P.U.R.E. 0.55
Moderators: Moderators, Content Developer
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
Re: P.U.R.E. 0.55
Awesome Argh. You've gone and done what I've been putting off doing! (with squads) You don't mind if I steal and adapt your code do you?
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: P.U.R.E. 0.55
We discussed doing exactly that several months ago (controlled squads) but decided against it; there are simply too many variables in my opinion that will mess shit up. Squads accidently being split up between several transports, squads that have been reduced to one or two men and are effectively worthless, and the overall redundancy since ctrl+# can easily make squads that can be selected with the press of a buttom (and resized, regrouped, disbanded and reformed at will).
But it'd be interesting to see the code nonetheless.
Also, we thought about toggling prone for infantry even further back and likewise came to the conclusion that it is unecessary micro for a task which can be very easily automised. Our infantry will go prone after being idle for several seconds (as well as when being fired at by particularly deadly weaponry, ie sniper fire, artillery, machineguns) and will get back to their feet when ordered to move, which not only gets the same effect but doesn't require constantly hitting a prone/standing button and provides for smoother, more immersive gameplay.
But it'd be interesting to see the code nonetheless.
Also, we thought about toggling prone for infantry even further back and likewise came to the conclusion that it is unecessary micro for a task which can be very easily automised. Our infantry will go prone after being idle for several seconds (as well as when being fired at by particularly deadly weaponry, ie sniper fire, artillery, machineguns) and will get back to their feet when ordered to move, which not only gets the same effect but doesn't require constantly hitting a prone/standing button and provides for smoother, more immersive gameplay.
Re: P.U.R.E. 0.55
Hi
I would like to know the licence of this mod, I'm thinking about doing packages for fedora official repository so I need to check every licence of software I'll package, does the licence is in the source code of the mod?
Thanks,
I would like to know the licence of this mod, I'm thinking about doing packages for fedora official repository so I need to check every licence of software I'll package, does the licence is in the source code of the mod?
Thanks,
Re: P.U.R.E. 0.55
@lejocelyn: Um, currently the license is (C), this is documented in the game's license file within the archive.
Are you talking about packaging this game with Spring, for inclusion within the official Fedora distro itself, or just a package for Fedora users of Spring?
[BIG, GIANT EDIT]
@Archangel of Death: Contact me about this after the game is released, I'm sure we can work something out
@SpikedHelmet: Ditto. I'd love to let you guys read it now, but it's part of some stuff I do not want to see elsewhere, and I don't want to risk a leak, nor will I have time to make a seperate, cleaner version for a bit. I think most of your objections are spot-on, although solving many of them will be computationally expensive, and in most cases, not worth bothering with, imo, now that I've played with it a bit.
I've already handled the issue of small groups- it's not a big deal, if groups get whittled down, they get whittled down, and you just select all the survivors. It has no performance impact at all.
As for transports... with this code, if you split the squad, that could potentially cause stupid behaviors, but meh, that's not going to happen very often, imo. Maybe I can have "transports" that aren't actually transports, and use LUA, and will carry a whole squad, or refuse to load... or something. Just don't ask for a @&#!& pony...
When It's Done, I will take some time to make a GPL version that's clean and doesn't contain stuff that I want to remain (C), which is one of the reasons why I'm not super-eager to put this out yet. I know that probably sounds mysterious / evil, but it'll make sense when I show how it works.
Are you talking about packaging this game with Spring, for inclusion within the official Fedora distro itself, or just a package for Fedora users of Spring?
[BIG, GIANT EDIT]
@Archangel of Death: Contact me about this after the game is released, I'm sure we can work something out

