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The Cursed 0.131 - public beta

Posted: 28 Jun 2009, 16:34
by azaremoth
The Cursed (v0.131)

Get the game here (no installer yet): http://spring.jobjol.nl/show_file.php?id=2140

Changelog: https://svn.bountysource.com/cursed/tru ... ngelog.txt

The game is about bones, undead, demons and magic settled in a futuristic environment. The whole ting was inspired by styles/arts from Doom I and II, Warcraft III, Warhammer table tops. I hope I could create an enjoyable cocktail for Spring out of it.

Image

Image

The Second race will look like this:
Image

For information about the gameplay take a look at: http://azaremoth.supremedesign.org and have a look at the buildtree:

Image

Take a look and give us feed about the balance, gameplay (keep in mind - it is not the same as BA and that is intended), bugs and odd grafics or whatever other constructive criticism you have!

What is not done yet:

- a smo(o)th balance
- a polished UI
- tons of new features like even more spells, ...
- the second race
- ...

Copyright and legal stuff:

Feel free to use any scripts and sounds from this game - they are open-source. As far as models (geometry), textures and other graphics are concerned, I DO NOT want them to be used in other mods or games without my permission.


The team:

aZaremoth: wouldn't have thought that - huh?!
CarRepairer: LUA-wizard, he makes all the nifty game features possible
Corleone: webmaster and coding for the webpage
Maneater: gameplay and lots of alpha and beta-testing


Special thanks to:

- Argh for many script pieces from Nanoblobs and P.U.R.E.
- The Complete Annihilation devs and many other lua coders for their wonderful lua scripts, lups, and many more
- the http://www.freesound.org community for many sounds
- the Spring devs - great engine

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 16:44
by zwzsg
Can you also upload to jobjol or some other place? I have issues with your link, the downloading keeps aborting every couple megabytes.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 16:50
by smoth
AWESOME!

What license is it under?
pd, cc, gpl, etc

don't know if you saw it, but I did a light review of your race for ta:k some time ago it was my top pick. <3 man.
http://www.tauniverse.com/forum/showthread.php?t=33599

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 16:59
by AF
impressive

I take it then PURE compatibility is dropped and this is a game in its own right? it'd have been interesting to see the two games overlapping a little

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 17:06
by Beherith
Please up it to JJ, I get the same problem as zw. Looks very very nice though!

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 18:16
by lurker
http://www.evolutionrts.info/mods/cursed01.sdz

Huh, even at a high download speed it still dropped halfway through the file and needed to resume.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 18:42
by imbaczek
locks up when started through spring.exe on commanders script here

edit: actually, i think it's ati again :/ now it crashed with ati dlls in the stacktrace.

edit2: works in master, but that uses different spring settings, so keep that in mind when somebody asks about it.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 18:56
by AF
corrupt file is corrupt

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:02
by zwzsg
AF: Read the other comments, then download lurker's file.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:05
by Auswaschbar
I used lurkers link and it worked (also, using commands 1000 res does not lock up).
It has definitely some great potential, but some things I noticed:
  • Units have about the same size as buildings, not a big thing, but looks a bit weird
  • the stuff that covers the ground around the obelisk also covers the metal view. its hard to spot metal patches beneath it
  • your sound clips are all stereo, which makes positional audio impossible. While this is ok for unitreplies, it sucks for weapon effects
  • you have some big wav-files (up to 1mb), you should reencode the biggest into ogg/vorbis to save some download size

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:11
by azaremoth
imbaczek wrote:locks up when started through spring.exe on commanders script here
It always does - you need to choose the "Commanders 1000 res script" - this one works. As multiplayer works I never bothered about this bug.
zwzsg wrote:Can you also upload to jobjol or some other place? I have issues with your link, the downloading keeps aborting every couple megabytes.
Direct uploads to jobjol always cause my router to hang up. I'll try to load it from where is right now to jobjol. We shall see in a few minutes.
AF wrote:I take it then PURE compatibility is dropped and this is a game in its own right? it'd have been interesting to see the two games overlapping a little
There is not much of the PURE compatibility left - all the stats are changed, ... it is a game on its own. NO PURE needed and there will be no overlaps. At least I hope I have replaced everything that was not GPL...
smoth wrote:AWESOME!

