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Moderators: MR.D, Moderators
Well for one the units seem to move, not float. The scripting used by spring is TA heritage, AKA outdated.
The overall performance is several times better in SC then in Spring. Airplanes actually seem to be flying, not hanging in the air. Here some major points i have noted. Oh, and i have yet to see a desync in SC.
Please dont make this into a thread about spring vs. SC. I only used SC to compare. They compete in a different league. The other is a commercial product, the other an open source one.
The overall performance is several times better in SC then in Spring. Airplanes actually seem to be flying, not hanging in the air. Here some major points i have noted. Oh, and i have yet to see a desync in SC.
Please dont make this into a thread about spring vs. SC. I only used SC to compare. They compete in a different league. The other is a commercial product, the other an open source one.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Yeah, technically, Spring is inferior -- but that's actually one of the things that's kept it going. The scripting language is simple, the file system is simple, etc... everything is simple, allowing even the most idiotic person to actually be able to use it and learn it reasonably. Infact, everything I've done with this mod, and AATA before it, I learned while doing it. I've never scripted before, I've never been to computer classes, I've never taken graphics school or anything of the sort.
And another of the best principles of Spring is its open-source nature. We've been able to do a lot of things that would be impossible in Spring because we've been able to write code into the engine ourselves (or get someone else to do it). SC may be technically much better but Spring is by far the more flexible and mod-friendly of the two.
Anyway stop talking about this here!
Here's T-34/76 and T-34/85:

I fixed the writing on the side of the turret to be smaller and look more hand-painted by some Ivan. And to maximize differentiation the /76 has a big white stripe.
And another of the best principles of Spring is its open-source nature. We've been able to do a lot of things that would be impossible in Spring because we've been able to write code into the engine ourselves (or get someone else to do it). SC may be technically much better but Spring is by far the more flexible and mod-friendly of the two.
Anyway stop talking about this here!
Here's T-34/76 and T-34/85:

I fixed the writing on the side of the turret to be smaller and look more hand-painted by some Ivan. And to maximize differentiation the /76 has a big white stripe.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
I hope so. I'm actually very surprised that I seem to have taken to uvmapping and skinning. Though really, my methods are still quite amateur, and I have a really hard time making stuff look real. Usually it looks like a cartoon. But thankfully things like colour saturation, picture sharpness, etc, can be edited.
Here's buildpics of all Soviet vehicles that are completed:

I'm also going to update the first post with every picture I put up, to make it easier to look at them all at once without having to scan through dozens of pages.
Here's buildpics of all Soviet vehicles that are completed:

I'm also going to update the first post with every picture I put up, to make it easier to look at them all at once without having to scan through dozens of pages.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I think it could be interesting if you either abstracted the buildpics entirely, or, seeing as those BP's do look good, included some more explanatory things on them. Most people don't know their tanks apart, especially at that size/angle; and even if they do, they don't necessarily know the role those tanks were used for, and don't know what role you have planned for that tank in your game.
One way to do this is to include either a text or perhaps a shell type on the BP indicating what it is used for.
f.ex
indicating Anti Personal and Anti Tank rounds, etc. (obviously you'd do it a lot better and more specific then that).
The other, and probably better, way to do it is to include the custom radar icon which you have intended for that tank somewhere on the BP. Presumably your custom radar icons will allow players to tell their Tank Killers from their General Armour tanks, etc, so this accomplishes a similar job to the above idea, but has the added advantage of clearly teaching players icons because they will be able to associate the built unit with the build pic.
One way to do this is to include either a text or perhaps a shell type on the BP indicating what it is used for.
f.ex
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The other, and probably better, way to do it is to include the custom radar icon which you have intended for that tank somewhere on the BP. Presumably your custom radar icons will allow players to tell their Tank Killers from their General Armour tanks, etc, so this accomplishes a similar job to the above idea, but has the added advantage of clearly teaching players icons because they will be able to associate the built unit with the build pic.
- 1v0ry_k1ng
- Posts: 4656
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25