@SpikedHelmet: Ditto. I'd love to let you guys read it now, but it's part of some stuff I do not want to see elsewhere, and I don't want to risk a leak, nor will I have time to make a seperate, cleaner version for a bit. I think most of your objections are spot-on, although solving many of them will be computationally expensive, and in most cases, not worth bothering with, imo, now that I've played with it a bit.
I've already handled the issue of small groups- it's not a big deal, if groups get whittled down, they get whittled down, and you just select all the survivors. It has no performance impact at all.
As for transports... with this code, if you split the squad, that could potentially cause stupid behaviors, but meh, that's not going to happen very often, imo. Maybe I can have "transports" that aren't actually transports, and use LUA, and will carry a whole squad, or refuse to load... or something. Just don't ask for a @&#!& pony...
When It's Done, I will take some time to make a GPL version that's clean and doesn't contain stuff that I want to remain (C), which is one of the reasons why I'm not super-eager to put this out yet. I know that probably sounds mysterious / evil, but it'll make sense when I show how it works.
Re: P.U.R.E. 0.55
I don't think he's complaining about performance.Argh wrote:I've already handled the issue of small groups- it's not a big deal, if groups get whittled down, they get whittled down, and you just select all the survivors. It has no performance impact at all.
Re: P.U.R.E. 0.55
No, he's just complaining about a feature not working like he wants it to. Meh, changing it so that if the size of the remaining group < some number, then the group no longer exists, is also very easy. I just don't see any point in implementing that, after testing it.
But the code I use for junk removal can be as elaborate as people want, and add all sorts of new features- for example, it'd be really simple to say that if XYZ groups are all < A members, XYZ are now all part of B group, just as one example. Or it could adjust the groups based on whether or not a given Unit is being transported, and assign all like Units in a given transport to a new Group.
But the code I use for junk removal can be as elaborate as people want, and add all sorts of new features- for example, it'd be really simple to say that if XYZ groups are all < A members, XYZ are now all part of B group, just as one example. Or it could adjust the groups based on whether or not a given Unit is being transported, and assign all like Units in a given transport to a new Group.
Re: P.U.R.E. 0.55
Fanger is right. Just for Addition, AntiAircraft Projectiles & Rockets don´t even try to "Hit" a Plane the Conventional way - they just aim to get into the Flightpath, exploding into little Particles/Shrapnells/Airshockwave wich relatively to the Aircrafts Speed "stand still" - when the (usually) Supersonicplane "crashes" with nearly no Armor into them. The only Plane really Armored - the (slow) A-10 uses mainly massive (layered) Conventionall Armor.Fanger wrote:There would be no point to using reactive armor on an Aircraft. Reactive armor is for deflecting/defeating a shape charge explosive, it does this by exploding outwards at the incoming shot as it impacts the armor. No one uses shape charges to shoot at aircraft because they lack much in the way of armor plating. Since shape charge is specifically designed to defeat thicker slopped armor there is not much point firing it at an aircraft when a simpler round will penetrate. Also you dont really need to even penetrate a plane to do bad stuff to it. Just the act of hitting it with a projectile can cause serious issues given how tricky flight is. Also as Im sure you can imagine having an explosion come off of one side of your aircraft would not be a good thing even if it defeats a projectile as the force would likely cause the plane to go out of control. This is of course assuming we dont have some "magic" technology involved.
Stingers for slow Copters are on a diffrent Script

-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: P.U.R.E. 0.55
Actually, it's not even that, Argh, it's more that standard Spring unit groups (ctrl-#) ultimately make Lua squad-selection redundant.
Re: P.U.R.E. 0.55
I really didn't find that to be the case, due to the factory-inheritance issue, among other things, but that's just my perspective. I'll see about hacking in a control for the transport stuff later this week, if I'm not too buried with the rest of the stuff I'm doing.
Re: P.U.R.E. 0.55
Ahem, hate to introduce myself to the forum on a note like this but... How exactly do I install P.U.R.E? 
Which is to say where do I extract it to?

Which is to say where do I extract it to?
Re: P.U.R.E. 0.55
Ah, don't worry about "embarrassment" or whatever, always glad to see new players, and it's no biggie- what, you were supposed to know everything before saying anything?
Just download the .SDZ from my website, then double-click on the file, and (at least, under Windows) it will automatically be put into your "Mods" folder. To install manually, find Spring.exe, and put the game into your mods folder.

Just download the .SDZ from my website, then double-click on the file, and (at least, under Windows) it will automatically be put into your "Mods" folder. To install manually, find Spring.exe, and put the game into your mods folder.
Re: P.U.R.E. 0.55
Ah, O.k. Is that the file I've got from the first post of this topic? Because it's a .zip instead of a .sdz or .sd7. Spring SP doesn't seem to recognise it as a mod.
Not even after I relocate the file from appdata\virtualstore\ because I forgot to run ArchiveMover as an Administrator (God I hate you Vista... So very, very much. I AM THE ADMIN DAMMIT!!!
). I'm starting to think I should just give up on games until I get around to installing Linux.
Never thought I'd say that!
Not even after I relocate the file from appdata\virtualstore\ because I forgot to run ArchiveMover as an Administrator (God I hate you Vista... So very, very much. I AM THE ADMIN DAMMIT!!!

Never thought I'd say that!

Re: P.U.R.E. 0.55
Thanks. It's the same file though. For some reason windows seems to be considering it a .zip. It recognises BA 6.1 (sd.7) and XTA (sd.z) as mods. Neither Spring Sp or TASClient pick it up. Everything's in the right place everythings working and it's obviously the right file so I'm kind of stumped. 
Well thank you for the help anyway.

Well thank you for the help anyway.

Re: P.U.R.E. 0.55
Enable file extensions in the explorer (I don't know how to do that in Vista btw) and rename the file to .sdz extension. sdz is actually just a renamed zip, so Windows thinks it knows how it must be named better than you and renames it on download. Or use Opera to download files, it doesn't consider itself smarter than a human :)
Re: P.U.R.E. 0.55
Thanks! Worked like a charm.
Good old vista, doing everything for you and doing it wrong. 


Re: P.U.R.E. 0.55
Nice mod Argh!
I wish it was played more.
I wish it was played more.

Re: P.U.R.E. 0.55
looks nice cant wait to play version with both factions :D
with some good balancing could be an awesome mod
definately has potential :D
with some good balancing could be an awesome mod
definately has potential :D