Release

Release

A fresh perspective on battle for control of Earth, brought to you by Sanada and Snoop.

Moderators: Moderators, Content Developer

Post Reply
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Release

Post by hoijui »

not ready for spring RC (does not spawn any start units). come back to me if you need help with that. (maybe release a second version of the mod for the RC).

i would prefer if the filename would be more descriptive, eg. ConflictTerra_100 instead of ct_100.

i did:

Code: Select all

/cheat
/give all
and got this:

Code: Select all

[    309] Unknown weapon type LightingCannon
[    309] Could not load COB script from: scripts/terraunit.cob
.. just in case you did not know it. seems not to be game breaking.
edit: have a look at this commit:
http://github.com/spring/spring/commit/ ... 14dc49c599
in short, you have to rename: LightingCannon -> LightningCannon
(this is for spring RC)

strange thing was, that with most units (which had weapons), i was not able to force-fire on a spot.

is there an AI that is known to work with your mod?
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Release

Post by SanadaUjiosan »

Well, that answers that question. I had put in the new required lua, but it was a while back. Help would be immensely appreciated in getting this going.

We can start using more descriptive file names. I just thought I'd follow the example set by other games, but we'll remember that :-)

Thanks for pointing out the stuff not compatible with the RC. We intended to test it before we released, but didn't get around to it. We'll be sure to get a compatible version ready.

The force fire thing is weird... not sure.

And snoop is working on an AI with AF's help.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Release

Post by hoijui »

if you already have a spawn gadget already, then you just have to make sure to not use the AllowUnsafeChanges Lua function anywhere in your code, as it was removed. if you do not have a spawn gadget yet, take the one from the spring repo master under cont/base/springcontent/LuaGadgets/Gadgets/game_spawn.lua, and adjust it to your needs.

edit:
good luck with the AI! :-)

you can also catch me in the lobby, or some other dev, eg in #moddev
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Release

Post by SeanHeron »

Pretty impressive unit count guys! Especially given the time in which you've put this together, looks quite interesting :).

I must say, I can dig the visual style (though I'm sure not everyone will) - I was thinking of going cartoon-style for some stuff myself actually. Definitely thumbs up for the consistent style, plus recognisability of units, I like! (You could look into getting trepans/a cel-shader up and running again - or seeing if someone might be willing to do so - I think that would look pretty good)

I'm afraid I've not got round to any in depth testing yet (apologies for not making it yesterday, was busy - and thanks for the invite, I was honoured :D). So can't say much on gameplay yet. My impression is you've went for pretty solid RTS gameplay, I'd imagine it should play fine (I like the no-build-assisting, that's always seemed very unintuitive to me). I'll certainly be looking into it some more! Altogether, definitely big congratulations on getting the game released.

P.S. I didn't have any trouble force-firing the units I tried with - perhaps you had friendlies standing in their firepath Hoijui ?
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Release

Post by KaiserJ »

haven't had a go yet

but congratulations guys, this is a big step, im glad to see the community is being supportive of your project!

<3
Machete234
Posts: 642
Joined: 12 Feb 2010, 11:55

Re: Release

Post by Machete234 »

Im just testing it I think you should add icons when zooming out so that you can see what it is.
Now everything is a round blob.

I like to set the icon show distance fairly low so that you have an icon as soon as it gets hard to see what unit it is with the models only.

Also:

-"laggy" unit movements dont know if its my pc
-annoying sound when damaging something

SeanHeron wrote: I must say, I can dig the visual style (though I'm sure not everyone will) - I was thinking of going cartoon-style for some stuff myself actually. Definitely thumbs up for the consistent style, plus recognisability of units, I like! (You could look into getting trepans/a cel-shader up and running again - or seeing if someone might be willing to do so - I think that would look pretty good)
I also think going completely comic style would totally work see team fortess 2 for example.
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Release

Post by SanadaUjiosan »

We are definitely embracing our "graphical style." We are trying to get some similarly looking maps with cartoon-ish features done so the units do not look out of place on the fine maps made by the community. As for the sound, we would gladly accept any suggestions or help with sound. Most of the sounds were cobbled together in an attempt to just make sure all the bases were covered. We intend to slowly but surely insert better and more appropriate sounds as we come across them.
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: Release

Post by nightcold »

I was discussing this with snoop.

I think it would be a good idea If the meteor economy system was incorporated into the story to justify it.

Like:
year 2???, Earth is struck by a meteor storm. The catastrophe annihilated most of earths economy and weakened if not annihilated most nation. The meteor showers are slowing down(to the point in which armies can safely move about), and this void to power is drawing nations to war. Japan(due to its small surface area.lets also say they got luck) has hardly been effected by this catastrophe. While other nations were suffering from this tragedy Japan has built up its military and technology (yeah, I know that economics are international and if the world suffers so dose Japan). Japan is now set on taking advantage on this void of power....and other nations are forced to unite to try to compete(we can also say that the nations in PN are also at conflict....and we can suggest a potential coop inside japan, if u just want 2 develop the story/make campaign)

We can also say that armies have adapted and use the fallen meteors as a source( of quickly build up their armies and fuel their arms. we can also say that the meteor have some special concentration of minerals that are very effective at making weapons, and because of it weapons that could never been made before are being mass produced at a alarming rate.

IÔÇÖam not that great at pitching/writing you guys might wana come up with something more polished

Harvesting can be carried about by building special deposits, which spawn units (like more eco u invest in them more they make) that automatically go up to the meteors and mine them and come back..and after it is dropped off the player reaps the rewardthu a stream line production with a deposit based economy can be a problem.(T2 deposits can be more efficient deposits that produce better harvesters and give more metal per drop...basically more metal per rock faster)



Alsodo u want me to finish the last batch of sounds.i dont even know if u guys are using them/they need 2 be edited..
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Release

Post by slogic »

Repack ct_100.sd7 cause it contains itself TWICE (folder ct_100.sdd inside).
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Release

Post by SanadaUjiosan »

Yes that was a goofy error and I'm not sure how it happened. We'll be releasing a version 1.01, compatible with the new engine and containing bug fixes, balance issues, and even a new unit, very soon. I'll be sure there isn't a second package of the game inside this time :wink:
Post Reply

Return to “Conflict Terra”