots is a nice idea, does anyone know if it can be implemented?
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NOiZE
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Post by NOiZE » 13 Feb 2007, 18:48

wow, really nice work here, only the sounds are missing or?
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