Absolute Annihilation: Spring[old] - Page 31

Absolute Annihilation: Spring[old]

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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Caydr
Omnidouche
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Post by Caydr »

In 1.33, the largest variant was Forged. It was 178 KB. This, however, was mostly taken up with a handful of buildpics I've just realized are unnecessary.

So, to put things in perspective:

AA data file: 9,500 kilobytes
Standard: 4 kilobytes
Barebones: 3 kilobytes
Forged: 9 kilobytes

So, yes, I could put out versions which only include standard. It would save you approximately 4 kilobytes of transfer (or, less than a second on a 14.4 modem), as the amounts shown above are before the files are even zipped.
greenail
Spring Developer
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Post by greenail »

how's 1.34 comming?
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Pxtl
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Post by Pxtl »

greenail wrote:the range on the scramer is nuzt, but i've never used it in a game.
In a high-resource game the screamer is a monster. You can dominate the sky of half the map easily if you back up your annihilator line with a screamer line. The screamer means that the only aircraft that will get anywhere near your base must be a concerted assault, not a light force.

Think of the Screamer as a Guardian for aircraft.
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Min3mat
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Post by Min3mat »

or to stop scouts coming over your base, if u use jammers on the ground u can stop the screamers having any use without scouts for them (lol)
AlexMax
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Joined: 29 Dec 2005, 09:04

Post by AlexMax »

Caydr wrote:I'm going to go back to 1.31 and re-do all the changes from there. I must've made a mistake somewhere along the line. I have yet to see even a single sync error though, and I played (that is to say, lost) an hour-long game a couple nights ago.... thought I was home-free.
Has it crossed your mind that perhaps you were doing things kosher all along, something that Spring SHOULD like, but it doesn't like because of a Spring bug.

If your redo of the changes doens't work either, and things that you think should work don't, you might want to open up communication with the Spring programmers to see if you can pinpoint where and why the desync is occoring.
BadMan
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Joined: 07 Oct 2005, 03:05

Post by BadMan »

Those uber long range missle towers are great for taking out chunks of krow and atomic bomber's hp. With the krow having a decent explosion as well, if it dies, it will also damage other krows a decent amt if they are all bunched up.
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Caydr
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Post by Caydr »

Indeed. Mercuries/Screamers are the intended counterbalance for the overwhelming firepower of those two air units, as well as the strength that any close-together group of aircraft can have. I have seen literally hundereds of hawks shot down many screen widths away from their target by 8 or so of these when strategically placed.

As I've now learned the hard way that a single playtest, I'm going to bring in a second computer for proper playtesting. Not sure when I'll have a new stable version ready... I guess in the meantime you're stuck with 1.31.
BadMan
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Joined: 07 Oct 2005, 03:05

Post by BadMan »

Well, I have this idea that might help pin point the problem with the crashing.

Lots of things happened btwn 1.31 and 1.33.

I suggesting just taking 1.31 and just do the pic formatting conversion you did, then, release that to the public as a 1.34 alpha. After a few days testing to see if that causes the crashes, move on to the next change if there were no problems. If no problems, do a few changes that was in 1.33 and call it 1.34 beta. Keep doing this until you find the problem.
hawkki
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Post by hawkki »

just so we know if its any use if we post these dump files do you get anything out of them? Can you see what caused the crash and from that figure out what has to be fixed ? Or are they useless and we can stop posting them ?
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Caydr
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Post by Caydr »

I can't interpret the error dumps, no.

It appears I've isolated the problem tonight. It's the JPG compression. Two identical versions were tested, except for the buildpic format. the PCX version works perfect, JPG version crashes about 10-20 mins into the game. I wonder if it's some kind of overflow error... JPGs are much more heavily compressed than PCXs, obviously. (28k per PCX, 3k per JPG)

Changelog thus far: (as you can see, the only change missing from the newest beta is JPG compression)

Code: Select all

scroll down for newest changelog
Since it's been explained to me that DDS is ultimately the best format for image compression in games, I'm going to try finding a mass PCX -> DDS converter. Perhaps the problem is only with JPGs.
Last edited by Caydr on 05 Jan 2006, 23:28, edited 1 time in total.
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Caydr
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Post by Caydr »

Just finished a second full-length test game. It's definitely the JPG compression or something related to it.
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MR.D
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Post by MR.D »

If yo have Adobe Photoshop, there is an Nvidia made plugin that lets you save to .dds and convert any picture to that format.

There are alot of special settings for what type of dds you want to make, whether you want dxt1(no alpha/1bit alpha), dxt3 (explicit Alpha) channels, dxt5 (interpolated alpha), if you want to generate Mipmaps and dozens of other settings as well.

