Gundam Annihilation beta 0.98 - Page 2

Gundam Annihilation beta 0.98

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.

Moderator: Moderators

Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

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.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

excellent, looking forward to it ^^
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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?

Image

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.
Image

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:
Image

So umm what am I missing here?
User avatar
Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

I think Spring uses the footprints mainly instead of the sphere now...
http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

It uses spheres for weapon collision, I checked myself. Nowhere BUT the sphere was hitting
MRKim
Posts: 4
Joined: 17 Dec 2005, 12:33

huh?

Post by MRKim »

Image
Image
Image

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??

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 8) . yay.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: huh?

Post by smoth »

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??
yep, they were origonaly lost style weapons. I have to dig up the flag that allows them to make upward shots.
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 8) . yay.
I am not sure. In OTA they are quite easily dispatched. I'll have to dig into it more, I will consider it though.

As far as your english... it is better then my korean.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Spring checks both sphere and footprint for weapon colision. Put your gundam's standing animation as a lowered gun position for more accurate collision spheres. IIRC colision sphere's are calculated by the ammount of area that the unit model takes up in it's longest dimention.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
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
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

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.)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

MRKim
Posts: 4
Joined: 17 Dec 2005, 12:33

changelog?

Post by MRKim »

may i see changelog?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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...
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

├â┬Âhhr├â┬Â├â┬Â├â┬Âhm... u need ANIMATION INTERPOLATION ! damn ugly animations ;)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

yeah.. .I know and those are the anims from the arm com. GAG.

I have to find the time to get to that.
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

smoothanim=1;
In the unit fbi..


D:
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

smoothanim=1;

i did that for my gundam allready 8)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
Post Reply

Return to “Game Development”