P.U.R.E. 0.55 - Page 54

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Image

Almost done with this World Builder demo map. One more to go. Hoping to get the last one done Friday-ish...
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: P.U.R.E. 0.55

Post by Warlord Zsinj »

Cute hut - is it yours or one of spike's?
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

Looks like Spiked's
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: P.U.R.E. 0.55

Post by FLOZi »

Yeah, the hut and barn are both spiked's
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: P.U.R.E. 0.55

Post by Forboding Angel »

gawd, woldbuilder is FUKWIN
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Hoi
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Re: P.U.R.E. 0.55

Post by Hoi »

if we ever get sm3, would worldbuilder work on it?
e:better yet, make a proper dev tool without all the mapconv stuff and include worldbuilder!
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Forboding Angel
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Re: P.U.R.E. 0.55

Post by Forboding Angel »

Sm3 is fucked, and it appears that even if it wasn't fucked, performance on Sm3 maps would still be subpar.

That said, unless I'm mistaken, worldbuilder should work on sm3, but the feature placement is a bit different in sm3, however, I believe worldbuilder uses lua to place features so that shouldn't matter.
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Hoi
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Re: P.U.R.E. 0.55

Post by Hoi »

why is sm3 fucked?
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Argh
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Re: P.U.R.E. 0.55

Post by Argh »

It has serious performance problems, basically. World Builder should work on it regardless though, it's not like the SMF Feature specification.

Ah, and yes, some of the stuff there is Spiked's- I've been creating new smart props and doing a few things here and there, with some content he agreed to provide to the project, which has improved the variety of objects a bit. I still need to make some stuff that's relevant to a desert terrain, which I don't currently have covered- the only stuff that got made was LathanStanley's work, which is not really suitable, for technical reasons. Anyhow, more when I've gotten the heightmap of the last demo done...
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Hoi
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Re: P.U.R.E. 0.55

Post by Hoi »

about the beta, i downloaded it but it seems to have only one faction:(
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Argh
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Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Um, yeah, the public beta is only Overmind, and doesn't contain all of this nifty stuff. Sorry, it's pretty much just a demo, and not a very cool one, at that, tbh.
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Hoi
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Re: P.U.R.E. 0.55

Post by Hoi »

/signs up for the closed beta (if there is one)
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Argh
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Re: P.U.R.E. 0.55

Post by Argh »

Sorry, the beta's been closed for awhile now. I'll probably call for another round of testers when it's time to do the MP testing, which should start very soon- that'll be the "fun" part, anyhow, getting balanced cleaned up enough for a final release.
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Hoi
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Re: P.U.R.E. 0.55

Post by Hoi »

/opens beta :wink:
I will wait for the new beta then
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Argh
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Re: P.U.R.E. 0.55

Post by Argh »

I would like to announce that I've developed a way for World Builder objects to correctly manipulate the blocking-map. The first use for this is to allow World Builder forests to interact with players like Spring's trees, although it must be said that I do not currently have a method for allowing stuff to run World Builder trees over. Yet.

This means, among other things, that it might become possible (with some not-very-complex scripting) to make objects that dynamically block things while moving- i.e., giant spider-bots could actually allow things to walk under them, etc. (although I should note that it would be too CPU-heavy for mass uses), for more interactive-feeling objects that aren't just giant blocks, among other things.

[EDIT]Hey, cool... a professional musician from a game-studio house offered us a new tune to add to our soundtrack. I'll let y'all know if we get the song. Nice to see we're attracting some attention in that regard, it almost makes me wish I could spend more time promoting this thing. Game design first, though.

Oh yeah... and for the MP beta, which is whenever the Spring devs green-light a build on the alternative server or kick out 0.77, I would like volunteers who are willing to help me get balance under control. PM me if you're interested.

Please do not apply if you're expecting everything to be perfect already, of course. It's not, and I'm just waiting to play a few games with people before I change stuff and get balance cleaned up a bit before release.[/EDIT]
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.55

Post by Forboding Angel »

Looking forward to it tbh. SHould be a lot of fun.

Unfortunately vs AI I have a little bit of trouble understanding the game so far, however, I think once I get playing it online stuff will fall into place pretty quickly.

TBH I've been mainly testing stuff out and prodding here and there, so it's not like I completely understand how the builds and stuff work but like I said, online should fix that in short order.
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Argh
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Re: P.U.R.E. 0.55

Post by Argh »

Beta 4 released to testers. I really think this is the last major beta, before it's time for MP testing to get balance under control.
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname »

Finished messing around with the giant mech thing. It's uploaded to the usual place.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: P.U.R.E. 0.55

Post by SpikedHelmet »

Mah trees ,too ! (tho they look like ass from such a low angle)

Great work as always Argh.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.55

Post by Forboding Angel »

Waaaah I never got beta 4 :-(

No wonder... I couldn't figure out what was taking you so long hehehe
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