Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.
Well, I guess it'd be easiest just to paste our current bug list. Green items have been resolved, red items are responses to bugs that can't be resolved through the engine limitations right now, or in Zsinj's case, added to the list:
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AIMING
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<SecurE> The LAAT aiming is a bit off too, the beamlasers fire wildly all over the place and the turret pods can't keep up at all either
Can't fix, engine limitation. The consta-beam lasers don't correct aim for movement.
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*<SecurE> The Atgar and (reb) turreted repeater has the wrong firing point (too high).
*<SecurE> Lacks the graphical aiming up and down; AT-PT, Heavy Tank, Heavy Rocket Trooper, Trackata 1A and 1B, AA troopers (reb, but the imp AA trooper has an inverted aim up/down), Stormtrooper, Repeater Trooper, CAV and Super Battle Droid. *<SecurE> Missing firing arcs; Heavy Tank (rocket), Trackata 1B (missile, if its supposed to have a firing arc?), Speederbike (Imp)
*<SecurE> Imperial mobile artillery has an odd recoil, doesn't work correctly. *<SecurE> The pipe of their weapon goes through the turret when it recoils from firing on the Republic Fighter Tank and the TIE/c
*<SecurE> The rebel speeder will only fire once when attacking the ground, works fine against enemies though. The MTPL has a stuttering turret when firing at the ground, doesn't happen against enemies though?
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<SecurE> However, I did have some problems with the infantry as they didn't want to go into firing range when on patrol :S
Need to look into that
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ANIMATIONS
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<Gnome> Everything except the CAP and speeder bike in the barracks need re-animated. Other units could use smoother animations. Need a list.
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*<SecurE> Every single walking (includes walkers) unit could use smoother animations, only the AT-ST seemed to have its animation synced with the speed and personally the AT-PT, the droid walker and the advanced construction walker could use some slight re-anmiation. The troops could probably use some re-animation too however.
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CORPSES
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<SecurE> The AT-ST doesn't leavy any corpse either (well, it leaves a black square)
Have to look into this - Spring doesn't use corpses with multiple objects in the 3do. It only reads the root object and nothing more. This is why infantry corpses also fail to work. Need to remake corpses or rally for engine change.
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*<SecurE> The Golans corpse could use some texture on its top, at the moment its a shiny blank surface where the turret would have begun, its a minor issue though
See red text above
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<Gnome> infantry also do not leave corpses. I have remade their definition files from scratch and ensured proper script support for them but they never leave them. No idea what's going on
Need to continue looking in to that - see red text above
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MODELS
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<Gnome> i suppose we should give those radar dish looking towers infantry models like the imp eweb
Easy, can do once one of the reb infantry models are textured.
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<SecurE> Yeah, might want to get rid of the groundplate on the spotter towers, as it can clip with the terrain on Spring and thus looks pretty bad
<SecurE> Well, the spotter tower got a round plate that is on the ground and it is too thin (2d), either get rid of it or make it thicker
Probably needs to be looked at for the pad on the reb adv air plant too
The imp walker lab has similar issues with its groundplate - Zsinj
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SOUNDS
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<Gnome> All Cavedog sounds need replaced. Many SWTA ones could use some variation.
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TEXTURES
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<Gnome> implogogoraud (however that's spelled) doesn't toggle through the team colors right, it's always blue.
Probably an error in tatex.txt
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<Gnome> All Cavedog textures need replaced. Many SWTA textures need remade, either at higher resolution or higher bit depth, possibly both. All textures to which it applies need alpha layers for reflections
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TRANSPORTS
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<Gnome> LAAT needs to have the tank/infantry identification scripting implemented
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<Gnome> Both ground transports (imp and reb) do not unload properly, needs looked in to
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<Gnome> not sure about the reb air transport, haven't messed with it much
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*<SecurE> Both ground transports refuses to fire
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UNIT SCALE
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<SecurE> The LAAT seems pretty big now too compared to everything else (I guess its because you wanted the infantry models to be 1:1 when they boarded the LAAT)
We probably want to scale everything realistically. Will need to see how that plays first just to make sure it doesn't screw up in regards to collision spheres.
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WEAPONS
------------------------------- <SecurE> And the Raven style rockets [on the hailfire]
Many of the same problems plague TA:WD as well unfortunatly, many WD units now use lasers for a tracer effect...their aiming is terrible, rockets have the same problem.
Can't fix, engine limitation. The consta-beam lasers don't correct aim for movement.
The reasone for this is that the engine cant know how fast the turret can turn so it only reaims the beam when a "burst" is done. The workaround is to do as at the penetrator/ddm and create really short beamtimes (0.1s).
SJ, what causes lasers to be so inaccurate, sometimes they fire THROUGH units
I already stated in one thread that i'd really like a type of laser that follows a ballistic trajectory, like a tracer bullet and some other tidbits, can't remember what thread it was in.
GrOuNd_ZeRo wrote:SJ, what causes lasers to be so inaccurate, sometimes they fire THROUGH units
I already stated in one thread that i'd really like a type of laser that follows a ballistic trajectory, like a tracer bullet and some other tidbits, can't remember what thread it was in.
What you want is more general weapon types. A lazer that follows a balistic trajectory is totally an oxymoron.
Can't fix, engine limitation. The consta-beam lasers don't correct aim for movement.
The reasone for this is that the engine cant know how fast the turret can turn so it only reaims the beam when a "burst" is done. The workaround is to do as at the penetrator/ddm and create really short beamtimes (0.1s).
Alright.
What about the corpse thing? Can you make spring render the entire object tree instead of the root object? I know FLOZi is having problems with that too, and I'm sure GZ and others are...
I already edited my corpses to be visible in Spring, only the undercarriage is often displayed when a unit dies, I just removed the turret and other pieces.
SJ, i'd appriciate that alot!
on a side note, this might be too much work to add, but it would be neat if I could chose what flare to use, like the starburst has a nice firey tail and a BIG flare too, what if I just wanted that tail on my missiles and have a tag for it? the regular missile flares would be great on tank shells that have a model already, like illuminated tank shells in real life.
I also love the BIG flares on starburst units, too bad I can't have those on tanks, but could you maybe add a weapon tag that determines the size of the muzzle flare?
I also had a weird bug, when a unit has multiple weapons, and weapon1 fires (producing a large cloud of smoke moving forward) and a much weaker weapon 2 fires (usually happens in burst/rapid fire weapons, when both weapons fire at the same time) it produces a similar sized smoke puff, is there anyway that can be fixed? thanks :)
GrOuNd_ZeRo wrote:... lasers ..., sometimes they fire THROUGH units
...
I never noticed such a thing expept with the Annihilator shot. Is that what you are refering to?
In that case, since the laser is active for a small period of time, the laser seems to be killing weak units very fast and still have time to continue to the units behind it and kill those.
I've seen an Annihilator shot kill 3 units in a row. The ones behind after the front ones were gone.