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Re: P.U.R.E. 0.8 RC3

Posted: 26 Feb 2009, 19:12
by TheRegisteredOne
Warlord Zsinj wrote:This thread is getting too wordy, I demand moar pictures
a sentiment i share

Re: P.U.R.E. 0.8 RC3

Posted: 26 Feb 2009, 19:48
by Hoi
the IW eyecandy thread demands more pictures too :wink:

Re: P.U.R.E. 0.8 RC3

Posted: 26 Feb 2009, 22:09
by Argh
Bit busy atm, and most of it's not really picture stuff. I've already done as much with the issues with the Ancients as I intend to before release.

Re: P.U.R.E. 0.8 RC3

Posted: 27 Feb 2009, 19:05
by zwzsg
Argh wrote:I suppose I should address this.
No, not really. AF lost credibility with his over-exaggeration.

Re: P.U.R.E. 0.8 RC3

Posted: 27 Feb 2009, 19:06
by AF
Nobody has credibility here

Re: P.U.R.E. 0.8 RC3

Posted: 27 Feb 2009, 22:54
by clericvash
AF wrote:Nobody has credibility here
Oh really? And what about the developers who slave over the engine so spring is possible? :mrgreen:

Re: P.U.R.E. 0.8 RC3

Posted: 27 Feb 2009, 23:13
by Guessmyname
They don't have credibility; they don't need it. Their word is set in stone.

Re: P.U.R.E. 0.8 RC3

Posted: 28 Feb 2009, 15:35
by AF
clericvash wrote:
AF wrote:Nobody has credibility here
Oh really? And what about the developers who slave over the engine so spring is possible? :mrgreen:
I slaved away many a year and have no credibility. Nobody has any here, they never did to begin with.

Re: P.U.R.E. 0.8 RC3

Posted: 28 Feb 2009, 16:58
by clericvash
AF wrote:
clericvash wrote:
AF wrote:Nobody has credibility here
Oh really? And what about the developers who slave over the engine so spring is possible? :mrgreen:
I slaved away many a year and have no credibility. Nobody has any here, they never did to begin with.
Slaved away at what? A lobby that i can't find anymore :P

Re: P.U.R.E. 0.8 RC3

Posted: 28 Feb 2009, 20:13
by AF
ahem, a lot of the features you see in todays lobbies were first prototyped in aflobby/battlehub, and many never made it either. I was the first with:
  • Server traffic throttling, you couldnt be banned for flooding under battlehub
  • multithreading
  • multiline messages
  • point n click draggable starting boxes
  • gui based channel listings
  • progress bars for ranks and time played
  • channel icons
  • smilies/emoticons in channels
  • colour coded battle listings
  • embedded webpages
  • Mac OS X support
  • I even had a wiki based help system integrated at one point.

As for the rest, hmmm let's see:
  • 200+ versions of NTai
  • NTai Toolkit
  • map exporter AI
  • adv metalmaker AI
  • dynamic music prototype AI
  • unitdef reader AI
  • many other minor groupAIs
  • handful of lua gadgets
  • 15 or so engine patches including hover in place attacking
  • team coloured nanospray
  • ability to turn nanospray and nanoframes on and off
  • modinfo tags shortgame shortname game etc
  • The base of the canattack canpatrol style tags
  • AI interface fixes and additions
  • TASServer fixes and feature patches
  • 6 rebuilds of darkstars
  • the stamper tool
  • The joomla redesign of this website
  • The recent dokuwiki redesign of this website
  • 3 sets of spring logos
  • A set of logos in 2005 made with aGorm
  • Orange concept vector logos and icons
  • Spring screensaver
  • Spring wallpaper pack
  • A set of tasclient logos and icons
  • Spring installer artwork
  • fusion models for XTA
  • Several unitsync api additions
  • Unitsync JNI java bindings
  • cookiebot
  • slurbot
  • banbot
  • iBot
  • Initial AI interface redesign plan
  • web hosting for:
  • Obscene bot
  • battlehub framework
  • battlehub deployment tool
  • 2 Prototype content downloading systems
  • AFS
  • 90 or so versions of battlehub itself
  • the prototype java archive mover
  • darkstars filesite (9.4GB of files, and the most used and complete collection of content outside fo JJs site)
Least not the 15028 posts Ive made here, and the 2k that went uncounted after the forums got wiped, all the blogposts and tutorials I've written, the reworking of the AI section of the wiki, and the momentum in the early AI community, the countless AI threads and ideas I started that sparked othe rpeople into AI projects, the discussions in which Ive helped steer all of us to where we are today.

Cookiebot alone has a long history after the whole thing of cookiecounts and cookie weapons and commands such as !maplink, never mind that if NTai had never been there, the other AIs wouldn't be as good as they are today as there would have been far elss competition to drive forward AI development.

