Spring: 1944 "Operation Koltso" Public Release! - Page 4

Spring: 1944 "Operation Koltso" Public Release!

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.

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Gota »

If they did than thats awesome.
IM just expressing what my impressions are about the current version.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by lurker »

Gota wrote:If they did than thats awesome.
IM just expressing what my impressions are about the current version.
I mean before they released this version.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

hint: look for yellow/red star icons near prone soldiers.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Neddie »

The S:44 team is pleased with the response this release has thus far garnered, and we hope the game will continue to entertain.

In regards to suggestions, it has become apparent that many of you are observant and furnish potentially useful advice. However, there is simply too much input for the team to process at this time. In light of this problem, I am requesting future bug reports and design suggestions meet these minimal standards...

Bug Reports
1. Please include replays relevant to the bug.
2. When applicable, please include supplementary data such as infolog.txt for crashes.
3. Bear in mind that bugs which arise from unsupported widgets are not our primary concern.

Design Suggestions
1. Design suggestions are secondary to bug reports and will be addressed primarily in private.
2. Please support suggestions with replays when applicable.
3. The consideration we will afford your suggestions is directly proportional to your play investment. If you do not play the game, we are unlikely to seriously consider your advice.

Feel free to report legitimate game bugs here or in the tracker; https://1944.bountysource.com/development/bug_report
General feedback is acceptable, both in this thread and on the Spring 1944 forums; http://spring1944.com/s44/phpBB3/viewforum.php?f=8
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Gota »

lurker wrote:
Gota wrote:If they did than thats awesome.
IM just expressing what my impressions are about the current version.
I mean before they released this version.
Well i was referring to the current version so IMO the slowdown was not enough.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Warlord Zsinj »

And to think you paid me out for my verboseness in that other thread spike ;)

*me throws a pie at neddy*
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Google_Frog »

2 Bugs:

Scouts can sometimes capture flags. I'm told they're not suppose to be able to.

Mines level ground underneath them. This gives away their exact position when a minefield is placed on a hill.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by KDR_11k »

I think currently the suppression icons only show when the matching inf isn't shown as an icon, that's a bit annoying for seeing what's going on in a battle because you can't see which parts of the army are pinned at normal view distance.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Warlord Zsinj »

tbh I really think a release of this nature should be on the spring frontpage.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

IMHO springinfo rss should be shown on the front page somewhere, to avoid duplication.
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Wisse »

I played 4v4. Couldn't play. Dropped to 1 fps in 5min.
Couldn't tell what was what from descriptions. All I was left was trial and error, but I couldn't move anyway. My soldiers died instantly also.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Anarchid »

Tried the thing (local game vs a useless ai-lib).

Since the ai's proved as useless as expected, i cannot complain about gameplay or design, however, i've two bugs to report (without the replays tho):

1) On my machine with its white-smf-maps issue, S:1944 will also have all of its units as texture-free as the landscape. It doesn't happen with any other mod i tried, so could be probably adressed. Sm3 maps still get their horrible texturing, but S:1944 units stay white even on them.

2) The infantry aiming animations will bork in fps mode - the poor trooper will loop it's aiming sequence in all cases besides you aiming for a too distant angle (i.e. 180 degrees back) or actually trailing a locked-on target.

Also, as i figured, either the archive i got is wrong, or something else is, because while unitdefs for all kinds of stuff exist in my sdz (the one that has 0.9 and Koltso in its filename), i just couldn't figure out the way to deploy rocket/SP artillery and aircraft. Or are they only allowed by Gaia scripts?

"Malenkaya kucha pripasov", though, ftw. :P
Last edited by Anarchid on 29 Jan 2009, 17:35, edited 1 time in total.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by 1v0ry_k1ng »

there are some serious performance problems

the rocket units ('lag launchers') in particular take the game down to slideshow fps, but just in general my rig were a hurtin- and im cranking 3.6ghz, 1 gig of ram with decent graphics card

I dont get this kind of giga lag from ba/swiw/ee etc so this might be somthing to look at improving

also, itd be best if only the player who built it autolabeled monefields, because everyone doing it is really annoying/loud
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by TheFatController »

1v0ry_k1ng wrote:the rocket units ('lag launchers') in particular take the game down to slideshow fps
I was trying to develop a high trajectory weapon for the BA Catapult with cegtagged projectiles that looked like missiles and lag was the reason I had to abandon it.. it is possible to get convincing missiles with less projectiles however (the ceg is still in BA as lagrocket or something if anyones interested).
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by KaiserJ »

i'm impressed by the amount of work that went into this, and you guys need a round of applause for that. i'm glad that your mod has had such a warm reception from the spring community and i wish you continued success.

a bug : when i played last night, all of my barracks (well, one partisan shack and two barracks) ended up with the soldiers getting stuck inside... no amount of drag selecting and clicking would get them to leave. i'm pretty sure in each case it was when i built a large squad as opposed to a small one; something to look at. played as the russians. there were some [s44] guys playing, i think goldsie was on my team, and he's aware of the bug i'm sure.

a gripe : the screen layout was a bit wonky for me (playing at 1024, 4:3 ratio) things seemed to overlap a lot, most notably the resource bars going over top of some of the lines of text... more of an annoyance than anything though and i'm sure it looks fine on higher res.

a suggestion : would it be possible to include a platters widget? i know i saw one in a screenshot on here for a different mod, possibly P.U.R.E. ... what i pictured was for when you're zoomed out and can see the troops as icons, somehow get the platters in there to indicate troop direction and status (maybe offset and shrink icons slightly, and have a centred platter for each selected unit that indicates direction)... i'd like to be able to see a bit more of whats going on with my guys without having to zoom in close every time.

apart from that, i have nothing negative to contribute... an experly constructed and well balanced for newly released mod, and the graphics are incredible... i especially liked the animations for the soldiers running, it looks very believeable and natural to me. FPSing the sniper and picking off my own troops was a blast :mrgreen: thanks for making something really cool for me to play.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by tombom »

s44 rules

it's actually pretty fun to play, shockingly
I played 4v4. Couldn't play. Dropped to 1 fps in 5min.
Couldn't tell what was what from descriptions. All I was left was trial and error, but I couldn't move anyway. My soldiers died instantly also.
My computer isn't very good, to put it lightly, and I was able to play it fine, although with some lag, even when I'd accidentally put my graphics settings up. Not sure what's wrong here.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by manolo_ »

its coz of the massiv use of soldiers
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by FLOZi »

Yeah, a 4 v 4 S44 game is HUGE. Try some 1v1 and 2v2, they should be much less demanding.

KaiserJ; there should be a platters widget in there, look for '1944 Team Circles' widget.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by SeanHeron »

Wow, what can I say! The game rocks, great job to your whole team :D !

@Ivory King - perhaps you have a widget enabled, cause I can't complain about the marker setting being too loud - also, just the setting player creating the marker would be bad, you could just fake set minefields :/ . So I think it's good as it is, I really like the minefields made visible, (cause usually I'm -> egad no mines are shit) - but they work really good in here!

Oh, and I should think reading the game guide works wonders, for those that might be confused at anything :) (at least breezing through the faction you want to play).

PS, playing on the '44 maps is also a must - love how you can sprinkle some SMG's in some rough terrain in Kiew and if anything goes at them, they have a real hard time :).
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panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by panzeriv2 »

I was playing with hidden units when....
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