Gundam Annihilation beta 0.98
Moderator: Moderators
You don't have to package the mod with 7zip to make it switchable (or "non-crude") in the lobby. You only have to include the file modinfo.tdf in the archive and also put the rev31.gp3 in the mods folder in spring. Preferrably a subfolder also since it could be confusing if more than one ota-mod was put there. But anyway, the point is that spring can read the modinfo from hpi archives as well, you don't need to package them as sdz or sd7 files.
orly? I feel like an idiot now.. I went through all that trouble and it was that simple. Dang, I am going to try that way then.
Right now I am off to cook but after that I am going to work on finishing up the patching for spring and getting you guys a new version... no promises but maybe tonight or tommorrow morning.
Right now I am off to cook but after that I am going to work on finishing up the patching for spring and getting you guys a new version... no promises but maybe tonight or tommorrow morning.
I am trying to debug the mod for spring. I have with help of MrKim come across an oddity with the collision spheres... does anyone know what the problem is?

Anyway, this stuff is bizzare as you can see above MANY of the collision spheres are incorrect. This is really weird so I tried checking the footprint.. that didn't change it. Then I tried changing the movement class. that had NO effect.
For some reason, the spheres are off on many of the models... here is another example.

So I looked at the first pic and noticed that one of the zakuIIs has it's gun pointed forward... seeing as this may effect the sphere I rotated the goufhs' left arm straight up... and low the sphere is a little bigger and in a different spot:

So umm what am I missing here?

Anyway, this stuff is bizzare as you can see above MANY of the collision spheres are incorrect. This is really weird so I tried checking the footprint.. that didn't change it. Then I tried changing the movement class. that had NO effect.
For some reason, the spheres are off on many of the models... here is another example.

So I looked at the first pic and noticed that one of the zakuIIs has it's gun pointed forward... seeing as this may effect the sphere I rotated the goufhs' left arm straight up... and low the sphere is a little bigger and in a different spot:

So umm what am I missing here?
I think Spring uses the footprints mainly instead of the sphere now...
http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
huh?



it seems the explosion appears in inner sphere. but i am not sure this.
i think Xamel and Guntank should have ballistic weapon

and i think Zaku2 FZB need to be downgraded. but the balancing issue must be disscussed with others.
i am sorry for my bad english

Re: huh?
yep, they were origonaly lost style weapons. I have to dig up the flag that allows them to make upward shots.MRKim wrote: it seems the explosion appears in inner sphere. but i am not sure this.
i think Xamel and Guntank should have ballistic weapon. in spring, weapon cannot penentrate friendy forces. so a bunch of long range units with LOS weapon perfom silly. do Guntank and Xamel use LOS weapon, originally??
I am not sure. In OTA they are quite easily dispatched. I'll have to dig into it more, I will consider it though.MRKim wrote: and i think Zaku2 FZB need to be downgraded. but the balancing issue must be disscussed with others.
i am sorry for my bad english. yay.
As far as your english... it is better then my korean.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29

