P.U.R.E. 0.55
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Re: P.U.R.E. 0.55
So it's just a grid pattern with offsets?
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: P.U.R.E. 0.55
Man kaik doesn't take prisoners, just got my ass handed to me again haha, any chance of a new release soon argh, i wanna play with more units :D
Re: P.U.R.E. 0.55
Right now, I have it doing offset diagonals, but I could easily do herringbones, triangles or octagons. Doing the pattern of the grid's the easy part.So it's just a grid pattern with offsets?
Re: P.U.R.E. 0.55
Just paint everthing gray and make the windows shine that it will look futuristic :)
This is probally a pointless suggestion that you already tough on, but I think you will need to have the income and maybe hp of those strategic spots vary according to the map's metal richness.
This is probally a pointless suggestion that you already tough on, but I think you will need to have the income and maybe hp of those strategic spots vary according to the map's metal richness.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
I wouldn't, seeing as the location of the artifacts and the metal map are not related to one another in any way
Re: P.U.R.E. 0.55
Actually, he's got a point there... on SpeedMetal, the Overmind would get a huge advantage, and on a few maps, where the mappers got creative and made metal spacing really huge, they'd have a lot more trouble.
TBH, most maps that are things people actually play on a regular basis have metal spaced so that it's probably not a giant problem, but meh, it's a valid issue.
I could write a metal-analysis algorithm that gets the average metal within a couple of percentage points, though, and adjust the number of resource points accordingly... with some sort of ceiling to prevent it going berserk on all-metal maps. I'll think about it.
TBH, most maps that are things people actually play on a regular basis have metal spaced so that it's probably not a giant problem, but meh, it's a valid issue.
I could write a metal-analysis algorithm that gets the average metal within a couple of percentage points, though, and adjust the number of resource points accordingly... with some sort of ceiling to prevent it going berserk on all-metal maps. I'll think about it.
Re: P.U.R.E. 0.55
Just make it crash on speedmetal.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: P.U.R.E. 0.55
Those new cities look really good, keep up the amazing work argh!
Re: P.U.R.E. 0.55
The cities look nice but it'll be hard to select and command units moving through them.
Re: P.U.R.E. 0.55
GUI beta 0.5 is now feature-complete, if a little plain. I haven't shown off any unit menu buttons here, because they're subject to change still. Now that I have the layout complete and the OpenGL stuff's all working properly, I'm probably going to do a fancier version that looks a little cooler.
I haven't found that too big of a deal, although it'd be nice to have Dawn of War's masked-drawing method to show stuff that's hidden behind an object. I have no idea how that's done, though.The cities look nice but it'll be hard to select and command units moving through them.
Re: P.U.R.E. 0.55
A guess would beArgh wrote:I haven't found that too big of a deal, although it'd be nice to have Dawn of War's masked-drawing method to show stuff that's hidden behind an object. I have no idea how that's done, though.
gl.Color(tcr,tcg,tcb,.3)
gl.DepthTest(GL.GREATER)
gl.Unit(u)
probably with an offset so the unit wouldn't show the shadow for parts behind itself.
Re: P.U.R.E. 0.55
Unit Occlusion is term they use in the DoW settings
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: P.U.R.E. 0.55
That looks pretty nice, good work i like the look of the GUI :D
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: P.U.R.E. 0.55
Yeah, really nice Argh, PURE is really one of the more beautiful mods coming along.
My only gripe with the city is that it looks a bit artificial (yeah, I know that's an oxymoron). By that I mean, urban centers like that should be surrounded by sprawling suburbs and one, two and three story buildings that stretch for.. well, miles; especially a downtown "core" like that. Just having skyscrapers suddenly rise out of the ground like that is a bit odd.
Another way it could make sense is if it is an urban center on some hostile planet, and has containment walls of some sort, making it very difficult to expand the city outwards; so a small settlement turns into a little pocket of office buildings or something. I don't know. You be the judge.
My only gripe with the city is that it looks a bit artificial (yeah, I know that's an oxymoron). By that I mean, urban centers like that should be surrounded by sprawling suburbs and one, two and three story buildings that stretch for.. well, miles; especially a downtown "core" like that. Just having skyscrapers suddenly rise out of the ground like that is a bit odd.
Another way it could make sense is if it is an urban center on some hostile planet, and has containment walls of some sort, making it very difficult to expand the city outwards; so a small settlement turns into a little pocket of office buildings or something. I don't know. You be the judge.
Re: P.U.R.E. 0.55
Well, also there are apparently no roads in his city either. I'm betting that he's got more stuff in mind.SpikedHelmet wrote:Yeah, really nice Argh, PURE is really one of the more beautiful mods coming along.
My only gripe with the city is that it looks a bit artificial (yeah, I know that's an oxymoron). By that I mean, urban centers like that should be surrounded by sprawling suburbs and one, two and three story buildings that stretch for.. well, miles; especially a downtown "core" like that. Just having skyscrapers suddenly rise out of the ground like that is a bit odd.
Another way it could make sense is if it is an urban center on some hostile planet, and has containment walls of some sort, making it very difficult to expand the city outwards; so a small settlement turns into a little pocket of office buildings or something. I don't know. You be the judge.
Re: P.U.R.E. 0.55
Indeed, I think for that map, with the relatively small pockets of urban, you probably want to go with less "city center" and more "medium sized town", which probably just means someone needs to make Argh some more medium sized building content for world builder.
Re: P.U.R.E. 0.55
Also, I think the buildings are too similar to ours. If we are talking about an ancient and extremelly advanced civilization that left eons ago, their buildings should be unlike anything you have ever seen :)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.55
No no, I think the cities are human cities. Only the artifacts aren't