Unit Overload v1.21! - Page 3

Unit Overload v1.21!

All game release threads should be posted here

Moderator: Moderators

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Converting the models is one thing, texturing them and ensuring the scripts work still, is quite another. :)
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

It seems a couple of the higher level flakers don't fire... what would cause that?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Buggi wrote:Converting the models is one thing, texturing them and ensuring the scripts work still, is quite another. :)
I was meaning to convert the textures. Scripts shouldn't change from 3do to s3o.
war450
Posts: 8
Joined: 21 Dec 2005, 08:26

Post by war450 »

hmm, very cool

and as for every one having install problams just download off this

http://rapidshare.de/files/28726739/Ove ... 1.sdz.html

mutch better, and if you do not know how to install just rename .zip to .sdz then move to mod folder.

if you can't see the extension on the file go to
start then settings then control panel then Appearance and Themes
click folder options then view and finaly uncheck hide extenstions for known file types. and hit apply then hit ok and exit and find that one file and rename the last 3 letters to sdz.

i really hope this helps.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Using a decent OS might help too.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Thanks for the mirror war450!!
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I have plans for the next release, sure would be nice to hear even a tiny bit of feedback. Sheesh. :(

I plan on 1/3rd-ing the size of the AoA of the Remover. It is simply to large right now. Oh, it'll still remove, just not as much. :D

I also am going to try to impliment mobile shield units. A vehicle or kbot, L2 only. L1's are on their own. :)

Tatical missiles are going to be targetable. I'm also thinking of making a missile only shield and taking the missile-blocking out of the regular shield. But it'd be nice to hear feedback on this.

Or, y'all just ignore my work and I'll just sit in the corner and mumble to myself.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

My feedback is you bail(remove) all ota units and make this stand on new(3rd party) units alone.


Also, try to start on some other balance/base for it, do not inherith a hole other mod, currently, it plays just like aa, but few changes, and that does not motivate me to play it.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I estimate that would take roughly 80-120 hours to completely redo the entire tech tree using only non-ota units. This does not take into account balancing.

When my new software is finally done (just in the planning stages now) it would help this along to take a total of 10 hours. But as the software I want to create also is going to take about a month to complete, it's a trade off. Learning how mods work through making my own, therefore allowing me to give you better tools faster, or really focusing on just the mod.

Now I would love if someone would help me with some models and textures, that'd be great, then I could enjoy it even more. But as I seem to stand alone in this, I should freaking CHARGE to use the software developed by the creation of this mod.

Yes, I'm bitter, deal with it.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I'm an FBI Monkey, I could help you w/ testing and FBI/TDF Editing =P.

Other then that, I'm useless!

But..... I suppose I could learn to clean-up OTA Scripts of units from UU.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Spring specific scripting help is really needed for this community. All the help out there seems to reference OTA. I've yet to find a Spring-related mod site out there.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Um, Buggi... what we modders all really need, more than any FBI/TDF editing utilities (which, quite honestly, we can live without- there are tons of good text editors and database utilities out there)... is animation support, preferably built into UpSpring. It's not modeling that's the problem with creating content- I can kick out a finished, painted model in a few hours. It's getting it rigged and scripted that's so painful. All of our existing tools have serious problems. The current UpSpring reverses one of the coordinates (I believe the Z, but zxwyg posted a definitive answer), and it doesn't have any scripting utilities- you cannot write up a simple loop and just see what it's going to look like while executing, for example.

That, and that alone, accounts in great part for why Spring mod development is so slow, and why those of us who write helpful guides and such, like me... have been reluctant to do so. I don't want to write any more about the current process of scripting, because quite frankly, the current guides and tools, inherited from OTA, are pretty exhaustive. Between that and zxwyg's occasional demo code, we can do just about anything we want to do. The problem is in getting it done in a reasonable timeframe.

Build that, and I'd happily pay a reasonable price for it... call it UpSpring+, or something.

