GRTS 1.21 release... - Page 2

GRTS 1.21 release...

All game release threads should be posted here

Moderator: Moderators

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: GRTS 1.21 release...

Post by knorke »

noticed when you share the lead-unit of a squad (to the enemy ai) no new squadleader is chosen and the remaining units get confused, sometimes try to kill themself by shooting at the ground etc. Sharing to allys might cause the same bug.

With the Fan-Fan there is the problem that crtl-z to select all units of same type does not work correctly. They were two groups of Fan-Fans that behaved as if they were different units.
Also they like to get stuck on top of each other but still work. Like stacking mutaliks in starcraft.

"EZ-8 medium Longrange mech" seems to shoot the machinegun from its chest? The left arm with the 08 on it is just jerking around randomly a few milimeters.

The building costs tooltip should look like this:
Materials: 100 Exotic: 750
-> colorcoded and maybe do not show costs of 0.

Oh, and i think with the ressource buildings it might be cool to see what they produce. Like stacked orange boxes or yellow heaps of material beside the buildings or something.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

WOO HOO FEEDBACK!

knorke wrote:noticed when you share the lead-unit of a squad (to the enemy ai) no new squadleader is chosen and the remaining units get confused, sometimes try to kill themself by shooting at the ground etc. Sharing to allys might cause the same bug.
Yeah, we have a lot of issues with the 'h'dialogue and have talked about disabling it (fat bit of good as widgets allows players to merely over ride it with a widget anyway). In the end we will have to write a gadget to replace the share('h') dialogue, something I am not really sure about and don't want to ask kdr to deal with the tedium of it all.
knorke wrote:With the Fan-Fan there is the problem that crtl-z to select all units of same type does not work correctly. They were two groups of Fan-Fans that behaved as if they were different units.
wow, this is a good find, a bit of an oversight with the squads and the way I am using them. Hmm, I will have to do some serious code refatoring to fix this fkaw with the squad system.
knorke wrote:Also they like to get stuck on top of each other but still work. Like stacking mutaliks in starcraft.
I will correct this.
knorke wrote:"EZ-8 medium Longrange mech" seems to shoot the machinegun from its chest? The left arm with the 08 on it is just jerking around randomly a few milimeters.
Ew, animation glitch I will try and address it after I get done adding the new zaku2s. Feel free to point out any others.
knorke wrote:The building costs tooltip should look like this:
Materials: 100 Exotic: 750
-> colorcoded and maybe do not show costs of 0.
Yes, the info box is a coming soon feature, this was planned for 1.4 instead of 1.3 in order for me to get 1.3 out the door faster. Do you feel as a player that the current info box is a big issue or one that can be tollerated a bit longer so I can add more features into gundam?
knorke wrote:Oh, and i think with the ressource buildings it might be cool to see what they produce. Like stacked orange boxes or yellow heaps of material beside the buildings or something.
Hmm, I can see what I can do about that, I kinda already did the models for thos buildings so I might have to put this on the backlog. IT is a good suggestion though, I just have a lot of models to do. I will see if I can fit it in though. Sound fair?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: GRTS 1.21 release...

Post by zwzsg »

smoth wrote:Do you feel as a player that the current info box is a big issue or one that can be tollerated a bit longer so I can add more features into gundam?
As a new player, I keep having to look at the costs, and yeah, the current info box is hard to read, too messy and grey. A cute colored info box would make it easier to me to adapt to Gundam's new economic system. Also, the rest of Gui is all nice and customised, which makes the default infobox look even worse.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: GRTS 1.21 release...

Post by KaiserJ »

cool, gonna rock this on LAN on the weekend. thanks man!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

zwzsg wrote:
smoth wrote:Do you feel as a player that the current info box is a big issue or one that can be tollerated a bit longer so I can add more features into gundam?
As a new player, I keep having to look at the costs, and yeah, the current info box is hard to read, too messy and grey. A cute colored info box would make it easier to me to adapt to Gundam's new economic system. Also, the rest of Gui is all nice and customised, which makes the default infobox look even worse.
thing is I was trying to get some other stuff knocked out I only updated the button graphics because it was a quick fix. I have a larger more detailed plan for the unit info box at the bottom of the screen, I just have not had the time to really commit to it.

