P.U.R.E. 0.8 RC3 - Page 7

P.U.R.E. 0.8 RC3

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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.8 RC2

Post by Argh »

Yeah. Unfortunately... we're back at no.1, we've been spontaneously mirrored on AtomicGamer... and I'm stuck making screenshots, because nobody else did :roll:

Video, anybody? Seriously... 640/480, AVI, I really have to get Stuff Done here, fast...
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smoth
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Re: P.U.R.E. 0.8 RC2

Post by smoth »

lol, sorry, I am still recovering and when I get better I have a backlog of shit to do.
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Yes, I know, we're all fricking busy as usual.

But meh... if 5 people make 15 seconds of AVI... I have a one-minute trailer, with room to remove lousy footage. 15 seconds...
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

Bear with me... working on it...
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Otherside
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Re: P.U.R.E. 0.8 RC2

Post by Otherside »

id make more screens but yer ive been kinda busy with going back to work and stuff :/
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overkill
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Re: P.U.R.E. 0.8 RC2

Post by overkill »

I'd take some screenys and fluff if my garfeeex card didnt tunr EVERYTHING into a bad acid trip :lol:
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Meh, it's all good, I'm just griping anyhow. Forb, I take it that you're making some video? That would be excellent...
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Forboding Angel
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

Trying. I've had a really really bad couple of days. I'm gonna try to get riverglade squared away, and then I'll do some random vid from all 3 maps and you can sort through the stuffage and whatnot.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

I jsut creamed myself... I love worldbuilder
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

Ok I screwed around and ended up wasting like 3 hours on this accidentally (not wasting, it was fun as shit). I'm still not sure I like the color of the fog over the water, if you have something that would suit it better, please maek replace.

BTW it has come to my attention that 16x16's are really farking huge for pure gameplay. I'll use 10x10's in the future.

Edit: Links are nice I guess... http://www.evolutionrts.info/random/PUR ... 01.sdd.zip

Pls wait for at least 8 minutes after this post for the upload to finish.

Edit: it's done. Lemmie know what you think. I go sleepy now /head smacks desk in exhaustion
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panzeriv2
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Re: P.U.R.E. 0.8 RC2

Post by panzeriv2 »

Those what you call single players have bugs/errors?
They can't seem to load, as in the Spring.exe started, but it seems to be loading as usual, not the options you set.
Google_Frog
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Re: P.U.R.E. 0.8 RC2

Post by Google_Frog »

I think the Overmind expansion and base building at the start is too slow compared to the Resistance. The Resistance game starts quite fast atm which is good so you might want to reduce the cost and buildtime of the land factory.

The mecha squads look slightly OP with their high dps and the resistance inf die too quickly.

Overall the balance looks a bit better.
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Those what you call single players have bugs/errors?
They can't seem to load, as in the Spring.exe started, but it seems to be loading as usual, not the options you set.
Er... what OS, you're running from the Desktop, and you installed to the default directory, right? I mean... they work over here...

On the Mecha squads... let's wait and see, if they're not obviously massively OP. I take it that the HeavyMech doesn't feel so OP now? What about the tanks?

On the infantry... if I raise their hitpoints much at all, their collective hitpoints are going to be quite high. They get a fairly huge range bonus, when they're Prone, and they're meant to be used that way... dunno if I should mess with that. I'd have to change them quite a lot, if I made them into mini-mecha in terms of stats- they'd probably have to have a huge range nerf, among other things...
Last edited by Argh on 19 Sep 2008, 16:41, edited 1 time in total.
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AF
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Re: P.U.R.E. 0.8 RC2

Post by AF »

Argh do you need help with NSIS? You could improve your installer greatly and remove the advert page that way
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

I know zero about NSIS, so yeah, if somebody wants to make a better installer that does everything I really want it to (I've hit a few walls with ClickTeam) then yeah, I'd be willing to sit down and write out a full set of features I want...
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Checked out RiverGlade... very nice. Only quibble is that it doesn't have visible metal spots, which is really rough on new players.

Otherwise feels like a good revamp of that classic map, Forb.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

I suppose I could add them if it really is necessary. If you really want me to, say the word and I'll make it happen.
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AF
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Re: P.U.R.E. 0.8 RC2

Post by AF »

NSIS is basically a script, mostly one line commands with limited structure for basic installers. Ill write up a blog post showing how it can be done, but I believe there's a tool that will autobuild you a basic NSIS script given a folder full of files you want from which you can create an installer/uninstaller.
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

All right... here's a tentative Installer feature list:

Background: in an ideal world, we'd be able to show more than one. I think ClickTeam has made that possible, I just haven't tried it yet. Not a big deal, but having one really nice one like we do now is pretty much a requirement- must stretch to fit the display area, etc.

Installer UI

Install Welcome -- Just a quickie "hey, welcome to P.U.R.E." thing, with a Next/Back button.

User Agreement -- mini-window for text w/ slider), with radio button "I accept, I do not accept", do not let users hit Next if they don't accept.

Install Start / File Location -- If they're here, no Next- replace with "Start Install", keep Back. Start Install begins the actual process.

I'd cut down the number of hoops, basically. I think that the current installer's a bit too much for what I want to do- simplicity is good.

After Install Start, SpringSettings must be run for the first time, immediately after the end of the install.

Desktop Presentation

Play P.U.R.E. Online -- TASClient link, with specific command-line arguments to get them to the test server (and do some other stuff eventually)

Play P.U.R.E. Online with SpringLobby -- SpringLobby link

Play P.U.R.E. Single Player Missions -- This would be a Shortcut to a directory containing a bunch of shortcuts to Spring.exe, telling it to run various scripts. One of the things I haven't been able to get ClickTeam's installer to do is relative-path shortcuts from a directory, and then relative-path shortcuts for those files. Very annoying. If nobody's sure wtf I'm talking about, go look at the current "Missions" links, see how they're structured...

In the future, whenever it's finally possible to launch real Lua-driven missions through the Lobby Clients... I'd like to see a launch for the Clients that takes people to the single-player interface, etc. Satirik's actively working on that, for TASClient... until details of implementation show up, I can't really get into thinking about the process yet.

Change P.U.R.E. Settings -- SpringSettings link

Lastly... I think it would earn the game massive badass points for professional-looking display, if we could auto-play a piece of game music during the installer. I have no idea how you'd do that without causing user headaches with stupid stuff popping up, though.
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Hoi
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Re: P.U.R.E. 0.8 RC2

Post by Hoi »

That's 4 desktop shortcut's, that's too much argh :roll:
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