Complete Annihilation News - Page 50

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

1) LOVE IT.

So, the hulking brute - I assume that's gonna be the warrior. Any plans for what's going to happen with the remaining L1 bots?

Also, when I posted, I didn't realize that gimpy armless SAM dude had white-topped pods, so it should look alright in zoomed-out view. Personally, I'd make the pods bigger, and give it arms - weeny ones that are reaching right back up to the pods, like a guy dual-wielding shoulder-mounted weapons. But either way, after seeing the warrior one, I can't wait to try this shiat.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Wolf tex looks best from close by, but for RTS game where such small units occupy just couple of pixels on the screen, the jK version looks better imo..

Wolf tex is too detailed for such small unit :( It looks garbled from far away.
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Licho
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Re: Complete Annihilation News

Post by Licho »

Pxtl wrote: So, the hulking brute - I assume that's gonna be the warrior. Any plans for what's going to happen with the remaining L1 bots?
It has been in game (as a warrior) for several weeks now..
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

The problem is that any detail up close turns into greyness at a distance. If, up close, you have pipes and scratches going white-black-white, at a distance it blends into grey.

Id like to see both of the textures at a play distance though.

On scrap/reverse building/etc..

With standard OTA reclaim you can reclaim a damaged building and theres a reasonable chance you'll get all the metal back AND prevent it exploding.

With scrap you can scrap any building, anywhere as long as you account for the 5 second countdown. This means you can scrap your mohogeo without even NEEDING a constructor nearby to reclaim it.

With reverse building, you wont get all the metal and you will need the con nearby.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Complete Annihilation News

Post by Crayfish »

Mm, fair point... Won't reverse building stop things exploding instantly though?

Now that reclaim speeds have been dropped (compared to OTA reclaim), wouldn't normal reclaim work alright, if it gave back only a proportion of m instead of all?

I think you'd have a lot of difficulty reclaiming anything fast enough to stop it exploding.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: Complete Annihilation News

Post by smokingwreckage »

Just quick question regarding 2747:

Doomsday Machine: WHERE'S MY B.L.O.D? The plasma cannon works fine, I guess, but it seems a little bit ARM or NOVA, luddites who fear patterning and energy weapons. Also it's not as pretty.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: Complete Annihilation News

Post by Machiosabre »

I thought it should've been a long thin stream of fire, like flamethrowes sometimes have.
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Perhaps scraping could be some special kind of damage builders can cause to allied units or something like that.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Complete Annihilation News

Post by [Krogoth86] »

I noticed two things when playing around with Spring's beta:
The Reaper's muzzle flash emit objects face the wrong direction (i.e. the flashes are rotated and actually go to the left and right instead to the front). Then the Reaper's shots can't blow down trees what I think is rather strange (same for Morty)...
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Complete Annihilation News

Post by jK »

first experiments with lua's UnitRendering interface (which allows LODs,custom shaders etc.):
Image
Image
Both screenshots show a custom glsl shader, which emulates the default 3do/s3o shaders, but uses two seperated reflective and specular channels. In the second screenshot it also uses a detail texture.
[Krogoth86] wrote:I noticed two things when playing around with Spring's beta:
The Reaper's muzzle flash emit objects face the wrong direction (i.e. the flashes are rotated and actually go to the left and right instead to the front)..
check the model it is correct that way (perhaps it needs a better fx for those flares)
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Complete Annihilation News

Post by [Krogoth86] »

jK wrote:check the model it is correct that way (perhaps it needs a better fx for those flares)
Well imo those small slots at the sides might emit some smoke but imo the main gunfire still should come out of the barrel ending - it looks kinda silly right now. But even if you think this is the way it should be done why does the Leveler don't have such a thing? The model has those barrel-ends too but still the firing FX is "normal"...

EDIT:
Gimme Normal Mapping! :mrgreen:
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Crayfish
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Re: Complete Annihilation News

Post by Crayfish »

Those shots look amazing JK. If you feel like it sometime it'd be good to see some 'before and after' images of the same scene with and without shaders so that we can see what's different.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Complete Annihilation News

Post by Kloot »

Both screenshots show a custom glsl shader, which emulates the default 3do/s3o shaders, but uses two seperated reflective and specular channels.
The engine shaders should just do that too (as planned once), or ideally
be replaced by glsl equivalents so the specular / reflective channel index
could be set as a uniform (preserving backward-compatibility with existing
S3O's).
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Complete Annihilation News

Post by jK »

Crayfish wrote:Those shots look amazing JK. If you feel like it sometime it'd be good to see some 'before and after' images of the same scene with and without shaders so that we can see what's different.
warrior: on | off
core commander: on | off
Kloot wrote:The engine shaders should just do that too (as planned once), or ideally
be replaced by glsl equivalents so the specular / reflective channel index
could be set as a uniform (preserving backward-compatibility with existing
S3O's).
I know, but like you said it would brake compability with all old s3o's.
Converting all shaders in the engine to glsl is one item on my todo list, but that will have to wait for 77b2 or b3.
But trepan's lua interface is the ne plus ultra, only it will combine the flexiblity and the functionality modders are dreaming of (normal mapping, relief mapping, animated textures, multitexturing, new blending types, new 3d model fileformats, ...).
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Crayfish
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Re: Complete Annihilation News

Post by Crayfish »

Thanks! Yeah, that unit shader is pretty. I like it.
Saktoth
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Re: Complete Annihilation News

Post by Saktoth »

smokingwreckage wrote:Just quick question regarding 2747:

Doomsday Machine: WHERE'S MY B.L.O.D? The plasma cannon works fine, I guess, but it seems a little bit ARM or NOVA, luddites who fear patterning and energy weapons. Also it's not as pretty.
If you have been paying attention, beamlasers have been phased out of core almost entirely in favour of beamweapons (beamweapon=star wars style). The only units left with beamlasers at all were the doomsday and krogoth.

The cannon doesnt look ideal i know but i thought id just finish off the job since its range is going down to 700 or so. If you look at the weapons, core uses a lot more ballistic weaponry than arm does, and if you look at mr.d's remakes, they are gritty and realistic.

NOVA IS NOT ARM. Logos isnt core either. New storyline!

Both are robots created eons ago to fight the wars of a now extinct humanity. There is no patterning. Logos follow logic and try to perfect their code, they are utilitarian. Nova is aesthetic and passionate. The two sides represent creativity (nova) vs reason (logos).

Or at least thats what we've got so far, its subject to change like everything. But nova isnt arm and they certainly arent anti-patternist rebels (there IS no patterning).
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

I think the description of the rocket salvo gunship (this is the description, I forgot the name) needs changing. I mean then you read it seens that the important fact about it is that it uses rockets, or that it attacks in bursts, but it doesnt even hints that it actually attacks in a constant stream of slow moving rockets that cause high damage but are unlikely to hit moving targets...

However I dont know what description would be more apropiate... "Slow moving rockets gunship" sounds lame :)
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

name = "Black Dawn",
description = "Assault Gunship",

Already done.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Complete Annihilation News

Post by REVENGE »

SHINY

Oh right, and um,

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Saktoth wrote:name = "Black Dawn",
description = "Assault Gunship",

Already done.
Cool :)
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