Im still surprised nobodies heard of Stamper let alone used it

I've given hundreds upon hundreds of hours and time to this community, and the list above is just off the top of my head, and there's much more I havent listed. What marks it out si that for all this I would not be missed, even though without me this place would be nothing like what it is today.

Re: P.U.R.E. 0.8 RC3

Posted: 28 Feb 2009, 22:56
by MidKnight
ooh, nice one

now stop talking about your accomplishments and make an OS X unitsync port! :P







wait a second..... how did we get from PURE to osx unitsync and credibility?

Re: P.U.R.E. 0.8 RC3

Posted: 01 Mar 2009, 00:41
by AF
anyway, eta on rc4?

Re: P.U.R.E. 0.8 RC3

Posted: 01 Mar 2009, 18:19
by clericvash
AF it was a joke, i used to use your lobby if you don't remember.

Re: P.U.R.E. 0.8 RC3

Posted: 01 Mar 2009, 18:34
by AF
clericvash wrote:AF it was a joke, i used to use your lobby if you don't remember.
sometimes people need reminding =p

Re: P.U.R.E. 0.8 RC3

Posted: 03 Mar 2009, 21:28
by Argh
Last big playtest session before release of RC4. Huge numbers of changes have been made in the last two weeks, as everything's finally settled out. Balance feels pretty tight, with only a few small niggles here and there.

Just a few notes on new stuff to expect:

1. Resistance finally got a mine.

2. Overmind can capture the Ancients.

3. Capturing buildings, and using the urban terrain... is an absolutely essential part of playing vs. a human.

4. Resistance got quite a few new units in their mix. Overmind's existing units have been changed a lot, and quite a few that were of marginal use in RC3 are now very important.

For example, the RocketTank fires at a long enough distance that it can be used to snipe objects over hills, and can be used to attack occupied buildings. It does enough damage that it can hurt groups piling up behind defenses as well. It's genuinely useful, for urban warfare.

Most units have undergone a lot of changes, so if you had a favorite in RC3, be prepared for a shock- they've all altered significantly. The tier system means that there is a definite structure and flow to the game, and at each tier, players have different things that they will be able to do. Resistance, for example, gets heavily-armored, but slow, units at Tier Two, whereas Overmind gets a lot of finesse units at that point, that demand some micro for best results. At tier three, this trend reverses- Overmind gets UltraAssaults, MortarTanks, and Overlords, and Resistance gets the Z.A.P. and the Maxim- both of which are long-range firepower that need a lot of micro to utilize effectively. The same trend continues in air warfare, where both sides get distinctly-different tools at different points in the curve.

5. Most of the major interface gripes have been dealt with. Colors all match now- yellow/oranges for Power, blue for Materials. Controls have been streamlined a bit, and you will find that the icons for the buttons have been made less abstract and hopefully easier to decipher.

At any rate, we're quite glad that things are almost ready for the multiplayer release, and I'll try and find some time for eye-candy as soon as I'm done painting the last few things on my punch-list :-)

Re: P.U.R.E. 0.8 RC3

Posted: 03 Mar 2009, 23:17
by 1v0ry_k1ng
Its a little thing but this would be a much more immersive universe if the units had sensible names- RocketTank sounds like a kids toy

what times do you host games? it sounds like time to give this another look

Re: P.U.R.E. 0.8 RC3

Posted: 03 Mar 2009, 23:36
by clericvash
Sounds good Argh but i do agree with the above, we need super dupar names.

Re: P.U.R.E. 0.8 RC3

Posted: 04 Mar 2009, 00:28
by Pxtl
1v0ry_k1ng wrote:Its a little thing but this would be a much more immersive universe if the units had sensible names- RocketTank sounds like a kids toy

what times do you host games? it sounds like time to give this another look
You're dwelling on the RocketTank? What about the Z.A.P.?

Image

I mean, I love PURE, but the whole game is full of '90s kitsch... from the over-the-top multi-generational man vs machine storyline (the only way it could get more clicheed would be to have aliens with lots of apostrophes in their names), to the name (P.U.R.E.) - the unit names would be the last place to start fixing that stuff if you wanted to get into it.

To me, it's part of the charm - PURE is an homage to TA, a '90s game, so it fits that everything in it has a bit of '90s "cool".

Re: P.U.R.E. 0.8 RC3

Posted: 04 Mar 2009, 00:36
by 1v0ry_k1ng
I really dont think the names add anything.

Re: P.U.R.E. 0.8 RC3

Posted: 04 Mar 2009, 02:22
by Argh
I think that "sexy names" aren't really in keeping with the storyline. It's not like the Overmind cares about sexy names.

The human stuff has names like conventional military / industrial equipment, in keeping with the origins. All of that's in the old Help O' Matic texts, which are going into the manual.