P.U.R.E. 0.8 RC3 - Page 15

P.U.R.E. 0.8 RC3

WolfeGames and projects headed by Argh.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.8 RC3

Post by Argh »

Yeah, last time I played somebody who used those things, I couldn't approach. I ended up having to bombard him to death with 4 SPC.
Well, they're supposed to be pretty nasty, but it sounds like they need to be nerfed. I'll get that done for RC4.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.8 RC3

Post by Argh »

Oh yeah... I think I just came up with a way to make a World Builder visual editing environment, for placing objects in the gameworld, in realtime. More on this later, if I'm not full of crap.
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: P.U.R.E. 0.8 RC3

Post by aGorm »

Anyone got any replays that are good that I can look at?

aGorm
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: P.U.R.E. 0.8 RC3

Post by smoth »

I have not seen any pure games to see it actually played. Where are all the players?
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Re: P.U.R.E. 0.8 RC3

Post by Masse »

smoth wrote:I have not seen any pure games to see it actually played. Where are all the players?
i think the same thing is happening as usually with new mods

1.new player comes
2.he searches for games
3.sees none
4.he leaves/or trys it alone
5.he doesn't get the whole experience and gets bored
6.he finally exits and probably will come back after a year to check things again ;)
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: P.U.R.E. 0.8 RC3

Post by Decimator »

I do have some other balance input. Is it supposed to be so hard to raid a resistance player? I've found that it takes a long time to kill anything of value they have, from the ancient devices to their factories.
Gauthel
Posts: 2
Joined: 26 Sep 2008, 23:23

Re: P.U.R.E. 0.8 RC3

Post by Gauthel »

Opening Pxtl.LauncherApp I had such error: "Could not open XML configuration file for app launcher. Either something has gone very wrong with your computer, or something is wrong with the file. Contact Vendor or support." have no idea wtf, anyways i tried P.U.R.E. by spring.exe . It rocks.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: P.U.R.E. 0.8 RC3

Post by tombom »

looks awesome, wish my spring was working!
mikedep333
Posts: 46
Joined: 25 Jul 2005, 20:07

Re: P.U.R.E. 0.8 RC3

Post by mikedep333 »

Hey Argh,

(Unless my system has leftover settings,) you should default the graphics options to simple mode rather than expert mode.
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: P.U.R.E. 0.8 RC3

Post by Google_Frog »

There's a bug with the jetpack troopers where they still count as air units when landed. They have land unit behavior but units that don't target air can't attack them.

Res have no way of spending all their income. Factories cost 500m, take up lots of space and take too much micro to place. Engineers have to be spammed for BP but take up lots of room and are hard to manage. I'd suggest a BP tower with about 500-1000 BP.

The Overmind has no way of spending all their resources if they have MM economy. MM economy is really effective so there's no point gaining territory except to build MM economy on because it takes lots of space. The factory cost 50m and has 50bp making it the best bp/cost in the game. The cost is fine but maybe it could have a bp drop. You could give overmind a super BP tower too.

Instead of increasing BP you could decrease income because PURE tends to be very very spammy and ends up lagging.

Turrets are overall too cheap, have too much range and units are too slow to reach them.
Monkwarrior
Posts: 43
Joined: 12 Aug 2005, 08:24

Re: P.U.R.E. 0.8 RC3

Post by Monkwarrior »

I'm using linux too (sabayon in this case).
If anybody installed PURE under linux, could you explain roughly what you did ?
I can use XP too, but prefer to use it under linux.

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

Re: P.U.R.E. 0.8 RC3

Post by Pxtl »

Gauthel wrote:Opening Pxtl.LauncherApp I had such error: "Could not open XML configuration file for app launcher. Either something has gone very wrong with your computer, or something is wrong with the file. Contact Vendor or support." have no idea wtf, anyways i tried P.U.R.E. by spring.exe . It rocks.
Well, crap. Did you just launch the applauncher from the desktop shortcut? Maybe the script for XML Serilaization is wrong and left a lock on the file so it couldn't re-open it - are you sure you launched it only once?

Damn. I need to add better error logging.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: P.U.R.E. 0.8 RC3

Post by Decimator »

The overmind commander should produce some manner of materials. I ended up screwing myself because I built a factory first. Bit of an unnecessary noob trap.
Gauthel
Posts: 2
Joined: 26 Sep 2008, 23:23

Re: P.U.R.E. 0.8 RC3

Post by Gauthel »

Well error occurred when I launched LauncherApp form the desktop shortcut for the first time and every time I tried to Launch the game with your Launcher. Vanilla "spring.exe" detects and plays everything fine.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.8 RC3

Post by Argh »

On the resource issues- I'll cut them way back in RC4, see how that works, if the curve is a lot slower. Sounds like I need to increase the time / resources on turrets again, I'll look at that.

Dunno about the XML error; Pxtl wrote it, that error sounds like the XML's just not being read correctly.

I won't be online again until Monday, probably, so I'll just have to think about all of this and get it addressed in the RC. Meanwhile, I am quite excited about the World Builder editor- no screens just yet, but the basic functionality is already working, and I think I'm going to be able to make a real-time heightmap editor as well.
Google_Frog
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Re: P.U.R.E. 0.8 RC3

Post by Google_Frog »

There's a bug in this spring version where startboxes can't be seen. The startbox replacement widget fixes it.

