TA spring and SupCom
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Well if Cris Tylors pervious works are anything to go on... he is better at makeing RTS's then RPG's! But DS2 was actually a really good game! It didnt play it self, for one thing, and the charicters where cooler. Also SC looks to be as good (if not better) then OTA. Take OTA's core game play, add an epic scope and three unique and cool sides seemes to be what they are doeing. Add some more depth to radar and sonar, make everything even more riddiculessly over the top (I heard somethign about a FLYING aircraft carrery!)
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Because SupCom is coming out in 2006 (TBA) we should REALLY get busy in getting Spring to version 1.0 and out of beta. We got a lot of work to do and a lot of testing to do. This way you can play the original TA in 3D or play a hugely modified version (SupCom) that seeminly has different gameplay from what TASpring offers. I voted yes, but I won't neglect the Spring project. I'll be around here and there to win a few battles...... 

Re: Spring
Keep in mind that as Spring evolves so will its demand on your computer.Foe OfTheBee wrote:for supcom I would probably need a new computer, or at least a new graphics card. Spring still doesn't bore me, and is constantly improving and changing. Commercial games just don't do that.
Any "cool" effect or "cool" idea adds more to the game but also adds more to the demand it has on your computer.
Since the nVidia 7800 came out, the 6800 GT should be fairly cheap, upgrading shouldn't be to big an issue.
-Buggi
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Re: Spring
Dang. That means a new computer. I have a laptop at the moment, and I don't think upgrading the graphics card is possible. I'll have to check.Buggi wrote:
Keep in mind that as Spring evolves so will its demand on your computer.
Any "cool" effect or "cool" idea adds more to the game but also adds more to the demand it has on your computer.
Since the nVidia 7800 came out, the 6800 GT should be fairly cheap, upgrading shouldn't be to big an issue.
-Buggi
Most effects just consume more CPU power (except for the shadows and fragment program effects such as highres sky). Basically I really don't see this project become fillrate or triangle count limited.Keep in mind that as Spring evolves so will its demand on your computer.
Any "cool" effect or "cool" idea adds more to the game but also adds more to the demand it has on your computer.
For this reason, I think spring has to be optimized and imho, there is a lot of room for optimization in spring.
I've seen a lot of std::vector's and other stl containers just allocated and freed within drawing or update code of spring (see CobInstance for example). This is generally a bad thing, it calls the memory manager all the time.
No offense to the SYs btw, my projects usually end up in premature optimization :)
I'm quite sure this really uses a lot of CPU power.
So basically I would like to see hardware requirements staying the same or lowering while adding new effects :)
TA Spring is awesome, but I feel it needs a way more "complete", "polished" feel to it before it can compete with games like SC...for instance, the UI...semitransparent boxes with a stretched version of Courier new? The original TA had a bitmapped, nicely drawn interface that didn't need to have ascii art buttons etc.
Not to discredit TA Spring, but it does need a lot of professional polish - things like some sort of creative solution to map edges - to bring it up to scratch.
Plus it randomly makes my machine (and anyone else in the game's machine) BSOD and reboot atm
Not to discredit TA Spring, but it does need a lot of professional polish - things like some sort of creative solution to map edges - to bring it up to scratch.
Plus it randomly makes my machine (and anyone else in the game's machine) BSOD and reboot atm

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- Posts: 327
- Joined: 09 Apr 2005, 11:40
I don't think I would take much to add a bit of finish polish touch to spring. Use something based on the cool menu screen that was proposed ages ago instead of the bland brown on black for menu. Put a spring screenshot instead of blackness for the background of the loading. Use Dange skinneable Phoenix Worx client instead of the dry current default client. All the art is here, you just got to use it. Can't be that hard to display a background picture in menu, can it?
And it's amazing how something as simple as a warm themed menu can do to a game!
And it's amazing how something as simple as a warm themed menu can do to a game!
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: TA spring and SupCom
That is a yes or no question and not a "TA spring or SupCom" question. I don't even know what to answer to that...KiviGerbil wrote:will TA springers go SupCom when it comes out, and will spring wither because of this?
About the SupCom, as soon as it comes out, i will trample on anyone to get it. When 2006 hits, i will already have money saved to buy the game. That's how much i'm expecting it.
Still (keeping in mind that a year from now in computer terms is a long time), i expect to still be playing TA::Spring and to continue playing TA::Spring.
TA::Spring will have it's place

SupCom will focus on a slightly diferent style of gameplay. Things are going to be larger and work diferently, like for example, the planes seem to have range. All the little diferences will open place for Spring.
If nothing else, Spring will make pressure on GPGs because the better Spring is, the better SupCom will have to be in order to not be just another game.
But i really think that if the development of Spring does not get abandoned by then, i will be playing SupCom for fun and be coming back to the smaller TA::Spring for games of smaller scale of ultimate power gaming against extremely skilled people. By then, TA::Spring may even be very well established in the form of clans and leagues...
Spring is full 3D, Supcom appears to ahve a 2d perspective like TA. Spring can be continuosly developed by the community, and spring chanjges towards thgins the community wants and requests.
No doubt when supcom is released spring will alreaqdy have several supcom features such as the more you click on a target the higher its priority etc. And I'm sure there will be those of us who demand the Supcom unit form at be integrated or a supcom mod created.
Aside from that I plan to experiment with the "Default" GroupAI to provide simulated actions such as harvesting resources, and squad selection etc..... but that could be a long way off having skirmish AI obligations take priority.
No doubt when supcom is released spring will alreaqdy have several supcom features such as the more you click on a target the higher its priority etc. And I'm sure there will be those of us who demand the Supcom unit form at be integrated or a supcom mod created.
Aside from that I plan to experiment with the "Default" GroupAI to provide simulated actions such as harvesting resources, and squad selection etc..... but that could be a long way off having skirmish AI obligations take priority.