Spring: 1944 "Operation Koltso" Public Release! - Page 6

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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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

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

Post by FLOZi »

They do look fucking sweet though. :P :wink:
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

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

Post by Evil4Zerggin »

smoth wrote:
Evil4Zerggin wrote:I'll try to track down exactly where the performance issues are with the rocket trails. I might make a longer smoke bitmap, use fewer of them, and see if that helps things.
or perhaps just make it fade a bit quicker?
That would certainly help, but someone (maybe Spiked?) didn't want that. Although it's possible the problem lies mostly in the hit explosion.

I may remake all the CEGs again in the far future; the main purpose of this set was to replace the white-blobs-of-doom placeholders (look at the flamethrower hit effect (not the flames themselves), imagine it being white, and imagine it being on EVERYTHING). Although some of the older s44 videos show decent-looking explosions before I made the current set--what happened to them?
Saktoth
Zero-K Developer
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Saktoth »

How about listing a guide that tells you how to play, how the economy works, some basic B/O's, perhaps an explaination of the unit counter structure, or perhaps at least how and when to use units, FIRST, rather than just listing vague references to their stats and burying any useful information.

Most new players wont get past the huge unit lists.
Google_Frog
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Google_Frog »

http://spring1944.com/s44/phpBB3/viewto ... ?f=6&t=232

You have to scroll half way down the page to find the useful playing guide. Don't ask me why they put the useless stuff at the top.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by SpikedHelmet »

Yes, there's quite an extensive guide that was made over a week before the actual release. It still needs more but it's fairly informative.
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Guessmyname
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Guessmyname »

Couple o' bugs I've noticed:

Sometimes, when deploying, rather than creating the deployed version of the unit, it just disappears entirely - it reaches 100% and vanishes.

Also, with the the ammo supply circles - those of your enemies also show, and occasionally they stay behind even after the supply whatsit has been destroyed
imbaczek
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

Guessmyname wrote:Sometimes, when deploying, rather than creating the deployed version of the unit, it just disappears entirely - it reaches 100% and vanishes.
had that too, wonder if it can be related to reaching unit limit.
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1v0ry_k1ng
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by 1v0ry_k1ng »

are there alot of reflective textures in this?
Saktoth
Zero-K Developer
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Saktoth »

Ya im saying put the unit guide after the other stuff.
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Nemo
Spring 1944 Developer
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Nemo »

It's just the order it was written in. I'm working on putting it on the site itself in an easier to navigate format.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

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

Post by SpikedHelmet »

Pretty much every vehicle has reflectiveness (to a small degree) IK. ALso, several units and all trees use transparency (which is handled in the same texture, which is why setting reflectivity in SpringSettings also affects transparency. It probably also affects glowmaps too).
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by FLOZi »

Guessmyname wrote:Couple o' bugs I've noticed:

Sometimes, when deploying, rather than creating the deployed version of the unit, it just disappears entirely - it reaches 100% and vanishes.

Also, with the the ammo supply circles - those of your enemies also show, and occasionally they stay behind even after the supply whatsit has been destroyed
Weird, never seen either of those bugs. What version of the supply circle widget are you using? The one shipped with the mod or the latest one E4Z released?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

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

Post by SpikedHelmet »

I've seen the first, though it's hard to notice because most of the time you'll not realize you're missing a unit or just chalk it up to it was destroyed while you weren't looking.

I've also seen one occasion where a tank disappeared as it was finished building.
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1v0ry_k1ng
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by 1v0ry_k1ng »

Ive noticed an odd bug ; units coming about out of barracks and HQ seem to occasionally come out in the wrong players possesion, its not uncommon to find a platoon of your troops in a totally random place on the other side of the map. dunno if anyone else has noticed this
imbaczek
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Joined: 22 Aug 2006, 16:19

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

Post by imbaczek »

i'm not sure if it's the same thing, but sometimes i found my squads with orders i didn't give, maybe related.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

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

Post by SpikedHelmet »

It is, there's something to do with the squad spawn code mixing up orders. Your squads will be built in your barracks and be given waypoint orders of other players' barracks (friend and enemy); they'll move across the map and park infront of enemy's barracks,.
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KDR_11k
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by KDR_11k »

Is that the fault of my squadspawner gadget or is that your own?
Gnomre
Imperial Winter Developer
Posts: 1754
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Gnomre »

They actually stole it from us, which is why it's so strange. We've been using it for like a year and a half now with very few changes and we haven't experienced anything remotely near that.

I did fix a bug in it which may fix the problems they're experiencing, but I really don't think they were related. Again, I haven't even seen any complications from the bug I patched to begin with, but I'm waiting on them to play test it a bit to see if it fixes it for them.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

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

Post by imbaczek »

just use a replay that exhibits the bug. may require a little patch to spring so it ignores mod hashes.
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Guessmyname
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Guessmyname »

FLOZi wrote:
Guessmyname wrote:Couple o' bugs I've noticed:

Sometimes, when deploying, rather than creating the deployed version of the unit, it just disappears entirely - it reaches 100% and vanishes.

Also, with the the ammo supply circles - those of your enemies also show, and occasionally they stay behind even after the supply whatsit has been destroyed
Weird, never seen either of those bugs. What version of the supply circle widget are you using? The one shipped with the mod or the latest one E4Z released?
The one that shipped with the mod
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