1.03 suggestions and other stuff

1.03 suggestions and other stuff

A fresh perspective on battle for control of Earth, brought to you by Sanada and Snoop.

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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

1.03 suggestions and other stuff

Post by oksnoop2 »

Here are the things we have planned.
Goals for next CT version:

http://code.google.com/p/conflictterra/ ... tail?id=92 http://code.google.com/p/conflictterra/ ... tail?id=64
Add a random start positions mod option.


http://code.google.com/p/conflictterra/ ... tail?id=12
Put out at least one map.

http://code.google.com/p/conflictterra/ ... tail?id=17
Make more than just the one load screen load.

http://code.google.com/p/conflictterra/ ... tail?id=27
Stupid hover transport is making us look bad. SOLUTION: take out hover transport..no one uses it anyway

http://code.google.com/p/conflictterra/ ... ail?id=100
Add health bars
http://github.com/spring/spring/blob/ma ... efault.lua
Does not seem to work for me. It's in the latest test if someone would verify.

http://code.google.com/p/conflictterra/ ... tail?id=86
Add muzzle flashes to the flagshipbase.

http://code.google.com/p/conflictterra/ ... tail?id=93
Add game to front page of SD. This is waiting on a map and finished tutorial.


https://sites.google.com/site/conflictterra/
Set up our newest webpage.

http://code.google.com/p/conflictterra/ ... %20Summary
Evaluate all these ÔÇ£waitingÔÇØ issues
Those are the things that will for sure be in there. There are other things I've been thinking about tinkering with.

1. Fog of War: I watched someone who's never played spring before play Conflict Terra. He seemed really confused about the enemy's location because he did not know where his LoS stopped.

2. Wrecks: People have been complaining about our lack of unique wrecks. To me it seems trivial, time consuming. But if anyone knows of an easy/quick way to make wrecks from our current models please let me know.

3. PN: A fair amount of models for the PN have been remodeled/textured. They are in .obj currently I guess i can start to figure out how to get them scaled, team colored, and into spring. At this point i would like to point out the main reason the PN is not in the game is because A. I'm kind of lazy. B. I'm terrible with all the steps that come after Wings3d. Thanks to Wartender progress is being made though. (As seen here: https://spreadsheets.google.com/ccc?key ... ey=CMm0oGs) Yay Wartender!

4. AI: First off it seems Shard and E323AI are having some problems as noted here: http://springrts.com/mantis/view.php?id=2128.
With Shard I am still working on making a good config for it. You can download the latest/greatest from here: http://code.google.com/p/conflictterra/ ... s/shard/ct. The most difficult/interesting thing that's been going on it giving the AI the ability to get T2 units. I thought it would be fairly simple but it's proving to be maddening. Reference Here: http://springrts.com/phpbb/viewtopic.ph ... 98&start=0

5. Metal Converters: Pretty sure we are going to take those out, no one builds them.

6. Installer: Can someone show me how to make one? I recently showed ct to a coworker and he was astounded by number of steps it currently takes from No spring, to Playing ct.

As always I'm open to suggestions about the next version. So let's hear what you have to say ct fan(s?)
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Verdande
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Joined: 18 Sep 2010, 15:54

Re: 1.03 suggestions and other stuff

Post by Verdande »

For what it's worth, when I play against E323AI, it sits there in its mothership and does nothing of use. Which is kind of lame, because I actually registered on this forum to say that. Also to ask if any other AIs work with it, so I could get some actual practice time in.

Nobody's playing this mod in the lobby, which is a damn shame, because it seems cool as hell.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: 1.03 suggestions and other stuff

Post by oksnoop2 »

You can try to download shard and fight against it.
http://darkstars.co.uk/2010/shard-0-3-hairy/
Unzip and put it in: Program Files/Spring/AI/Skirmish/
To improve shard's game play even more.
Download: http://code.google.com/p/conflictterra/ ... queues.lua
And place it in: Program Files/Spring/AI/Skirmish/Shard/0.3-Hairy/ai/ct
Be sure to overwrite the existing file.

Rai also will work.

But ai's are boring to play against and unlike other game/mod devs, both sanada and I suck at our game. :( So you should play with us! I'm in the #ct channel most of the time or maybe we can arrange a time to play here.
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Verdande
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Joined: 18 Sep 2010, 15:54

Re: 1.03 suggestions and other stuff

Post by Verdande »

I'd be more than happy to play against you guys. I'm only ever on at night time on EST, but I'm sure I can't be the only one.

First, of course, I'd like to at least get a hang of the game before I get stomped to death.

EDIT: Shard doesn't seem to be doing anything either. Is it a problem on my end, or what?
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: 1.03 suggestions and other stuff

Post by maackey »

You can include gui_los_colors.lua widget to have decent fog of war colors (although this disables shadows and some stuff on the minimap), and/or have a gadget send a command "L" to turn on fog at the beginning of the game which would help with newbies with the line of sight visualization problems in spring.

Wrecks are pretty easy. Just go into upspring and turn the model so its fallen over, move some pieces around, then apply a generic wreck texture (you don't even have to worry about uvmaps!). You could also edit them in wings/blender/etc... which are much nicer but depending on how much the wrecks change from living units.... upspring might be quicker.

