NanoBlobs 0.64
Moderators: Moderators, Content Developer
That doesn't make the units slower.1v0ry_k1ng wrote:what, double all buildtimes?
Dunno, if you got some spare time and feel like doing it... it's easy when using a multiplier in your animation scripts. I usually do that and only time stuff once and then change the multiplier.Argh wrote:Should I make a slow-mo version? It's relatively easy to do...
That would make sense in a version with build limits in place.
I have to play on 0.7, 0.6, ... 0.3 ... 0.1 after a short while and then I usually alt+f4 out of it cause it becomes a CPU/GPU stress test for my crap system.knorke wrote:players could just lower the gamespeed anyway Wink
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
I think NanoBlobs may be running into an engine limitation.
I've hosted a couple of games, and each one ended in the repeating "No sync response received from [name]" error. Now, I know my hosting's fine.
I think it's "desyncing" because so many units are added to the simulation in so little of time. I think it's similar to what used to happen if you queued up 50 buildings to be built at once... the game desyncs.
So buildtimes may need to be slowed down.
Also, another bug. When Sheep (or I presume other mobile builders) build Wolves (or any other flying unit, I presume), the Wolves are automagically ordered to move to the top left corner of the map. This is wonderful if you are in the top left corner of the map, but not so much if you are in the bottom right!
I've hosted a couple of games, and each one ended in the repeating "No sync response received from [name]" error. Now, I know my hosting's fine.
I think it's "desyncing" because so many units are added to the simulation in so little of time. I think it's similar to what used to happen if you queued up 50 buildings to be built at once... the game desyncs.
So buildtimes may need to be slowed down.
Also, another bug. When Sheep (or I presume other mobile builders) build Wolves (or any other flying unit, I presume), the Wolves are automagically ordered to move to the top left corner of the map. This is wonderful if you are in the top left corner of the map, but not so much if you are in the bottom right!
Slowing down buildtimes won't really help much- I've tried it before. I need to make a version with strict (and small) unit limits, frankly. If I host on my fat cable bandwidth, I do not have desync problems, but I haven't hosted since 0.63, so I'll have to see what happens now.
That's an engine bug... I will report it in Mantis...Also, another bug. When Sheep (or I presume other mobile builders) build Wolves (or any other flying unit, I presume), the Wolves are automagically ordered to move to the top left corner of the map. This is wonderful if you are in the top left corner of the map, but not so much if you are in the bottom right!
Is the spire rook weapon missing it's explosion effect? Also didn't the springer have selection sounds before? I'm sure they were in one of the earlier 0.64 releases...
edit: The Lord's weapon's explosion effect is gone too.
"Oh yeah, detonating 30 demons makes me desynch with my local game you might want to look into that..."
That nuke is pretty btw when watching (one of) it go off from a distance, I still get about 10 fps then.
edit: The Lord's weapon's explosion effect is gone too.
"Oh yeah, detonating 30 demons makes me desynch with my local game you might want to look into that..."
That nuke is pretty btw when watching (one of) it go off from a distance, I still get about 10 fps then.
Hmm, the Springer should have selection sounds... I'll look into that. As for the SpireRook and Lord... well, there are a whole bunch of weapons that just show a glow when they hit- this was supposed to be a visual clue as to what type of weapon they are. Pure energy weapons just leave a glow on the ground. I could add a few sparks in, though, just to give it a little voom.
I'm working on a game-balanced variant with very low unit limits- like, 100 or so as the max count. And the Demon may get cut from that mix, just to keep FPS at acceptable levels for people with low-end machines. It might be fun.
I'm working on a game-balanced variant with very low unit limits- like, 100 or so as the max count. And the Demon may get cut from that mix, just to keep FPS at acceptable levels for people with low-end machines. It might be fun.
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- Posts: 36
- Joined: 22 Nov 2006, 23:48
The 8.7MB one. The 16MB one included a version of NanoArena, but is not the final cut. The one I put up on the website at the link:
http://wolfegames.com/TA_Section/PreRel ... obs064.sdz should be in all ways identical with the GPL Release version.
http://wolfegames.com/TA_Section/PreRel ... obs064.sdz should be in all ways identical with the GPL Release version.
Ah, Argh - i have two Requests.. first thing.. if a Unit is destroyed, could it have Gears, Wheels and Feathers in Addition to the Usual Unit Parts flying away ?
Second. Could the Small Sheep, if Self-D - heal (at least limited) all Units (includes Enemys;) surrounding it. Would be cool, because i always found the normal Repairfunction of the Sheep useless during the Great Race for Economics..