I used this tool when I was making textures for my Bf1942 mod, and I would use the DXT3 with greyscale alpha channel and mipmaps for Geometry texturing and Dxt3 without mipmaps for Icons that would be used in the GUI interface.

This is the location to the tools at Nvidia
http://developer.nvidia.com/object/nv_t ... tools.html

You will have to find out exactly what format you need, as far as what imprint the dds needs to be compatible in spring, but this tool should help you alot Caydr.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I found a bug - the Abel's VToL missiles can you your own units while they are taking off, for example you have a hover in front of it, and the hover gets hit even though it is nowhere near the missiles.
richw
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Joined: 24 Sep 2005, 17:54

Post by richw »

Caydr wrote:Since it's been explained to me that DDS is ultimately the best format for image compression in games, I'm going to try finding a mass PCX -> DDS converter. Perhaps the problem is only with JPGs.
http://www.irfanview.com/ does DDS via plugins not tired the DDS support but the batch converter works a treat.
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Caydr
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Post by Caydr »

AA 1.35 link:

http://prdownloads.sourceforge.net/ta-a ... p?download

Code: Select all

1.34 --> 1.35

 Removed unused units and corresponding buildpics,
  the actual total unit count is in fact 391 (not
  393)
 Uniform mobile unit rotation speed increase: 10%
 Uniform mobile unit acceleration increase: 20%
 Uniform mobile unit brake increase: 25%
 Uniform mobile unit maxvelocity increase: 15%
 Mobile artillery impulsefactor reduced to 0.5 (1)
 Arm "Luger" AoE increased to 180 (148)
 Core "Pillager" AoE increased to 192 (156)
 Arm "Luger" accuracy reduced to 450 (350)
 Core "Pillager" accuracy reduced to 500 (400)
 Core "Tremor" AoE increased to 200 (180)
 Core "Tremor" impulsefactor reduced to 0.5 (1)
 Core "Tremor" accuracy reduced to 600 (550)
 "Shellshocker", "Wolverine" impulsefactor reduced
  to 0.5 (1)
 Added "cloakable" to Ambusher's description (it
  was already cloakable though)
 Spies now explode with a large-AoE EMP blast


1.331 --> 1.34

 Depthcharge launcher can't be built on water
  anymore
 "Phoenix" bomber port wing moved oh-so-slightly
  towards the model's center... I'm psychotic
 Nano tower buildtime reduced by a further 2000
  units
 Nano tower metal cost reduced by a further 50
  units
 Sumo cloaking removed
 Spy minimum cloaking radius increased 25%
 Arm construction ship can now build underwater
  storage again
 "Moho Exploiter" buildpic redone
 Deflector strength increased roughly 400%
 Deflector range decreased roughly 40%
 Removed the 8 least interesting load screens
 Level 1 bombers now drop the correct number of
  bombs
 Removed unused textures


1.33 --> 1.331

 Reverted to 1.31 data set


1.32 --> 1.33

 Fixed sync errors related to FBI decimal values
 Removed unused textures
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

caydr, hats off dude. The new version is simply the most fun I have had is a VERY long time.

I had 3 slugfest matches tonight and every single one of them was a pleasure. THe increased speeds are so damn cool!!

Nanotowers are perfect now IMO. Absolutely perfect. I played both arm and core tonight. Seems to be damn near perfectly balanced.

I love it!

/me is so happy! :D
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Mars Keeper
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Post by Mars Keeper »

Forboding Angel wrote:caydr, hats off dude. The new version is simply the most fun I have had is a VERY long time.

I had 3 slugfest matches tonight and every single one of them was a pleasure. THe increased speeds are so damn cool!!

Nanotowers are perfect now IMO. Absolutely perfect. I played both arm and core tonight. Seems to be damn near perfectly balanced.

I love it!

/me is so happy! :D
Its that good?!
I need it now! *Downloading
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DavetheBrave
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Post by DavetheBrave »

I also like the changes...but I think that the increased speed helps brawlers too much. I dont think it really changed the balance with ground units, but now that brawlers are so much faster, it is much harder for static defenses to shoot them down before they get to kill something important (like a comm :/).
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Caydr
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Post by Caydr »

Hmm. Alright, so for next version:

Reduce gunship speed 10% or so
Reduce mercury/screamer range by 500 units or so

Anyone notice anything else that needs changing so far?
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Min3mat
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Post by Min3mat »

extra AoE of arty to counter speed increase? and the impulse factor changes seem harsh (from figures i havent played yet)
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