Supreme Commander? - Page 2

Supreme Commander?

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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SoMA-6T6
Posts: 16
Joined: 22 Sep 2007, 16:51

Post by SoMA-6T6 »

What's that there about someone cobbing commander upgrades?
What did the result look like?

Was there like a button to press to upgrade your commander? lol
Or was it just veteran style upgrading?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

You build the upgrades at a certain building. It can only hold one. When it's built the commander recognizes the upgrade unit and then unlocks some fancy stuff. Nuff said. Try out TAWP, it's on fileuniverse.com.
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

rattle wrote:You build the upgrades at a certain building. It can only hold one. When it's built the commander recognizes the upgrade unit and then unlocks some fancy stuff. Nuff said. Try out TAWP, it's on fileuniverse.com.
haha. TAWP doesn't have buildable commander upgrades.

Talon -> buildable upgrades that can be destroyed + veterancy "upgrades"
TAWP -> veterancy upgrades

I could have made it so the commander upgrades are individual buildings, but that just takes up too much menu space.
SoMA-6T6
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Joined: 22 Sep 2007, 16:51

Post by SoMA-6T6 »

These are for OTA?
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

The cob upgrades don't work with a direct port, but might given editing.

Started porting the Talon over just to see how hard it would be. Will take a lot of man hours, but not very hard. Batch files to convert texture names to Spring format (basically add 00 to the filenames) would save a lot of time. Hovers all need editing to get out of their factories, but that's simple enough. Commander seems to have a huge red footprint for some reason, but is probably an easy fix. Stargates require lua scripts in Spring to work, and though everyone says it's possible, no one's taken the time to do one, let alone make one that's visually appealing.

As is, the race's functional in most respects - even the shields on the shield tanks work, albeit their visual effects will need editing for Spring. Balance is a simple matter in my mod, but might be hard in others as most don't use balancing and costing templates or formulas. Also, the visual theme (squat radar buildings, "busy" models, and high rates of fire) doesn't seem to smoothly fit into the current AA series of OTA mods, although probably could with just minimal editing.

Comm's Shotgun D-gun works, and is very amusing. Digs great trenches in Spring's deformable terrain. ~~

Still no idea when/if I'll have time/inclination to make a full port that maintains the race's OTA flavor for use in whatever mods they'd fit into, but if I get a weekend or two off sometime in the near future, might be able to make a reasonable port of them to XTA.
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Last time I tried, stargates worked fine in spring if you follow the usage instructions (attack the general direction to link them, etc)
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

Well Peet, thanks for volunteering the man hours it'll take to make them all peachy. =)
This unit also works in Spring (64b1). However, there's a few changes in Spring:
- The attack cursor is rather picky. You have to click within the red radius, on a clear post, and may have to retry a few times before the dialing starts.
- In Spring scripts can't use units ID to determine ownerships, so all players units can use all players gates.
- Spring doesn't handle yardmaps, so the gate is impassable, so the script pushes the unit back and forth.
- While in TA the kawoosh is always oriented south, in Spring it is oriented toward the grabbed unit or the gate linked to.
Feel free to adjust issues 1 and 3 to your liking.^^
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

You can mass rename files pretty easy using a spreadsheet. Capture all of bitmap names into a text file and then copy&paste it into a spreadsheet, use it to write a batch file and export your spreadsheet data back into a text file.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You know ren takes wildcards?

ren *.pcx *00.pcx
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

huge red footprint
to hide stuff under the groundplate. digger=1; is fail
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rattle
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Oh right, I was trying out both at the same time and must've confused this. Never mind :P
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