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Re: How's life @ Spring RTS

Posted: 24 Nov 2009, 20:31
by AF
Gota wrote:IMO,DS had an unfortunate flaw.
The vertical water stripe in the middle northern part of the map.
This was deliberate and made combat on the middle hill more important, whereas atm most times its utterly ignored in DSD games.

The bonus was that anything that was amphibious or hovered could walk straight over it...

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 18:43
by IceXuick
HAHA OMG, what a bunch of replies and thanks, and so on!
No im not gone, just busy with 19(!) active projects, varying from sites, to commercials, to presentations.

I'm sorry i don't have time to reply each & every1.

But i also am truly happy i did check up on this forum.
Thanks to everyone i did not mention!

Some answers:

- the idea for DSD came up in a sketching round, which held 4 concept maps/designs. It was called SPLIT at that time. In a poll version, SPLIT won.

- the dry idea wasn't from me.. i don't know who.. but someone asked me to do a version without the water... After finishing, i named it "Dry" which kinda became a wellknown word here :)

- maybe DS(D) is good, because a lot of members here helped me with teh metal layout. (Forboding Angel the most if i remember right). With all the input of the community, the layout turned out great.

- i don't have any models or so.. most of them came from Lathan Stanley

- JAZCASH: haha, super thx for your post and reply. It's a small world after all :)

- Speedmetal was the most sucky map ever indeed, so my goal was to set a new standard :P
J/K, but happy to see my work did change/add something.

- Dragon: send me your Portfolio.. new vacant jobs comming up :)

- hunterw: lol :) (remove the ocean)

(probably returning to this forum once a month... toooo much going on)

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 20:18
by smoth
could you add this to delta siege ice?
http://springrts.com/phpbb/viewtopic.php?f=13&t=18892

This would reduce the amount of delta siege files needed and since it is one of the most downloaded maps, this would give the players dsd, deltasiege and a few other options wrapped in one.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:02
by Beherith
+ infinty to what smoth said, as then we could have dsd night and dsd snow :)

Smoth, is that version of snow compatible with ATI? If not, I can supply you with a version that is.

Edit: dunno about fog either, but I know that I put working ATI versions of both in the map Xenolithic V4. Hell i would even do all of this if my current compy ran spring :( I can do this after next week, I get my compy back then.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:06
by smoth
probably isn't compatible. I can include the compatible version if you have one.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:11
by Beherith
Compatible versions available in Xenolithic_V4.smf .
Smoth, If you could apply your amazing sense of color to this mapoption set, I would personally see to it that all autohosts adopt it asap :)

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:37
by IceXuick
i need to find the archive height- texture- terrain en metal maps... need to check my old-old-old-pc, and some backup DVD's or sometin.

I really do like the idea of have multiple settings for the map (seasonal and weather).

Only downside, is that it will still be DSD.. For the people that are kinda 'tired' of the map, it is offcourse more interesting to get entirely new maps. hmm..

Both of them require time for me.. which i hate to say, i don't have time atm. Sorry.

EDIT:
And well.. i'm also rusty in the mapconfig thingy.. all the settings.. and i have to install spring again. I could try and find the different maps (height, text, etc.).. maybe do littlebit photoshoppin magic (snow season) and then someone here may use the mapconfig thing. idea?

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:40
by Beherith
Oh, no need to find the old source files, smoths superb addon only changes the .smd file, everything else is the same. And yes he achieved the awesome winter and night look through lighting settings alone. The fog and the snow are LUA gadgets.

So for you its just:
_______________
Please sign here.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 21:43
by Beherith
Oh sorry about the double post, but I remembered one thing I definitely want to fix on dsd though.
We have figured out what causes the scanlines on maps, and if you could supply the texture file, it would be great if we could recompile without scanlines. Also, I would like to compile it at a lower compression setting, preferably 0.
Opening up the old map file and exporting and recompiling from it would probably be too lossy.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 23:03
by AF
You should be using delta siege as part of your portfolio! Not tucked away on an old dvd!

If you can deliver the source files to Delta siege then we can continue from there on our own.

Re: How's life @ Spring RTS

Posted: 28 Nov 2009, 23:15
by Forboding Angel
Beherith wrote:Oh sorry about the double post, but I remembered one thing I definitely want to fix on dsd though.
We have figured out what causes the scanlines on maps, and if you could supply the texture file, it would be great if we could recompile without scanlines. Also, I would like to compile it at a lower compression setting, preferably 0.
Opening up the old map file and exporting and recompiling from it would probably be too lossy.
I could have gotten you the tex file a long time ago :-? I wasn't aware that anyone really cared. Typemap needs to go though.

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 00:00
by smoth
I don't mind doing the work but if I am to do that I will need to do it soon. I am looking at moving soon and I will have downtime around a week when I do.

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 00:45
by IceXuick
im starting up old PC

EDIT:
Damn.. i knew it.. i checked my 2 old pc's a long time ago... also for spring files... it seems, that every is gone!
I did make alot of backup CD's and DVD's.. Hope ik can find time to check those out... I know that the Spring directory (with all the renders) was up to som 16 gigs or so... and i know for sure, i don't have 4 dvd's laying around with just springstuff.

DAMN.!

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 01:27
by Beherith
@Forb:
The +10% for vecs on flats and the +10% for bots in the top gully is a HUGE part of how dsd plays. Removing it would be a big mistake imo. What I do support though is the standardization of the hardness values and making sure there is no anti aliasing or resampling on the typemap that is causeng spikes and pits on large explosions.

@smoth:
I feel bad for trying to push this on you especially after your post on this topic containing way too much truth. Gotta run, but well work something out later today.

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 01:39
by smoth
Beherith wrote:@smoth:
I feel bad for trying to push this on you especially after your post on this topic containing way too much truth. Gotta run, but well work something out later today.
You getting roam done is all I need. Gundam is hurting for larger maps.


Also, I need only the improved snow, source files and height values, teh rest I can derive from the origonal.

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 01:44
by Beherith
The texturemap should suffice, springmapedit can export the rest from the original, and the typemap can be truncated easily.

Hmm smoth, thats giving me an idea; I could add support for mapper defined max LOD levels per 128 heightmap block, allowing efficient use of maps as surround meshes.

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 04:07
by smoth
ok, so how do I get the texture map if SME can grab the heightfield?

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 07:48
by Beherith
You can also grab the texture map with SME, but I wouldnt go that route since recompressing a texture from a compressed source is a solution far from ideal. If ice cant provide us the lossless texture, then unfortunately that is our only course, and we have to decide wether scanlines or a tad bit worse tx quality is the end. I would go for no scanlines.
SME can grab every bit of the map :)

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 08:07
by smoth
I could always use this as a chance to play in cararra? behe, could you cararra up a texture for me?

Re: How's life @ Spring RTS

Posted: 29 Nov 2009, 10:37
by Forboding Angel
http://springinfo.info/downloads/deltasiegesource.7z
Enjoy the non-compressed sugary goodness. Allow 15 minutes for it to finish uploading (or so, give or take... File size should be around 90 mb).