P.U.R.E. 0.55 - Page 25

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

Moderators: Moderators, Content Developer

Locked
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: P.U.R.E. 0.55

Post by Forboding Angel »

awwwww, I liked the bling rims, I was hoping no one would notice so I could have my own private laugh everytime I saw them.

Anyone remember the pic that smoth posted of an EE tank with bling? That shit was funny :-)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Hmm. So, the sound effects play fine in iTunes, but it doesn't play in Spring, correct?

With the rims, tbh, I was just in a hurry, and grabbed some random stuff off of car sites to 'shop in quickly.

Now that I've built and rendered out a replacement, I am kicking myself, it took less time to make a decent one than it took me to look through car rims, looking for something that didn't totally make me puke :P

I think the more realistic ones may not be as interesting, because they're so dark on a side-on view, but meh, they're wheels, players barely see 'em anyhow.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: P.U.R.E. 0.55

Post by Peet »

BlueTemplar wrote:The sound and music plays fine in iTunes. I tried to recompress the .mp3 TA music from springplayersclub in ogg using Music Man + LAME, but it's still static.
In that case it's probably an issue with openAL, assuming that's what spring uses on macs.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Blue Templar, I've looked into this, and if you're using a PPC, I don't think I can help you. The problem here is that when Apple went from PPC to Intel hardware, they even changed the AIFF format (Apple's native lossless format) to reflect the big-endian / little-endian change. Probably iTunes and Quicktime do an analysis of the headers to figure out how to play whichever version it's looking at, but enabling this in Spring would be really hard- since OpenAL just supports Intel Macs, in terms of endian support, we'd have to literally rebuild all of our sounds for you to use them, or somebody would have to hack up OpenAL and put in a detection algorithm, and that may or may not be really hard, I dunno the first thing about sound formats, tbh.

What I'd suggest is that you use an audio editor and open, then re-save, the audio files, first as AIFF, then as WAV again (to make sure it doesn't just save it in the old format, since a lot of that's automated), if you want to hear the sounds. If you can do that, I'll distribute the edited sound files as a separate package for Mac users in future releases.
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: P.U.R.E. 0.55

Post by yuritch »

Well, the most bright wheel rims you'll get in a military vehicle are perhaps something like those:
Image
What a coincidence, it's a rocket truck, too! It's painted in a parade scheme though.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

Um, have I sent you those models from concept art? I can't remember...
User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: P.U.R.E. 0.55

Post by BlueTemplar »

Tried to convert (using iTunes)... didn't work, both for MP3=>AIFF=>OGG and WAV=>AIFF=>WAV
Maybe I have to use an old converter? Also, how come I hear some of the sounds a little bit through the static? If it's a format problem, I shouldn't hear them at all, should I?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: P.U.R.E. 0.55

Post by rattle »

The panels aren't any more random than the artwork of, say, Supreme Commander
I don't really like SC's graphics particularly. Most of it is pretty crappy...

You've got two launchers and it might have looked better with a more solid turret and only one launcher.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: P.U.R.E. 0.55

Post by Gota »

Would be cool to have a truck like that only 10 times bigger with much more missiles.
Just saying...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: P.U.R.E. 0.55

Post by Neddie »

Where the missile pods unfold to reveal missile pods, and lights retract to allow missiles to shuttle into place. The driver is a missile, the gunner is a missile, the hubcap nuts are missiles...

Less argument, more props on the art and perhaps some discussion of gameplay?
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

Forboding Angel wrote:awwwww, I liked the bling rims, I was hoping no one would notice so I could have my own private laugh everytime I saw them.

Anyone remember the pic that smoth posted of an EE tank with bling? That shit was funny :-)
I liked the bling rims too :(, great model non the less tho!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: P.U.R.E. 0.55

Post by Forboding Angel »

BAAAWWW!!!

I'mma start a petition to get bling rims back. THose were awesome!
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

I'm none too fond of them personally.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Um, have I sent you those models from concept art? I can't remember...
Nope, haven't seen 'em. This is something I'm modeling myself, anyhow.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: P.U.R.E. 0.55

Post by SpikedHelmet »

Nevermind, what the fuck, already talked about this in this very thread.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Image
Image
The Resistance Fighter. Model and paint by me. By some weird coincidence, this happens to be exactly 500 triangles, with landing gear. This was pretty much my concept sketch from earlier, with a couple of minor changes, such as the relative position of the cockpit and other small details.
Last edited by Argh on 12 Mar 2008, 16:17, edited 1 time in total.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

Do planes actually use reactive armour plating?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: P.U.R.E. 0.55

Post by SpikedHelmet »

I hope to jesus you do something reflective with that cockpit...
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: P.U.R.E. 0.55

Post by Forboding Angel »

THat would seem to be obvious...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: P.U.R.E. 0.55

Post by KDR_11k »

Guessmyname wrote:Do planes actually use reactive armour plating?
Not in real life at least, the amount of armor you can mount on a plane within the weight limit is insignificant compared to the firepower of antiair weapons.
Locked

Return to “Argh's Projects”