EE version 0.173 Final (no more stuffs) - Page 12

EE version 0.173 Final (no more stuffs)

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zwzsg
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Post by zwzsg »

I have great trouble differentiating URC builders from URC attack units. I wish the builders would use very distinct textures, or a very distinct models.
BDCoolio
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Post by BDCoolio »

Yeah, the lvl2 con especially could use some more of that yellow 'construction striping' texture.
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Fanger
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Post by Fanger »

stop using the OVERHEAD TA CAMERA. GOD I swear you people are all using the normal TA camera all the way zoomed out.. I HAVE NO PROBLEM TELLING THE UNITS APART..
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Zoombie
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Post by Zoombie »

And just so you know that it's not just fang, I can also easily tell the units apart.
BDCoolio
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Post by BDCoolio »

meh. I would use the other cameras, but I use the arrow keys to move the camera and the other modes scroll way too slow.

(Oh and I don't really have a problem telling the units apart, but I did notice the URC lvl2 builder has very little of the typical construction unit texture - at least visible from above.)
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smoth
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Post by smoth »

shift key + arrows means faster movement... just an fyi from a fps camera user
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zwzsg
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Post by zwzsg »

Fanger wrote:stop using the OVERHEAD TA CAMERA. GOD I swear you people are all using the normal TA camera all the way zoomed out.. I HAVE NO PROBLEM TELLING THE UNITS APART..
Err, yes, I'm using the overhead view, and fairly zoomed out. But what camera and what angle should I use then? I mean, when playing an RTS, it's the most convenient view, no? In other views I find myself wasting too much valuable time just moving the camera around, or see too little of the battleground, or lack precision in my orders. Do you have any video of you playing, so I can see how do you manage to play in other views?
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Fanger
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Post by Fanger »

I actually would love to show you a video, although I have no idea how I would do that. Im not sure why people in spring have such problems with a rotatable overhead camera, me I came from homeworld so flipping the camera around doesnt bother me in the least. I may not be the best player out there, but I am competent and I can manage to give orders. The key thing is you dont stay in one view, there is no one view that is superior, I am constantly rotating the camera. If I need a better angle I rotate, if I need to see more I zoom out, if I dont I zoom in.

I dont want to be insulting to you guys playing zoomed out in the bog standard TA view, but lets face it, the only way to make units that will look different enough in that view to be recongizable is to make units that look nothing like eachother, special textures and so forth will not help. You guys need to not play zoomed all the way out all the time, zoom in if you need to select stuff, thats what mouse wheels are for..
Uberleechen
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Post by Uberleechen »

I'd love to see a video, Fang.

Try FRAPS, if your computer's up to the task.


I, too, am guilty of the pure-overhead thing, although I angle it down a bit now. I also HATE rotation. I just can't stand it. I need vertical lines (say, of buildings) to stay vertical.

I actually played homeworld all from one angle.
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KDR_11k
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Post by KDR_11k »

I think most players use the default view and few bother to zoom in just for selecting. Your units don't have to be completely different but they need highly visible differences. Silhouettes and colors are the only things a player will spot quickly during a heated battle, things like the turret will take a lot longer to spot unless they have a high contrast to the body and form a distinctive silhouette against it.
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zwzsg
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Post by zwzsg »

Fanger wrote:I actually would love to show you a video, although I have no idea how I would do that.
Springs comes with an integrated video recorder. From uikeys.txt : bind Any+f10 createvideo
It then pops out a box for you to select the format from all the codecs you've installed, you might have to alt-tab a little to see it. Spring is slowed a little when recording, but maybe just because I had a lousy computer.

Im not sure why people in spring have such problems with a rotatable overhead camera
I would LOVE the rotatable overheard camera, if only mousewheel would zoom it along its axis and not the vertical (and also if T, Ctrl C, etc... centered the unit in the center of the screen and not right under the camera).
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Cabbage
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Post by Cabbage »

Just thought id say... overhead rotatable camera ftw, i almost exclusively use it for playing, very easy to use after a while too.
Saktoth
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Post by Saktoth »

I dont want to be insulting to you guys playing zoomed out in the bog standard TA view, but lets face it, the only way to make units that will look different enough in that view to be recongizable is to make units that look nothing like eachother, special textures and so forth will not help.
I have very little trouble telling the URC l1 constructor from other units. Black and yellow stripes FTW.

For my part, i have tried the rotatable overhead camera. But i just find myself constantly making it into a standard TA top-down view, and go 'bugger it' and switch back. I also use the keys to move the camera a lot more than other people do (I always seem to have the highest KP/m- and i dont even use keyboard shortcuts as much as i should). I cant stand having to take precious time away from ordering units around so i can move the camera, it just seems inefficient to me.
BDCoolio
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Post by BDCoolio »

Saktoth wrote:I also use the keys to move the camera a lot more than other people do (I always seem to have the highest KP/m- and i dont even use keyboard shortcuts as much as i should). I cant stand having to take precious time away from ordering units around so i can move the camera, it just seems inefficient to me.
+1

If I want to scoot around the map even faster, I'll zoom way out, use the arrow keys and immediately zoom back in, holding shift the entire time. This isn't something I've been able to come close to duplicating with the other cameras.
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Guessmyname
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Post by Guessmyname »

I use the rotatable overhead camera
Uberleechen
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Post by Uberleechen »

I pretty much exclusively do not scroll. Neither keyboard nor mouse scrolling.

I just zoom out, then zoom in wherever I want to be, and take advantage of the awesome "zoom-in-to-mouse" feature. That feature alone makes Spring>>OTA for me.

But yeah, a video would be great, if it's possible.
bamb
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Post by bamb »

I find the easiest way to scroll is with mouse3 and drag. Or if you want fast, hold mouse3 in the minimap and drag.
BDCoolio
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Post by BDCoolio »

Sorry to change the subject from camera usage but...

I was just wondering why, with all the arty buffing going on, why the l2 arty destroyer has less range than a l1 arty tank.

Granted, it is both tougher and faster than its land based l2 counterpart, but its range is vastly inferior. Now, naturally naval guns aren't as stable as land-based ones, but shouldn't it simply be less accurate, not necessarily much shorter ranged?

Adding up the costs of the medium vehicles' prerequisite structures, I noticed that the medium shipyard is no cheaper than building a medium hub and medium vehicle factory, so a lower total cost can't be it.

Also, since it is tougher than a bombardment tank, shouldn't it cost more metal? I mean, ships are generally more expensive than land units anyway. Perhaps it could also cost extra energy to reflect its higher speed (if range were improved).

Finally, I wouldn't normally presume to make suggestions like this but I and other people have noticed that sea power in EE already couldn't be used for much other than holding onto the sea, before land arty was even buffed.

Of course if that was the intention... Or this is already changed in the new version...

Forget I said anything! :oops:

Oh - and I love the new attack copter bomblets :twisted:
Last edited by BDCoolio on 03 Feb 2007, 01:51, edited 1 time in total.
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TradeMark
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Post by TradeMark »

I use the classic TA camera... i dont see why i would use any other viewing styles...? just because some mod sucks with identical looking units? nah... classic is everything what i need, and all mods should be playable with any camera mode.
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Fanger
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Post by Fanger »

O RLY....

I think you need to lurk moar, cause you fail to realize my thrust vectoring OWNS THE SKY!!!
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