Gundam Annihilation beta 0.98 - Page 4

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.

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Nemo
Spring 1944 Developer
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Post by Nemo »

nice custom explosion thinger. looking great.
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smoth
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Post by smoth »

I am happy you guys like the new explosion sprite.. I am doing what I can to modify Gundam Annihilation..

If the spring developers would help me get the libraries I need to code I would do the fx code/art we moders need.
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AF
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Post by AF »

Have you read the mailing list lately? Hardcoded graphics are now read out of GameResource.tdf and are free for modders to change at will. Next version feature of course.
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Guessmyname
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Post by Guessmyname »

Yay! Where's the link to the mailing list?
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AF
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Post by AF »

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The GameResources.tdf file in question is in the svn atm, and if I remember correctly the windows build isn't compiling atm after someone broke it.
XigXag
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Post by XigXag »

smoth wrote:I need feedback guys..
My 2 cents:

I don't know if it's Gundam "canon" but the Zakus could really use a lvl 1 radar unit/building of some kind, the way the Federation has the hover truck.

Two of the Federation factories have the same name.

It's a minor point, but many of the walk animations don't appear to match the speed of the unit (the "moonwalk" effect). This is also true of XTA and pretty much every other mod, and I know how labor-intensive it is to get right. It's just that the Gundam units are so large that this effect is more noticeable.

On a related note, the walking units seem to lack a certain "genki"... they stroll toward the battle, casually heft their guns, and generally exhibit a sense of relaxation. My suggestion would be to speed up their (scripted) movements a bit, perhaps making them slightly smaller if necessary to match their apparent speed to their actual speed.

The gelgoog's (I think, it's one of the beam guys) gun sound effect has an audio glitch.

The Zaku 2f's gun seems to be slightly mis-aimed... at maximum range, it consistently misses by the same amount each time.

That is all...
VITO
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Post by VITO »

here are my 2 cents
1 after alex loses her cobham armor her forarms disaper. :shock:

Image

2 the alex's beam rifle is wrong :!: .

Image

3 the RX-79[G] Gundam's are missing there chest vulcans (like most MS are missing there head vulcans in this mod). Now on most MS this isn't a problem but the ground gundams stand out way more.

4 Most MS that have beam sabers are missing them on there modal. This stands out way more than the vulcans do (even more if your a gundam fan like me :wink: ) unless your not a gundam fan.
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smoth
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Post by smoth »

lol, congrats vito you are the first person to notice the missing sabers and incorrect beamrifle :).

As far as the chest/head vulcans I have not put them in because of the weapon limit. they are likely to be there in later versions.

I'll add those beam sabers in the next version :).
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jcnossen
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Post by jcnossen »

The gameresources.tdf is just one step in the right direction, I'm not sure if it's already useful at this point. Code restructuring and making things less hardcoded is definitely one of the long term goals all developers have.
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AF
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Post by AF »

NTai XE8 is detecting the 2 commanders in gundam annihilation as builders and so they arent Using the commander buildqueue, leading to bad performance.

This is because units such as FEDCOM lack the required tag "commander=1;" I think it is, thus the engine flags them as builders and NTai goes by what the engine says.

For nwo I'll add in an extra if statement to check if it's gundam annihilation and if so change the decision so that they're correctly identified regardless of the bug but you should change it. FF suffered from this too untill they added the tag....
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smoth
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Post by smoth »

AF wrote:NTai XE8 is detecting the 2 commanders in gundam annihilation as builders and so they arent Using the commander buildqueue, leading to bad performance.

This is because units such as FEDCOM lack the required tag "commander=1;" I think it is, thus the engine flags them as builders and NTai goes by what the engine says.