I wish I had more time to play because this looks pretty cool. (heck I haven't even been able to play ca lately) Keep up the good work!
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: 1.03 suggestions and other stuff

Post by oksnoop2 »

@Verdande
The AI's are just not attack at all? Well I'm honestly not kidding about me being terrible. You can ask smoke_th or nightcold or googlefrog or anyone else who has had the misfortune to be on my team. So i can assure you would not be "stomped" in an online game with me at least.

@maackey
Thanks for the tips. I saw a bit of lua called toggle_los.lua or something like that. In all honesty I have not looked into it yet. I did how ever spend 3 hours looking some bit of software that would create an installer for me with out me having to learn anything... I did not succeed. :x I guess they are harder than I thought to make. I'll try out your wreck idea out though. It should not be too hard to make the models do a face plant.
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: 1.03 suggestions and other stuff

Post by Google_Frog »

I used metal converters. Though I am not arguing for their inclusion.
slogic
AI Developer
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Joined: 17 Mar 2008, 19:03

Re: 1.03 suggestions and other stuff

Post by slogic »

Verdande wrote:For what it's worth, when I play against E323AI, it sits there in its mothership and does nothing of use. Which is kind of lame, because I actually registered on this forum to say that.
You must start the game with Flasgship Base commander unit only to play against E323AI.

PS. Metal Converters are useful on maps without metal. Do not exclude them.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: 1.03 suggestions and other stuff

Post by oksnoop2 »

Slogic, unless i broke something you don't have to start with the base when playing with the AI. At least not with test versions. Now that i think about it i'm not sure if this in in 1.02 or not. But anyway, Z wrote a wonderful little addition to a gadget that detected the presences of an AI team and switched its starting unit to the base. As seen here:
http://code.google.com/p/conflictterra/ ... _spawn.lua

Now if only he or someone could figure out how to force some AI controlled things to morph with out turning them inside out....

On the subject of metal converters, I guess that's a good point on there being some maps that just don't have metal on them. Though they seem to be more of the exception than the rule. Heck if i could ever get my space rocks idea to work i would not even need mexes.
http://code.google.com/p/conflictterra/wiki/SpaceRocks
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Wartender
Conflict Terra Developer
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Joined: 17 Jan 2009, 22:37

Re: 1.03 suggestions and other stuff

Post by Wartender »

seeing as this thread has "other stuff" in its title, i'm going to use it say my computer is back up and running! (finally got my new gfx card) time to make some textures :mrgreen:
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: 1.03 suggestions and other stuff

Post by CarRepairer »

oksnoop2 wrote:. Installer: Can someone show me how to make one? I recently showed ct to a coworker and he was astounded by number of steps it currently takes from No spring, to Playing ct.
Once it's on SD (preferably with a single player startscript) the number of steps should be about two.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: 1.03 suggestions and other stuff

Post by knorke »

more other stuff!
http://knorke.net23.net/battlereports/E ... g.txt.html
(i changed the colors because 2 players had some color originally)
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: 1.03 suggestions and other stuff

Post by oksnoop2 »

Goals for next CT version:
http://code.google.com/p/conflictterra/ ... tail?id=92 random start pos. mod option...

http://code.google.com/p/conflictterra/ ... tail?id=64 random start pos. mod option... again

^This is still in the works, I can't find the actual gadget that moves the start positions.


http://code.google.com/p/conflictterra/ ... tail?id=17 load screens should be easy maybe make some more

^Last I checked we still don't have another load screen.


http://code.google.com/p/conflictterra/ ... tail?id=93 Add game to front page

^Now that I have a map. (http://springrts.com/phpbb/viewtopic.php?f=13&t=24228) I can go back and look over my start scripts.

https://sites.google.com/site/conflictterra/ -set that up

^I have not looked at this since the day after i registered it.
So yeah that's certainly less stuff than there was earlier.

While I'm on the subject of Spring Downloader scripts I might as well share them. So far I've just been using find and replace which tends to get me in trouble. So take a look and tell me what I missed:
https://docs.google.com/Doc?docid=0AQMq ... ey=CK_rgmw
https://docs.google.com/Doc?docid=0AQMq ... y=COmLkr8O
https://docs.google.com/Doc?docid=0AQMq ... y=CLXuiucD
Machete234
Posts: 642
Joined: 12 Feb 2010, 11:55

Re: 1.03 suggestions and other stuff

Post by Machete234 »

I still like to have icons for the different things when zoomed out.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: 1.03 suggestions and other stuff

Post by oksnoop2 »

I forgot about these goals, They got kind of totally ignored the day knorke showed up. I guess i'll make up some new goals since the game has changed so radically since that post.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: 1.03 suggestions and other stuff

Post by SanadaUjiosan »

I thought our plan was to get the economy going as it should for 1.03, and then begin on careful balance from T1 tanks and up for 1.04, with the navy rethink either in 1.04, or in 1.05.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: 1.03 suggestions and other stuff

Post by knorke »

yea i tend to have this effect on people. 8)

icons can be added by:
1) placing them in icons\ folder
.tga works but i think .png with transparent color works too.
2) defining them in
icontypes.lua
3) adding iconType = "blabla",
in the UnitDef (see ie bmeteor)
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: 1.03 suggestions and other stuff

Post by SanadaUjiosan »

All unit icons will remain as circles, except for mineable units used to gather resources.

I feel the current star being used is a little too similar to a circle, either a better defined star (aka a more jagged one) or maybe a triangle would be better. Something to stand out more.
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