Blood and Steel beta 03 - Page 2

Blood and Steel beta 03

All game release threads should be posted here

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Neddie
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Re: Blood and Steel beta 01

Post by Neddie » 13 Sep 2009, 21:11

Interesting, wish I could play.
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Gota
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Re: Blood and Steel beta 01

Post by Gota » 13 Sep 2009, 21:25

neddiedrow wrote:Interesting, wish I could play.
Same here.
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bobthedinosaur
Blood & Steel Developer
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 21:30

smoth wrote: Do you want me to do that bob?
No. I mean it would be awesome, but 1) I should learn to do it and 2) you need a break
and 3) Gundam....
Last edited by bobthedinosaur on 13 Sep 2009, 21:31, edited 1 time in total.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 21:30

neddiedrow wrote:Interesting, wish I could play.
Why can't you?
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thesleepless
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Re: Blood and Steel beta 01

Post by thesleepless » 13 Sep 2009, 21:33

just had a quick play...

a few things i noticed:

infantry and prometheus units seem to have a lot of trouble moving... constantly stopping and rotating and starting again...

infantry are really hard to see, even the icons are too small

strike missile can only fire once?
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Neddie
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Re: Blood and Steel beta 01

Post by Neddie » 13 Sep 2009, 21:33

bobthedinosaur wrote:
neddiedrow wrote:Interesting, wish I could play.
Why can't you?
My desktop is not operational and I'm spending most of my time working/moderating/attending university.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 21:53

thesleepless wrote: strike missile can only fire once?
No, it just a 5 min reload.
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SeanHeron
Engines Of War Developer
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Re: Blood and Steel beta 01

Post by SeanHeron » 13 Sep 2009, 22:13

Congrats Bob! I must say I'm still amazed at how fast this has come together, wowser!

For all those that can't play/can't find someone to play/are interested in seeing what the game plays like (and may I say it plays pretty damn well!) here's the replay of probably the first ever multiplayer game of Blood and Steel:

http://replays.adune.nl/?1646 - The match is between me and Bob. It runs for slightly over half an hour, and the chat may be humorous :P.
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thesleepless
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Re: Blood and Steel beta 01

Post by thesleepless » 13 Sep 2009, 22:20

bobthedinosaur wrote:
thesleepless wrote: strike missile can only fire once?
No, it just a 5 min reload.
ahh in that case perhaps something to indicate the reload time would be handy
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Forboding Angel
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Re: Blood and Steel beta 01

Post by Forboding Angel » 13 Sep 2009, 23:37

All it needs is a proper texture2.

Bob, this is the time to come to jesus... Texture 2 is damn near more important than texture 1. Without either, they both will fail.
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MidKnight
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Re: Blood and Steel beta 01

Post by MidKnight » 14 Sep 2009, 00:47

Er, how do you win?
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 14 Sep 2009, 01:46

I noticed this has become an issue. You have to destroy the enemy's Port, but only Engineers can damage the Port, and they have to use their special function Satchel Charges.
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knorke
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Re: Blood and Steel beta 01

Post by knorke » 14 Sep 2009, 02:22

units are black: (not dark but black)
http://img3.abload.de/img/screen011pf0n.png
its fixed when disabling reflective units:
http://img3.abload.de/img/screen012fekb.png
:shock: :?:
windows xp, nvidia 6800
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 14 Sep 2009, 02:24

I think it has to do with the normals?
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Argh
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Re: Blood and Steel beta 01

Post by Argh » 14 Sep 2009, 02:47

Texture2 and normals, yes.

Meh. I'll fix it up and post the fixed models. Doesn't take more than 5 minutes unless the game has a lot more content than 8MB suggests.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 14 Sep 2009, 03:31

Not more than 5 minutes? O_o
How so?
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Argh
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Re: Blood and Steel beta 01

Post by Argh » 14 Sep 2009, 03:32

Here ya go. Fixed up all normals, added a very basic tex2, converted all skins to DDS.

And it took longer than 5 minutes, actually, because I hand-flipped the TGAs and compressed to DDS one at a time. So, more like 20 minutes. Just drag-and-drop the new folders into your game and test, should work immediately, no other changes required.
Attachments
bobs_models.zip
(2.01 MiB) Downloaded 34 times
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 14 Sep 2009, 03:54

Thanks for your work, gut all the textures being upside down is kind of annoying. I guess I should have mentioned all the uv's are fliped from upspring and thats why the textures are right side up (since they are tgas).
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Argh
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Re: Blood and Steel beta 01

Post by Argh » 14 Sep 2009, 03:58

They aren't upside down. DDS textures look the same in Spring and UpSpring. What you see in UpSpring is what you'll see in Spring (if you use DDS).
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 14 Sep 2009, 04:07

No. I had the UV's upside down, and you took the texture which where right side up, and batch flipped them when you converted them to dds, so now they are both upside down. :P

I played with what smoth said, just scaling before hand and redoing the modle, and it looks the same as if I use upspring's recalc normals tool.

I don't see much different from DDS then tga, but I did notice this bizzare bug from you texture set, which I didn't see before.

The unit 'bluai' transport plane is fine at point blank but when you get further away it's textures go crazy (see attachments)
Attachments
wtf5664.jpg
wtf5664.jpg (84.08 KiB) Viewed 2080 times
wtf4576.jpg
wtf4576.jpg (22.16 KiB) Viewed 2080 times
wtf345.jpg
wtf345.jpg (24.02 KiB) Viewed 2082 times
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