Hardcore Annihilation 0.1.1 release thread - poll for future - Page 4

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

User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Nemo »

As for Lua debugging, Pxtl - if you use notepad++ you can start spring as a child process (F6 is the button to bring up the dialog). put the path to your spring exe in there and save it, then start spring that way.

that'll feed all of the infolog stuff into notepad++, as well as any prints you have in the code. it's rather handy.

this will let you know if something is breaking even before the game starts, for example. it'll also let you see the line numbers of the errors from the same window as the code itself.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring

Post by Pxtl »

Nemo wrote:As for Lua debugging, Pxtl - if you use notepad++ you can start spring as a child process (F6 is the button to bring up the dialog). put the path to your spring exe in there and save it, then start spring that way.

that'll feed all of the infolog stuff into notepad++, as well as any prints you have in the code. it's rather handy.

this will let you know if something is breaking even before the game starts, for example. it'll also let you see the line numbers of the errors from the same window as the code itself.
tx. Cool - I'm actually using Notepad++ for my Lua hacking anyways, so setting up Spring as a child process will work right in there.
User avatar
caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Hardcore Annihilation 0.1.1 release thread - OTA on Spring

Post by caldera »

published and approved on spring-portal:
http://spring-portal.com/index.php/docm ... lation-011
(you can edit this document, if you have a new release, so it keeps the link and download-count)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Gota »

ANy news with this?
Stats correction and thingies..there were some comments about stats..
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pxtl »

No news right now - it's summer, time for home reno tasks. I don't see any reports about the stats - I couldn't reproduce the Sniper aiming anim bugs, and I'm too lazy to bother with the cosmetic Zeus bug.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Forboding Angel »

Pxtl, are you at least using cegs for the explosions and stuff (would be easy to replicate ota explosion sprites using a ceg)?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pxtl »

CEGs are the next thing on my to-do list.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Forboding Angel »

whee :-)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pxtl »

Forboding Angel wrote:whee :-)
Don't hold your breath - like I said, it's summer. Plus, I'm easily distracted.
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by overkill »

I would rather have line bombing and fighter dancing than all of the above.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Gota »

What is fighter dancing?
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by overkill »

/headdesk
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pressure Line »

overkill wrote:/headdesk
*facepalm* hurts less.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by smokingwreckage »

Using frantic clicking and good timing to vastly improve the survivability and damage output of fighters.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by slogic »

Health bars should be twice wider. Also i think smth wrong with LOS. It is too narrow in game by my feelings & very incomfortable to play. Often enemy unit model appears right in front of my unit. My be this is the case of perspective (i'm using overhead camera mode). If so i guess LOS should be increased by some small K (e.g, 1.3) for all units to best suit a 3D game, imho.

PS. What is CEG?
Last edited by slogic on 05 Mar 2009, 18:23, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by smoth »

all I said in this damn thread was "neat stuff" why are you dragging me in here for?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pxtl »

Yeah, this project is temporarily abandoned while I do some side-work.

I have to do more benchmarking before making global changes to LOS, to see if there's something wrong with TA scale vs. Spring scale. I doubt it though.

CEG is explosion special effects.

Either way, my plan is to create 2 modes for radar - cylindrical auto-targetting radar, and cylindrical untargettable radar.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Gota »

HA lacks the no radar autotargetting and air movement,gunship/fighter(in spring terms) combo like in OTA.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Hardcore Annihilation 0.1.1 release thread - poll for future

Post by Pxtl »

I plan to add some maxacc tags to boost manoeverability, but any more complicated fighter movement is anathema to my slacker mind.
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