BA 11

BA 11

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
Ares
Balanced Annihilation Developer
Posts: 375
Joined: 19 Mar 2011, 13:43

BA 11

Post by Ares »

This week BA 11 was released on the BA community host. It represents turning a page and moving forward towards a bright and happy Spring tomorrow.

Highlights include high definition retexturing of all units, generated with an advanced neural network. Here is an example:

Image

The next aim for BA is migrating to 104 with the assitance of Bel, who is helping mac players remain part of the community.

Join daily battles at 8pm gmt and download BA 11 at https://balancedannihilation.com/
Attachments
neural net demo2.png
(274.47 KiB) Not downloaded yet
Last edited by Ares on 17 Jul 2020, 05:33, edited 2 times in total.
gajop
Moderator
Posts: 3035
Joined: 05 Aug 2009, 20:42

Re: BA 11

Post by gajop »

Interesting. What did you use to increase the resolution? Some sort of general super resolution model?
User avatar
Beherith
Moderator
Posts: 4969
Joined: 26 Oct 2007, 16:21

Re: BA 11

Post by Beherith »

Did this a decade ago, converted and atlassed the texture, all models to s3o, added normal maps, damage shading, blink emit, et al. Wasn't generally well received. Look for 3do2s3o.
Ares
Balanced Annihilation Developer
Posts: 375
Joined: 19 Mar 2011, 13:43

Re: BA 11

Post by Ares »

Beherith wrote: 10 Jul 2020, 11:33 damage shading, blink emit, et al. Wasn't generally well received. Look for 3do2s3o.
I looked on the forum and web but couldn't find a version of BA with this implemented or related code.
User avatar
Beherith
Moderator
Posts: 4969
Joined: 26 Oct 2007, 16:21

Re: BA 11

Post by Beherith »

I seem to have lost all code of it, my spring drive crashed and burned about 2 years ago, the only old screenshot I could find of it was this one :(

Image
backfaceshadows.jpg
(127.96 KiB) Not downloaded yet
User avatar
very_bad_soldier
Posts: 1385
Joined: 20 Feb 2007, 01:10

Re: BA 11

Post by very_bad_soldier »

Where is the source code hosted? Is it this?
https://github.com/Balanced-Annihilatio ... nihilation

Couldn't find any traces of v11 there. Latest commit on master branch is from May 2019. Any hint please?
Ares
Balanced Annihilation Developer
Posts: 375
Joined: 19 Mar 2011, 13:43

Re: BA 11

Post by Ares »

very_bad_soldier wrote: 19 Jul 2020, 00:44 Where is the source code hosted?
The source code is currently hosted at https://www.springfightclub.com/data/

For example, the latest release is https://www.springfightclub.com/data/ba ... 11.0.0.sdz

The mod is .sdz format which can be unpacked with a standard unzipping progam like 7zip, so the source code can be viewed and modified by the community.

With permission from Bluestone to update the existing BA github we can migrate there.
User avatar
very_bad_soldier
Posts: 1385
Joined: 20 Feb 2007, 01:10

Re: BA 11

Post by very_bad_soldier »

Yes ok, but the interesting part is the commit history. Is it available somewhere?
Even if you don't have access to that github repo right now, I would recommend to at least work with BA11 in a local git repository to keep track of changes. You can push that repo to an online repo like github or gitlab than at any time.
Ares
Balanced Annihilation Developer
Posts: 375
Joined: 19 Mar 2011, 13:43

Re: BA 11

Post by Ares »

very_bad_soldier wrote: 19 Jul 2020, 10:05 the interesting part is the commit history
Yes this will easily be possible with Github, if anyone has Github access let me know and I'll try to commit there. I'm not too familiar with it but can try.
MasterBel
Posts: 212
Joined: 18 Mar 2018, 07:48

Re: BA 11

Post by MasterBel »

Git can also be managed on the command line, or even an app with GUI. There are great tutorials all over the place including GitHub.com. Shouldn't be too hard to learn. :)
Post Reply

Return to “Balanced Annihilation”