Eternal Struggle: Landing Operations 0.194 - Page 4

Eternal Struggle: Landing Operations 0.194

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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 29 Nov 2011, 17:41

update to 0.190

added two new units: EMP-Artillery and Heavy Gunship
added a few new sounds
added a few new explosion-effects
changed the size of units a tiny bit
transporter is a bit less broken now
fixed for spring84.0

[solved]known bugs: - Healthbar problems
Last edited by LordMuffe on 29 Nov 2011, 22:04, edited 3 times in total.
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knorke
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Re: Eternal Struggle: Landing Operations 0.190

Post by knorke » 29 Nov 2011, 19:35

known bugs: - Healthbar problems
it is due to the .n change? get a working version from BA or someplace.
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 29 Nov 2011, 20:58

i tried several versions from different games, always the same error as bobthedinosaur posted in http://springrts.com/phpbb/viewtopic.php?f=14&t=27138

[f=0000000] Error in Initialize(): [string "LuaUI\Widgets\unit_healthbars.lua"]:202: 'for' limit must be a number

i just cant get it to work.
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knorke
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Re: Eternal Struggle: Landing Operations 0.190

Post by knorke » 29 Nov 2011, 21:01

the hpbars widget from zero-k works. (i use it)
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 29 Nov 2011, 21:09

i tried to use that with the same result :( so either i did something wrong while porting it, or the error lies elsewhere
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zwzsg
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Re: Eternal Struggle: Landing Operations 0.190

Post by zwzsg » 29 Nov 2011, 21:10

Here is the one I use: http://pastebin.com/s63PsERr

btw, don't forget to check all your other gadgets and widgets for .n or ["n"], and replace them by #
Like: if bla.n>10 then -> if #bla>10 then


If you see some bla.n = nil, then you can't have a #, so just leave that line, which will be useless in 84.0 but not cause issue, and still useful in 0.82

LordMuffe wrote:i tried to use that with the same result :( so either i did something wrong while porting it, or the error lies elsewhere
Maybe, like bob, you have another widget with same name somewhere in your Spring pathes?
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 29 Nov 2011, 22:03

sometimes i get so tired of doing this...

after deleting every possible unit_healthbars.lua file in the spring folder and the mod .sdz it still showed the widget in the game. so after a search on all my hard drives i find that for some stupid reason spring has a folder somewhere else where it puts some lua files... and of course the one there is still affected by the # .n thing... so i used about 4 hours trying to fix something what wasn´t broken. correcting he # thing as the first i did... i dont even have to fix anything in the uploaded version.

At least it proves my point on scattered installations: they are absolute useless garbage....

Thanks for the help anyway :) at least it works now
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 10 Jan 2012, 19:26

i´m working on an replacement model for the defense gun. The old one does not fit the role i want to give it in the next version. Instead of being the standard defense, it will be a slow aiming tower, which will favor heavier units in stead of being a all-round defender as it is now.

Image
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Funkencool
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Re: Eternal Struggle: Landing Operations 0.190

Post by Funkencool » 11 Jan 2012, 00:20

Looks amazing!
Speaking of good looking I think the front page could use a couple screens of ES:LO, it does a pretty good job of showing off the engine.
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.190

Post by LordMuffe » 08 Jun 2012, 22:28

update to 0.192

balancing changes:
-removed idleheal for all units. Exceptions: the light vehicles (bugy, bike), Construction-trucks and the heavy tank
-EMP Artillery is stronger
- a few minor changes in speed, hp and so forth.

added music:
includes now 4 songs by Kevin MacLeod ( http://incompetech.com/m/c/royalty-free/ ). The gui-widget is still a bit buggy, but switching the music on or off works (all copied from zk, thanks to all the guys involved with that piece of code).
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.192

Post by LordMuffe » 22 Feb 2013, 21:57

update to 0.194

new model for the defense tower ( 13 month for one unit... i´m so proud...). 4004 tris, tex2 needs a few adjustments. In addition, he switches roles with the laser-tower.

a few balance-changes, but nothing major ( or anything i can remember since the last update...)

few pics:

Image
Image
Image
Image
Image

old meets new: I dare say, the improvement is visible :)
Image

the new trinity of defense turrets
Image
Image
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SinbadEV
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Re: Eternal Struggle: Landing Operations 0.194

Post by SinbadEV » 22 Feb 2013, 22:45

LordMuffe wrote:Image
The small one isn't bad, it's just simple... maybe you could shrink it and use it as a dragon-eye sized mini defense or as part of a fortified building.
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.194

Post by LordMuffe » 24 Feb 2013, 11:12

I had that thought before, but at the moment, I can´t think of a fitting role for another defense-building.
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NeonStorm
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Re: Eternal Struggle: Landing Operations 0.194

Post by NeonStorm » 24 Feb 2013, 23:17

Maybe you can use the model to replace weapons on other units.

+1 All your models look pretty and fit into a theme - I like this style :)


Why do you not have a smaller but static shield for defenses?

-1 because the big one is ugly and either completely invincible or completely useless.
You can attack it where no defenses are, or easily move your units under it.

I am still hoping for a mod which creates shields between 2 shield towers (high, tall) or 3 shield-tower heads and set a new standard for spring mods.
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LordMuffe
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Re: Eternal Struggle: Landing Operations 0.194

Post by LordMuffe » 13 Mar 2013, 14:07

the idea of the big shield building was, to use it as a defense against super weapons: planet-bombardment and such. for that purpose it needs a big hunk of shield-hp... which would make it invincible against land forces. But since there is now super weapons at the moment, its use is to block artillery and force the enemy to advance to a certain point ( beyond the shield barrier ). But i will add a small shield tower once i finish the small emp vehicle.

For your hopes with the multi tower shield thing... well, im not a lua magician.

And about the ugly statement: taste differs from person to person. I personally like it so it will stay the way it is ... hope it is not such a big problem that you cant enjoy the rest of the game :)
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NeonStorm
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Re: Eternal Struggle: Landing Operations 0.194

Post by NeonStorm » 23 Mar 2013, 06:04

Not ugly from how it looks, but in terms of game-mechanic :)

As it is used against artillery, the shots it should block will come from above - like plasma rain, etc.
How would you like a roof/canopy?
Would you like to use a eliptical (or any) mesh for collision?

Or would you like to change the shield's behaviour near ground?

Code: Select all

function collisionCheck:
  fadingZone(500) = near ground the shield loses it's function.
  yDiff(49) = elmos above ground (where projectile collides with shield)
  blocking(100) = shieldPower(10'000) /weaponDamage(100)
  blocking = yDiff(49) < fadingZone(250)
    and blocking(100) *math.pow(yDiff(49)/fadingZone(500), 2) -- a bit less than 1
    or blocking -- use original behaviour above fadingZone
  return blocking >= 1 -- true means shield blocks projectile.
The small shield would have such a low/small fadingZone, that it could basically be ignored.
(The values in brackets are examples)
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