What license is it under?
pd, cc, gpl, etc

don't know if you saw it, but I did a light review of your race for ta:k some time ago it was my top pick. <3 man.
http://www.tauniverse.com/forum/showthread.php?t=33599
Cool thing - I feel honored - I never saw that. I wasn't active at tauniverse.com. I thought noone was interested in the (old) cursed after 2004. Look - the skeleron guys stole my Mana pools and the bone wall... Well - never mind. You are missing Illohir there btw. - the demon race. It was a little imba but still fun.

About the license - I need to pick a good fitting one. I see the game as an aggregate of different things:

- scripts (cob, lua) and definitions (all .tdf, fbi,...): these files are GPL (as the have to be for spring :wink: )
- sounds: all used sounds are GPL
- models, textures and other grafic-files: I do not want them to be used in other games or mods or see them altered unless I give "special" admission.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:13
by zwzsg
Looks exceptionnaly good, for a Spring mod.

But most special abilities didn't work for me: Building an heart of darkness did nothing, I still have no idea on how to morph-upgrade my units. There were no buttons to burrows. Building walls makes a bit of smoke during the building, but then there is no walls, neither visible nor blocking.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:19
by imbaczek
quick update - edited the previous post; it works and looks mighty cool! great job.

the obelisk selection sound is highly irritating after you hear it the third time, so might want to make it shorter or something.

skeletons' burrow skill needs a keyboard shortcut. b or u would do.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:27
by azaremoth
zwzsg wrote:Looks exceptionnaly good, for a Spring mod.

But most special abilities didn't work for me: Building an heart of darkness did nothing, I still have no idea on how to morph-upgrade my units. There were no buttons to burrows. Building walls makes a bit of smoke during the building, but then there is no walls, neither visible nor blocking.
Sounds like the lua gadgets are not workimg for you - no idea what this is...
Auswaschbar wrote: * Units have about the same size as buildings, not a big thing, but looks a bit weird
* the stuff that covers the ground around the obelisk also covers the metal view. its hard to spot metal patches beneath it
* your sound clips are all stereo, which makes positional audio impossible. While this is ok for unitreplies, it sucks for weapon effects
* you have some big wav-files (up to 1mb), you should reencode the biggest into ogg/vorbis to save some download size
Ok - i'll change the effect sounds to mono channel. I have noted the grounddecal thing also - making the grounddecals semi-opaque causes them to look strange when overlapping. Maybe something can be done about that with lua. The unit sizes are intended - this keeps the units visible zoomed out. Maybe I'll scale the buildings up sometime...