For nwo I'll add in an extra if statement to check if it's gundam annihilation and if so change the decision so that they're correctly identified regardless of the bug but you should change it. FF suffered from this too untill they added the tag....
No problem, I will correct it in the next version
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smoth
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Post by smoth »


Image



Image


Click on the images for a larger pic...

gundam annihilation is being worked on I can tell you it plays a HELL of a lot better now and you guys will be thrilled with the next version.
patmo98
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Post by patmo98 »

AF wrote:The GameResources.tdf file in question is in the svn atm, and if I remember correctly the windows build isn't compiling atm after someone broke it.
I think that VS8 is now fixed.
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Masse
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Post by Masse »

gundam looks very nice in that lower picture... hopefully it plays as well as it looks
submarine
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Post by submarine »

i just wanted to remark that the pictures you posted look really cool, i'm looking forward to having some macthes vs aai :)
Malphas
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Post by Malphas »

Ah, so you're the dev of the mod, smoth! As a big fan of Gundams, I really like playing this mod. However, it needs a bit of balancing, especially for the federation side. For example, the RX-78-2 is WAAAAY overpowered. A swarm of 10 or 15 can take out a large army of lesser MS's with barely a scratch. 20 or more is probably unstoppable, and the only time I've ever lost more than 2 or 3 in a strike was when the other team was the Federation. Now, this may have been due to very poor planning or defense on the part of the other players, but I have yet to lose a GA match when I attack with RX-78-2's. Also, could each side have a seperate turret for air and ground? Perhaps a slow-firing anti-MS turret that you need to take out with tanks or air? That would make the two units much more useful, especially tanks. Just my thoughts, although you've probably fixed most of this in your next version already.
Egarwaen
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Post by Egarwaen »

Malphas wrote:For example, the RX-78-2 is WAAAAY overpowered. A swarm of 10 or 15 can take out a large army of lesser MS's with barely a scratch.
You have seen Gundam, right? That's entirely show-accurate. Amuro alone can take out twelve Doms in under two minutes, and could probably do significantly more damage than that, given the opportunity.

The issue, from a show-accuracy perspective, seems to be getting that many RX-78-2s. While the Gundam was powerful, the whole point was that there was only one of it, which made using it effectively a challenge.
Malphas
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Post by Malphas »

Egarwaen wrote:
Malphas wrote:For example, the RX-78-2 is WAAAAY overpowered. A swarm of 10 or 15 can take out a large army of lesser MS's with barely a scratch.
You have seen Gundam, right? That's entirely show-accurate. Amuro alone can take out twelve Doms in under two minutes, and could probably do significantly more damage than that, given the opportunity.

The issue, from a show-accuracy perspective, seems to be getting that many RX-78-2s. While the Gundam was powerful, the whole point was that there was only one of it, which made using it effectively a challenge.
Exactly. I guess then the main problem is its easy to build an army of 40 RX-78-2's in a short period. Perhaps double or triple the building time? Same should go for the NT-1. And yes, I have seen most or all of the original Gundam :wink: .
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smoth
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Post by smoth »

part of the problem is that the mod had an issue when I released it that the metal extractor still had my test value of 5 in it.

in a situation with that much resource a gundam is built easily. Also the first tier units were too expensive. In the next version the values have been changed... here is how they are in the current test version:

RGM79 machine gun: M: 750 E: 600 Bt: 7000 Hp: 3000 Sp: 2.4

RX78-2: M: 4500 E: 25000 Bt: 45000 Hp: 6000 Sp: 3

The damages are also different but I will not be extracting them at the moment . I figure this should help.

in the last test I only saw... oh about 2 rx78s. The unit is still awesome but if 20 zaku2s attack it at once it is TOAST! of course you can get it can easily take out less then 10 zakuII :).

A lot has been changed and the next version is much much nicer. Do look forward to it.... I'll ruin a suprise though.....
Perhaps a slow-firing anti-MS turret that you need to take out with tanks or air? That would make the two units much more useful, especially tanks. Just my thoughts, although you've probably fixed most of this in your next version already.
Image
like maybe a mounted mega particle gun?
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Decimator
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Post by Decimator »

*puts away the hedgeclippers*
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