Spring:1944 dev and testing - Page 38

Spring:1944 dev and testing

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Nemo
Spring 1944 Developer
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Post by Nemo »

Ah, thanks. Will fix that now.
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Neddie
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Post by Neddie »

Is it me, or does the Daimler have American symbols, namely a white star on top?
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Neddie
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Post by Neddie »

Oh, and I think the corpses may need some work. What would I need to do to update the textures on them (And thus give myself some busywork for ya'll)?

Also, Nemo, I've been working on the logistics ideas. I even worked other potential sides in, but I would like to know whether you want it completely divorced from how the greater economy of the nation worked, or whether I can use civilian buildings/practices as a basis.
tombom
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Post by tombom »

Couldnt find wreckage info rust70_damaged

Barracks commisars can't build anything.

This mod is cool.
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Neddie
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Post by Neddie »

Ewww...

We had a four side game, Nemo, but I crashed out and Saktoth took over my American soldiers.
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Neddie
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Post by Neddie »

Another crash...
Infolog wrote: (0) ??
??:0

(1) ??
??:0

(2) ??
??:0

(3) ??
??:0

(4) operator new(unsigned int)
/home/tvo/workdir/gcc-release/buildgcc/i586-mingw32msvc/libstdc++-v3/libsupc++/../../../../gcc/libstdc++-v3/libsupc++/new_op.cc:58

(5) CCobInstance::AddAnim(CCobInstance::AnimType, int, int, int, int, int, bool)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:466

(6) CCobInstance::Turn(int, int, int, int, bool)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:539

(7) CCobThread::Tick(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobThread.cpp:537

(8) CCobEngine::Tick(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobEngine.cpp:114

(9) CGame::SimFrame()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2387

(10) CGame::ClientReadNet()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2736

(11) CGame::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:1776

(12) SpringApp::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:838

(13) SpringApp::Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1023

(14) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1083

(15) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1146

(16) luabind::detail::create_class::stage2(lua_State*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/lua/luabind/src/create_class.cpp:104

(17) ??
WeaponDefHandler.cpp:0

(18) ??
WeaponDefHandler.cpp:0

(19) ??
??:0
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Pressure Line
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Post by Pressure Line »

neddiedrow wrote:Ewww...

We had a four side game, Nemo, but I crashed out and Saktoth took over my American soldiers.
and i took over the soviet army, only to find it impossible to play due to lag, so i self d'ed

partisans need rebalancing. they are too powerful in small games. the only thing that can hold them back is the german command bunker.
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FLOZi
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Post by FLOZi »

neddiedrow wrote:Is it me, or does the Daimler have American symbols, namely a white star on top?
The white star was used as an aerial recognition device by all western allies. The daimler tex could do with some improvement though.
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Felix the Cat
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Post by Felix the Cat »

Game bug notes:

-PTRD does not damage T60.

-Soviet sandbagged MG does not suppress

-Several units without LOD icons: BA-64, British commandos, others I'm sure.

Also, [REQ] a sea transport (American amphib transport that's already sort of in?) for all sides as a temporary measure. It can be a freaking TA sea transport, doesn't matter, it's temporary.
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FLOZi
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Post by FLOZi »

US, has the DUKW, which was lend-leased in considerable numbers to the brits and the russians.

Germans are problematic.
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Felix the Cat
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Post by Felix the Cat »

FLOZi wrote:US, has the DUKW, which was lend-leased in considerable numbers to the brits and the russians.

Germans are problematic.
We need something to transport things across water for testing purposes really.

The Germans had some sort of sea transport, after all, they were preparing for Operation Sealion in 1941, and carried out some minor seaborne operations in Russia etc.
SpikedHelmet
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Post by SpikedHelmet »

Tiger tanks could wade through 15 feet of water :D
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Nemo
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Post by Nemo »

Excellent, thanks for the testing guys, keep it up!

I'll do a few things to the partisans. Right now they aren't suppressable (whoops!) which makes them rather more powerful than they should be (since they can just run through fire.). It's also entirely possible that they're way too numerous. So I'll work on ways to limit that more. I'd prefer to avoid resorting to a hard limit though.
SpikedHelmet
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Post by SpikedHelmet »

Actually, on second though, how about make them just as pinnable, but make their armour boost while pinned smaller? That way they're pinned as usual but get less benefit from it -- it should help.

I figured they'd die more easily from not being pinned, but seems I was wrong.

As for Amphib transport... the Germans didn't have any dedicated amphib transport like the LVT-4 or DUKW, but all sides used rudimentary floating barges made up usually of dingies or some such with platform built overtop as makeshift barges. We could make those for tanks/vehicles, and single dingies to be used by infantry, for all sides. I have pictures of them in a few of my WW2 books but I can't find any online.
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FLOZi
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Post by FLOZi »

Well, there's always the Landwasserschlepper to fall back on, though it breaks the 'rule' regarding availability.
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Nemo
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Post by Nemo »

they do die more easily, but since they were so numerous it also made it easy for them to simply charge a MG nest or something, rather than being pinned like most troops would be.
SpikedHelmet
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Post by SpikedHelmet »

FLOZi wrote:Well, there's always the Landwasserschlepper to fall back on, though it breaks the 'rule' regarding availability.
Oh, oh, the Schwimwagen too! LOL
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Neddie
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Post by Neddie »

SpikedHelmet wrote:As for Amphib transport... the Germans didn't have any dedicated amphib transport like the LVT-4 or DUKW, but all sides used rudimentary floating barges made up usually of dingies or some such with platform built overtop as makeshift barges. We could make those for tanks/vehicles, and single dingies to be used by infantry, for all sides. I have pictures of them in a few of my WW2 books but I can't find any online.
I know what you're talking about, I have a few images of them in some texts at home.
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Felix the Cat
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Post by Felix the Cat »

SpikedHelmet wrote:Actually, on second though, how about make them just as pinnable, but make their armour boost while pinned smaller? That way they're pinned as usual but get less benefit from it -- it should help.

I figured they'd die more easily from not being pinned, but seems I was wrong.

As for Amphib transport... the Germans didn't have any dedicated amphib transport like the LVT-4 or DUKW, but all sides used rudimentary floating barges made up usually of dingies or some such with platform built overtop as makeshift barges. We could make those for tanks/vehicles, and single dingies to be used by infantry, for all sides. I have pictures of them in a few of my WW2 books but I can't find any online.
Hell, make partisans get no armor boost whatsoever while pinned.

A dinghy or barge was actually sort of what I was thinking of in terms of sea transports - something that all sides could legitimately share, at least for now, without it looking too weird.
SpikedHelmet
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Post by SpikedHelmet »

That's the idea.
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