Look, I found and released the source for Servo. JC was, and is, and will probably remain too busy to mess with it. I don't suppose I could get you to look at it? We really, really, really, REALLY need a Servo that is not buggy, because the current one is ... erm... not user-friendly, has a poorly thought-out UI, and is generally a mess.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

The problem with this is, eventually the entire animation system of spring is going to be overhauled. Bos will be thrown out and some other format will be used (LUA for example, or python).

BOS is simply to legacy right now to do ANYTHING with but put band-aids on.

The SupCom formats look promising, but depending on the licensing of that system, we may not be able to fully impliment how they manage things.

Oh, side note, the mobile shields of my mod are L2 hovercraft, which also means I added another level of HoverCraft platforms :D And good news! They work!!

UNIT OVERLOAD!! FTW!!
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Buggi, they keep saying that... but, uh... does it look like it's happening tomorrow?

Besides which... BOS is fine if you have a decent way to block out animations. Servo was 90% of the way there, when Rhad dropped out've the scene.

There are a lot've things that would actually be worse with IK systems, such as how we'd have control over automated azimuth and other things that the engine needs to control, that I think all of the "give us IK now" people are conveniently forgetting, along with the fact that rigging a model for IK takes about as long, if not longer, than building a script :P I am pretty sure that most of the people wanting IK just haven't actually done it before, honestly... it's not like you just wave a magic wand and go, "move!" lol...

Please, listen... I have animated in IK, parent-child systems, scripted systems... just about every different kind of 3D animation, at one point or another. BOS is actually a pretty good way to go about things. IK's main advantage is that once you finally get everything rigged right, then making the actual motion series is fairly easy... er, so long as it doesn't include things like moving parts that must move in mathematically precise ways, things that the game engine must pass values to, or other things of that nature. BOS is actually pretty darn solid... what makes everybody say "yuck" is the lack of a good system to create our base animations with, and view how they're operating. With such a tool, 90% of the frustration with BOS goes away.
Last edited by Argh on 13 Aug 2006, 04:20, edited 1 time in total.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

SupCom doesn't use IK. It uses something frighteningly similar to BOS, only updated, more robust and seriously sweet.

Instead of rotating something along 3 axis using 3 different commands, you can rotate something alone all three axis using one command and at the same time. Little has been released regarding their scripting system, for a reason. :D
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

At any rate, since the SupCom animation format is not likely to be available any time soon, we're kind've stuck with what we have, or are willing to write. I'd be happy to start writing a conceptual plan for the replacement for BOS, but I just don't think any of the developers would be interested in that right now- I've kept them busy enough with the stuff about the weapons/particle system and other requests as it is, and I hate putting even more stuff on the table :P

Just do me a favor, and take a look at Servo's source, please? For all we know, most of the bugginess was due to a few minor coding errors, and Rhad just lacked the time or mental energy to finish. I mean... it's really pretty close to functional the way it is... it just has some bizarre/annoying UI problems that keep it from being truly useful, that are probably very easily fixed...
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Fix the reversed polarity z-axis rotations! :shock:
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

SupCom animation and Model formats:

http://www.supremecommander.net/
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Here's the quite buggy and useless animation viewer for Supreme Commander. It doesn't contain any sample data yet but might be usefull for programmers and advanced modders.
:P
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

You said format, not viewer. I didn't say anything other than the information was out.

The Spring project is inherantly incomplete because of one simple reason. It's a hobby. Nothing has to be polished, debugged, or really tested because it doesn't have to be. It will never see store shelves, never have to answer to investors or be sold to consumers who cry whenver a bug is found.

Therefore when a feature is added it is mearly added to test, see if it works. Prototyping almost. Take the new Seismic system. Just added out of nowhere. Was it needed? doubtful, is it cool? Sure! Does it cause Sync problems? More load on the engine? Was it tested? Was it REALLY tested?

Features are added without regard to overall program structure, abstraction, or overhead. It seems in the last 8 months some dev's have gone a LONG way in helping the entire project! At least it's no longer named "lesson2".

I'm certainly not going to dive head-first into a project that needs a complete re-write and re-model from the ground up. And for gods sake, put a lock on features and debug the thing!
Post Reply

Return to “Game Releases”