Updating only the costs doesn't cut it for gundam. As a player you need to know if units have damage bonus vs certain other units or structures, what is the arc of that unit, how fast is it, what are it's speical abilities IE smokescreens, jumpjets, hill boost..

I wanted to first redo the resource ui before I tackled the info box. Right now, while I do think the resource ui is fun, I think it takes up valuable space I need for some other stuff. So I have to redo it before I do the info box,

The info box as it is now with the grey colors was left alone because I thought it was good enough, I can go in and add colors to it but it still needs more info in it and I will be doing that part in 1.4

I can go ahead and add colorizing to the info box this version, it isn't a big deal, I just wanted to address the info box in 1.4 So it isn't that I can't do it more that I was just trying to stay in one area at a time.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: GRTS 1.21 release...

Post by KDR_11k »

smoth wrote:wow, this is a good find, a bit of an oversight with the squads and the way I am using them. Hmm, I will have to do some serious code refatoring to fix this fkaw with the squad system.
Just use the replace unit bit in the research.lua and remember that the squadspawner has no problem with using units as members that have squads defined (only normally built units spawn the squad, squad members don't cause further spawns).

e.g. you could have a fanfan_s2 that has a squad member of type fanfan_s2 and a research that replaces all fanfan_s2 with fanfan_s3 which has two squad members of the type fanfan_s3.
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: GRTS 1.21 release...

Post by aegis »

split cadyr's mess
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

Ok, knorke, the animation glitch was fixed, thanks for the info. I have not done any ui work yet as I am trying to track down some bugs to put into a known bug list.

One more day in prague then the looooooooooong flight home :\. I am not really sure what I will be doing when I get back, there will be much to do as far as laundry and other things like IRL stuff. Point is that I will probably take a small break when I get home to sort out some stuff and not do gundam stuff.

Who am I kidding, I will probably do SOMETHING related to gundam :P

anyway point is that I would love to see some more feedback, did you guys like the new feature placer stuff that changes up the map based on climate? Does it add an interesting visual element? Do you guys want to see even more alternate features? I have not heard anything yet so I am not sure if all the work was really worth it.

anyway, let me know! I would like to know!

OH also known map goof: desert valley inverted wet, the base area is underwater... MY BAD!
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: GRTS 1.21 release...

Post by knorke »

i have not tested out the various maps climates yet. ill definately do so later.

hm, the guntanks shooting is often way off from the barrel, especially the first shot when starting to fire:
Image
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

yeah something is up with the wait for turn in the script. will look at it
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: GRTS 1.21 release...

Post by CarRepairer »

Google got no O.S., so onto Gelgoog.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

knorke wrote:i have not tested out the various maps climates yet. ill definately do so later.

hm, the guntanks shooting is often way off from the barrel, especially the first shot when starting to fire:
Image
Fixed.
Dotz
Posts: 73
Joined: 25 May 2009, 01:11

Re: GRTS 1.21 release...

Post by Dotz »

same thing happens with one of feds snipers (maybe its meant to be that way) I think it's the first one you can build.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: GRTS 1.21 release...

Post by knorke »

the ones with the red beamlaser? the laser often emits in strange angles from the barrel, they should aim their gun more.

about the maps: they look really good with all the buildings and walls around the base-areas but i found them to be too large. i only played 1v1 so far but i think even for 2v2 20x20 is too big.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: GRTS 1.21 release...

Post by smoth »

really? I kinda find them to be too small.
Dotz
Posts: 73
Joined: 25 May 2009, 01:11

Re: GRTS 1.21 release...

Post by Dotz »

no, they're small. do you know how many times I've been annihilated within the first 1-3 minutes of the game? I mean, thats cause I suck, but still.

if you make bigger maps, you should probably include more prebuilt structures/decorations.
antiCamper
Posts: 49
Joined: 19 Dec 2005, 00:19

Re: GRTS 1.21 release...

Post by antiCamper »

I realy enjoy this mod :mrgreen:
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: GRTS 1.21 release...

Post by Forboding Angel »

knorke wrote:the ones with the red beamlaser? the laser often emits in strange angles from the barrel, they should aim their gun more.
SMoth, if you take sweepfire out of the weapon, this random angle thing shouldn't happen anymore. I found the bug purely on accident the other day and it seems that sweep and sweepfire cause it.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: GRTS 1.21 release...

Post by bobthedinosaur »

well doesnt that make it an engine bug?
Post Reply

Return to “Game Releases”