Complete Annihilation News - Page 17

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Complete Annihilation News

Post by [XIII]Roxas »

I actually like the new looks of the Core units. The forward-swept wings seem to suit the 'Core' concept a lot better than they would for, say, Arm.

Blastwings have always been some of my favorite units. Now, I keep expecting them to latch on to units' chests and blow up.
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Licho
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Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Otherside - new models don have to look different to get rid of IP. Mr.D's models are near perfect (suffer from being too dark and lack of team color too), safe to use and yet still look similar to original. (Perhaps the core/arm logo should be removed from texture but thats it really).

I don't know how many times I have to reiterate it - but you really dont need to create differently looking model. You just cannot use original one. But recreating it from scratch is enough (for EU at least).
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Complete Annihilation News

Post by Otherside »

but why make exact copies when you can make new original concepts (no offense mr D) TA models r 10 year old designs limited by the technology bak then
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: Complete Annihilation News

Post by Machiosabre »

I don't think the planes in TA looked like planes because of the limited technology though, I think it's because they were planes.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Re: Complete Annihilation News

Post by Soulless1 »

I have to say I really like some of the new air units - avengers look and feel kinda like Stargate deathgliders (especially when dogfighting!) which is very cool!

The blastwing and fink are also good, but the rapier does feel a little out of place to be honest...it would be great if it followed the same style as the others :)
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Complete Annihilation News

Post by smoth »

I like the little bat guys can we get a closer shot?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Complete Annihilation News

Post by rattle »

http://rattle.from-hell.net/spring/cloaking_shield.avi
http://rattle.from-hell.net/spring/CA/u ... shield.lua
Some collaborative work of aegis and me to improve the "I can't see my base" cloaking shields.
Saktoth
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

Yes, we are working away from the OTA designs, and coming up with our own designs.

And those designs do not include anything remotely resembling a goth tie-fighter, so, yeah..
Some collaborative work of aegis and me to improve the "I can't see my base" cloaking shields.
So now you can see your base at least half of the time. :D

Is there any way to change the lightsource so that the shiny bit is not directly in front of the camera?
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rattle
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Joined: 01 Jun 2006, 13:15

Re: Complete Annihilation News

Post by rattle »

The light source depends on the sun position as it is simple OpenGL specularity... no idea yet, there probably might be a way.

I'll tweak it some more later today.
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Licho
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Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

If you ever got problems with old updater get the new one http://www.caspring.org/wiki/CaUpdater

* Rewritten CaUpdater from scratch - now called CaDownloader?
* Its not using SVN now but different custom method with much smaller network transfers.
* Much more reliable and stable, all tasks are cancellable and display progress bar.
* Supports Linux.
* Allows retrieval of historic revision (in incremental way).
* Uses existing old CA versions as a base for updating.
* Consists of just one standalone multiplatform .exe file which self updates.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Complete Annihilation News

Post by Licho »

Also supports poll, stats, and 2 versions - stable and latest.
Stable should be used for tourneys or if latest becomes broken etc.
It will be released only once per week or so.

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Complete Annihilation News

Post by BaNa »

yay for stable version!
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete Annihilation News

Post by kiki »

Thank you soooo much for this, it works so much better for me. :)
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Re: Complete Annihilation News

Post by hrmph »

I played CA for the first time today and ... wow! It is a really cool mod. Keeping true to TA but adding lots of really cool stuff. Evolving units, terraforming, nice effects, and some interesting new units/build trees.. It is great seeing a mod with so many changes, but keeps true to the original.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Re: Complete Annihilation News

Post by chillaaa »

The new updater application makes me happy in pants... nuff said.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Complete Annihilation News

Post by Gota »

A suggestion.
If you want to make your tactics version more interesting make it into a domination mod.
You have a few flags or places or whatever on the map that when held for a certain time they give you reinforcments.
You start of with a bunch of units and try to hold points.
You can start of by just giving more units of the same amound and type as the ones that were chosen in the begning by the player.
The more points he has the mroe troops he gets.
No building no economy just microing and mixing your units.
The initial verson can be very simple,as i said,you have a few points on the map which when taken will supply you with identical troops and troop numbers as you have chosen in the start.
I think it will be very refreshing and very interesting.
I just want to say that there are tactical games which base their entire multiplayer experiance on such a gameplay system.
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Complete Annihilation News

Post by Stealth870 »

I think it changed now, but I just have to say that Liche II antigravity beam was one of the most enjoyable bombing runs I've ever had. Throwing a commander, mexes, and defenders into the air was hilarious. :mrgreen: Looks like I'll have to switch to Core to continue enjoying it now though.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Stealth870 wrote:I think it changed now, but I just have to say that Liche II antigravity beam was one of the most enjoyable bombing runs I've ever had. Throwing a commander, mexes, and defenders into the air was hilarious. :mrgreen: Looks like I'll have to switch to Core to continue enjoying it now though.
Please post a video link of this antigrav beam bombing run in caspring.org.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Double post action!!

Okay guys, since I'm not always paying attention or have time to spend in #CA, please explain in this thread what made you decide to walk up to the tech tree, chop it down, make it into 3 coffee tables and stack them on top of eachother and sprinkle it with cinnamon. It totally threw me off the other night. Comm builds everything tech2? Almost everything? I didn't even notice that till my third or fourth game! :lol: Not to mention the other stuff like you can't build a t2 con from the factory anymore.

Put some updates in here once in a while and the reasoning behind them, if you have the time. My curiosity is killing me and this thread is lonely. :(
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Complete Annihilation News

Post by [XIII]Roxas »

*Ahem*

Carriers.


That is all.
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