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Status on BAR + repo links

Posted: 07 Jun 2015, 14:16
by Silentwings
I've been looking at if it would be possible to create a BAR beta release this summer/year and it looks do-able. I've already worked through some the remaining issues for a BAR beta release, and fixed over half of them.

Here is what remains: http://imolarpg.dyndns.org/trac/balates ... r=priority
And all BAR tickets: http://imolarpg.dyndns.org/trac/balatest/report/2

Re: Status on BAR #2

Posted: 07 Jun 2015, 14:40
by tzaeru
Awesome! Getting there with BAR is great news. I could have a quick glance at "#803: light flashes are too big" with my bit of shader know-how, but hard to make promises if it takes a sudden turn to very complicated.

Re: Status on BAR #2

Posted: 07 Jun 2015, 19:26
by raaar
One thing that can help making unit differences visible besides texturing is simple resizing of model branches to match the unit's role.

Tougher units can have a bulkier turret.

Longer ranged units can have a longer barrel, maybe thicker if it's a cannon with high dmg or AOE shots.

Faster units can have a narrower body.

Others that are overall stronger can be made just...bigger.

Re: Status on BAR #2

Posted: 11 Jul 2015, 17:37
by Silentwings
In addition to whats above, there are now the various updates required for 99.0+ too. Slow update stuff, **Weapon callin errors, weapondef tag warnings, & other minor things.

Re: Status on BAR #2

Posted: 11 Jul 2015, 20:15
by smoth
Depending on sunday I may take on #42

" Weasel vs. Spoiler,

Wolverine vs. Lever vs. Raider,

Garpike vs. Instigator "

are these the primary issue units? can I get the following info:
  • /give name for the Lab that produces them.
  • /give name.
  • model files.

Re: Status on BAR #2

Posted: 11 Jul 2015, 20:40
by Silentwings
All those are within the t1 core veh factory, with name corvp. Unit names, grouped by similarity:

weasel - corfav
spoiler - cormlv

wolverine - corwolv
leveler - corlevlr
radier - corraid

garpike - corgarp
instigator - corgator
(but these two do not look alike imo)

core t1 veh con - corcv
core t2 veh con - coracv (fac is coravp)

The model files are all s3o and have the same names.

Re: Status on BAR #2

Posted: 11 Jul 2015, 23:35
by smoth
We have no source files for the art?!!

Re: Status on BAR #2

Posted: 12 Jul 2015, 01:09
by Silentwings
Idk what you mean - what are you looking for?

Re: Status on BAR #2

Posted: 13 Jul 2015, 00:58
by smoth
Silentwings wrote:Idk what you mean - what are you looking for?
wings file etc when I did the bladewing for behe, he had a wings file, same for the armcom.

Re: Status on BAR #2

Posted: 13 Jul 2015, 02:04
by Forboding Angel
#711: This script hasn't worked properly since spring 91, fwiw. In 96 I can get it to generate pics one at a time, but any more than that and it all goes south.

Re: Status on BAR #2

Posted: 13 Jul 2015, 11:30
by nixtux

Re: Status on BAR #2

Posted: 28 Jul 2015, 13:54
by smoth
Will start on the models ASAP.

Re: Status on BAR #2

Posted: 28 Jul 2015, 21:43
by Silentwings
Apart from the Aim/Query script "errors" (which nix said he'll do), I've done the updates for Spring 100.0

Re: Status on BAR #2

Posted: 03 Aug 2015, 17:53
by smoth
Silentwings wrote:All those are within the t1 core veh factory, with name corvp. Unit names, grouped by similarity:
Image
weasel - corfav
spoiler - cormlv

Image
wolverine - corwolv
leveler - corlevlr
radier - corraid

Image
garpike - corgarp
instigator - corgator
(but these two do not look alike imo)

Image
core t1 veh con - corcv
core t2 veh con - coracv (fac is coravp)

The model files are all s3o and have the same names.
I am not seeing the issue here outside of the cons.

Re: Status on BAR #2

Posted: 03 Aug 2015, 23:33
by Silentwings
It might be because Behe has also put some work into this recently. Also, once you zoom out they may start to be less distinguishable. (http://imolarpg.dyndns.org/trac/balatest/changeset/3908, http://imolarpg.dyndns.org/trac/balatest/changeset/3909)

Re: Status on BAR #2

Posted: 03 Aug 2015, 23:41
by smoth
so you want me to go tweak them still?

Re: Status on BAR #2

Posted: 04 Aug 2015, 12:11
by Silentwings
I'm not sure, pm Behe?

Re: Status on BAR #2

Posted: 04 Aug 2015, 18:37
by smoth
seems like he has it on lock. So I am not needed for the models.

Re: Status on BAR #2

Posted: 19 Aug 2015, 20:17
by Silentwings
Well, it looks like we may indeed make it to a beta release, only half a bug left...
Also, various UI nice-ities were added.

Re: Status on BAR #2

Posted: 08 Sep 2015, 03:59
by smoth
sounds awesome man!