First SupCom Video: ChrisT's Second Coming, on Tape
Moderator: Moderators
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
That's going to be amzingly, fantasticly sweet, I just really hope it doesn't come out around exam time.
Still there's nothing stopping waypoint editing and improved group ai (co-ordinated attacks anyone?) and probably most of the other shiny new features being added to spring. Seriously, a year from now could easily see a Spring WDesq mod looking like that.
Still there's nothing stopping waypoint editing and improved group ai (co-ordinated attacks anyone?) and probably most of the other shiny new features being added to spring. Seriously, a year from now could easily see a Spring WDesq mod looking like that.
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
But it'd be nice to zoom in on the mouse pointer for the really quick navigation they were showing, and have you're units turn into radar dots once you were far enough away.
That reminds me, does spring support lodding? As that would reduce processor strain and would easily be modified to show you're units as icons or something at extreem range.
That reminds me, does spring support lodding? As that would reduce processor strain and would easily be modified to show you're units as icons or something at extreem range.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
That was most noticeable in the recent 1.44(?) version which lasted the longest. While AA had the reputation of beeing perfectly balanced, since it lasted long enough, people began to see that it had serious unbalances and begam claiming the need of a new version. That wasn't hapening, for sure, when it was changing every 2 weeks.Warlord Zsinj wrote:Deathblane: One of the criticisms of AA is that it is so constantly changing,t hat nobody ever has the opportunity to get any good at the game. ...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Optimus Prime wrote:check this 11:20 mins video of Sup Com :) (hope no one posted it already)
http://www.downloads.gamereplays.org/su ... tation.zip



...

Picking up the patrol route with the mouse ..


-
- Posts: 201
- Joined: 30 Apr 2005, 01:06
But do we really want to compete with SupCom ? Personnally, I don't.SwiftSpear wrote: If spring is going to realisticly compeate with sup comm in the first few months after it's release (which I don't think is really plausable) there's alot of changes that need to be made to the engine before that time so that it's more of a proper style game engine and less of a TA engine clone with new features.
First I don't want to see GPG having to turn over here and say "stop it", while Chris Taylor thinks this project is good. This project is good and it does no harm to any company. It was necessary as TA is seen almost a sort of "public domain" goodie by lots of people. I don't think the same with SupCom, at least not before 5-6 years.
I wouldn't want to see GPG disappear like it happened to Cavedog. I wish the best of success to GPG so that they continue to design great games.
So Spring and SupCom are two different games with different gameplays and I think that's very well like that. Let's continue to debug and improve Spring while keeping its own spirit and not try to copy every feature of newer games.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
It'd be great if we could compeate with sup comm... I mean think of the user numbers we'd be maintaining if that was the case. But I really don't think it's plausible. This game engine is very closed, to compeate with sup comm we need an engine that is open enough to allow our talented moders to take thier visions to reality in full. Working around TA gameplay structures is doable for many mods, but it makes playing spring a little boring because even the most different mods are very similar to eachother.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Spring is not just a remake of TA. And the thinking that it is really weakens the drive to add new, innovative features.Warlord Zsinj wrote:Firstly, Spring IS TA. It wouldn't be here if it wasn't TA, and ignoring TA's roots would be immensely silly, because TA is a game that has yet to be surpassed as an RTS experience.
Exactly. It is AA, not EE, Nanoblobs, gundam, FF, or SWS, that is the most popular. Because it is basically OTA updated for the Spring engine.Absolute Annihilation, a mod disliked by much of the online OTA community, is the most popular mod.
The old school TAers think that it strayed too far from OTA, but the "moderate" players, those who kinda liked OTA but didn't play much and thought that it was unbalanced, played AA, and now play AA on Spring.
IMO, of course. I havent taken a survey.
Supcom, when it comes out, will be much better than Spring. But Spring will (hopefully) keep growing at its slow steady pace, and will eventually surpass it.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
This can easily be done in spring. There just isn't a mod that it would be reasonably balanced for, it's too overpowering the way TA handles nukes.Zoombie wrote:Now the thing about Sup com that makes me drool would be...
NUUUUUUUUUUUUUUUUUUUUUUUUKKKKKKKES!
Finally, the full destructeve power of nukes will be unleashed on my enemys!
Spring is already absorbing Sup com features
Look at my ETA groupAI.
Even zooming towards mouse cursor was implemented and submitted to svn yesterday by SJ.
Moving patrolpaths and other supcom stuff could be done with the new GUI if the lua based option is chosen.
I guess even a HW1/2 style sensor modecould be done with the lua based GUI option.
Look at my ETA groupAI.
Even zooming towards mouse cursor was implemented and submitted to svn yesterday by SJ.
Moving patrolpaths and other supcom stuff could be done with the new GUI if the lua based option is chosen.
I guess even a HW1/2 style sensor modecould be done with the lua based GUI option.
Listen very carefully at 2:30 and tell me what you hear?Optimus Prime wrote:check this 11:20 mins video of Sup Com :) (hope no one posted it already)
http://www.downloads.gamereplays.org/su ... tation.zip
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
Excellent!
To be honest, by the time it comes out the biggest difference (technically) between spring and Supercom will probably be the optimisation. This in turn will mean that Supercom's content will undoubtably be better (higher-poly, bump mapping, whatever) than springs but I guess that'll be the main difference.
Even saying all that the only real differnce between the quality of that map and the quality of some of springs better ones was the dodads (tree's etc) and the oceon floor. That of course and the huge size.
To be honest, by the time it comes out the biggest difference (technically) between spring and Supercom will probably be the optimisation. This in turn will mean that Supercom's content will undoubtably be better (higher-poly, bump mapping, whatever) than springs but I guess that'll be the main difference.
Even saying all that the only real differnce between the quality of that map and the quality of some of springs better ones was the dodads (tree's etc) and the oceon floor. That of course and the huge size.
-
- Posts: 115
- Joined: 21 Sep 2004, 19:41
Do I hear "spring look"?Weaver wrote:Listen very carefully at 2:30 and tell me what you hear?Optimus Prime wrote:check this 11:20 mins video of Sup Com :) (hope no one posted it already)
http://www.downloads.gamereplays.org/su ... tation.zip
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
maverick256 wrote:Do I hear "spring look"?Weaver wrote:Listen very carefully at 2:30 and tell me what you hear?Optimus Prime wrote:check this 11:20 mins video of Sup Com :) (hope no one posted it already)
http://www.downloads.gamereplays.org/su ... tation.zip
Deathblane wrote:The precise phrase was 'it's got a spring look' .

I actually like the current Spring look. Could use a couple adjustments to color and opactiy, but it's good and clutter-free.
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15