Imperial Winter - where things stand, and how you can help. - Page 5

Imperial Winter - where things stand, and how you can help.

A tense title presenting the period of frigid conflict under Imperial rule in the Star Wars universe at lightspeed.

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liamdawe
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Joined: 19 Mar 2010, 15:09

Re: Imperial Winter - where things stand, and how you can help.

Post by liamdawe »

So any progress, been a while since any said anything?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Imperial Winter - where things stand, and how you can help.

Post by knorke »

I said over 9000 moons ago I would maybe have a look at walking animations but various things came up and so there is no useable result. :? Sorry if anyone relied on that.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Imperial Winter - where things stand, and how you can help.

Post by Warlord Zsinj »

We need to hunt down someone capable of animating our walkers... :/
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smoth
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Re: Imperial Winter - where things stand, and how you can help.

Post by smoth »

That excuse is getting old. There is more to be done than that.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

I added some visuals related stuff yesterday + some functionality stuff. It immediately improved the actual gameplay.

Game still has various issues tho. The flyers need some serious work, needs a new menu (I suggest integral). I also added chilicursortip2 (the non-laggy cursortip), but the graphical theme was gundam and I didn't feel like going through and fixing it. Maybe I will later on, but yeah, visually, a new menu is needed immediately.

Also, still using sounds from total annihilation? Come on guys!
smoth wrote:That excuse is getting old. There is more to be done than that.
^^ This
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Pxtl
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Re: Imperial Winter - where things stand, and how you can help.

Post by Pxtl »

I'm curious - we keep talking about the modeling and units, but has the gameplay even been nailed down yet? Last I heard it was S'44 without the supply system.
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Forboding Angel
Evolution RTS Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

As far as I can tell, yes quite similar, and it seems to work pretty nicely. I could be mistaken, but it seems like capturing command points may or may not be smoother in IW than it is in s44, however, that's an opinion thing.

If the units behaved correctly, consistently, it would be quite good, but atm it tends to be a little bit of a tossup (main issue are the skimmer things and the flyers).
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Nemo
Spring 1944 Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Nemo »

The only similarity between IW gameplay and S44 gameplay is that they both use fixed-point capture resource systems, and that they both use basic RTS elements like factories building units.

Really, only a few people are qualified to talk about how similar/dissimilar the two games are when played seriously - 1v0ryk1ng, godde, pintle, and maybe a handful of others. Everyone else is basing that judgment on futzing with units in single player or random hearsay.
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Forboding Angel
Evolution RTS Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

Actually I only meant that it was similar in that capping command points = resources.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by SpikedHelmet »

nemo gets defensive about S44 sometimes. <_<
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Nemo
Spring 1944 Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Nemo »

Not so much defensive as stopping a silly rumor before it spreads more; S44 and IW diverged pretty substantially a long time ago, and it's unfair to Zsinj and the IW team for their work to be viewed as anything but something of its own, rather than a 'rip off of S44' or something similarly wrong.
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Forboding Angel
Evolution RTS Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

I don't think that that is what any of us meant tbh.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Imperial Winter - where things stand, and how you can help.

Post by Warlord Zsinj »

Yeah, if anything we came first anyway ;) (I tease) I'd be happy to extol the differences of IW gameplay, but I'd rather keep things on topic.

Smoth, it isn't intended as an excuse. I don't need to make excuses because I don't exactly owe anyone anything. I was simply noting that I was hoping that knorke might be able to pick up that slack and seeing as he evidently can't that is now something that needs to be addressed.

The main problem, as I see it, is that the majority of the remaining work is somewhat beyond my current knowledge to work on. I was the principal artist and game designer for IW (though wolf has also done a truckload of art), and in these areas I know what to do and can do it reasonably quickly and well. Also in these areas, all of the work is basically done. The main areas of work lie outside my areas of knowledge (scripting, animating, GUI, back end stuff, sounds, etc). I don't really have the time to teach myself the complexities of a lot of this stuff, which is probably the main reason why IW is stalled where it is (I also currently don't have a computer capable of running spring). We've got to be one of the only mods that has an abundance of art and artists and not enough coders...

Perhaps I could whore myself out to other mods doing art in exchange for animations
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knorke
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Re: Imperial Winter - where things stand, and how you can help.

Post by knorke »

yeah sorry and all but i never said i will 100% surely make superb walk animations in no time.
knorke over 9000 years ago wrote:as i said originally i cant promise anything or how good that will turn out. [...]
so that might either turn out good, meh or no results at all :roll:
i had planned making an editor thing but for that i first had/have to better understand some general spring gayness like 2d+3d drawing, sync/unsync and bla. long way from some experiments to something usefull.
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Forboding Angel
Evolution RTS Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

Warlord Zsinj wrote:Perhaps I could whore myself out to other mods doing art in exchange for animations
You know how to get models from wings -> upspring -> s3o (Not scripted, I can do that crap :-))?

^^ Evo has another faction damn near ready to go, but they have to be run through upspring into s3o's first.

I'd be happy to work hardcore on IW doing everything I can to get it all shipshape if you can take care of that :)

(Let me note here that I'm not actually being serious :lol:)
Warlord Zsinj
Imperial Winter Developer
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Re: Imperial Winter - where things stand, and how you can help.

Post by Warlord Zsinj »

You mean uvmapping? I never really got the hang of that ¬_¬
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Imperial Winter - where things stand, and how you can help.

Post by Forboding Angel »

haha no, they're already textured and uvmapped. Just has to be put into upspring for purposes of crapping out an s3o (setting up pieces, origins, bla bla).
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Imperial Winter - where things stand, and how you can help.

Post by Warlord Zsinj »

As I never did any animating I really just used s3o for the purposes of previewing my textures
Hentheden
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Joined: 06 Apr 2011, 17:32

Re: Imperial Winter - where things stand, and how you can help.

Post by Hentheden »

What happened to everyone? Why no comments!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Imperial Winter - where things stand, and how you can help.

Post by Warlord Zsinj »

comment

:P

I'm still here just sorting out my life
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