Thx for Replying and everything else is great - just keep it that way..
Second. Could the Small Sheep, if Self-D - heal (at least limited) all Units (includes Enemys;) surrounding it. Would be cool, because i always found the normal Repairfunction of the Sheep useless during the Great Race for Economics..
Thx for Replying and everything else is great - just keep it that way..
Gears, wheels, and ... feathers???
And yes, it would be nice if weapons allowed for negative damage, but they don't.
BTW, for those new to the mod, or wondering how 0.64's gameplay differs from prior versions here is a demo file. It shows me beating the "Random Enemies" scenario. Badly and inefficiently. My best time, during testing, was around 25 minutes. Please show me a demo of you doing better- I want to see some tactical innovations And MP Demos are very much wanted!
And yes, it would be nice if weapons allowed for negative damage, but they don't.
BTW, for those new to the mod, or wondering how 0.64's gameplay differs from prior versions here is a demo file. It shows me beating the "Random Enemies" scenario. Badly and inefficiently. My best time, during testing, was around 25 minutes. Please show me a demo of you doing better- I want to see some tactical innovations And MP Demos are very much wanted!
I know, but the glow is gone. I double checked this from several angles!Argh wrote:Hmm, the Springer should have selection sounds... I'll look into that. As for the SpireRook and Lord... well, there are a whole bunch of weapons that just show a glow when they hit- this was supposed to be a visual clue as to what type of weapon they are. Pure energy weapons just leave a glow on the ground. I could add a few sparks in, though, just to give it a little voom.
The Lord usually left pink stains in the ground and the SpireRook left green stuff. I tested the the version which came with the GPL installer on NOiZE latest map.
edit: Hmm... it uses my trees which make use of shader transparencies. Maybe that's the reason... or something like that must break it because I tested it on some other maps without trouble (such as NanoArenaV2). It's only the ground glow which is missing on NOiZE's map...
Could you confirm that to rule out my old graphics card?
/me feels like a fool now
For some reason, the nanoblobs downloaded in the installer is different from the nanoblobs downloadable from your site, yet they both have the same name.
That is not good. Well, ok, I'll fix that, by uploading the one in the GPL installer to the FTP, and correcting the D/L link. I really wonder how that happened
Everybody who downloaded NanoBlobs as a separate mod, please re-download from the link posted at the start of this thread. The checksums apparently differ between the GPL release version and the one on my website. I apologize for any inconvenience this may have caused you.
@Rattle:
Hmm... it uses the transparencies... I really don't know. I'll try it with NOIZE's map soonest.
ARGH could be evil, take SubCom Units and make a SubCom Blob.. and after a 14 Days counter ... all of the Sudden all of the SubComUnits are deleted and depleted, and the Nanoblobs addicted will have to love and live with the genious SpireRook..... But Argh doesen`t care about stupid peoplz Has no Mercy with the blind
Why does never ever somebody care for the SM? Those poor, lost beeings!
Why does never ever somebody care for the SM? Those poor, lost beeings!
Great Screenshots, Greater Mod - and poor Description... Programmers and Advertising... You sell this Mod short... ARGH !!
Lets Try another Version! Here we go - and no false Understatment :)
You have seen the Hordes of AA, you ve tasted the Tears of Opponents in Speedmetall and you think you are ready for a new, faster, unforgiving Challenge ? A Mod that really shows who is in Controll and who is in the Coffin! Here it is - Nanoblobs - the Mod were every Pound of Metall, not busy Building, is already needed to Attack. The mechanized Nuclear Inferno is just one Click away! Are you Man enough to push that Button ?
I know it is way to Oversized. Cut the Sentences.. edit the Language, but hell - this is no // I coment my own Programcode and nobody ever is going to read this anyway line....
Sorry if i oversteped some Borders of Good Taste, but hey, it s me.
Lets Try another Version! Here we go - and no false Understatment :)
You have seen the Hordes of AA, you ve tasted the Tears of Opponents in Speedmetall and you think you are ready for a new, faster, unforgiving Challenge ? A Mod that really shows who is in Controll and who is in the Coffin! Here it is - Nanoblobs - the Mod were every Pound of Metall, not busy Building, is already needed to Attack. The mechanized Nuclear Inferno is just one Click away! Are you Man enough to push that Button ?
I know it is way to Oversized. Cut the Sentences.. edit the Language, but hell - this is no // I coment my own Programcode and nobody ever is going to read this anyway line....
Sorry if i oversteped some Borders of Good Taste, but hey, it s me.