in the pic where the mech has it's arm pointed up I could shoot all over it's feet at the ground it was standing on and untill I hit the sphere it was not damaging it. Also the mech with it's arm up is technicaly an aircraft which I know changes some of that but it was the same for the others.
Ths is really a bad system for collision. They need to make it more accurate to the area of a unit. or allow us to specify center and size.
in the pic where i was white team 3 of the mechs could only be hit on their lower half... another the "dom" has his sphere stoping at his chest. also look at the zaku tanks and where the spheres are... see how one of them is right and the other has double his sphere size? they are almost identical in size and the construction one(smaller sphere) has nano points OUTSIDE of the sphere.
I hope the sy read this and improve it... I don't know how to get their attention
mopre about coalision: http://spring.clan-sy.com/phpbb/viewtopic.php?t=3353
Personally, I don't really care of a gun is virtually in a wall. or whatever.
Making an acurate coalision is CPU eating.
(as for limited types of units, maybe you should add units from other anime. I must make the Archangel someday, really.)
Personally, I don't really care of a gun is virtually in a wall. or whatever.
Making an acurate coalision is CPU eating.
(as for limited types of units, maybe you should add units from other anime. I must make the Archangel someday, really.)
I will not make units outside of the uc. I do not want to make this mod like that. If YOU wanted to make addon units I would not have controll of that now would I? After all the tech tree could be expanded, just not with anything else from the UC that is pretty much filled up. However, I have debated about mobile armors.
lol, I don't do those... too tedious.
This is the best I can offer you...
Fixed animation glitches on:
RX79plus
RGM79e
Fixed black ground plate:
all units that needed it were fixed.
Looked into the odd hit boxes:
spring related.. nothing I could do moved on...
Checked all weapons for weapon start velocity bug...
all weapons are now correct in spring.
Checked weapons firing over or through walls:
single rows are ok in spring like they are in OTA
Minovsky generators:
Not radar jamming in spring, reason unknown.
Aircraft in spring are they still devastating:
see above picture, yes they are but ONLY if you have eyes in the base to plan your target or if you have hover trucks in the near proximity.
Footprint issues:
Goufh: corrected(even though it didn't hurt anything I fixed it all the same)
Zeon Factory(aka factory that builds the zakutank) fixed.
Formation movement in spring are units still effective in mass:
tested yes, moving them using the rightclick drag to set row lenght and direction offers supperior damaged for the troops used.
Rotating calfs on the fedcom unit:
fixed.
---------------------------------------------------------------
things I have to fix still:
Odd issue with aquatic mechs not wanting to get in the damn pool
Some mechs are not quite in scale(compair DOM to zaku)
Give up angle firing to the units that may benifit from it:
Guntank, rx79zook, goufb, xamel,feddyturret
---------------------------------------------------------------
I am not one for change logs but that is a loose one for you...
This is the best I can offer you...
Fixed animation glitches on:
RX79plus
RGM79e
Fixed black ground plate:
all units that needed it were fixed.
Looked into the odd hit boxes:
spring related.. nothing I could do moved on...
Checked all weapons for weapon start velocity bug...
all weapons are now correct in spring.
Checked weapons firing over or through walls:
single rows are ok in spring like they are in OTA
Minovsky generators:
Not radar jamming in spring, reason unknown.
Aircraft in spring are they still devastating:
see above picture, yes they are but ONLY if you have eyes in the base to plan your target or if you have hover trucks in the near proximity.
Footprint issues:
Goufh: corrected(even though it didn't hurt anything I fixed it all the same)
Zeon Factory(aka factory that builds the zakutank) fixed.
Formation movement in spring are units still effective in mass:
tested yes, moving them using the rightclick drag to set row lenght and direction offers supperior damaged for the troops used.
Rotating calfs on the fedcom unit:
fixed.
---------------------------------------------------------------
things I have to fix still:
Odd issue with aquatic mechs not wanting to get in the damn pool
Some mechs are not quite in scale(compair DOM to zaku)
Give up angle firing to the units that may benifit from it:
Guntank, rx79zook, goufb, xamel,feddyturret
---------------------------------------------------------------
I am not one for change logs but that is a loose one for you...
Multiplayer impressions.
------------------------------------------------------------------------------
First and foremost... in TA you need 5-6 metal extractors to win.. in
spring: 1... wtf! In spring you need but 5 energy plants.. in ota 8-10
with storage for both! Spring no storage necessary.
I also hate how slow the game plays it feels like the game is a -2 speed
as far as OTA game speed. OH! Even when the host placed the game a
2X which should have made it arounf 5-7 OTA speed it was PLAYING at
one
I played a game on acidbridge3 and the doms were BLOWING UP FOR NO
REASON! AND YES THEY WERE ON LAND!
The gouf flight types will land in spring, this isn't a problem except they
do it DURRING BATTLE! which is retartded!
Radar isn't needed units can shoot well outside of their visual range.
which means, why I am I using radar? Aircraft seldom get in range
before being shot.
In the end what alot of this means is I will have to micro tweak my mod
after I make the final version. Which is a butt load more work for me...
yay.
--------------------------------------------------------------------------------------
Thanks to those of you who were in the late night marathon with me and I
hope to have more games with ya'll. I am off to play some other mods.
------------------------------------------------------------------------------
First and foremost... in TA you need 5-6 metal extractors to win.. in
spring: 1... wtf! In spring you need but 5 energy plants.. in ota 8-10
with storage for both! Spring no storage necessary.
I also hate how slow the game plays it feels like the game is a -2 speed
as far as OTA game speed. OH! Even when the host placed the game a
2X which should have made it arounf 5-7 OTA speed it was PLAYING at
one
I played a game on acidbridge3 and the doms were BLOWING UP FOR NO
REASON! AND YES THEY WERE ON LAND!
The gouf flight types will land in spring, this isn't a problem except they
do it DURRING BATTLE! which is retartded!
Radar isn't needed units can shoot well outside of their visual range.
which means, why I am I using radar? Aircraft seldom get in range
before being shot.
In the end what alot of this means is I will have to micro tweak my mod
after I make the final version. Which is a butt load more work for me...
yay.
--------------------------------------------------------------------------------------
Thanks to those of you who were in the late night marathon with me and I
hope to have more games with ya'll. I am off to play some other mods.