NanoBlobs 0.64
Moderators: Moderators, Content Developer
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
@Hunter0000:
I cannot do much about the black-lines bug. This isn't happening on my machine anymore, and it has to do with the low-level rendering code that handles bitmaps in Spring, which has a number of problems that I am aware of, but am not nearly a good enough coder to address.
The Square's FX might need to be slowed down some more, to make it feel a bit more solid. I don't want to add more particles to it if I can help it- every one has a cost, and it adds up rather quickly.
@Everybody... yeah, you need to d/l and install the Release Candidate of Spring, if you want to play the mod.
I cannot do much about the black-lines bug. This isn't happening on my machine anymore, and it has to do with the low-level rendering code that handles bitmaps in Spring, which has a number of problems that I am aware of, but am not nearly a good enough coder to address.
The Square's FX might need to be slowed down some more, to make it feel a bit more solid. I don't want to add more particles to it if I can help it- every one has a cost, and it adds up rather quickly.
@Everybody... yeah, you need to d/l and install the Release Candidate of Spring, if you want to play the mod.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
For me it does crash. Quits right after the Nanoblobz splash screen shows up.Argh wrote:That's a non-crashing bug. Explofade is used for some default explosions, and I don't use it in Spring anywhere. It's probably been hard-coded somewhere in Spring... shouldn't be. I'll add that to the buglist...
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
That glow animation is very nice. The lord looks quite spooky when he's building. Should it still be called nanoblobz now, or did the nano come from something else?ZellSF wrote:Great to see a mod that doesn't use the TA nano building animation, that's the thing that usually reminds me most that mods are just mods
Last edited by FoeOfTheBee on 26 Nov 2006, 08:50, edited 1 time in total.
Hm, since Nanoblobz will be the "official" mod of Spring (or at least ship with it), shouldn't it include a config file for the AI that ships with Spring (AAI)?
Also the smoke pillar of the nuke blast survives longer than the top cloud, that looks kinda funny. The pillar should fade before the top part. Some of the explosion effects (for stuff like the Square Rook) have a "shockwave" that survives too long as well (should fade out by the time it turns grey).
And BTW, what does the green range ring on the autofac mean?
Also the smoke pillar of the nuke blast survives longer than the top cloud, that looks kinda funny. The pillar should fade before the top part. Some of the explosion effects (for stuff like the Square Rook) have a "shockwave" that survives too long as well (should fade out by the time it turns grey).
And BTW, what does the green range ring on the autofac mean?
@KDR_11k:
AAI doesn't handle anything that isn't just OTA in disguise without serious problems. When it does, I will be happy to work with it.
This all dates back to the massive back-and-forth about AI designer priorities, where to be frank, I was rather harsh about the overly-optimistic expectations everybody had about what AIs were going to actually be able to do well (this argument was what led me to create NanoBlobs in the first place- as a bona-fide game design that had little in common with OTA but was still compatible with Spring), and I don't think Submarine has ever gotten over me getting in his face about how "learning" and a real-time AI aren't exactly compatible propositions. He's basically coded AAI to play a good game of OTA, and abandoned the more universal premise he started with, which is too bad, because I hoped he'd provide the other AI developers with a control group and research branch, with KAI and other very specific projects on the other hand. It hasn't turned out that way, but such was my thought when I pursued that line of argument in the first place- so much for my deep understanding of human orneriness
That's all I have to say about that- I've asked Submarine when he's going to make it a priority to support those "other" game categories that keep emerging, and have never received any indication that it was ever going to happen Hence I spend what little time I dedicate to AI integration with NTAI, which is much more flexible, and will probably take a good look at CSAI when I have free time for NB development again in a few months.
As for the smoke pillar... well, my choices there aren't good. If I make it fade out earlier, then it might look funny at the base during the final series. Dunno. As for the other stuff, when it fades out is entirely arbitrary, but there is a data load involved, and I'm somewhat chary of loading up a lot more into single FX for sheer perfectionism's sake. That said, everybody seems to agree that this is a flaw in the FX's presentation, so I should probably fix that.
As for the green range ring, I'd imagine it's the sight radius. It certainly doesn't have anything else that has a range, that I'm aware of.
AAI doesn't handle anything that isn't just OTA in disguise without serious problems. When it does, I will be happy to work with it.
This all dates back to the massive back-and-forth about AI designer priorities, where to be frank, I was rather harsh about the overly-optimistic expectations everybody had about what AIs were going to actually be able to do well (this argument was what led me to create NanoBlobs in the first place- as a bona-fide game design that had little in common with OTA but was still compatible with Spring), and I don't think Submarine has ever gotten over me getting in his face about how "learning" and a real-time AI aren't exactly compatible propositions. He's basically coded AAI to play a good game of OTA, and abandoned the more universal premise he started with, which is too bad, because I hoped he'd provide the other AI developers with a control group and research branch, with KAI and other very specific projects on the other hand. It hasn't turned out that way, but such was my thought when I pursued that line of argument in the first place- so much for my deep understanding of human orneriness
That's all I have to say about that- I've asked Submarine when he's going to make it a priority to support those "other" game categories that keep emerging, and have never received any indication that it was ever going to happen Hence I spend what little time I dedicate to AI integration with NTAI, which is much more flexible, and will probably take a good look at CSAI when I have free time for NB development again in a few months.
As for the smoke pillar... well, my choices there aren't good. If I make it fade out earlier, then it might look funny at the base during the final series. Dunno. As for the other stuff, when it fades out is entirely arbitrary, but there is a data load involved, and I'm somewhat chary of loading up a lot more into single FX for sheer perfectionism's sake. That said, everybody seems to agree that this is a flaw in the FX's presentation, so I should probably fix that.
As for the green range ring, I'd imagine it's the sight radius. It certainly doesn't have anything else that has a range, that I'm aware of.
Last edited by Argh on 26 Nov 2006, 12:50, edited 1 time in total.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
SWTA and the old EE are both basically OTA in disguise. Their economic underpinnings are the same- Solar, Mex, Upgrade Mex, static defenses, factories. An AI should not play NB that way! It should play it exponentially along a diminishing-returns curve, its builders should move with the swarms as it spawns them, and in theory pure micro of Sheep to generate perfect herds of spam should overwhelm any human opponent with sheer numbers. The whole point of the project was to devise a game design that AIs would actually have a real advantage at. I think it still has that element, although the wedge is a lot slimmer than it used to be.
AAI can't handle anything that screws around with the basic economic premises of OTA like NanoBlobs does, basically. And I have no idea how any AI designed to play OTA would have any chance of dealing with the subtleties of the mod now... at best, I expect something like NTAI, which will at least do what it's told to with reasonable levels of success.
At any rate, the minute that Submarine says that NanoBlobs won't cause an instant crash after the Lord is built(this still happens), and will actually work with Sheep properly, I will be happy to tweak a config. But I seriously doubt that it will even come close to the performance of NTAI, which has enough flex that I can actually make it play a proper opening sequence most of the time...
AAI can't handle anything that screws around with the basic economic premises of OTA like NanoBlobs does, basically. And I have no idea how any AI designed to play OTA would have any chance of dealing with the subtleties of the mod now... at best, I expect something like NTAI, which will at least do what it's told to with reasonable levels of success.
At any rate, the minute that Submarine says that NanoBlobs won't cause an instant crash after the Lord is built(this still happens), and will actually work with Sheep properly, I will be happy to tweak a config. But I seriously doubt that it will even come close to the performance of NTAI, which has enough flex that I can actually make it play a proper opening sequence most of the time...