Page 13 of 16
Posted: 01 Apr 2007, 19:56
by AF
As a general note:
8800 + crappy vista drivers + Epic coms== 30-40 minutes of gameplay before crash
BUT
8800 + crappy vista drivers + Tiny coms== 30-40 seconds of gameplay before crash
Posted: 01 Apr 2007, 20:43
by Aun
Xamels were taking down entire buildings with single shots in the anime...
I've been wanting the Alex's arm vulcans for so long...
Name the time for a Gundam shared comm game btw.
Posted: 01 Apr 2007, 23:03
by smoth
Bear in mind kdr, I removed their ability to go on water and they can only fire and aim while stationary in the next version... bwa ha ha.
If I think they need the boost they may get it kdr but I am also looking into a level 2 zomygosh tall wall. that neither side can shoot past.
Posted: 01 Apr 2007, 23:15
by KDR_11k
Tall wall + restrictive sphere collisions = guaranteed desaster
Posted: 01 Apr 2007, 23:25
by smoth
Walls turn into features, those use a sort of fake hitbox I am told.
Posted: 02 Apr 2007, 09:46
by KDR_11k
They didn't when I implemented the badblocks for Kernel Panic.
Posted: 02 Apr 2007, 10:46
by smoth
weird. I'll have to look into it
because my earlier tests with building features had shown otherwise.
hmm... try this map:
http://cs.selu.edu/~ssmith/spring/files ... stside.sd7
I have a tall building in it.. The missile only explodes when it hits the edge of the tall buildings footprint.
if you get the sane as me then that means the corpses are not being created as features.
Posted: 13 Apr 2007, 16:31
by pintle
Is there a modweb for gundam? If so could i have linkies pls
Posted: 14 Apr 2007, 06:10
by smoth
I am not really sure pintle, I am not sure about all of that stuff. I honestly do not utilize modweb. Sorry, trademark would know.
Posted: 14 Apr 2007, 07:36
by KDR_11k
Hm, a theory that would be consistent with observations would be that features only collide over their footprint but units won't fire if any part of the hitsphere is in the way (see e.g. the megacannon corpse).
Posted: 15 Apr 2007, 07:06
by Neddie
I don't think a higher wall is a good idea Smoth, but as usual, I am willing to test it as you go.
Posted: 16 Apr 2007, 01:10
by smoth

Not that anyone cares but I increased the damage of the sniper and gave it's beam rifle a cooldown effect and time to represent the laser cooling. It also will get a decreased cooldown time while in water.
Posted: 16 Apr 2007, 02:11
by 1v0ry_k1ng
walls ruin games. no no noooo to wall! thing I like most about gundam is that you cant porc easily
Posted: 16 Apr 2007, 04:39
by smoth
.... ivory, one of the things that makes gundam anti-porc is MASSIVE amount of indirect fire units.
Posted: 16 Apr 2007, 09:16
by Zoombie
Awsome laser cool down effect there.
Posted: 16 Apr 2007, 17:01
by Erom
Reminds me of the cryo-sniper rifle from Oni.
Posted: 16 Apr 2007, 22:41
by smoth
erom, where ya' been?
Posted: 17 Apr 2007, 04:49
by Erom
Heh, the airport hub in my computer ended up being needed to broadcast the wireless for my apartment, so I couldn't boot to PC and play Spring without killing the internet for my roomates. I should have stuck around on the forums, and not disapeared entirely, but eh. Now that there's a Mac build of spring under development, I'm back. The mod looks great, btw. The tiny coms version crashes at launch (probably a MacSpring bug) but the epic one works very nicely.
Posted: 17 Apr 2007, 05:02
by Zoombie
Whoa, someone OTHER than me Remembers Oni?
Awsome! And yes, that is what that looks like. And I'm still trying to figure why people might want to play with non-epic coms...
Posted: 17 Apr 2007, 10:04
by KDR_11k
non-epic coms make it impossible/unfeasible to com rush on smaller maps.