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:32
by zwzsg
azaremoth wrote:Sounds like the lua gadgets are not workimg for you - no idea what this is...
Are the gadgets loading okay?
[ 0] Loading LuaRules
[ 0] gf1 = LuaRules/Gadgets/buttons_tc.lua
[ 0] gf1 = LuaRules/Gadgets/cob_gadgets_tc.lua
[ 0] gf1 = LuaRules/Gadgets/deploypurgatorycommand.lua
[ 0] gf1 = LuaRules/Gadgets/disablemovecrtl.lua
[ 0] gf1 = LuaRules/Gadgets/features_corpsecleaner.lua
[ 0] gf1 = LuaRules/Gadgets/glsl_lighting.lua
[ 0] gf1 = LuaRules/Gadgets/lups_flame_jitter.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf1 = LuaRules/Gadgets/lups_nano_spray.lua
[ 0] gf1 = LuaRules/Gadgets/lups_napalm.lua
[ 0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf1 = LuaRules/Gadgets/skeletontransformcommand.lua
[ 0] gf1 = LuaRules/Gadgets/trails.lua
[ 0] gf1 = LuaRules/Gadgets/unit_grounddecalfix.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_timeslow.lua
[ 0] gf2 = LuaRules/Gadgets/buttons_tc.lua
[ 0] gf2 = LuaRules/Gadgets/cob_gadgets_tc.lua
[ 0] gf2 = LuaRules/Gadgets/deploypurgatorycommand.lua
[ 0] gf2 = LuaRules/Gadgets/disablemovecrtl.lua
[ 0] gf2 = LuaRules/Gadgets/features_corpsecleaner.lua
[ 0] gf2 = LuaRules/Gadgets/glsl_lighting.lua
[ 0] gf2 = LuaRules/Gadgets/lups_flame_jitter.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf2 = LuaRules/Gadgets/lups_nano_spray.lua
[ 0] gf2 = LuaRules/Gadgets/lups_napalm.lua
[ 0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf2 = LuaRules/Gadgets/skeletontransformcommand.lua
[ 0] gf2 = LuaRules/Gadgets/trails.lua
[ 0] gf2 = LuaRules/Gadgets/unit_grounddecalfix.lua
[ 0] ---------------------------------loading?
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_timeslow.lua
[ 0] Loaded gadget: Corpse cleaner <features_corpsecleaner.lua>
[ 0] Loaded gadget: GLSL Lighting <glsl_lighting.lua>
[ 0] Loaded gadget: Ground Decal Fix <unit_grounddecalfix.lua>
[ 0] Loaded gadget: Lups Flamethrower Jitter <lups_flame_jitter.lua>
[ 0] Loaded gadget: Lups NanoSpray Wrapper <lups_nano_spray.lua>
[ 0] Loaded gadget: Napalm <lups_napalm.lua>
[ 0] Loaded gadget: Shockwaves <lups_shockwaves.lua>
[ 0] Loaded gadget: Time slow TC <unit_timeslow.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: lups_wrapper.lua <lups_wrapper.lua>
[ 0] Loaded gadget: Buttons_TC.lua <buttons_tc.lua>
[ 0] Loaded gadget: COB_Gadgets_TC.lua <cob_gadgets_tc.lua>
[ 0] Loaded gadget: DeployPurgatoryCommand.lua <deploypurgatorycommand.lua>
[ 0] Loaded gadget: DisableMoveCrtl <disablemovecrtl.lua>
[ 0] Loaded gadget: SkeletonTransformCommand.lua <skeletontransformcommand.lua>
[ 0] Loaded gadget: LupsSyncedManager <lups_manager.lua>
[ 0] Loaded gadget: trails <trails.lua>
[ 0] gf1 = LuaRules/Gadgets/buttons_tc.lua
[ 0] gf1 = LuaRules/Gadgets/cob_gadgets_tc.lua
[ 0] gf1 = LuaRules/Gadgets/deploypurgatorycommand.lua
[ 0] gf1 = LuaRules/Gadgets/disablemovecrtl.lua
[ 0] gf1 = LuaRules/Gadgets/features_corpsecleaner.lua
[ 0] gf1 = LuaRules/Gadgets/glsl_lighting.lua
[ 0] gf1 = LuaRules/Gadgets/lups_flame_jitter.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf1 = LuaRules/Gadgets/lups_nano_spray.lua
[ 0] gf1 = LuaRules/Gadgets/lups_napalm.lua
[ 0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf1 = LuaRules/Gadgets/skeletontransformcommand.lua
[ 0] gf1 = LuaRules/Gadgets/trails.lua
[ 0] gf1 = LuaRules/Gadgets/unit_grounddecalfix.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_timeslow.lua
[ 0] gf2 = LuaRules/Gadgets/buttons_tc.lua
[ 0] gf2 = LuaRules/Gadgets/cob_gadgets_tc.lua
[ 0] gf2 = LuaRules/Gadgets/deploypurgatorycommand.lua
[ 0] gf2 = LuaRules/Gadgets/disablemovecrtl.lua
[ 0] gf2 = LuaRules/Gadgets/features_corpsecleaner.lua
[ 0] gf2 = LuaRules/Gadgets/glsl_lighting.lua
[ 0] gf2 = LuaRules/Gadgets/lups_flame_jitter.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager.lua
[ 0] Failed to load: lups_manager.lua ([string "LuaRules/Gadgets/lups_manager.lua"]:100: attempt to index field 'corfus' (a nil value))
[ 0] gf2 = LuaRules/Gadgets/lups_nano_spray.lua
[ 0] gf2 = LuaRules/Gadgets/lups_napalm.lua
[ 0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf2 = LuaRules/Gadgets/skeletontransformcommand.lua
[ 0] gf2 = LuaRules/Gadgets/trails.lua
[ 0] gf2 = LuaRules/Gadgets/unit_grounddecalfix.lua
[ 0] ---------------------------------loading?
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_timeslow.lua
[ 0] Loaded gadget: Corpse cleaner <features_corpsecleaner.lua>
[ 0] GLSL Light Shader FailedERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.

