EE version 0.173 Final (no more stuffs) - Page 32

EE version 0.173 Final (no more stuffs)

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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

Fanger, I remember you said you removed all TA stuff from the mod.
Now, on the map Small_Surpreme Lake Dry (v3) ( http://spring.clan-sy.com/phpbb/viewtopic.php?t=9870 ) there are wreck-features that give errors with mods that dont include the OTA texturepack (or whatever)

But with E&E, some textures show up: http://www.abload.de/image.php?img=screen1357hy.png
The HLT and shipwreck also have some working textures.
Are those just the same filenames by random or did you forget them?

edit:
Hm, I think its just using spring random stuff from memory.
http://www.abload.de/image.php?img=screen1342hj.png
This looks like URC and sure doesnt belong there...
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I replaced all the textures, with my own, I however didnt rename them to something different.. why you ask, because then I would have had to go back through and RETEXTURE every single model in the mod, something I had no desire to do..

If you notice youll see that the only textures that are showing are the wreck textures for EE and they are not OTA.. althose textures were made by myself..
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knorke
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Post by knorke »

I asked because you might have forgotten them?
But if its just the filename causing that, never mind.
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smoth
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Post by smoth »

similar filenames will cause the mod to display it's textures on other things.

However, he also cannot and does not included the ota textures because he needs all of his texture space. Gundam would display the thing entirely as missing textures and that is because the mapper need to include the textures. However, as this was one of forbs older maps odd are he didn't include the texture because at the time most mods included the OTA stuff.

Also, a lot of new mappers do not know they need to include the needed textures and thus units are missing textures.
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knorke
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Post by knorke »

yea, i figured that out already.
but its none of forbs map, its made by silent303 and quite nice, beside the errors on the features.
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smoth
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Post by smoth »

yeah, that does suck. It is an unfortunate side effect of people thinking spring is TA ENGINE 2.0
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Fanger
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Post by Fanger »

I have decided to scale EE, back to Epic.. Now before people go "but now the units is tiny" I want to say this: "epic" scale EE is actually the correct size of EE, going by Smoth's meticulous scaling of gundam and the gundam canon, along with ingame OTA and spring comparisons, EE is actually supposed to be 50% of its size (model wise) in order to be accurately scaled with both Gundam and the default spring trees. In addition however this gives it more of a long range feel (especially if the ranges are left alone) Artillery will be looked into, and ships will be left to size. Additionally "epic" scale EE allows me to add in MUCH larger units that would be far to big to use reasonably in a currently scaled EE.

In addition to redoing the ships to be more representative of a "real world" navy with proper weapon outfits to make them feel their new size, I will be tweaking the anti air, aircraft, and adding 2-3 "experimental" units to each side. Before the cry of Ripping of SupCom goes out, these Experimental units (only using that term to convey the fact that they will be large, and limited in numbers) represent things that I had in mind for a while, and will not function like Supcoms "experimental units" these units which I would prefer to call Epic units will represent vehicles and craft that exist in the EE universe but would not otherwise be presentable in a smaller scope EE scale. These are things like the Aerial Command Centers used by URC to oversee sector combat, GD large scale Transports.. etc..

This may offend some of you.. I dont care, I also dont care if people think Im trying to emulate SupCom, as far as Im concerned Supcom used alot of ideas that were already floating around but hadnt been used yet due to engine limitations across the scope, the fact that supcom used them does not mean that other people cant, and Honestly I dont think supcom did a good job of utilizing these things which doubly irritates me because now they are ruined forever..
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Zoombie
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Post by Zoombie »

Personally I really liked SupCom, but whatever, I seem to be all of the three people around her who like it.

I love Epic, or at least I really liked it when it first came out. Glad to see it come back.




Will I have to take new glamor shots for the Wiki?
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Zpock
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Post by Zpock »

I fully agree with those decisions, it sounds good.

And just becouse supcom used some ideas dosn't mean you can't use them also, and do it right while your at it. There is no shame in reusing good ideas, there's nothing new under the sun anyway. It's the implementation that counts.

I also think epic units sound cooler then experimental units.
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overkill
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Post by overkill »

sweet, you keep making the best mod better.
keep up the hard work
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AF
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Post by AF »

CC3 would be so good if it had the supcom interface, and supcom made quite a few mistakes too, nobodies eprfect.

But I think this is a good move for EE, and should bring in another hefty dose of atmosphere ontop of the aliens and NI.
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Pxtl
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Post by Pxtl »

I would be careful with shrinking the units while keeping their ranges - it would likely exasperate EE's unit-identification woes. After all, we zoom out too much so we can manage our battles - you want to be able to see both the units and their adversaries. Shrunken EE units with long firing ranges will mean that, in order to properly observe a battle, all you'll see are little specks blasting at each other.

I love the EE scale, I just think that, if you're going to shrink EE, shrink everything (including the ranges) and keep it proportional. EE's ranges are presently in a very nice proportion to the unit sizes.

Either way, though, it's your mod. I'll keep playing it no matter what.
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AF
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Post by AF »

notice that people will zoom in closer naturally, and they wont notice as much, especially on maps made to suit.
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smoth
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Post by smoth »

I just realized something pxtl you play in TA view don't you?
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Thor
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Post by Thor »

As long as different icons were added for each unit type, I would expect the change in scale to help, not hurt, identification.
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smoth
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Post by smoth »

bear in mind that fang did modify the urc bots.
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zwzsg
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Post by zwzsg »

Yes, small units + long range + fast units + big maps + icons, will turn EE into a new SupCom, where you only watch icons vs icons, with all the modelling effort lost.


What's wrong with keeping the regular units regular sized, and having the new experimental superlarge? Spring can handle units bigger than the map, so I don't see why you'd have to shrink lower unit in order to allow hueg like X-Box units.

And if you really want to shrink units, which anyway would be cool because then grass, trees, and mushrooms would become more important, what's wrong with scaling unit speed and range along with their model size?

I just realized something pxtl you play in TA view don't you?
So do I. I have seen Smoth glamour videos, but I have not seen any video showing how to play a RTS competitively out of an overhead view, and can't even fathom how could it be possible.

If rotatable overhead was fixed, maybe I could sometimes play with a tilted view, but I wasn't heard by dev.

Currently, EE is nicely balanced, and, out of artillery, I can play zoomed in enough to see my units, with all the blast and etc.. eyecandy. I'm afraid that in next version, it won't be the case anymore.


But the important question is, will next EE have a new race?
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jackalope
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Post by jackalope »

wait a minute, there are actually people who don't use the TA view?
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Guessmyname
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Post by Guessmyname »

*raises hand* - I use the rotational overhead camera
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KingRaptor
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Post by KingRaptor »

I use the rotational overhead camera
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