And really tone down the Material maker economy. 8 cost 1280M and can be run off a 1000M adv. fusion reactor and they create 5M/second each. That's 40M/second, enough to pay back 2280M in 57 seconds
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Stonkey
Posts: 6
Joined: 21 Mar 2007, 05:19

Re: P.U.R.E. 0.8 RC3

Post by Stonkey »

Hey, I seem to be having a problem with the scroll speed in this mod (an only with this mod). Whether I use the arrow keys or move the cursor to the edge of the screen, the camera move way to fast (I'm using the overhead camera). Any ideas how to fix this?

Sorry if this has been asked before, I searched through the forum and this thread, but I didn't see anything.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

The payoff ratio for both Overmind and Resistance is going to be dropped. I've dropped MetalMakers to 1:300, so that they're taking 160 seconds to pay back their cost in Materials.

Resistance is going to see a drop of the payout on Ancient Materials / Power stations, to slow down their early ramp.

Let's see... I need to go through the punch-list for the week, explain what's up. Firstly, I'm having trouble getting online, so I probably won't be able to upload RC4 until sometime late this week, maybe Saturday, and I may not be able to communicate with people until Wednesday, so if people want to add anything, please do, just keep it concise, so that I know what you want.

To-Do List, RC4

1. Power / Materials curve needs to be balanced more towards scarcity. Working on that today, that's a really easy thing to address, although I need feedback to know when it's been nerfed enough.

2. Rocket Platform needed to have damage nerfed. This has been done, although I have not yet tested it.

3. There is some sort of goofy error with scroll-speeds in the default settings, apparently- got an email about that one, but that's something only koshi can address.

4. Checked HeavyTroopers, and they can be engaged by all weapon systems that can target the LANDAIR category, in either transformation, and all of that appears to work. So basically I don't see a bug there- when they're in flight mode (which includes a couple of seconds after they land) they can't get shot at by stuff using the LAND category, and once they transform, they may not be targeted by weapons that can only target AIR... and that's not a bug.

5. Need to put the StartBox Replacement Widget into World Builder, I guess. I'm trying not to put a lot of Widgets into it, if I can help it, simply because I don't know if they'll cause conflicts and my debugging time is rather limited, but what the heck.

6. Fixed damage of MBT vs. GunTank (or anything else in that Armor class- that was a silly error).

7. Overmind Commander will produce 1 materials, 100 Power. Sufficient to survive an early noob error, thanks Decimator, that was another casualty of the grep.

8. I'll think about a BP for Resistance, although that was sorta meant to differentiate between the two sides. No promises for RC4.

9. I'm hearing that turrets still need more nerfing. Aren't there plenty of units, on both sides, that can take out turret farms? I'd like to hear a lot more about this, from folks playing MP, before deciding on a strategy for fixing this. Keep in mind- I want working defenses that have to be besieged with specialist units, not just nub-spammed. The question, to me, is how to achieve that but keep gameplay flowing. Maybe with the overall economic nerf and an additional nerf on cost-effectiveness for turrets? Let's hear everybody's thoughts on this. I'm a big fan of the idea of people building forts to establish area control, and having to reduce such defenses... the question is how best to achieve that goal.

10. Have the other nerfs been effective? I.E., is the Ion Laser still viable, but no longer massively OP?

11. Finish WorldBuilder editor, which is also, I should add, effectively a SDK for mods / games that want to use World Builder (yup, I've finally gotten it done).

Currently, I'm still working on outputting a final script, an "erase" for Features and Units to clear a map, and I haven't yet gotten past the experimental stages with the heightmap editing environment. Just be patient about the lack of screenshots, I left my thumbdrive over here (i.e., not near my working computer right now), and rest assured, it's working. Dunno about the whole process of outputting a script to a text-file, but I'm pretty sure that Widgets do that with configs and stuff, I'll figure that out I'm sure.

12. I'm working on documentation in general for the game, since that's one of the major things that I didn't squeeze into RC3.

So yeah... it'll be a very busy week.

Oh, and we're getting a lot of people wanting to be recruited hitting my mailbox at this point. I'm sending them all here to learn about the engine, etc., so hopefully that will be creating some new guys to help with projects around here, whether or not they're ever ready to help me out. Please be nice to them, I'm sure they're going to be asking the usual "stupid questions" for awhile.

[EDIT]On the scroll-speed thing... that may be the "enable scroll on window edge". Try turning that off. Everything else looks kosher in the settings to me- the free-cam is at 100, but that shouldn't effect the standard OTA camera. I'd like to hear more about this, and I'll try to find some time to look into this before Wednesday, if possible.[/EDIT]
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: P.U.R.E. 0.8 RC3

Post by Erom »

Argh-

Congratulations on this, it's very exciting. Your team has done some quality work here.

Unfortunately - I do have a bug, happily a resolvable one. Crash during "creating sky", "Could not read water texture from file maps/water.jpg" 100% reliable - and totally solvable by placing a 2x2 blue jpg named "water.jpg" in my /PURE/Maps folder.

Weird.

Of course PURE runs like pants on my laptop - I hope I can get my desktop back to game playing functionality soon so I can experience this for real.
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Stonkey
Posts: 6
Joined: 21 Mar 2007, 05:19

Re: P.U.R.E. 0.8 RC3

Post by Stonkey »

Ok, I tried disabling the setting that you suggested, and the problem didn't go away. If this helps any, maybe the explanation "too fast" isn't quite accurate. It's more like the camera moves in too big of jumps. I just barely hit the arrow key, and it jumps halfway across the map (on smaller maps).

I would generally pair this kind of problem with there being too much stuff going on (e.g. too many units, etc.) on the map for my computer to handle, but it happens right from the start of the game before I even build anything.
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