[ 0] Loaded gadget: GLSL Lighting <glsl_lighting.lua>
[ 0] Loaded gadget: Ground Decal Fix <unit_grounddecalfix.lua>
[ 0] Loaded gadget: Lups Flamethrower Jitter <lups_flame_jitter.lua>
[ 0] Loaded gadget: Lups NanoSpray Wrapper <lups_nano_spray.lua>
[ 0] Loaded gadget: Napalm <lups_napalm.lua>
[ 0] Loaded gadget: Shockwaves <lups_shockwaves.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: Buttons_TC.lua <buttons_tc.lua>
[ 0] Loaded gadget: COB_Gadgets_TC.lua <cob_gadgets_tc.lua>
[ 0] Loaded gadget: DeployPurgatoryCommand.lua <deploypurgatorycommand.lua>
[ 0] Loaded gadget: DisableMoveCrtl <disablemovecrtl.lua>
[ 0] Loaded gadget: SkeletonTransformCommand.lua <skeletontransformcommand.lua>
[ 0] Loaded gadget: trails <trails.lua>
[ 0] error = 2, LuaRules/draw.lua, error = 2, LuaGadgets/gadgets.lua, [string "lups/lups.lua"]:47: attempt to call global 'select' (a nil value)
[ 0] Loading LuaGaia
[ 0] Loading LuaUI

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 19:34
by imbaczek
obelisks can assist factories (at least the demon one) - not directly, but by repairing nanoframes. might want to disallow that.

edit: scratch that, got confused by the cursors, they can assist normally just fine.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 20:36
by zwzsg
I played against Azaremoth, desync

I played against Mazure, went fine (but game limited to tech 1)

I played against TheMightyCow, and there were desyncs.

Both me and him got our Cursed from luker's link. He was able to burrow and morph (or so he told)
My infolog: http://pastebin.com/f78e9e398
His infolog: http://pastebin.com/m461ea61a


Here are the differences:

I have:
[ 0] Sound: SoundSource::SoundSource: Invalid Value
[ 0] Sound: SoundSource::~SoundSource: Invalid Name
[ 0] Sound: Your hardware/driver can not handle more than 29 soundsources

He has not.

I have:
[ 0] GLSL Light Shader FailedERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.

He has:
[ 0] GLSL Light Shader FailedVertex shader failed to compile with the following errors:
ERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: compilation errors. No code generated.


I have:
[ 0] error = 2, LuaRules/draw.lua, error = 2, LuaGadgets/gadgets.lua, [string "lups/lups.lua"]:47: attempt to call global 'select' (a nil value)
He has:
[ 0] Loaded gadget: Lups <lups_wrapper.lua>

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 20:49
by Auswaschbar
zwzsg wrote:[ 0] Sound: SoundSource::SoundSource: Invalid Value
[ 0] Sound: SoundSource::~SoundSource: Invalid Name
[ 0] Sound: Your hardware/driver can not handle more than 29 soundsources
This can be safely ignored.

Re: The Cursed 0.1 - first public beta release

Posted: 28 Jun 2009, 22:10
by azaremoth
zwzsg wrote: I have:
[ 0] GLSL Light Shader FailedERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.

He has:
[ 0] GLSL Light Shader FailedVertex shader failed to compile with the following errors:
ERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: compilation errors. No code generated.


I have:
[ 0] error = 2, LuaRules/draw.lua, error = 2, LuaGadgets/gadgets.lua, [string "lups/lups.lua"]:47: attempt to call global 'select' (a nil value)
He has:
[ 0] Loaded gadget: Lups <lups_wrapper.lua>
OK - these two (Argh's GLSL Light Shader and the CA LUPS) should have no effect on the gameplay. I guess you have an ATI card. I`ll try to reproduce the errors somehow....

Re: The Cursed 0.1 - first public beta release

Posted: 29 Jun 2009, 05:48
by thesleepless
i get crash on startup

...
Creating projectile texture
Illegal instruction

athlon 64 3000+
linux
nv geforce 6200