Hardcore Annihilation 0.1.1 release thread - poll for future - Page 3

Hardcore Annihilation 0.1.1 release thread - poll for future

All game release threads should be posted here

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Pxtl is thinking about his next feature - what should he do?

circular-LOS radar and Fibber support
10
45%
lua-up a Deathmatch mode
2
9%
LOS-all mode
4
18%
CEGs
5
23%
other (specify)
1
5%
 
Total votes: 22

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

KDR_11k wrote:I downloaded a pack including the Krog, the Vulcan and the Buzzsaw for pre-CC TA. Dunno where that came from.

I could lua a quick gadget that would make a unit earn .1 experience for every kill, if you set the exp multiplier to zero that would mimick the TA system (minus autoregen, IIRC TA units regenerated once they had 15 kills?).

EDIT: Done.
I knew there was a reason I put you in the credits pre-emptively.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

zwzsg wrote:
KDR_11k wrote:If you describe all experience effects to me I could try implementing a gadget which applies them.
You might find that thread releveant to your interests.
Okay, capture time is probably not possible to change but for the rest I gather:
weapon damage +5%/lvl
taken damage -5%/lvl
reloadtime -6%/lvl (5%?)
(lvl being kills/5, all capped at lvl 5)

Also taking damage:
reloadtime +20% -.02*health

?
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KDR_11k
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Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

k, I've got them working (including the damage -> slower reload thing), anything else?

Using the Spring accuracy calculations currently, they're hardcoded and would be hard to counteract, I would probably have to make it not use the experience value at all. If anyone can tell me the formula for OTA accuracy, that is.
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Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Rafal99 »

I have tried this mod yesterday in a game vs KAI, and had a very nice game, I must say it feels very OTA-like. :-)
Some comments about things i don't like in it:
* Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
* Hawks and other fighters - i know that Spring handles fighters movement totally differently, but isn't it possible to increase their movement stats to make them behave more like in OTA?
* Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?

Sorry for my bad English :-)
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

Rafal99 wrote:I have tried this mod yesterday in a game vs KAI, and had a very nice game, I must say it feels very OTA-like. :-)
Some comments about things i don't like in it:
* Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
Which would return several bugs. The beamweapon makes it non-hitscan and allows for cylindrical targetting and shootthroughfriendlies. The spring-engine lightning does not. Obviously I must improve the visual effect, but such features are low-priority.
* Hawks and other fighters - i know that Spring handles fighters movement totally differently, but isn't it possible to increase their movement stats to make them behave more like in OTA?
On my to-do list.
* Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?
You are mistaken - they are indeed Cavedog units.

And your English is perfectly understandable.
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Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Rafal99 »

Pxtl wrote:
Rafal99 wrote: * Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
Which would return several bugs. The beamweapon makes it non-hitscan and allows for cylindrical targetting and shootthroughfriendlies. The spring-engine lightning does not. Obviously I must improve the visual effect, but such features are low-priority.
Probably the easiest way to do it would be to somewhat hide laser effect rendered by Spring and then draw a proper lightning effect with LUA. In OTA lightning is drawn using a few lines combined together, shouldn't be hard to LUA the effect, but ok, i understand it is low-priority atm.

Edit: Don't beamweapons allow placing custom texture on them?
Pxtl wrote:
Rafal99 wrote: * Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?
You are mistaken - they are indeed Cavedog units.
I know they are Cavedog units, but they are not TA or TA:CC units. :wink:
I think you it would be nice to have different versions of this mod:
1. Only TA units.
2. TA + TA:CC units.
3. TA + TA:CC + TA:BT + other Cavedog units.
It is possible to include all these options in 1 mod file and make selectable in lobby in "Mod Options" tab. CA has something like that for example.
User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Erom »

An "original TA only" units option would be fun for a lark.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by smoth »

neat stuff
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by rattle »

There were 6 downloadable units from Cavedog AFAIK - 3 per side.
Also, wasn't BT just missions and maps?
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KDR_11k
Game Developer
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Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

BT included some of the downloadable units released between CC and it. There were more than six downloadables but most were pre-CC and were included with the expansion.

