AATA Beta 0.9 - Page 18

AATA Beta 0.9

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Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

*ahem*

You can hardly call Gnome and I (or the previous team for that matter) a big team. :P

I also agree that infantry have to look quite a bit better, even if it does risk performance on lower-spec computers. The immersion in a game, as well as it's ability to attract others (as Argh commented) is severely hampered by blocky infantry, particularly in a game which is going to be rather heavily reliant on infantry.
That being said, infantry will be very frequent, so while efforts should be made to make them look good, they should still be as conservative as is possible.

I agree with SH regarding the four sides. If you are planning to use four sides, and have committed yourself to it, then it is easier to balance when you are considering all of them (so long as you have a reasonably good plan, and are not 'going at it blind) at once, as opposed to balancing two sides, and then trying to slot in a further two sides. It means it will take longer until we see the units everyone wants (king tiger, etc), but it results in better gameplay. Everyone wants Jedi and ATATs in SWTA, but they've just have to sit it out patiently.

Besides, I quite like the idea of battling it out with infantry and light tanks, keeping things tactical until the heavy units start to roll out, in which case things start to get epic.

Just ensure that you are making all four sides different from the very start; usually the starting differences are the ones that have the biggest repercussions on gameplay further down the track.
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FLOZi
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Post by FLOZi »

FLOZi wrote:Fixed gunpits

Image

Now i need to go through all the towed weapon models and give them all the same height... but that's likely to mess up collision spheres. :(

Also, the gunpits don't really give the towed weapons any protection, so they are pretty much worthless. :cry:

One thing i did consider is perhaps some kind of repulsor modified to be very discreet?
After some further twiddling with the yardmap, gunpits now protect their loaded guns :-) It's worth noting that, unlike TA, Spring does NOT fill in a yardmap with a single character if only that character is specified.

Image

This Pak-40 took out 5 PzIV while keeping half is health, thanks to its gunpit. :wink: Note that the script to hide infantry while the gun is being towed is also called into effect here, I think I can get around this though by detecting that the gun can still fire (as as you can see, the aiming and firing animations are still called).
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Nemo
Spring 1944 Developer
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Post by Nemo »

Brilliant work FLOZi. I can't wait to play a game with these in action.

How does this affect indirect fire weapons? Will we need to do some special damages to simulate mortars/grenades and such being fired over the walls, or does it work on its own? I have a feeling that it might work natively, and any time we can make less use of the special damage system is a plus. If not though, it won't be difficult to work out a system that works.
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Das Bruce
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Post by Das Bruce »

Panzer II WIP, http://fileuniverse.com/?p=showitem&ID=2765

Obj format, tracks for "Knight" style animation, what do you guys think?
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FLOZi
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Post by FLOZi »

I'm not sure knight-style animation is to be advised for every single tank unit. And the turret doesn't look quite right.

And it's a Tiger II, not a Panzer II. :wink:

Nemo... I need to test that out.

edit: Mortars are too inaccurate to hit one, and grenades don't work, so we will need some special damages.
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Argh
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Post by Argh »

Just keep in mind that if you're going to do "Knight" style animation, that you're going to need to re-project copies of the source tread object around a curve. Doing it by hand will almost certainly lead to really cruddy-looking results, not to mention causing mental problems in whoever tries it the hard way ;)

And, of course, there are obvious performance tradeoffs. That said, it's not really bad, performance-wise- a cluster of Knights moving around is just about framerate-neutral with a bunch of Wolves, which are lower in polycount but have more dynamically-moving parts (the totally superfluous and un-necessary wing fans, which 99% of players have probably never noticed spinning). If you can cut corners, by having the upper part of the tread not actually being shown/hidden (in OTA view, you'll never notice) you can also save some frames there with few costs to beauty. Personally, I'd go ahead and have all of the treads be animated in this way- it's simple to do, adds dynamism to the units, and if you don't go overboard on reflectionmaps, etc., like I did with the Knights, it won't be a performance hazard. Just a thought.

As for the model... it's ok, but the bogies aren't positioned correctly, and the turret does not have the Tiger II's distinctive boxy shape.See reference shot here.

