P.U.R.E. 0.55 - Page 58

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: P.U.R.E. 0.55

Post by Hoi »

his pure file was called pure(03).sdz that wont stop the game from working but the mutators wont work, fixed :-)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

I'll be available for a few hours online starting now, ring me if you want to play.
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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 »

Meh, back in the Lobby again... anybody want to try out Beta 2, I want to test and make sure that the last major bugs are all dealt with, before putting out what I think will be the last beta- an expanded Help system, basic play guide, and a few other things.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

Just getting around to it now dude, where do i place the world builder files?
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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 »

In your mods folder, you should have PURE.SDZ, WORLD_BUILDER_CONTENT.SDZ, PURE_BALANCE_BETA02.SDZ.

The other two things are World Builder demo maps, they go into the maps folder.
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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 »

MP Beta 4 has been released to testers. Among other exciting features, it has a full-blown "I'm a newbie, what is this game all about" guide. I may get around to expanding that a bit as a general "how do I play Spring" thing, although the new Help Widget I wrote pretty well covers that, tbh. It's almost at the point where anybody could learn how to play it, just by reading the help guide. Can't help people who won't read, of course, but it's certainly more lively than a manual...

Image
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: P.U.R.E. 0.55

Post by HeavyLancer »

I might have some time to test some P.U.R.E. , so could I please get sent a multiplayer beta? I can get some MP testing done with Google_Frog over the weekend.
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: P.U.R.E. 0.55

Post by Google_Frog »

Argh wrote:MP Beta 4 has been released to testers.
You mean 3 don't you?

It's hard to get games, maybe some kind of organization needed, like a pure channel.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

I just noticed your using "power and materials" but the info box in left corner still shows energy/metal?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

General Sharpe, hahaha.

Should be able to test this evening, assuming I can stay up that long (had to deal with a hyperactive 3 year old for an hour whilst running solely on 5 hours sleep and caffiene... completely knackered now...)
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: P.U.R.E. 0.55

Post by Neddie »

I can't really get this to run at all. The resource GUI disappears, I can't load any of the mutator versions (They crash at the tree generation step), I can't load any bots while I wait for people (They crash randomly before the tree generation step). I enjoy the music though.
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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 »

Probably Settings-related. Try Koshi's new Settings.exe, see if it keeps happening. I have not seen any genuine crashes in P.U.R.E. for quite awhile, and the NPOT fixes should have corrected some possible problems with that for users with older ATi hardware, among other things.
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Neddie
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Re: P.U.R.E. 0.55

Post by Neddie »

Alright, so I finally got it to work.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: P.U.R.E. 0.55

Post by Hoi »

Okay, just played a game on swamp mountain (bad map layout imo) and I have found some balance suggestions/bugs.

Bug: when starting a game you get the new help screen, When you click res/om and then click end you can't do anything, not move, not select, not build, fixed by disabling the widget. I also suggest putting that window somewhere else, it blocks the whole screen.

Balance: OM needs better mobile AA, it's very hard to expand when the enemy gets a few choppers and lets them patrol around my base.
the OM defence turret has too low range, give it about the same range as the RS mech team (normal mech) or a bit more.
The RS rocket artillery thing has way too much range and does too much damage.
OM should be able te rehack the RS resources source to be neutral again, it takes ages to destroy, a guntank just does 60 dmg per shot.
Google_Frog
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Re: P.U.R.E. 0.55

Post by Google_Frog »

Hoi wrote:Balance: OM needs better mobile AA, it's very hard to expand when the enemy gets a few choppers and lets them patrol around my base.
the OM defence turret has too low range, give it about the same range as the RS mech team (normal mech) or a bit more.
The RS rocket artillery thing has way too much range and does too much damage.
OM should be able te rehack the RS resources source to be neutral again, it takes ages to destroy, a guntank just does 60 dmg per shot.
Chopper rush is probably I'd like to do some more testing first, I haven't even had a chance to try and counter it. I suspect that the vlaunch AA support tank would work well. That game was won by you not countering the chopper giving me a massive resource advantage so you can't really judge units by what happened after that.

You can't start saying things are OP or UP after a few games. I think a few more games are needed with both players switching sides trying out strats that look OP then trying to counter it.

I don't think rehack is a good idea because it's unintuitive. If a unit can unhack why can't it hack?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

OM needs better mobile AA, it's very hard to expand when the enemy gets a few choppers and lets them patrol around my base
Personally, I think the bigger issue is the timing on that- all of the Resistance air units are pretty easy to get up early enough to really disrupt the flow.

I have an air factory coming, for Resistance, which should take care of that problem.

I'm working on the relative-distribution issues for Ancient metal facilities, etc. I think the easiest way to deal with that is to auto-adjust their output, according to how much total metal there is on the map. I already have a "metal spot" counter, so it should be very easy to get done, and I'll stick that change in the next beta.
yosemite
Posts: 49
Joined: 08 Aug 2007, 21:26

Re: P.U.R.E. 0.55

Post by yosemite »

Is there any models i can atemp to make? I'm actually getting somewhere with blender.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: P.U.R.E. 0.55

Post by smoth »

I know you don't want me in your thread but I forgot to tell you about this:
pure

Your title has been taken.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Doesn't matter. Different genre, and copyright law on that topic is quite well-defined, I'm perfectly legal and safe from them, should they decide to bother me. Moreover, it's an acronym- the full title is "Purify. Unify. Reclaim. Exterminate.".

Thankfully, otherwise tbh I'd have to tell Disney to gtfo, which would be "fun".
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: P.U.R.E. 0.55

Post by smoth »

I was thinking more that people could possibly get confused when they search pure and find a bunch of lame atv videos.
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