IMO differentiating between TA+CC and TA+CC+post-CC units is silly, it's just a handful of units, not worth the clutter in the mod selection. A TA (+ downloadables?) and a TA+CC version would be enough IMO.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

Okay, let's get down to business. I'm trying to do some custom lua here for the mod-listing. This crap is way down my priority list, but learning lua is way more fun than learning to debug cob scripts or testing OTA.

Now, first off: WTF do I do with KDR_11k's file? Dump it in LuaRules folder? Do I have to put the gadget handler in there too?

Next, I've created a modoptions file that defines the different sets of units to choose from - the plan is 4 sets: OTA, OTA+Cavedog Downloads, OTA+CC, and all Cavedog.

So, I plan to have a tag for "CavedogSource", which can be ota, download, cc, or both.

So, the plan is to iterate through the build list - at each build, search for the unit's UnitDef entry. When found, confirm the unit's CavedogSource matches the current modoptions setting.

So, this lua below is untested, and I still have to go through and flag all my units based on their download source... but does this make sense? Here would be my Unitdefs_post.lua file:

Code: Select all

if (modOptions and (modOptions.unitlist ~= 'all')) then
	for name, ud in pairs(UnitDefs) do
      --remove any inapplicable units from lists
      if (ud.buildoptions) then
        for index, builtname in pairs(ud.buildoptions) do
		  if (
			((modOptions.unitlist == 'ota') and UnitDefs[builtname].CavedogSource ~= 'ota') or
			((UnitDefs[builtname].CavedogSource ~= 'both') and UnitDefs[builtname].CavedogSource ~= modOptions.unitlist) 
		  ) then
            table.remove(ud.buildoptions, index)
          end
        end 
      end
    end --for
end
is there any way to get an interactive Lua interpreter running in the Spring engine itself? Or would that be meaningless for this case, since Lua rules are executed at startup? Is there any run-time approach to lua inspection, or do you guys rely on the shoddy documentation?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

Yeah, that didn't work.

I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

Pxtl wrote:Yeah, that didn't work.

I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
You'll see a list of loaded gadgets in the infolog. Try grabbing the LuaRules folder from e.g. Fibre and replacing the contents of the Gadgets folder.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

KDR_11k wrote:
Pxtl wrote:Yeah, that didn't work.

I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
You'll see a list of loaded gadgets in the infolog. Try grabbing the LuaRules folder from e.g. Fibre and replacing the contents of the Gadgets folder.
Thanks for the tip... but what about the simple on-start-up scripts, not full-out gadgets? I saw that CA had a bunch of scripts in their root LuaRules folder that looked like they just executed on mod launch. Or am I misunderstanding how that works?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

Those files are the gadget handler. There's a more up-to-date copy of it in springcontent that you can access by using files like those in Fibre.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

Dangit, I'm finally getting back into Lua and figuring this out, and I can't find information on which units were available in which packs. Short of tracking down all the various files and sources and decompiling them, anybody got some information? I've got listing of the 4 Battle Tactics units and the 6 download-only units... but I can't find a listing of which units were in the 3.1 pack, Core Contingency, and OTA.
daan 79

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by daan 79 »

Isnt the difference with a attack in spring and OTA that in spring you get this flanking bonus shit.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by lurker »

That's far less of a difference than things like friendly fire, and Pxtl already disabled the flanking bonus.
daan 79

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by daan 79 »

its a good idea this project tho. I remember reclaiming own units as a bug in old ta. When a unit stands to close to a wrackage :P.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by KDR_11k »

Reminds me, I haven't uploaded the full gadget yet. It implements the damage bonus, reduction and ROF increase for experience and the ROF decrease for damage.
Attachments
TA_experience.lua
(1.79 KiB) Downloaded 100 times
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