Gundam 1.1 - Page 13

Gundam 1.1

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AF
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Post by AF » 01 Apr 2007, 19:56

As a general note:

8800 + crappy vista drivers + Epic coms== 30-40 minutes of gameplay before crash

BUT

8800 + crappy vista drivers + Tiny coms== 30-40 seconds of gameplay before crash
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Aun
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Post by Aun » 01 Apr 2007, 20:43

Xamels were taking down entire buildings with single shots in the anime... :-)

I've been wanting the Alex's arm vulcans for so long...

Name the time for a Gundam shared comm game btw.
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smoth
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Post by smoth » 01 Apr 2007, 23:03

Bear in mind kdr, I removed their ability to go on water and they can only fire and aim while stationary in the next version... bwa ha ha.

If I think they need the boost they may get it kdr but I am also looking into a level 2 zomygosh tall wall. that neither side can shoot past.
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KDR_11k
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Post by KDR_11k » 01 Apr 2007, 23:15

Tall wall + restrictive sphere collisions = guaranteed desaster
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smoth
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Post by smoth » 01 Apr 2007, 23:25

Walls turn into features, those use a sort of fake hitbox I am told.
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KDR_11k
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Post by KDR_11k » 02 Apr 2007, 09:46

They didn't when I implemented the badblocks for Kernel Panic.
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smoth
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Post by smoth » 02 Apr 2007, 10:46

weird. I'll have to look into it
because my earlier tests with building features had shown otherwise.
hmm... try this map:http://cs.selu.edu/~ssmith/spring/files ... stside.sd7

I have a tall building in it.. The missile only explodes when it hits the edge of the tall buildings footprint.


if you get the sane as me then that means the corpses are not being created as features.
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pintle
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Post by pintle » 13 Apr 2007, 16:31

Is there a modweb for gundam? If so could i have linkies pls
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smoth
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Post by smoth » 14 Apr 2007, 06:10

I am not really sure pintle, I am not sure about all of that stuff. I honestly do not utilize modweb. Sorry, trademark would know.
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KDR_11k
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Post by KDR_11k » 14 Apr 2007, 07:36

Hm, a theory that would be consistent with observations would be that features only collide over their footprint but units won't fire if any part of the hitsphere is in the way (see e.g. the megacannon corpse).
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Neddie
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Post by Neddie » 15 Apr 2007, 07:06

I don't think a higher wall is a good idea Smoth, but as usual, I am willing to test it as you go.
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smoth
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Post by smoth » 16 Apr 2007, 01:10

Image
Not that anyone cares but I increased the damage of the sniper and gave it's beam rifle a cooldown effect and time to represent the laser cooling. It also will get a decreased cooldown time while in water.
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1v0ry_k1ng
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Post by 1v0ry_k1ng » 16 Apr 2007, 02:11

walls ruin games. no no noooo to wall! thing I like most about gundam is that you cant porc easily
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smoth
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Post by smoth » 16 Apr 2007, 04:39

.... ivory, one of the things that makes gundam anti-porc is MASSIVE amount of indirect fire units.
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Zoombie
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Post by Zoombie » 16 Apr 2007, 09:16

Awsome laser cool down effect there.
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Erom
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Post by Erom » 16 Apr 2007, 17:01

Reminds me of the cryo-sniper rifle from Oni.
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smoth
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Post by smoth » 16 Apr 2007, 22:41

erom, where ya' been?
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Erom
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Post by Erom » 17 Apr 2007, 04:49

Heh, the airport hub in my computer ended up being needed to broadcast the wireless for my apartment, so I couldn't boot to PC and play Spring without killing the internet for my roomates. I should have stuck around on the forums, and not disapeared entirely, but eh. Now that there's a Mac build of spring under development, I'm back. The mod looks great, btw. The tiny coms version crashes at launch (probably a MacSpring bug) but the epic one works very nicely.
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Zoombie
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Post by Zoombie » 17 Apr 2007, 05:02

Whoa, someone OTHER than me Remembers Oni?

Awsome! And yes, that is what that looks like. And I'm still trying to figure why people might want to play with non-epic coms...
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KDR_11k
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Post by KDR_11k » 17 Apr 2007, 10:04

non-epic coms make it impossible/unfeasible to com rush on smaller maps.
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