P.U.R.E. 0.8 RC3 - Page 9

P.U.R.E. 0.8 RC3

WolfeGames and projects headed by Argh.

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smoth
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Re: P.U.R.E. 0.8 RC2

Post by smoth »

Ideally the help widget should do that. Argh is not good at getting to the point and user attention spans are short.
Last edited by smoth on 20 Sep 2008, 19:38, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

I does, but the help stuff is just that, help stuff. It's not gonna give you background info on the whole kit-n-kaboodle.

The help widget is for point and find out stuff. A backstory isn't exactly a unit on screen if you understand what I mean with all this.
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smoth
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Re: P.U.R.E. 0.8 RC2

Post by smoth »

you don't need the background to know that X kills Y
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Of course not. But great games are always about more than X killing Y. Great games have a depth to their world. OTA stands out largely because it had such a flat backstory, with little depth to it, yet had enough depth to the gameplay that people stayed interested regardless. Games like DoW or StarCraft, on the other hand, use their backstory to backstop their gameplay decisions, and it works very well, when done right. I'm certainly not claiming that what I've done is up to that standard, of course- building that much depth takes enormous work, and I've been a wee bit pressed for time- each blurb's just a stream-of-consciousness piece, pretty much, trying to dig around for a few nuggets of interest while explaining the in-game utility of the objects to players. Hopefully I'll get a chance to revise all of that stuff to a higher standard at some point.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

Argh, please remove the custom detailtex you have in pure. For whatever reason I can't override it with the smd and it's making everything look blurry.

Edit: Ungh. THis irritated me enough so that I extracted pure, deleted the detailtex's and repacked it. Good lord it was making things look like crap.

Edit2: Just noticed something else. Your custom detailtex's are darkening the entire maps. If you want to use custom detailtexes that's fine, but do it via the smd a la DetailTex=mydetailtex.bmp;
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

crap, simply removing the ones you have there causes an otacontent error. Just take the regular detailtex (included in both of the maps I'm about to post, and stick them in the bitmaps dir of pure, then for each one of your maps that you want to use a different detailtex simply use the tag above that I described. Links incoming.

Edit: http://evolutionrts.info/random/foothil ... dfixed.zip wait about 20 minutes from this post... You're gonna like the new foothills :-)
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Eh? I thought that the detailtex was always supposed to be overridden, if you specified one in your map that's different?

At any rate... I'll look into that.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

Argh wrote:Eh? I thought that the detailtex was always supposed to be overridden, if you specified one in your map that's different?

At any rate... I'll look into that.
it's liek this

map > base

mod > map
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Ah. But what about maps that specify a non-standard detailtex, like mine do? Seems to work all right...
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC2

Post by Forboding Angel »

believe me, it's using the one from the mod, not the one you are specifying in the smd.
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Pxtl
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Re: P.U.R.E. 0.8 RC2

Post by Pxtl »

Should've done this in the first place. Email failed, yourfilehost failed, this site should work.

Also, if any other mod devs want to use this, feel free - it's MIT/BSD licensed, so you can do whatever you like with it. This is AppLauncher, a quick rush-job launcher GUI I threw together in VB.NET (only because I was too lazy to switch to C#). If anybody wants the source, feel free to ask.

You feed it an XML file of buttons, and it makes a launcher menu out of them. No skinning or anything - just looks like windows buttons with a custom banner over top.

Requires .NET Framework 2.0

See the included AppLauncherConfig.XML file to customize it.

Don't think it would work on Linux, but haven't tested - it'd be hard as hell to make the command-line stuff cross-platform, but the WinForms and .NET code should be fine after a conversion to C#.
Attachments
AppLauncher.zip
AppLauncher binaries
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Excellent. So... how hard would it be to make this skinnable, for a really pro look? Anybody want to take a swing at that? Also, how can I go about altering the XML file, post-install, to correctly reflect the path assignments?
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Totally awesome gameplay video coming up... Pendrokar did an amazing job on this, you guys are not going to believe your eyes. More when it's uploaded and up on ModDB.

[EDIT]
Forb, I finally found time to look at the new maps. Killer stuff, man. Definitely worthy replacements for what's in the build now. Now all I need is a smaller city map demo, with a city in the middle (because, let's face it, blowing stuff up is cool). If anybody is out there and wants to make the heightmap / paint-up for this, lemme know, I'll do the code. I'm looking for something in the 10X10 size range- not too huge, not too small- and I'm looking for a very specific heightmap, designed to funnel players through the city to get to one another, for a 4 FFA or 2v2 / 4v4 team game...[/EDIT]

Ooh yeah... and I'm almost done with the walls and ... stuff. More later, let's just say that it's like nothing you've ever seen in Spring before...
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

Video's UP: http://www.moddb.com/games/pure/videos

Again, thank you Pendrokar, this is really amazing work!
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Hoi
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Re: P.U.R.E. 0.8 RC2

Post by Hoi »

Lol oscar nomination in catogory pure awesome.
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rattle
Damned Developer
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Re: P.U.R.E. 0.8 RC2

Post by rattle »

big ups for the slow framerate
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Zpock
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Re: P.U.R.E. 0.8 RC2

Post by Zpock »

I like the voice acting.
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RogerN
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Re: P.U.R.E. 0.8 RC2

Post by RogerN »

The voices drive me nuts. Is there any way to turn them off without disabling the other sounds?

I understand the importance of giving user feedback to confirm orders, and I know that it's typical of the genre to use voices (TA being an exception). But hearing "Roger that" twenty times a minute just gets on my nerves. Starcraft gets away with it because there's a variety of noises for each unit, making it less repetitive.

If you can't include multiple sounds for each command I'd prefer shorter sounds that were not voices at all.

EDIT: I tried adjusting the "Unit reply volume" in the settings, but that doesn't appear to affect the voices.
Last edited by RogerN on 22 Sep 2008, 01:03, edited 1 time in total.
Sheekel
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Re: P.U.R.E. 0.8 RC2

Post by Sheekel »

Nice video, shame he didnt have shadows or other high-tech visual stuff running
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Argh
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Re: P.U.R.E. 0.8 RC2

Post by Argh »

That was Pendrokar doing the voice-over, sorry if it's not your cup of tea. I don't have the budget to go find a polished radio-announcer type to read some lines on a page for us. Just how it is.
The voices drive me nuts. Is there any way to turn them off without disabling the other sounds?
Sure, just turn down the volume slider for "Unit Reply Volume" in SpringSettings. It's set to some rather-loud default, I usually have it set at 20. That will fix it.
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