Oh yeah... and on a side note... the comment about Yardmaps helped me fix the AutoFacs for NanoBlobs, which seemed like they had invisible walls in them. I thought it was a Spring bug, but it isn't, I just didn't know that if I had a Yardmap that was 8 footprints by 8 footprints, then I needed 8 "cccccccc" to make it work right :P
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FLOZi
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Post by FLOZi »

I aim to please. :P
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Das Bruce
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Post by Das Bruce »

FLOZi wrote:I'm not sure knight-style animation is to be advised for every single tank unit. And the turret doesn't look quite right.
I see what you mean, I was working off this which from that reference shot Argh posted seems deceptive.
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FLOZi
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Post by FLOZi »

That's the Porsche turret, pretty rare. You want the Henschel turret (which was the standard one). Thought that might be the case.

http://www.onwar.com/tanks/germany/profiles/ptiger2.htm
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Das Bruce
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Post by Das Bruce »

Righto.
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yuritch
Spring 1944 Developer
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Tiger II shots

Post by yuritch »

For a lot of Tiger II photos look here. The site is in Russian, but there are many photos. There are a lot of info on other WW2 tanks on that site, too.
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Das Bruce
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Post by Das Bruce »

Grr, is the spring site spastic or is it just my connection?

Anyway, I updated it a bit if you want to take a look.
http://fileuniverse.com/?p=showitem&ID=2788

But I'll take a look at yuritch's pics now.

/edit/ also note I haven't touched the tracks yet, just getting turret right first /edit/
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FLOZi
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Post by FLOZi »

it's an improvement, but the cupula/hatch should not overhand the turret side. And it should be on the other side.
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FLOZi
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Post by FLOZi »

So, after even further testing, the gunpits don't always protect their cargo - it depends what the enemy unit is aiming at.
So, my new suggestion is to apply a damagemodifier that is triggered when the unit is loaded. This would also give us a greater degree of control over how much protection they receive from the bunker.

Also, transports don't attach the same as they do in OTA, so currently it seems impossible to make all guns display correctly when loaded :x :cry:
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Nemo
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Post by Nemo »

A call for help!

First off: Anyone who can UVmap and skin things for us would be much appreciated. We have most other skill sets covered, but are lacking a bit in this department.

Next up: We need BETA TESTERS!
We need folks to help us get this beast of a mod ready to ship out, and playtesting is what needs to happen.

Here are the criteria:
1)Be helpful. If all you do is spam pointless/inane ideas or suggestions (example: "GIVEMEOMGZSUPERKROGPLX"), do not expect to recieve any more betas. If you give us solid feedback or reasonable ideas, we'll like you.
1a) Clear communication is a plus. This is a personal issue of mine, but if you can't give us anything other than "its gud lolololol", you're not helping a whole lot.
1b) Tell us stuff. If you play a game of AATA with another tester, but don't give us any feedback, you might as well have not played it. If you play, give us some notes - either just chatting in #aata, or posted on the A&A forum at TAU.

2)Don't spread it. There's a reason we're not releasing yet, and it would be nice if the beta people didn't take the link we give them and spam it in #main.

3) Activity/dedication. Three+ games a week would be cool. If we get the number of beta testers we're looking for, there should be no trouble finding a person to play with. This includes hanging out in #aata (in the spring lobby) and checking the TAU forums once in a while.

We're looking for between four and eight people (US and UK timezones preferable). If you're interested, give me a PM on here, and let me know what you can do for us. If you get the thumbs up, I'll give you links to the latest betas sometime this Saturday.

If you can stick with us for a long haul, I think you'll be nicely suprised. We're looking to release the mod in packs, and beta testing each pack pretty completely before release, so there will be plenty of goodies to play around with.

Thanks,
Nemo - official monkey text editor of Axis & Allies:Spring.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Nooo!

Nemo's defected too AATA!

*pickets the AATA head offices demanding return of text monkey*
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Nemo
Spring 1944 Developer
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Post by Nemo »

*runs away from Zsinj and his big net*

You'll never take me alive!

Besides, does SWTA really need more monkey text editors? All I can do is mess with values in .tdf and .fbis - you guys have plenty of skill and experience in that area. Flozi and spiked do as well, but this way they can do things that require more skill, like scripting/modeling/texturing.

Any more beta testers interested? We still have some slots open =)
SpikedHelmet
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Post by SpikedHelmet »

I... have.. returned from... Oblivion.. slumber... rrraaarrggghhhh...

Fuck that horribly, horribly addictive game. Flozi, get on MSN. bItch.
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Das Bruce
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Post by Das Bruce »

Spiked, the only MMORPG bitch worse than Ethan. :lol:
SpikedHelmet
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Post by SpikedHelmet »

Oblivion is single-player only.
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